Qualities

What are Qualities

Qualities work similar to the Traits a character gains from his Species and his Playbook.   Qualities help round out your character’s personality while also providing a range of benefits or penalties that exist outside of their pure Species or Archetype determined traits, but can be related to them.
 

Purchasing & Buying Off

When you purchase a positive Quality you have to pay the listed Cost in XP to get it. But beware that certain things during a campaign can lead to the loss of purchased Qualities, such as replacing affected body parts with Augmentations. Story related events might also lead to the loss of a quality, at the disgression of the gamemaster.   Purchasing a negative quality is only available during Character Creationand rewards you with Bonus XP.
 

Character Creation

During Character Creation both Positive and Negative Qualities can be bought relatively cheaply, but at a Limit of 25 XP in either direction. So that means you can have a total of 25 XP in Costs and a Total of 25 XP in Bonus XP.   To purchase a Positive Quality, you just need to pay the listed "Cost" in XP. When you purchase a Negative Quality, you get a Bonus to your Starting XP, which you can freely spend during Character Creation, either to purchase positive qualities or through the other options available to you at a later step (see Character Progression).   When the Cost or Bonus of a Quality is listed as "-", it can't be purchased at Character Creation.
 

Character Progession

After Character Creation, Positive Qualities can still be purchased during game play through experience points, but only with the Gamemaster's approval. To do so you need to pay the "Progression Cost" in XP, which is usually much higher than the standard Cost during Character Creation.   Negative Qualities may be awarded to the character by the gamemaster based on events that take place in game. This does however not grant you any bonus XP. Negative Qualities can also be bought off using XP during game play thorugh experience points. To do so, you have to pay the listed "Buy Off" cost in XP.   Both the purchase of new qualities and the removal of existing negative qualities must be approved by the gamemaster and should ideally be reflected through the story before spending the experience points.   When the Progression Cost or Buy Off of a Quality is listed as "-", it can't be purchased / bought off.
 
Note that if you are granted one of these Qualities from your Species, Playbook or similar sources, you count as having purchased this quality. If a Quality has ranks, you can rank it up from additional sources.   When a Quality has no Ranks, or is already at its maximum rank, and it appears in your Playbook, you count it as being purchased already for the purpose of acquiring talents that have it as a requirement.
 

General Qualities

Positive General Qualities

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Aptitude

COST: 15 XP // Progression Cost: 30 XP
This quality is how you become even better than the best in the world. The standard limit for skills is 12. Every so often, there is a character who can exceed limitations and be truly exceptional in a particular skill. With this particular quality, the character can have one skill rated at 7 at character creation, and may eventually build that skill up to rating 13. Characters may only take the Aptitude quality once (but can gain it more often from their playbooks).
 

DAREDEVIL

Cost: 6 XP // Progression Cost: 12 XP
Better to be lucky than good, when you’re living on the edge. A character with this quality is particularly lucky when it comes to doing the outrageous. Whenever the character performs an exceptionally daring action (gamemaster’s discretion), she gets two points of Karma back instead of one.
 

Exceptional Attribute

Cost: - // Progression Cost: 35 XP
The Exceptional Attribute quality is how you get to be the charismatic Korrug, or the agile Grond. It allows you to possess one attribute at a level one point above the Species maximum limit. Exceptional Attribute also applies toward Special Attributes such as Biotics and Resonance. Karma cannot be affected by the Exceptional Attribute. A character may only take Exceptional Attribute once.
 

Indomitable

Cost: 8 XP per Rank (max 3) // Progression Cost: 16 XP per Rank (max 3)
Bodies and minds have limits, but some people have the will to push right through those boundaries. For each level of Indomitable, a character receives a +1 increase to an Inherent limit of his choice (Mental, Physical, or Social). He can take up to three levels and can apply them in any way he chooses (+3 to one Inherent Limit, for example; or +2 to one Inherent and +1 to another; or +1 to all three).
 

JACK OF ALL TRADES, MASTER OF NONE

COST: 2 XP // Progression Cost: -
The character has an incredible aptitude for learning new skills. Unfortunately, the character quickly gets bored and gets turned off when things start getting a little hard. XP costs are reduced by 1 (to a minimum of 1) for learning skills up to Rating 5. Beyond Rating 5, however, it costs 2 additional points of XP for each point of skill. This quality does not apply during character creation.
 

Lucky

Cost: 12 XP // Progression Cost: 24 XP
The dice roll and the coin flips this character’s way more often than not, giving her the chance to drop jaws in amazement at her good fortune. Lucky allows a character to possess a Karma attribute one point higher than her Species maximum. Note that taking this quality does not actually increase the character’s current Karma rating, it just allows her the opportunity to do so; the XP Cost for gaining the extra point must still be paid. This quality may only be taken once. The Lucky quality cannot be combined with Exceptional Attribute.

 
 

Negative General Qualities

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Bad Luck

Bonus: 12 XP // Buy Off: 24 XP
This character is cursed — his own luck often turns against him. When the character uses Karma, roll 1D6. On a result of 1, the point of Karma is spent, but it has the exact opposite effect intended. For example, if a character hopes to gain additional dice he loses that many dice from his dice pool. If a character spends Karma to go first in an Initiative Pass, he ends up going last. If a character spent Karma to negate a glitch, Bad Luck turns it into a critical glitch. The character suffers Bad Luck on only one Karma roll per game session. After the character has suffered his Bad Luck, he does not need to roll the test for Bad Luck for any more expenditures of Karma for the duration of that game session.
 

BORROWED TIME

Bonus: 20 XP // BUY OFF: 60 XP
Crossers face death on a regular basis, but usually they learn the best ways to avoid it. This quality makes avoiding it impossible; the inevitable is at your door, you’re just waiting for it to knock. It may be a fatal disease, a slow-acting poison, a precarious blockage, or a ticking cortex bomb, but no matter the source, death could arrive at any moment. There is no set time limit on the character’s expiration, only a deadly combination of three dice.   At the beginning of each game session the gamemaster rolls three dice in secret; three of a kind means times up. At some point during that game session, at the perfect dramatic moment, the character dies. 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 Karma to stay alive, until the quality comes up again. If a character has 0 current Karma, he can't use this option.
 

Gremlins

BONUS: 4 XP per Rank (max 4) // Buy Off: 8 XP per Rank
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 of 4), reduce the number of rolled 1s necessary to get a hard glitch by 1 whenever the character is attempting to use a moderately sophisticated device. For example, a character with a dice pool of 8 and Gremlins level 2 (8 XP) would trigger a hard glitch if two or more 1s result from the test (instead of the normal 4). The gamemaster may also require the character to make a test for operation that would otherwise succeed automatically 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 electronics malfunction. Some examples of Gremlin-induced glitches include: the magazine falling out of a pistol when attempting a critical shot, a keypad inexplicably burning out while entering a code to disarm an alarm system, or the commlink interface converting to another language mid-sentence when attempting to access a restricted node.   Note that Gremlins is a Negative quality—its effects hinder the character (and probably entertain others). The character cannot use his Gremlins quality to damage an opponent’s high-tech equipment merely by touching it. Anything the character attempts to sabotage using only Gremlins will function flawlessly. (Obviously, he can try any ordinary means of sabotage, but Gremlins will haunt his efforts.) The effect only applies to external equipment and does not affect cyberware, bioware, or other implants.
 

Incompetent

BONUS: 6 XP // Buy Off: 12 XP
An Incompetent character possesses a total lack of knowledge or ability with a certain Active skill - or, perhaps worse, they have some vague knowledge on the skill, but they have neither the coordination nor the comprehension to come anywhere close to carrying it off properly. No matter how much effort they put into this area, they simply cannot grasp it—it would take a miracle for them to somehow, someday advance to the level of “poor” in this skill.   Incompetent may not be applied to Language or Knowledge skills. The Incompetent character is treated as having skill level of “unaware” or "-" for the selected skill. In some cases, a Success Test may be required for tasks most people take for granted. Characters may not possess Ranks in the skill for which they have the Incompetent quality. If gear grants a bonus or requires the use of a specific skill in which the character is Incompetent, the character gains no benefits from the gear. A character can never "Default a Skill" in which he is incompetent.   This should go without saying, but just in case: Characters may never choose Incompetent for any skill that they are physically incapable of using. A non-biotic cannot take Incompetent in Biotics; a non-technomancer cannot be Incompetent in a skill that requires Resonance; and so on.   Incompetent may be purchased multiple times, selecting a different skill each time.

 
 

Physical Qualities

Positive Physical Qualities

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Acrobatic Defender

Cost: 5 XP // Progression Cost: 9 XP
Duck, dive, twist, and twirl, just put on a good enough floor show to keep whatever is coming your way from landing on your face. This quality allows the character to use their Acrobatics skill in place of their Willpower while using Full Defense. Including this skill in the Defense Test means that their Physical Limit also applies.
 

Agile Defender

Cost: 4 XP // Progression Cost: 7 XP
Speed kills, but quickness and agility can be the key to avoiding a speedy death. This quality allows the character to use their Agility in place of their Willpower attribute while using Full Defense.
 

Ambidextrous

Cost: 7 XP // Progression Cost: 13 XP
The Ambidextrous character can handle objects equally well with either hand. Without this quality, any action performed solely with the off–hand (i.e., firing a gun) suffers a –2 dice pool modifier.
 

Catlike

Cost: 12 XP // Progression Cost: 21 XP
A character with the Catlike quality is gifted with an uncanny elegance, a stealthy gait, and an almost preternatural ability to move without making a sound. They also claim they land on their feet when dropped, though they tend not to let people test this. This quality adds a +2 dice pool modifier to Sneaking and Free-Fall skill tests.
 

Deadly Natural Weapons

Restriction: Only Species with the "Natural Weapons" Trait.
Cost: 6 or 12 XP // Progression Cost: 11 or 21 XP
The natural weaponry of your Species is especially developed on your body and you've learned how to use it to a deadly precision. At the 6 (/11) XP rating this Quality increases the damage value of your natural weapons by +1. At the 12 (/21) XP rating it also grants +1 ARP to your natural weapons.
 

Double-Jointed

Cost: 6 XP // Progression Cost: 11 XP
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. The character may also be able to squeeze into small, cramped spaces where less limber characters cannot. They’re also great at parties and bars.
 

DRUG TOLERANT

Cost: 6 XP // Progression Cost: 11 XP
The character has a higher-than-average tolerance for drugs (sometimes called Ozzy Osborne Syndrome). This could be due to a hardy constitution, or a natural genetic mutation that allows for better absorption and filtering of foreign chemicals from their system. The character in question receives +2 dice to all Addiction Tests to resist addiction. They gain no Bonus, however, for attempting to dry out after being addicted.
 

HAWK EYE

Cost: 8 XP // Progression Cost: 14 XP
Characters with the Hawk Eye quality have exceptionally keen natural vision. They can identify a face a block away without binoculars or spot a spent casing in a shadowy crack at five meters. Characters gain a +1 dice pool modifier to their Perception Tests and shift all Range Environmental modifiers up one category (e.g., Medium becomes Short). The quality is part of characters’ natural eyes and is not compatible with electronic vision enhancements and/or cyber- or bioware augmentations or replacements.
 

High Pain Tolerance

Cost: 7 XP per Rank (max 3) // Progression Cost: 13 XP per Rank (max 3)
High Pain Tolerance lets a character keep delivering the pain even if she’s had plenty piled on her own head. A character with High Pain Tolerance can ignore one damage per rating point of this quality when calculating wound modifiers. So a character with this quality won't actually take a wound modifier at 59% damage, but instead at (50% + 1 x Rating). So for example a character with 12 Health and Rating 2 Pain tolerance won't take a wound modifier every 6 damage, but instead every 8 damage. This quality only applies to wound modifiers due to Health damage.
 

Human-Looking

Restriction: Only Species with the "Humanoid" Body-Type can take this quality.
Cost: 8 XP // Progression Cost: -
A member of an alien Species with the Human-Looking quality only has very subtle non-human features that can easily be hidden. They can pass for a human in most circumstances, as long as they are properly covering all their non-human features (like skin-color, pointed ears or tusks, etc.). Human NPCs respond with neutral attitudes toward such characters when making Social skill tests, even those humans who are particularly biased against alien species. The character may suffer increased animosity from aliens NPCs who are prejudiced against humans and who either mistake him for human or distrust his motives for trying to look human.
 

LIGHTNING REFLEXES

Cost: 20 XP // Progression Cost: 35 XP
Some people are just born fast. This quality provides an unaugmented character the ability to react with astonishing speed. The character gains +1 to their Initiative rating and 1 Bonus initiative die. This quality is not cumulative with any other Initiative enhancement, be it technological, chemical, or biotic. They also receive a +1 dice pool modifier for all Defense Tests.
 

Natural Athlete

Cost: 12 XP // Progression Cost: 21 XP
A character with this quality has an innate combination of physical fitness, 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. The Natural Athlete adds a +2 dice pool modifier for Athletics and Acrobatics skill tests.
 

Natural Immunity

Cost: 4 or 10 XP // Progression Cost: 9 or 18 XP
The ability to casually sip poison can never be overrated. 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 4 XP (9 XP) level, the character is immune to a single natural disease or toxin. If Natural Immunity is purchased at the full 10 XP (18 XP) level, the character is immune to a single, synthetic (artificially created) disease or toxin.   The player and gamemaster must agree on the disease, drug, or poison to which the character is immune. The character can take one dose of the drug or poison and experience one exposure to the disease every six hours with no ill effects. Any subsequent dosing or exposure during the next six hours causes normal damage, but the character’s recovery time is halved.   Note that characters with Natural Immunity to a disease can be a carrier, infecting other characters while suffering no ill effects.
 

NIGHT VISION

Cost: 4 XP // Progression Cost: 7 XP
The name says it all. This quality provides characters with the advantages of low-light vision. There is a downside. Thanks to the extremely light-sensitive nature of the eye, the character suffers severely from the glare of the sun (Blinding Glare on a clear day, Moderate Glare on an overcast day, etc.) but can mitigate this with sunglasses per the Environmental Compensation Table. The quality is not compatible with cyber- or bioware augmentation or replacement (meaning if you get any such replacement, this quality goes away, and the character receives no XP in return).
 

One Trick Pony

COST: 7 XP // Progression Cost: 14 XP
You’ve watched the same action video or chipped your way through the same simsense so many times you actually know how to do that really cool move the star always uses. This quality allows the character to choose one Martial Arts technique they can do without first learning the associated Martial Arts style.
 

Quick Healer

Cost: 7 XP // Progression Cost: 13 XP
A character with the Quick Healer quality receives a +2 dice pool modifier to all Healing Tests made on/for/by her.
 

Resistance to Pathogens/Toxins

Cost: 4 OR 8 XP // Progression Cost: 7 or 14 XP
A character with Resistance to Pathogens/Toxins can fight off diseases and drugs more easily than other characters and receives a +1 dice pool modifier to Resistance Tests. This quality comes at two levels: at 4 XP (8 XP) the character is resistant to either pathogens or toxins, not both. If the character purchases this quality at 8 XP (16 XP), she receives the +1 modifier for resisting both.
 

Sharpshooter

COST: 6 XP // Progression Cost: 9 XP
Through focus and vigilance it’s possible to hone a shooting skill to the point of an excess of precision. This honing means that specific techniques are trained to the point of perfection, but in that training, other, more basic maneuvers are skipped over. Characters with this quality are more skilled at making Called Shots, but at the cost of their basic shooting skills. Penalties for Called Shots are decreased by 2, while all other Ranged Attack actions suffer a –1 dice pool penalty.
 

TOUGH AS NAILS

Cost: 6 XP per Rank (max 3) // Progression Cost: 11 XP per Rank (max 3)
“Hit me!” is your favorite phrase. This quality can be taken several times, each time providing one additional point of maximum Health and Strain, up to a maximum of 3 on each of them.
 

UNCANNY HEALER

Cost: 16 XP // Progression Cost: 28 XP
The character has always been a fast healer, recovering from injuries with almost supernatural speed. Characters who embrace augmentation soon discover that it interferes with their unnatural healing ability, however. The character adds their current Essence attribute as a dice pool modifier to all Natural Recovery Healing Tests for both Strain and Health damage. This does not affect biotic healing or First Aid tests performed by others. This quality cannot be combined with Quick Healer.
 

Will to Live

Cost: 3 XP per Rank (max 3) // Progression Cost: 5 XP per Rank (max 3)
For each rating point in Will to Live, the character gains 1 additional Damage Overflow Point. These additional points only allow the character to sustain additional damage before dying; they do not raise the threshold at which the character becomes unconscious or incapacitated, nor do they affect modifiers from the damage the character has taken.

 
 

Negative Physical Qualities

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Addiction

Bonus: 4 TO 25 XP // Buy Off: 8 to 50 XP
A character with the Addiction quality is hooked on chemical substances, such as street drugs (novacoke, bliss, tempo technological devices or biotic sensations, such as better-than-life (BTL) chips or Nymphean melding; or potentially addictive activities such as gambling or sex.   Physiological Addictions affect the Body’s functions, producing pain, nausea, shakes, and other side effects that can impair the crosser, particularly during withdrawal. Some possible effects of psychological Addictions include paranoia, anxiety, insomnia, poor concentration, mood disorders, and depression. For specific rules on Addiction Tests, Withdrawal Tests, and staying clean, see Addictions.
COMMON ADDICTIONS
  • Better-than-life chips
  • Alchemical preparations
  • Alcohol
  • Street drugs
  • Nymphean Melding
  • Augmentations
  •  
    The Bonus XP value of this quality depends on how severe the addiction is. Levels of addiction include: Mild, Moderate, Severe, or Burnout. Addictions get worse over prolonged periods of time without treatment. Each level of Addiction has a starting dosage level that tells the character how much of a substance or activity they must use for a craving to be sated. This level can be increased if the character has augmentations. The more severe a character’s Addiction, the more substance or time devoted to the activity he needs to satisfy his cravings.   At the lower end of the spectrum for the Addiction quality (Mild, Moderate), it is easier to hide the effects of an Addiction. At the most severe levels (Severe, Burnout), there are noticeable physical and mental signs of Addiction. These signs negatively impact his Social Tests even if he is not suffering the effects of withdrawal.
     
    Mild Addiction
    (4 / 8 XP)/1 dose or 1 hour of habit-related activity
    Mild cravings occur once a month for the character. If a character fails his Withdrawal Test, he suffers symptoms of withdrawal and must actively seek out and use the substance or engage in the activity to find relief. On a run, this could mean delaying plans that the crosser team may have meticulously put together for a job, especially if the character is busy gambling with a bookie or slotting a BTL instead of being available for the run. While the character is suffering withdrawal symptoms, apply a –2 dice pool modifier to all of the character’s Mental-attribute-based tests (if psychological dependency) or to all the character’s Physical-attribute-based tests (if physiological dependency). If the character succeeds on his Withdrawal Test, the character does not suffer withdrawal symptoms and does not need the substance or participate in that habit until the character makes their next Withdrawal Test (in one month). He is able to stay clean for that month.
     
    Moderate Addiction
    (9 / 18 XP)/1 dose or 1 hour of habit-related activity
    A craving at the Moderate level occurs roughly every two weeks. If the character experiences withdrawal, he suffers a –4 to all Mental-attribute-based tests (if psychological dependency) or –4 to all Physical- attribute-based tests (if physiological dependency) until the craving is satisfied.
     
    Severe Addiction
    (15 / 30 XP)/2 doses or 2 hours of habit-related activity
    The addiction is spiraling out of control. The addict experiences cravings once a week. If he fails a Withdrawal Test, he suffers a –4 dice pool modifier to either their Mental- or Physical-based tests (as appropriate for their dependency) while in withdrawal. In addition, he suffers a –2 dice pool modifier to all Social Tests, whether he is in withdrawal or not. It is all but impossible now for the character to hide his addiction, even when he’s had his fix. The physical and psychological symptoms of the damage caused by his Addiction are readily apparent to the close observer.
     
    Burnout Addiction
    (25 / 50 XP) 3 doses/3 hours (minimum) of habit-related activity
    Burnout is the final progression of the Addiction quality. The addict experiences cravings for their drug or habit of choice every day. Until they satisfy their craving with a fix, the character suffers a –6 penalty to either his Mental- or Physical- based tests (whichever one is appropriate for their dependency) while in withdrawal.   Because his Addiction is now obvious to even the most casual observer, the character suffers a –3 dice pool modifier for all Social Tests, whether he is in withdrawal or not.   The gamemaster has discretion as to whether or not she should call for Withdrawal Tests during an Addicted character’s downtime, depending on to what degree the gamemaster wants the addiction to impact gameplay for the character.
     

    ALBINISM

    Bonus: 4 or 8 XP // Buy Off: 8 or 16 XP
    While the little white bunnies are cute, a character with this quality will likely get a moniker like Powder, Whitey, or Snowflake; no matter his actual Species. Albinism is a genetic disorder that results in a partial or complete lack of pigmentation in the eyes, skin, and hair. While the lack of pigment in the hair and skin results in white colorations, lack of pigment in the eyes results in pink or crystal blue irises, with bright red pupils. Due to the lack of melanin, the compound that provides the pigmentation, characters with this quality lack ultraviolet light protection, making them very photosensitive and prone to sunburn. All ethnicities, species, and subspecies can manifest albinism; in fact, all species can manifest albinism, including sapient paracritters (Species that naturally suffer from albinism can't take this quality).   Characters with this quality at the 8 XP (16 XP) level, face a Weak Glare penalty to all actions when working in regular indoor lighting as well as during a bright but overcast day, and a Moderate Glare penalty when working on a sunny day. All other Glare modifiers are also increased by one level versus albino characters. Normal compensation methods work to mitigate the modifiers.   Due to the lack of protective pigmentation in their skin, characters with this quality suffer sunburn more quickly. Halve the duration between resistance tests when exposed to the sun for extended periods.   Characters who gain cybereyes at any point in the character creation process only gain 4 XP (8 XP) at character creation. If an albino character gains cybereyes during game play, they must buy down this quality to the 8 XP level (from 16 XP) as soon as they have the XP, and cannot spend XP on anything else until the quality is bought down.
     

    Allergy

    Bonus: 5 TO 25 XP // Buy Off: (2x Calculated Value)
    A character with the Allergy quality is allergic to a substance or condition found in their environment. The value of this quality depends on two factors. The first is whether the substance or condition is Uncommon (2 XP) or Common (7 XP). Next, determine the severity of the symptoms: Mild (3 XP), Moderate (8 XP), Severe (13 XP), or Extreme (18 XP).   Add the appropriate point values together to find the final value. For example, the value of an Uncommon Moderate Allergy (Silver) is 10 XP(2+8 XP). If a character is attacked with a substance to which they are allergic, they lose 1 die from their Resistance Test for each stage of severity of the Allergy (e.g., 1 die for a Mild allergy, 2 dice for a Moderate allergy, etc.).
     

    ASTHMA

    Bonus: 8 XP // Buy Off: 16 XP
    When they gave you the street name Wheezy, you thought how awesome it was to get a classic but rare sitcom reference. Then you realized it was because of your asthma, and it wasn’t so cool. Whether it was in your genetic code, or forced on you by a virus or pollution, you’ve got the wheezes, more professionally known as chronic asthma. When it kicks in you endure wheezing, shortness of breath, chest tightness, and coughing. In other words, some serious distractions from hacking, shooting, fighting, casting, and just about anything else that requires even a modicum of concentration.   Characters with asthma suffer additional, and more rapid, effects from all forms of Fatigue. Whenever considering a Fatigue damage effect, the character faces the damage twice as often and suffers additional effects as soon as they start taking damage based on the Asthma Effects table.
     
    Damage Effects (cumulative)
    1 Wheezing; –1 dice pool modifier to all Physical Actions; Social Limit decreased by 1
    2 Shortness of breath; –1 dice pool modifier to all Actions; Social Limit decreased by 1 additional point
    4 Chest tightness; further Fatigue damage resisted with only Willpower
    8 Wracking cough; –1 dice pool modifier to all Actions; Social Limit decreased by 1 additional point
     

    BLIND

    Bonus: 8 or 16 XP // Buy Off: 16 or 30 XP
    Characters with this quality are completely blind on one (8 XP) or both (16 XP) of their eyes and can perceive nothing visually. Characters at the 8 XP level, have all their vision-based perception tests halved and shift all Range Environmental modifiers down one category. They also face a –2 dice pool modifier for general Perception tests, a –1 dice pool modifier for Surprise Tests.   Characters at the 16 XP level automatically fail all vision-based Perception Tests. They also face a –4 dice pool modifier for general Perception tests, a –3 dice pool modifier for Surprise Tests, Blind Fire when in Ranged Combat, Total Darkness in Melee Combat, and any other relevant modifiers at the gamemaster’s discretion.   The character cannot use cybereyes, as the blindness is a nerve issue, leaving them incapable of processing any visual stimuli, regardless of the source. When a character with this quality wants to use cybereyes, they first need to buy off this quality.
     

    DEAF

    Bonus: 15 XP // Buy Off: 30 XP
    Characters with this quality are completely deaf and can perceive no sound at all. This means they automatically fail all audio-based Perception Tests. They also face a –2 dice pool modifier for general Perception tests, a –3 dice pool modifier for Surprise Tests, and any other modifiers at the gamemaster’s discretion.
     

    LIGHTWEIGHT

    Bonus: 6 XP // Buy Off: 12 XP
    On the bright side, this quality means it’s easy, and cheap, to get drunk. On the downside, it takes far less to get a person addicted to the various types of chemical drugs on the market. The Addiction Rating of any substance on the Addiction Table or any other related tables is 2 levels higher for the character.
     

    Low Pain Tolerance

    Bonus: 9 XP // Buy Off: 18 XP
    Characters with Low Pain Tolerance are particularly sensitive to pain; they always count one additional damage per rating point of this quality when calculating wound modifiers. So a character with this quality won't actually take a wound modifier at 50% damage, but instead at (50% -1). So for example a character with 12 Health won't take a wound modifier every 6 damage, but instead every 5 damage. This affects only the Health damage track. This quality is incompatible with the High Pain Tolerance quality.
     

    MOTION SICKNESS

    BONUS: 4 XP // Buy Off: 8 XP
    Yes, there is a strong benefit from being able to move from place to place, but if your traveling comes with too much, well, motion, your stomach starts doing flipflops. Any time you are in a vehicle that is effectively accelerating at a rate of 15 or higher (that is, moving across three or more range categories) or moving at a Speed of 40 or higher, you experience Nausea (Conditions) until the vehicle’s Speed or Acceleration drops. Once the vehicle movement drops, the Nausea disappears in (12 – Body) minutes.
     

    Simsense Vertigo

    Bonus: 5 XP // Buy Off: 10 XP
    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 a –2 dice pool modifier to all tests when interacting with AR, VR, or simsense.
     

    Unsteady Hands

    Bonus: 7 XP // Buy Off: 14 XP
    A character with Unsteady Hands has mild shakes that affect the dexterity and finesse in his hands. The character suffers a –2 dice pool modifier for all Agility-based tests when symptoms manifest themselves. The condition could be physiological (an untreated genetic disorder or damaged nerves, for example), caused by psychological trauma, or even be symptomatic of age. Certain augmentations or medications can mask these symptoms under normal circumstances. Under more stressful situations in the course of the run, there is a chance the Unsteady Hands condition can reappear.   The character makes an Agility + Body (4) Test following a stressful encounter (combat, for example). A successful test means the character does not experience the symptoms of this condition (this time). A failed test causes the difficulties associated with unsteady hands to re-emerge, and they remain with the character for the remainder of the run.
     

    Weak Immune System

    Bonus: 10 XP // Buy Off: 20 XP
    A character with a Weak Immune System has reduced resistance to infections and disease. Increase the Power of any disease by +2 for every Resistance Test. A character with Weak Immune System cannot take the Natural Immunity or Resistance to Pathogens/Toxins qualities. A Weak Immune System often results from immune-suppression treatments used in cybersurgery and bio-genetic procedures, so it is reasonable to believe that characters that have undergone extensive body modifications are more likely to acquire this quality.

     
     

    Mental Qualities

    Positive Mental Qualities

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    Analytical Mind

    Cost: 5 XP // Progression Cost: 9 XP
    Analytical Mind describes the uncanny ability to logically analyze information, deduce solutions to problems, or separate vital information from distractions and noise. It’s useful in cracking cyphers, solving puzzles, figuring out traps, and sifting 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 reduces the time it takes the character to solve a problem by half.
     

    Brand Loyalty

    Cost: 6 XP // Progression Cost: 11 XP
    Brand loyalty is taken to extremes in the world of Swan Song with individuals brainwashed by their megacorporate masters, especially when it comes to firearms. But sometimes being loyal to a brand can be a good thing. Characters who are brand loyal know the products of their favorite brand inside and out. The quality has two levels; Manufacturer and Product. At the Manufacturer level, characters choose a corporate or manufacturer brand, i.e. Ares, and gain a +1 dice pool Bonus on every roll involving gear made by their manufacturer. At the Product level the Bonus is only conveyed on a single item, i.e. Predator IV.   On the downside, due to this narrow focus the character suffers a –1 dice pool penalty whenever working with a piece of gear not made by their preferred Manufacturer. At the Product level the –1 dice pool penalty is applied to all products of the same type, i.e., heavy pistols, cars, SMGs, assault cannons, commlinks, etc.
     

    CHASER

    COST: 4 XP // Progression Cost: 7 XP
    Something about reeling in a car, boat, or plane that is trying to get away from you gives you a sense of urgency and intensity that makes you perform at your peak. The same thing happens when someone is after you. Any time you perform any Chase Action (see Vehicle Combat), you receive a +2 dice pool bonus.
     

    CITY SLICKER

    COST: 7 XP // Progression Cost: 12 XP
    A character with this quality has the asphalt and concrete of the sprawl in his blood. They would choose the noise and chaos of the city over the suburbs or rural areas any day of the week. They have an instinct for navigating urban environments. This quality provides a +1 dice pool modifier for the Navigation, and Streetwise skills when in an urban environment. The downside is the character suffers a –1 dice pool modifier to Navigation and Survival Tests when in any non-urban environment.
     

    COMMON SENSE

    Cost: 7 XP // Progression Cost: 13 XP
    “Common sense is not so common” as they say. It’s nothing supernatural, just a keen sense of knowing when something is just a bad idea. Any time a character with this quality is about to do something the gamemaster deems foolish, the gamemaster must act as their proverbial inner voice of reason and issue a little warning. The gamemaster can only give a number of warnings per session equal to or less than the character’s Karma rating. After that, they’re on their own.
     

    Gearhead

    COST: 11 XP // Progression Cost: 17 XP
    The Gearhead is who you look for when it’s time to stomp on the gas and move. She’s a natural-born driver or pilot. When she’s at the wheel/stick/controls of a vehicle or drone, she has an intuitive understanding of its limitations and its capabilities and is able to coax whatever machine she’s controlling to perform at its best. During vehicle or chase combat, a Gearhead can increase the Speed of her vehicle or drone by 20 percent or increase the Handling modifier by +1 (player’s choice). She also receives a +2 dice pool modifier when attempting difficult maneuvers or stunts in the vehicle. This bonus lasts for 1D6 minutes. The player can choose to make this bonus last up to an additional 1D6 minutes if she wants. Doing so pushes the vehicle or drone well beyond its design limits and risks catastrophic damage. For each minute the character pushes the vehicle past its initial bonus period, the vehicle automatically takes one point of stress damage (unresisted).
     

    GOLDEN SCREWDRIVER

    COST: 8 XP // Progression Cost: 14 XP
    It happens to everyone: You meet more hacking opposition that you expected, and your shit gets bricked. Maybe it’s your deck. Maybe it’s your cybereyes. They just love to brick cybereyes, don’t they? Well, null persp, chummer, ’cause been there, done that. You are so used to fixing Matrix damage that you hardly think about it anymore. Every hit you get on your Hardware + Logic test reduces 1 box of Matrix Damage and reduces the time to do so by half—you do not have to allocate your hits to one or the other.
     

    Guts

    Cost: 10 XP // Progression Cost: 21 XP
    When a giant bug alien with dripping mandibles comes calling, the character with Guts is the one most likely to stand and fight instead of freaking the hell out. Guts gives a character a +2 dice pool modifier on tests to resist fear and intimidation, including psychically induced fear from powers.
     

    INSPIRED

    COST: 4 XP // Progression Cost: 7 XP
    Slapping paint on a canvas or words on a page is easy and requires only a medium and a mouth to tout one’s own amazing talents and insights. But to make something worthwhile, something that deserves to be called art, pieces that speak for themselves and stand the test of time, requires true talent. An Inspired character is touched by a muse (figuratively we hope, though gamemasters can see how they want to handle things for the literal) and is considered an artistic genius by his peers for his remarkable raw talent. The quality grants the character an additional Street Cred of 2 among fellow artists familiar with his reputation. Inspired characters also gain a +1 dice pool modifier for all Artisan skills or Performance skills they possess; the player must choose which category the quality applies to when it is chosen, and the quality can only be selected once.
     

    OUTDOORSMAN

    COST: 6 XP // Progression Cost: 10 XP A character with this quality is often described as woodsy. They are far more comfortable in wilderness and rural environments than in the urban blight of the modern city. They are naturals at tracking and hunting, with a sense of direction even a compass could rely on. This quality provides a +2 dice pool modifier for the Navigation and Survival skills when in a rural or wild environment. The downside is the character suffers a –1 dice pool modifier to Navigation and Survival Tests when in an urban environment.  

    PERCEPTIVE

    Cost: 5 XP per Rank (max 2) // Progression Cost: 9 XP per Rank (max 2)
    The devil is in the details, and you see those horns regularly. This quality is available at two levels. For each rank, characters receive a +1 dice pool modifier on all Perception Tests, including Matrix Perception.
     

    Perceptive Defender

    Cost: 6 XP // Progression Cost: 9 XP
    Sometimes keeping yourself alive is about staying alert and keeping an eye out for incoming trouble, about knowing what’s coming before it’s time to duck or dive for cover. This quality allows the character to use their Perception skill in place of their Willpower attribute while using Full Defense. Including this skill in the Defense Test means that their Mental limit also applies.
     

    PERFECT TIME

    Cost: 6 XP // Progression Cost: 11 XP
    Who needs a watch when you’re around? The character with this quality always knows the time, down to the minute, and has a perfect sense of rhythm and timing. This perfect sense can only be obstructed through prolonged isolation, unconsciousness, or distortion of temporal perception through drugs, chips, or an extended period in the Matrix. This quality provides two game benefits: a +1 dice pool modifier for Performance Tests involving timing and rhythm, along with an additional Free Action during every Action Phase.
     

    Photographic Memory

    Cost: 6 XP // Progression Cost: 11 XP
    A character with Photographic Memory can instantly recall facts, dates, numbers, or anything else he has seen or heard. The character gains a +2 dice pool modifier to all Memory Tests.
     

    REVELS IN MURDER

    Cost: 8 XP // Progression Cost: 14 XP
    Calling you psychotic might be going too far, but in any case it’s doubtful anyone is going to debate the point to your face. Killing brings you joy. Maybe it’s the thrill of the ultimate test of your skills, the ultimate redline, kill or be killed, and the triumph of victory that keep you going. Maybe you just like gore. The World of Swan Song is a cold place, chummer, and you get your kicks where you can.   When a character with this quality uses a point of Karma as part of an offensive combat action against a target and causes enough damage to send that target into physical overflow, the character immediately regains the spent point of Karma.   To qualify, the target must be aware of the possibility of damage and not willing to receive it, and they must be a sentient character (human or any playable species). Critters, and the like do not count. In case of doubt as to whether a target counts or not, the gamemaster has final say.
     

    SENSE OF DIRECTION

    Cost: 4 XP // Progression Cost: 7 XP
    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 +1 dice pool modifier on Navigation skill tests.
     

    SPEED READING

    Cost: 4 XP // Progression Cost: 7 XP
    When you found out the professor was offering an open-book final that could count as one hundred percent of your grade, you covered a year’s tuition by betting you could ace it without ever attending a single class. With this quality, a character can read through a full page of written text (about 800 words) in about five seconds or an 800-page textbook in about an hour. The information read is not memorized (unless the character also possesses the Photographic Memory quality, which allows a test for anything in the book after it is read), but the reader can gain a basic understanding of the contents. If attempting to locate a specific piece of information, phrase, or subject while in the process of reading, the character can attempt a Logic + Intuition Extended Test with a threshold and interval determined by the gamemaster based on the length of the text, its complexity, and the obscurity of the information being sought.
     

    VEHICLE EMPATHY

    COST: 7 XP // Progression Cost: 12 XP
    Sometimes you feel like your heart pumps 108 octane instead of simple blood. Characters with this quality have an inexplicable understanding of and connection with anything they drive. Whenever the character is in physical control of a vehicle, either through manual controls or jacked into the vehicle via cable (but not Jumped In), they gain a +1 dice pool modifier for all appropriate Pilot Skill tests and increase the Handling Rating by +1.

     
     

    Negative Mental Qualities

    Show Qualities

    ACCIDENT PRONE

    BONUS: 4 XP // Buy Off: 8 XP
    This driving thing—it may not be for you. You have a talent for steering any vehicle you control into whatever wall, tree, or other vehicle may be nearby. You receive a –2 dice pool penalty on any tests involved in directing a vehicle.
     

    AMNESIA

    Bonus: 4 or 8 XP // Buy Off: 8 or 16 XP
    More than just one night of drunken partying or even a few days’ blackout from a healthy dose of laés, this level of memory loss is far deeper and more profound. The loss can be from injury, biotics, drugs, or something unknown and sinister, and it can be either a simple surface memory loss or a complete neural deletion. The two levels of loss offer differing XP values and differing levels of difficulty for the mind-wiped Crosser.
     
    Surface Loss
    Bonus: 4 XP (8 XP)
    This character suffers from the classic movie amnesia where they don’t remember who they are or their life before a certain moment, but they retain knowledge of their skills and general abilities. They aren’t quite sure how they learned them, or where, but they at least have those abilities at their disposal. What they lack are knowledge skills. The gamemaster determines a back-story based on the character the player creates and notes their knowledge skills. As a skill becomes relevant to the game, the gamemaster can make a secret roll for the character and provide the information in a flash of realization.   But these skills don’t just appear out of thin air for nothing. In order to access a Knowledge skill, a character needs to decide to buy it. If the skill is already on their list, 2 XP buys an additional rank of the skill and that small bit of their history can be revealed. If the skill is not on their list they pay for it normally. A player could choose to never buy back their skills and always be at the mercy of the gamemaster, or simply build up their new identity with what they learn on the streets.
     
    Neural Deletion
    Bonus: 8 XP (16 XP)
    This is something that should be discussed and worked out with the gamemaster before choosing it, or can be part of a gamemaster’s plan for starting a new campaign with willing (note that word!) players. The player(s) start with a very limited level of knowledge as to what their character(s) can do. A nice gamemaster may allow for a list of skills they seem to know something about, or they can choose to reveal nothing but the basics, such as Physical Attributes and gear. Mental Attributes, skills, qualities, and even Karma should start as a mystery, and players learn about their character as they go.   One of the most important things to remember about choosing this is that your history is out of your hands and, at times, so is your character creation. If you want this level of Amnesia, talk to your gamemaster and then wait for your character sheet and hold on for dear life because you’re in for a bumpy and wildly fun ride. The player can only fully regain control of their character by spending the XP to buy off this quality and completing whatever in-game goals the gamemaster designs.
     

    BI-POLAR

    Bonus: 7 XP // Buy Off: 14 XP
    A character with this quality fluctuates between periods of depression, stability, and mania. During manic periods, the character gains a +1 dice pool modifier to any tests involving Agility or Reaction. At the same time, 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, unmotivated, and unable to focus. Apply a –2 dice pool modifier to any tests involving Agility, Reaction, Logic, and Intuition. During stable times, the character feels balanced and suffers no difficulties except for those they impose on themselves.   The gamemaster rolls a die to determine the character’s current mental state. This roll should occur at the beginning of the game session, whenever the character gets a shift in activity (sleep, after a run, during a long stakeout, etc.), or whenever the gamemaster feels like it, but at least once per day. On a result of 1 or 2, the character is in a depressed state, on a 3 or 4 the character is in a manic state, and on a 5 or 6 the character is stable.   Medication to stabilize Bi-polar characters is available at a Cost of 500 NuCred a month, but requires a prescription and a SIN (a fake SIN is, of course, a viable option). Failing to take meds for more than twelve hours results in a die roll by the gamemaster. On the street, the meds go for 100 NuCred per daily dose.
     

    Code of Honor

    Bonus: 15 XP // Buy Off: 30 XP
    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 Honor quality chooses a specific group that they will not kill or allow others to kill. Examples of this group could include women, children, innocent bystanders, or a specific metatype. A character can choose to protect specific paracritters, but only if the specified paracritter possesses the Sapience power. The gamemaster must approve the group that the character designates as being “off limits.” If the group (such as children) is not regularly encountered in campaigns, the gamemaster can reject the choice. If the player feels strongly about his choice, the gamemaster may allow the player to take two groups they will not harm, (i.e., women and children), one of which must be likely to be encountered in the campaign.   Any time anyone attempts to kill a member of the character’s protected list, the character must make a Charisma + Willpower (4) Test. A failed roll means the character must immediately put a stop to the violence against the member of their protected group. If the situation forces the character to take action against any of his protected group, he will always choose non-lethal methods. Killing a member of the group he has sworn to protect is a line he will not cross for any reason.   There are drawbacks to having a Code of Honor. For example, it can leave witnesses behind. For each person in the protected group the character leaves alive and who is in a position to remember them, increase the character’s Public Awareness by 1. The character’s job options are also limited—he will not take a job if the objective is the death of a member of his protected group and will have reservations about taking part in a mission with a high probability of causing collateral harm to members of his protected group.   There is always a chance things will go wrong whenever non-lethal force is used. A person may have a life-threatening allergic reaction to a usually harmless knockout drug, or a heart condition that makes a taser shock deadly. For this reason, each time the character takes a violent action or allows others to take violent action against a member of his chosen group, the gamemaster makes a secret roll of 1D6. On a roll of 1, there is an unforeseen complication from the use of non-lethal force. When a complication arises, the gamemaster makes a secret Perception (4) Test for the character to notice if anything has gone wrong.   If a person in the character’s chosen group is killed, whether intentionally or inadvertently, the character loses a point of XP for that adventure for each person in their “protected group” that is killed. The Code of Honor can take other forms as well. For example:
     
    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 point of XP for every unintentional and/or unpaid murder they commit, and their Public Awareness goes up by 1 for each such death.
     
    LIKE A BOSS
    Requirement: Minimum Hacking Skill of 3 or Technomancher Archetype
    Bricking someone’s gear, that’s easy. There’s no finesse to it. Anyone can throw junk code around. A true hacker though—a true master of the skill, a true devotee of the lifestyle—will show perfection in his actions. A character with this quality will not use any action that would cause Matrix Damage, such as Spike or Brute Force (the character is allowed, however, to set Data Bomb traps). Instead, the character must find other means of defeating his enemy, such as using Hack on the Fly to gain marks to Edit or Reformat Matrix items, or perhaps just Jamming Signals. The character will lose 1 point of XP per target that he willingly causes direct Matrix Damage to (aside from Data Bombs).
     
    Warrior’s Code
    The character who follows a Warrior’s Code maintains a strict sense of personal honor. 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 guard who doesn’t know the crosser 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 that they kill or allow to be killed through their actions.
     

    Combat Junkie

    Bonus: 7 XP // Buy Off: 14 XP
    The character just can’t keep from starting fights. His first solution is always fight, and so is his second, third, and fourth. If someone suggests more options than that to the character, they’ve probably been punched already. The point is, no matter what the actual plan is, this character will always look for a chance to get a little combat on.   This quality manifests in two different ways. If the character is in a stressful situation, they must make a Willpower + Discipline (4) Test in order to restrain themselves from just punching their way out of the situation. If they are following a plan and an unexpected event occurs, their first reaction will be to opt for violence unless they succeed in an Intuition + Logic (4) Test and remember to stop and think about whether there might be a better option. The character is always free to not make a test and just give into their violent instincts—and deal with whatever consequences follow.
     

    Combat Paralysis

    Bonus: 12 XP // Buy Off: 18 XP
    A character with Combat Paralysis freezes in combat. On the character’s first Initiative Test, the character divides their Initiative Score for that round in half (rounded up). In subsequent Combat Turns, the character may roll their normal Initiative. Combat Paralysis also gives the character a –3 dice pool modifier on Surprise Tests. If the character must make a Composure Test while under fire or in a similar combat situation, the gamemaster applies a +1 threshold modifier.
     

    CREATURE OF COMFORT

    Bonus: 10, 17, or 25 XP // Buy Off: 2x the XP Bonus
    For the character with this quality, the rewards of a job well done are the finer things in life. Unfortunately, one can quickly get attached to the comforts one has acquired, making the fall seem ever so higher. At the 10 XP level, the character is used to a Middle Lifestyle, at the 17 level a High, and 25, it’s Luxury all the way, baby.   For every day that the character must spend “slumming” it in a lower Lifestyle category, the irritable character suffers a –1 penalty to all Social and Healing tests per Lifestyle category below his chosen level. For example, if the character takes this Quality at the High Lifestyle level and is forced to stay in a Squatter Lifestyle, he will suffer –3 to all Social and Healing tests. Life just isn’t worth living without Cognac.
     

    CURIOSITY KILLED THE CAT

    Requirement: Minimum Hacking Skill of 3
    Bonus: 7 XP // Buy Off: 14 XP
    Oooh, an encrypted file … you just know the data in it must be juicy! Let’s just take a quick peek, okay? The character has an unrelenting compulsion to grab protected data, crack it, and see what’s in it. Whenever the character encounters protected files (see the Edit File action, Matrix Actions), he must succeed in a Willpower + Discipline (3) Test or attempt to Crack the File. The character is allowed to attempt to check if the file has a Data Bomb on it, and if so, to disarm it. However, the character cannot move on with his life until the file has been cracked and downloaded (he can read it later). Even if the character is in the middle of a host with IC trying to kill him and enemy hackers slinging at him, he will stop what he is doing and attempt to get that file. But wait, it’s not all bad! You get +2 dice to all Crack File tests.
     

    EMOTIONAL ATTACHMENT

    Bonus: 5 XP // Buy Off: 10 XP
    The character has an irrational emotional attachment to a piece of gear. The character will always use this item, even if presented with a “better” option. Furthermore, if lost in some manner, the character will do everything in his power, up to and including risking his life and that of his teammates, to retrieve his item. If the piece of gear is irretrievably lost or damaged, the player must either immediately spend XP to buy off the quality or suffer a –1 penalty on all tests that would have used that piece of gear for a six-month period. After that time, they learn to love a replacement piece of gear, and the quality transfers to that item.
     

    Insomnia

    Bonus: 10 or 15 XP // Buy Off: 20 or 30 XP
    A character with the Insomnia quality has trouble falling asleep and seldom feels well rested. Usually, this is only an annoyance. For crossers, 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 Stun damage.   At the 10 XP (20 XP) level, before a character rolls his Body + Willpower to recover Stun damage, the character rolls an
    Intuition + Willpower (4) Test. If the character succeeds on this test, the character is not impeded by Insomnia and the character regains Stun damage as normal. He also regains 1 point of Karma after 8 hours of restful sleep. If the character fails, double the amount of time it normally would take for a character to recover their Stun damage. So instead of healing a number of Stun damage in an hour, it now takes two hours per roll. If the character is affected by Insomnia, the character does not have his Karma refreshed and may not have it refreshed for up to another 24 hours.   At the 15 XP (30 XP) level, a failed Willpower + Intuition (4) Test means that all efforts to regain Stun damage through rest are negated during that time period, and the character must try again later. No Strain damage is regained from the attempt due to the insomnia the character experiences, and the character must wait for 24 hours before their Karma refreshes.
     

    LACK OF FOCUS

    Bonus: 6 XP // Buy Off: 12 XP
    Characters suffering from attention deficit hyperactivity disorder have difficulty focusing on a single subject for long. When making any Extended Test with an interval greater than five minutes and shorter than one day, or if repeated simple tests are made within a period of time (such as Perception Tests during surveillance), the character must make a Willpower + Discipline (3) Test each interval after the first. The character’s dice pool for this test is cumulatively reduced by 1 for each of these tests, like any other Extended Test.   Failing the Test indicates the character can no longer focus and must take a break for a minimum of 1 interval, plus any other consequences that result. After the break, the character’s dice pool is refreshed, and the process starts over again.
     

    LATEST AND GREATEST

    BONUS: 5 XP // Buy Off: 10 XP
    The character just loves her tech. Really, really loves it. That is, until something better comes along. After all, the problem with getting things is that you get something you used to want, right? The character has an unstoppable desire to upgrade her gear. Every month, she must upgrade or buy a more expensive version of one of her most commonly used pieces of gear. For example, a hacker would seek to upgrade her deck or commlink. A street samurai would get a better, more expensive assault rifle, or, of course, cyber upgrades—such as the next highest rating of cybereyes with more accessories in it. If all else fails, moving up to the next Lifestyle bracket is always an option.   The character must spend at least sixty percent of her earnings on these upgrades. It is possible to earmark earnings for a specific purchase down the road if she’s saving up for a particularly shiny new toy, but this money is unavailable to the character until then.
     

    LEEEEEEEROY JENKINS

    Bonus: 20 XP // Buy Off: 40 XP
    Planning is not your strong suit. Following other people’s plans is not your strong suit. Rushing in swinging with both fists is the only plan you ever need. The character must succeed in a Willpower + Discipline (3) Test to resist attacking any identified threat immediately. This attack can be conducted using any Combat skills, any Direct or Indirect Damage biotic power, drones that can be directed to attack the target, or assaults against the target’s persona or gear using any Matrix or Resonance action that causes Matrix, Strain, or Physical damage.   The character doesn’t care if the odds are against him, the attack is downright suicidal or just plain stupid: they will attack. Crucially, they will also not bother sharing their attack plan (such as it is) with their teammates. The character can, however, recognize they are in a losing situation and back out of the fight, but only after a minimum of 2 Combat Rounds have passed.   If the character roars his or her name as a Free Action right before the first blow is struck, they gain +1 die to their first attack. Good luck.
     

    Loss of Confidence

    Bonus: 10 XP // Buy Off: 20 XP
    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 Store 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 tests involving the affected skill, the character suffers a –2 dice pool modifier. If the character has a specialization with the skill, the character cannot use that specialization while suffering a loss of confidence.   The skill chosen for the character to have a Loss of Confidence must be one that the character prides himself in and has invested in building. Only skills with a rating 4 or higher may suffer the Loss of Confidence quality. Karma may not be used for tests involving this skill when the character is suffering Loss of Confidence.
     

    PARANOIA

    Bonus: 7 XP // Buy Off: 14 XP
    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 a –2 dice pool modifier on all Social Tests 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.
     

    PHOBIA

    Bonus: 5 to 15 XP // Buy Off: 10 to 30 XP
    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. That, combined with how frequently they may be exposed to their object of apprehension, determines the XP value of the quality based on the Phobia table.   Mild phobias, 5 XP (10 XP), cause a –1 dice pool modifier to all actions while in the presence of their source.   Moderate phobias, 10 XP (20 XP) cause a –3 dice pool modifier to all actions while in the presence of their source, and the character must succeed on a Willpower + Discipline (2) Test or feel a strong need to get away from the source of their fear.   A Severe phobia, 15 XP (30 XP), causes the character to face a -6 dice pool modifier, requires a Willpower + Discipline (5) Test to stay in its presence, and if the Test is failed the character must move away for at least (5 – hits) Combat Rounds.
     

    Uneducated

    Bonus: 8 XP // Buy Off: 16 XP
    An Uneducated character is not mentally impaired—she just never had the opportunity to learn. Whether because she and her family were isolated squatters, or were SINless, or otherwise underprivileged, she was denied access to the education system. She has only a rudimentary knowledge of reading, writing, and arithmetic. Characters with the Uneducated quality are considered “unaware” in Logic, Academic Knowledge, and Professional Knowledge skills they do not possess, 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 sprawl-dweller takes for granted. Additionally, the XP Cost for learning new skills or improving existing ones in these categories is twice the normal rating (including at character creation).

     
     

    Social Qualities

    Positive Social Qualities

    Show Qualities

    ANIMAL EMPATHY

    Cost: 4 XP // Progression Cost: 7 XP
    Characters with this quality have a natural knack for working with animals. The character gets a +2 dice pool modifier for all tests involving the influence or control of an animal (including riding), including Awakened species.
     

    BETTER TO BE FEARED THAN LOVED

    Cost: 6 XP // Progression Cost: 11 XP
    You’re not running the shadows to make friends. It’s a dog-eat-dog world, and you intend to eat all the other dogs. Along the way, you’re going to meet people who have things you need, and you intend to take those things, because you can.   The character has such a fearsome reputation that all Contacts chosen as Blackmailed contacts are terrified of the character, having heard what he does to people who cause him displeasure. The character does not need anything additional to blackmail contacts—the sheer threat of the horrors he can inflict upon them is enough. Further, the character may add their Street Cred rating as a Bonus to the Loyalty (Leverage) attribute of those contacts.   The downside, however, is that should a blackmailed contact gather enough nerve to turn on you, they aren’t going to do so lightly. Add the character’s Street Cred to the blackmailed Contact’s Connection Rating to determine the Professional Rating of the people who are going to come after the character.
     

    BLACK MARKET PIPELINE

    Cost: 10 XP // Progression Cost: - XP
    During character creation, the player chooses one existing individual contact and a single category of merchandise (e.g., vehicles, weapons, electronics, armor, etc.). The selected contact can always buy or sell goods in that category through the black market with better-than-normal rates for the character. Purchases through this contact get a ten percent price reduction and a +2 dice pool modifier for the Availability Test. When looking to sell goods through the contact, the character gets (7% x Loyalty) of the item’s original value instead of the standard 5%. The contact has to be appropriate to the category chosen, though creativity can be king here.
     

    Blandness

    Cost: 8 XP // Progression Cost: 14 XP
    This character blends into a crowd; he’s seldom noticed and easily forgotten. He is unremarkable in every aspect of physical appearance. Anyone attempting to describe the character cannot come up with anything more precise than “average height, average build, average hair, etc.” Increase the threshold for anyone to recall specific details about the character by 1. This means a Memory Test with a difficulty of Average (threshold of 2) becomes a Hard test (threshold of 3).   Individuals attempting to shadow or physically locate a character with the Blandness quality in a populated setting receive a –2 dice pool modifier on all tests related to their search. The same penalty applies if they’re asking around about the person based on the individual’s physical appearance. The modifier does not, however, apply to magical or Matrix searches. If the character acquires any visible tattoos, scars, obvious cyberware, or other distinguishing features, the Bonuses from the Blandness quality go away until the distinctive features are removed from the character’s appearance.   In certain circumstances and specific situations, the gamemaster may determine that Blandness does not apply. For example, a Korrug with the Blandness quality still towers head and shoulders over a crowd of humans and so still stands out, no matter how average their horns may be. The character only regains his Bonus by leaving the situation where he stands out.
     

    Bilingual

    Cost: 6 XP // Progression Cost: -
    A character with this quality reads, writes, and speaks a second language fluently. They can list a second language as a native tongue (see Language Skills). This quality can only be acquired at character creation; selecting it gives the character a second free language skill during Step Five: Purchase Active, Knowledge, and Language Skills.
     

    BORN RICH

    Cost: 5 XP // Progression Cost: -
    Richie Rich has fallen into the shadows. The character came from an affluent background (e.g., high-level corporate kid, old-money family, Mafia princess, lottery winner), but is not necessarily still wealthy or doesn’t have access to this additional wealth. During character creation, characters can normally gain extra resources at a rate of 2.000 NuCred per XP point, up to 10 XP maximum. With this quality, available only during character creation, characters may exceed the usual 10 XP limit and instead trade up to 40 XP total at the increased exchange rate of 2.500 NuCred per XP point, for up to a maximum 100.000 NuCred of additional funds.
     

    DEALER CONNECTION

    COST: 4 XP // Progression Cost: -
    At some point in your wide travels and extra-legal activities, you met someone who has access to retail vehicles, and your connection means that you get vehicles at a discount. When selecting this quality, pick a class of vehicle (ground craft, watercraft, aircraft, spacecraft or drones). Each time you purchase a vehicle of that class, you receive 10% off the price. The discount is taken after the gamemaster makes adjustment to the price based on Availability. This quality may be taken several times, once for each class of vehicle.
     

    DISGRACED

    Cost: 4 XP // Progression Cost: 7 XP
    The character used to be a figure of authority, feared in the streets and publicly lauded as a hero until his reputation got tarnished (justly or unjustly), and he was cast out of his community. Such was the character’s fearsome reputation that criminals (gangers, organized crime members, and so on, as determined by the gamemaster) still treat him warily. The character receives a +2 dice pool modifier when attempting to intimidate such individuals. However, any upright citizen will treat the character with the disdain reserved for disgraced heroes, being treated as Prejudiced in any Etiquette Test.
     

    FAME

    Cost: 4 to 12 XP // Progression Cost: 7 to 21 XP XP
    Now if you can just get fortune and money you’ll have the trifecta. The problem is you’ve got the element that is not particularly cherished in the shadows. Whether you’re a former movie star, a local politician, a retired or injured sports star, or the latest up-and-coming rocker, your face is well known. It may be just the local community, a single nation or corp, or possibly the world that knows your ugly mug. No matter who they are or how many folks know your profile, being so recognizable has its pros and cons.   First, on the pro side, Fame offers benefits within certain social circles and additional income if the character also chooses the Day Job quality.   That may sound nice, but being well known is not a great way to get work in the shadows, and therefore causes problems on the darker side of life. Characters with this quality are more likely to be recognized by passers-by or others who see them during a run, which can be a problem. And remember that Fame often involves strings; one of the biggest is having a SIN. Characters who choose this quality must have the SINner quality or a Rating 3 fake SIN.   Characters can create their own Crosser persona to try and hide their true identity, but it will involve a disguise or mask of some sort. Identifying the star becomes an Opposed Test with the initial Disguise + Intuition [Mental] Test, setting the threshold to identify the character with a Perception + Intuition [Mental] Test.
     
    Local Fame
    Cost: 4 XP (7 XP)
    City politics, hometown sports teams, and local news stations are some of the most common sources of local fame. Select a single sprawl at character creation to be the base of the character’s fame. In the public eye of that sprawl, the character gains a 1-point increase to their Social Limit and a +1 dice pool modifier on all Social Skill tests to positively influence someone who knows of their fame. The downside is that anyone from the chosen sprawl can identify famous characters with an Intuition + Logic (2) Test, so characters need to be careful about who sees them when they are on the job. The character’s Public Awareness is increased by 2. If the character has the Day Job quality, they multiply their income by 2.
     
    Planetary Fame
    Cost: 8 XP (14 XP)
    National politics, championship sports teams, and the entertainment industry supply the bulk of planetary famous folks. At character creation, select a planet to be famous on and a sprawl of origin on that planet (it needs to be a place related to the character’s story and the languages they speak—characters need at least four ranks in the native language of the planet on which they are famous). In the selected sprawl, characters gain a 1-point increase to their Social Limit and a +2 dice pool modifier on all Social Skill tests to positively influence someone who knows of their fame. On the chosen planet, the character has a 2-point Social Limit increase and a +1 dice pool modifier as above.   Anyone from the character’s home sprawl can identify the character with an Intuition + Logic (1) Test; people from the planet need to make an Intuition + Logic (2) Test. The character’s Public Awareness is increased by 3. If the character has the Day Job quality, they multiply their income by 4 and also increase their required workload by +10%.
     
    Megacorporate Fame
    Cost: 12 XP (21 XP)
    Megacorporate sports teams, the international entertainment industry, and megacorporate politics bring corporate citizens into the spotlight. At character creation, choose a home megacorporation, home sprawl, and home planet where the character’s fame originated and grew. In the character’s megacorporation, they gain a 2-point Social Limit Bonus and a +2 dice pool modifier on all Social Skills tests to positively influence someone who knows of their fame. On the planet and sprawl they came from, the Social Limit increase is 1 and the dice pool modifier is +1.   Citizens of their megacorporation and their home sprawl need only succeed at an Intuition + Logic (1) test to identify the character. Citizens of other megacorporations and their home planet can identify them with an Intuition + Logic (2) Test. The character’s Public Awareness is increased by 5. If the character has the Day Job quality, they multiply their income by 6 and also require a +10% increase in workload.
     

    First Impression

    Cost: 11 XP // Progression Cost: 20 XP
    The First Impression quality enables a character to slide easily into new environments, situations, groups, and jobs. Whether infiltrating a gang, making contacts in a new city, or wrangling an invite to a private meet, the character gains a temporary +2 dice pool modifier for relevant Social Tests such as Negotiation and Con during the first meeting. This modifier does not apply to second and subsequent encounters.
     

    FRIENDS IN HIGH PLACES

    Cost: 8 XP // Progression Cost: -
    “So sorry, Damian, I can’t head out on the new Ares prototype ship with you this weekend, I have a run.” is something a character with this quality might actually say. This quality gives the character an additional pool of Free XP for purchasing contacts, with a few stipulations. First, the character gets an additional Charisma x 3 in XP to purchase contacts. Second, none of the character's contacts can have a Connection Rating less than 4. Third, any leftover contact-XP that the character cannot spend is lost. These contacts can’t be called at every turn; see Contacts for information on what happens if the favors of contacts are abused.
     

    Home Ground

    Cost: 10 XP // Progression Cost: -
    If a character knows her neighborhood better than anyone—the shortcuts, the hiding places, and the people she can trust—then she probably has the Home Ground quality. She knows the families who live there, their stories, and what the kids who moved out are doing; she knows the streets better than GridGuide, knows things that aren’t on GridGuide, and knows when GridGuide is wrong. She knows the politics of the gangs, who’s running for whom and who’s running from whom. But it’s not just the physical streets. Depending on the character, her Home Ground quality can manifest in ways specific to who and what she is. This quality can be taken multiple times, selecting one of the categories each time. When choosing this quality, select one of the Bonuses below:
     
    You Know a Guy
    The character has built up long-lasting relationships with people from her neighborhood. These people are not contacts, but they know her as one of their own and are more likely to do favors for or talk to her. NPCs from the character’s Home Ground neighborhood are considered friendly toward her wherever she encounters them (unless she has done something to change that). The character receives +2 Street Cred for any Negotiation with people from her Home Ground.
     
    Digital Turf
    This is for a decker or technomancer who has a specific host that she calls her own. She may actually own the spot, or it can be a place she frequents enough to consider home. The character receives a +2 Bonus to Matrix Tests while in her Home Ground host. Bonuses from other Qualities may stack with Home Ground. If the character has not frequented this host for more than six months, she loses the Home Ground quality because she is no longer as familiar as she should be.
     
    The Transporter
    This character knows the layout of streets, back alleys, service tunnels, etc., like the back of her hand. She knows when GridGuide is wrong and when GridGuide is out of date. When the transporter is on her Home Ground, she has a +2 dice pool modifier for Evasion Tests.
     
    On the Lam
    Hiding out and lying low are part of a Crosser's daily life. On the Lam means a character has an encyclopedic knowledge of safehouses, bolt holes, abandoned buildings, just about any out-of-the-way place not claimed by gangs or squatters. When she needs to find a safe location in a hurry, this character receives a +2 dice pool Bonus to her Intuition + appropriate street knowledge skill to find a suitable place to hole up fast.
     
    Street Politics
    This character knows the street gangs, the criminal operations, and the beneath-the-surface affiliations that are the social and political fabric of her Home Ground. She receives a +2 dice pool modifier for Knowledge Tests relating to gangs or their operations.
     

    LINGUIST

    Cost: 5 XP // Progression Cost: 9
    Nothing impresses an out-of-town Mr. Johnson more than negotiating in their native tongue. And knowing when they’re telling their goon squad to kill you is pretty useful too. This quality represents 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 +1 dice pool modifier to all Language skill tests the character makes. If this quality is purchased at character creation, the player purchases Language skill points at a 2-for-1 rate. After character creation, language skill ranks of 3 or higher receive a 1 XP Cost reduction for each rank.
     

    MADE MAN

    Cost: 5 XP // Progression Cost: -
    As a minor member of an organized crime syndicate, the character can occasionally call on its resources. At the time of purchase, select a crime syndicate as a free Group Contact (see Group or Organization Contact Options). As the character is an actual member of the syndicate, Loyalty is increased to 3 instead of starting at 1. This status also allows him to use the syndicate 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 +1 dice pool modifier for the Availability Test).   Everything comes with a price, though. The character is expected to participate in syndicate work, taking at least twenty hours of his time every week in a standard campaign.
     

    ONLINE FAME

    Cost: 4 XP // Progression Cost: 8 XP
    Congratulations, you’re famous! Well, sort of. You are only famous as a Matrix persona. Maybe you’re a famous blogger, an online gaming hero, or a cyberpunk roleplaying-game freelance author (be still your beating heart). People know your icon and your signature, but even your most ardent fan wouldn’t recognize you if they passed you in the street on a brightly lit day. Further, none would actually believe you if you tried to tell them (quite the opposite, in fact). You gain +2 dice to your Social tests and +2 dice to your Social Limit when interacting with someone who knows you, but only when you interact with them via the Matrix. Characters who see your icon are able to identify you with a successful Intuition + Logic (2) Test.   Any character who is able to see both your icon and your physical self is thrown into a conflict. Either they will believe you are truly him, or they will refuse to believe and think you are trying to impersonate, erm, yourself. If they believe you, your Bonus becomes +3 on Social Tests and Social Limit toward your ecstatic fan, which now applies to all interactions, not just Matrix ones.   However, if they do not believe you, you suffer –4 to all Social interactions. In addition, the character may outright attack you or call the police to report you. To determine a character’s reaction, the gamemaster may roll a single D6. On a roll of 5 or 6, the character believes you. On any other roll, the character does not.
     

    PRIME DATAHAVEN MEMBERSHIP

    Cost: 7 XP // Progression Cost: -
    JackPoint, the Nexus, the Helix — legendary sites of information- sharing among the Crosser elite. Access to these sites is invitation-only, and guess what— you’ve been invited! You’ll be a probationary member for a while, but that’s still not bad. You pretty much gain access to most of the information you might ever want, you’re just not necessarily privy to the administrative secrets of the haven and some of the more sensitive posts. These sites all operate on a give-to-be-given, information-should-be-free mentality. You will be expected to feed the dataHaven with regular posts sharing your expertise and detailing some of the things you encounter, though it is accepted as a mark of professionalism to censor your information so as to not include names or details that might lead to identification of the specific players involved.   When choosing this quality, pick one of these famous datahavens. It will act as a Group Contact (see Contacts). The Group Contact is considered to have a Loyalty of 3 and Connection of 5.
     

    PRIVILEGED FAMILY NAME

    Cost: 7 XP // Progression Cost: -
    With this 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 card for small misdemeanors (such as being caught carrying a weapon, casting an unauthorized mental manipulation powers, or driving a car without a license). Even when trying to act tough, local minor NPCs suffer a –2 dice pool modifier on Social tests against the character. In order to have this quality the character must also possess the SINner (Planetary 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.
     

    PROFILER

    Cost: 3 XP // Progression Cost: 6 XP
    If you know someone well, you can often guess their actions. Simple enough in theory, and something that you have mastered. Given enough information about someone, you are able to get into their head and know what buttons to push and how to manipulate them. With an appropriate dossier on a person and one hour to study it, you gain a modifier to your dice pool and your Social Limit on all Social Tests involving that person, equal to the net hits on a Matrix Search test (maximum +3).   An appropriate dossier can be gathered via a Matrix Search test. The threshold is always at least 3, but depending on the individual may be as high as 6 (gamemaster’s discretion). The information required is always Obscure (–2 modifier) and may be On Another Grid (further –2 modifier, gamemaster’s discretion).   The downside to the character’s ability to profile others so well is an inability to react smoothly when unprepared. The character suffers –1 to their Social Limit in any and all situations where they could not prepare.
     

    Too Pretty to Hit

    Cost: 4 XP // Progression Cost: 7 XP
    It’s more about force of personality than actually being pretty—sometimes a character just has a presence about them that keeps people from shooting straight. The character can use their Charisma attribute instead of their Willpower attribute while using Full Defense.
     

    TRUSTWORTHY

    Cost: 12 XP // Progression Cost: 21 XP
    There’s just something about your baby face, good manners, or personality that makes others want to trust you. This quality provides a +1 dice pool modifier to all Persuasion and Deception skill tests and increases the character’s Social Limit by +2 for situations involving trusting the character.

     
     

    Negative Social Qualities

    Show Qualities

    ANTIPATHY

    Bonus: 8 XP // Buy Off: 16 XP
    Your parents always told you to think about how others feel, but whether you want to or not, you don’t know how. You suffer a –2 penalty to all opposed Social Tests.
     

    Bad Rep

    Bonus: 7 XP // Buy Off: 14 XP
    A character with a Bad Rep quality has a dark and lasting stain on her reputation. She may be a former cop known to have been particularly brutal in dealing with crossers. Or word on the street might be that she once killed a member of her own crosser team. Whether she is actually guilty of any wrongdoing is not relevant. What people believe she has done has permanently tainted the way they see her and how they deal with her. Whatever the reason, the character starts play with 3 points of Notoriety (see Reputation) that can only be removed or decreased by confronting and resolving the source of the bad reputation. Only then may the Bad Rep quality be bought off with XP.
     

    DATA LIBERATOR

    Bonus: 12 XP // Buy Off: 24 XP
    Some would say you’re fighting the good fight. Others would sneer that you won’t last long in this business. And yet many more would kill you on sight for what you’ve done.   The character is compelled to give away for free any gained paydata, intelligence, or secret from any mission they perform. The character simply disseminates the data to news outlets, screamsheets, crosser data boards, etc. To anyone who will listen, really. If the character was specifically hired to collect data, they may still chose to deliver the data to the buyer as normal, accepting or refusing the fee (player’s discretion). However, they will then immediately disseminate the data widely.   The character is likely to make friends as well as enemies fairly quickly doing this. Consider it playing a character on the “difficult” setting.
     

    DAY JOB

    Bonus: 5 to 15 XP // Buy Off: -
    When running in the shadows, sometimes you need a way to fill your days, or to maintain your cover. This quality burdens a character with responsibilities and time commitments. While the regular income is nice, having a regular schedule and a boss to answer to doesn’t jibe well with the crossrunning profession.   The player and gamemaster should work together to determine the job, which is usually a pretty decent gig based on the pay rates, but the gamemaster should determine the shifts the character works. In order to establish the legitimacy of the day job, the character must possess a valid SIN (SINner quality or at least a Rating 4 fake SIN). If they have the SINner quality, the money from the Day Job quality is considered already taxed. If they are using a fake and it gets burned or connected to a crime, expect the cops to come down hard and the job is lost until the situation is cleared up. 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. The Day Job table provides the XP, income, and hours breakdown for the quality.   During runs, the gamemaster should keep track of how many consecutive days are being spent on crossrunning activity and whether the character can fulfill their day job responsibilities. If they can’t, they get a warning; if it happens again after a warning, they lose their job. Losing their job Costs them 2 points of Street Cred (how can you be trusted as a Crosser if you can’t even hold a job as a fry cook?) and Costs the character a month of salary due to purchases they made in anticipation of their pay.
     
    XP Salary / Month Hours / Week
    5 1.000 NC 10
    10 2.500 NC 20
    15 5.000 NC 40
     

    Dependents

    Bonus: 3, 6, or 9 XP // Buy Off: 6, 12, or 18 XP
    A character with the Dependents quality has one or more loved ones who depend on them for emotional support and financial aid. Dependents may include children, parents, a spouse or lover, 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. Increase the amount of time it takes to learn a new skill or improve an existing skill by fifty percent. See Character Progression for more information on how long it takes to improve skills. Also increase the base time for any long-term projects by fifty percent. A dependent could also be a hindrance in other ways—getting underfoot, sharing living space, involving herself in the character’s work, borrowing the car, calling at the most inopportune moments, etc.   For 3 XP (6 XP), 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. Examples of dependents at this level include: slacker sibling, long-term boyfriend/girlfriend, or a child not living with the character but for whom the character pays child support and visits regularly. Raise the character’s lifestyle Cost by 10 percent each month.   For 6 XP (12 XP), the dependent is a regular inconvenience: needing attention and commitment on a regular basis, getting involved in the character’s affairs, sharing living space. Examples of dependents at this level include: a live-in lover/wife/husband or family member, a child for whom the character shares custody and routinely has in his home (every other weekend, etc.), or a young child or close sibling for whom the character is responsible. Increase the character’s lifestyle Cost by 20 percent each month.   At the 9 XP (18 XP) level, the dependent is close family or a life partner and lives with the character. The dependent is a strain on the character’s time and resources, and/or requires special care and attention that limits the character’s availability for missions or specific actions. Examples of these dependents include large family sharing the living space, parents or grandparents with medical or physical needs, and full custody of any children. Increase the lifestyle Cost for the character by 30 percent each month.
     

    Distinctive Style

    Bonus: 6 XP // Buy Off: 12 XP
    A character with the Distinctive Style quality has at least one aspect of his appearance, mannerism, or personality that makes him inconveniently memorable. Choices for Distinctive Style include, but are by no means limited to: tattoos that cannot be easily concealed, an accent or atypical manner of speaking, bizarre fashion choices, scars, gang or prison signs, flashy custom augmentations, or non-humanoid modifications like a tail. Note that what’s distinctive in one culture or location may not be in another.   Whatever Distinctive Style the player selects makes her character easy to remember. Anyone who attempts to identify, trace, or physically locate this character (or gain information about him via legwork) receives a +2 dice pool modifier for relevant tests. If an NPC makes a Memory Test to determine how much they recall about the character, reduce the Difficulty Threshold by 1, to a minimum of 1.   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 the Blandness quality.
     

    EX-CON

    Bonus: 15 XP // Buy Off: 30 XP
    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, biotic training, known associates, biometric 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 any 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 squeaky 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.
     

    LIAR

    Bonus: 7 XP // Buy Off: 14 XP
    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 –1 dice pool modifier to all Social skill tests. 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 that means they hit Loyalty 0, then say sayonara to that contact.
     

    Nymph Poser / Neko Poser

    Bonus: 6 XP // Buy Off: 12 XP
    The Nymph Poser (or Neko Poser) is a human character who wants to be a Nymphea or Neko'Mari). She associates with this species as much as possible, talks like them, and alters her appearance to resemble one of them. Characters with this quality may undergo cosmetic surgery to get Nymphean or Neko'Mari ears and eyes, and they may successfully pass as a member of that Species and avoid any negative Social modifiers associated with being a non-member.   Real Nymphea (or Neko'Mari) consider Posers an embarrassment, many humans think of them as sellouts, and other Species generally consider posers to be pathetic. If a Nymphea (or Neko'Mari) discovers the character’s secret, they are likely to treat her with contempt and hostility. An outed poser may also face stigma from prejudiced humans as a “race traitor.” Only human characters may take the Nymph / Neko Poser quality.
     

    PRANK WARRIOR

    Bonus: 15 XP // Buy Off: 30 XP
    The character has an ongoing prank war with another hacker, but the proportions are a little bit out of hand. What started out as a joke is now as funny as a serial killer with clown makeup. The other hacker will randomly track you down and mess with you and your team, even (especially) in dangerous situations. The hacker will never quite go all the way—just enough to make you sweat rather profusely. For example, the hacker may randomly fire off a few Data Spikes at your gear, enough to half-brick it, or contact security of the facility you are invading and tip them off that someone is infiltrating, but without actually giving them your exact position or identity. They may hack your cybereyes to make you see things that aren’t there, and so on. Don’t think turning off your wifi is going to help—that will just make the hacker escalate his offensive, while crippling yourself. This quality should come into play at least once per play Crossrun.
     

    Prejudiced

    Bonus: 3 TO 10 XP // Buy Off: 2x XP Bonus
    With this quality the character is Prejudiced against members of a specific group of people: A Species, Biotics, 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. Depending upon the degree of prejudice, this quality can get the character into trouble for expressing his views or when forced to confront the targets of his prejudice.   The XP Bonus granted by this quality varies depending upon how common the hated group is (3 XP Specific Group, 5 XP Common Group), how often the character is likely to encounter members of the group, and the degree to which the character is openly antagonistic toward them (0 XP Biased, 2 XP Outspoken, 5 XP Radical) . Work with your GM to determine the details of this.   When dealing with the target of their prejudice, a character receives a –2 dice pool modifier per level of severity of the Prejudiced quality for all Social Tests. If negotiations are a part of the encounter, the target receives a +2 modifier per level of the Prejudiced quality. So if a character who is radical in their prejudiced views against the Awakened tries to negotiate with the target of their prejudice, they receive a –6 to their Negotiation Test while the target receives a +6 dice pool modifier.
     

    SIGNATURE

    Bonus: 10 XP // Buy Off: 20 XP
    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 test to identify the character’s handiwork or track the character is given a dice pool modifier equal to the character’s Street Cred and Public Awareness combined.
     

    SINNER (LAYERED)

    Bonus: 5 TO 25 XP // Buy Off: -
    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.
     
    Planetary SIN
    At the 5 XP level, the character has what is called a Planetary SIN. The character’s parents were legal citizens of a planet and he has been a citizen of that planet from birth. He has the right to vote, qualify for passports issued by his planet, enlist in the planetary military, or work in the planetary government. A Planetary SIN is required for any planetary security clearance or any form of planetary military career. A character with a Planetary 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 Planetary SIN is the character is in the system. The planet 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 Universal SIN Registry. This makes it much easier to track a character should a job go sideways. Also, planets 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).
     
    Criminal SIN
    At the 10 XP level, the character has a Criminal SIN (either Corporate or Planetary 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 times; 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 SINless 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 held up to 48 hours for questioning anytime a crime is committed in his area.   The judicial system is more an assembly line than institution of justice. Suspects are treated as guilty unless proven innocent, plausible circumstantial evidence is often ufficient 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 “adjusting” facts and “interpreting” witness accounts to support allegations is common; fabricating evidence, if only to meet conviction productivity goals, is not rare. Biotic users tend to receive much harsher treatment from the judicial system than mundane criminals. If the character is a biotics 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 powers or gear. The planet 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.
     
    Corporate Limited SIN
    At the 15 XP level the character has the Corporate Limited SIN; he has somehow gained a position in a megacorporation from the outside. He may have been hired as a wageslave (or been the minor child of a person hired as a wageslave), or perhaps brought in by someone in the megacorp who saw advantage in his skill, talent, area of expertise, or some other useful attribute. Under most circumstances the Corporate Limited SIN replaces any Planetary SIN. His Corporate Limited SIN becomes part of the Universal 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 a Biotic.   The Corporate Limited SIN allows the character to be employed by the megacorp under most circumstances, and it replaces any Planetary 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 Corporate 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.
     
    Corporate SIN
    At the 25 XP level is the Corporate Born SIN. The character with this ID was probably born into a mega corporation, or belonged to one when it achieved extraterritoriality. At least one of his parents probably had the Corporate Born SIN as well. He grew up in the corporation, his social involvement, education, and almost every aspect of his life was managed by the corporation. His skills and aptitudes were evaluated constantly, and he was groomed for the career path to which he was best suited; his whole world was the corporation.   Characters with the Corporate Born SIN had the potential and the opportunity to advance through the corporation hierarchy. He could have been a department administrator, a finance strategist, an agent of corporate intelligence, an officer in a megacorp’s military, or even a member of Corporate Special Forces (e.g. Red Samurai or Firewatch). With a Corporate Born SIN, he could have enjoyed top-secret clearance within the corporation and access to nearly unlimited resources. Then something happened.   An unforgivably Costly mistake, the machinations of a rival, a supervisor in need of a scapegoat—something pushed the character out of the corporation and into the cold and unforgiving shadows. In the shadows a SIN that had been the key to opportunity is now a deadly liability. Most in the shadows see the Corporate Born as the privileged few, the aristocrats in the armored limousines who look down on them, oppress them, exploit them and deny them their basic rights. 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 megacorps. Would-be crossers have been killed for holding Corporate Born SINs. Fortunately, Corporate Born records are limited to the megacorporation that generated them. Files in the Universal 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.
     

    Social Stress

    Bonus: 8 XP // Buy Off: 16 XP
    Whether as a result of loss or trauma or due to innate psychological makeup, the Social Stress quality burdens the character with emotions that interfere with his ability to interact with others. A specific cause and trigger for the Social Stress must be established. For example, if his Social Stress is caused by survivor’s guilt after the loss of a close friend, unexpectedly encountering someone who looks similar to the lost friend will heighten stress. When a character is using Leadership or Etiquette skills, reduce the number of 1s required to hard glitch the test by 1. Gamemasters should call for more Social Tests for characters with Social Stress to determine how a character reacts to others, particularly if a situation related to the cause of their stress arises.
     

    TOUGH AND TARGETED

    Bonus: 10 XP // Buy Off: 20 XP
    The character is well-known as one of the biggest badasses on the streets. However, one way to make a name for yourself on the streets is to be known as the guy who killed the top dog. At least once a month or so, the character is randomly attacked by an up-andcoming rival looking to make a name for himself.   The Professional Rating of the guy who comes looking for him is equal to the character’s Street Cred. Should the character with this quality be defeated by his rival, assuming he lives (the rival will be satisfied so long at the character goes into overflow damage; death is not necessary), then this quality is removed without XP expenditure, but the character’s Street Cred resets to 0 and he gains 1 point of Notoriety. Nobody likes a loser, chummer.
     

    Uncouth

    Bonus: 14 XP // Buy Off: 28 XP
    The character with the Uncouth quality has difficulty interacting with others. He acts impulsively, overreacts to any perceived provocation, and tends to do whatever pops into his head without considering the consequences (i.e., flipping off Mr. Johnson, calling a drunk Korrug a “Drrug,” or responding to casual trash talk from a rival runner by punching her in the face). All Social Tests made by the character to resist acting improperly or impulsively receive a –2 dice pool modifier.   Additionally, the Cost for learning or improving Social Skills is double for Uncouth characters (including at character creation). Uncouth characters are treated as “unaware” in any Social skills that they do not possess at Rating 1 or higher (see Skill Ratings, p. 129). The gamemaster may require the character to make Success Tests for social situations that pose no difficulty for normal characters

     
     

    Biotic/Resonance Qualities

    Positive Biotic/Resonance Qualities

    Show Qualities

    BETTER ON THE NET

    COST: 9 XP // Progression Cost: 15 XP
    Being a technomancer is like being a part of two worlds, and for some, the real world is far less tangible than the digital one. When they’re acting in the Matrix, they’re better, faster, stronger, and they can do things that they could never accomplish in the “real” world. They are part of the Matrix and the Matrix is part of them.   When this quality is selected, the player selects a Matrix attribute. They gain a +2 bonus to that attribute. The quality may be selected multiple times, once for each Matrix attribute.
     

    Biotic Resistance

    Cost: 6 XP per Rank (max 4) // Progression Cost: 12 XP per Rank (max 4)
    This is the wonderful ability to potentially make a Lightning Bolt bounce away. For every Rank in Biotic Resistance, a character receives 1 additional die for Biotics Resistance Tests. The Biotic Resistance quality, however, is always “on”—the character cannot lower it to receive beneficial powers. A character with Biotic Resistance cannot take part in powers that require a voluntary subject; such powers automatically fail when used on biotic-resistant characters. Characters with a Biotics rating cannot take this quality.
     

    Codeslinger

    COST: 10 XP // Progression Cost: 15 XP
    Ones and zeroes are practically a native language to a Codeslinger. The character is adept at performing a particular Matrix action (which she selects when she selects this quality) and receives a +2 dice pool modifier to that Matrix action. This can only be selected for Matrix Actions that have a test associated with them. This bonus is treated like a skill specialty.
     

    DATA ANOMALY

    COST: 6 XP // Progression Cost: 9 XP
    An incessant code tinkerer, you know very effective ways to hide your icon, making it look like nothing more than a piece of errant code. You gain +2 dice when resisting a Matrix Perception test while running silent. Unfortunately, whatever it is you’re doing to hide yourself has one little flaw—sprites, those mysterious creatures of the Matrix, can spot you instantly, exactly as if you weren’t running silent at all.
     

    Focused Concentration

    COST: 4 XP per Rank (max 6) // Progression Cost: 7 XP per Rank
    A technomancer or biotics user with the Focused Concentration quality has the discipline to manipulate Eezo or Resonance more precisely than otherwise possible. This precision reduces stress to the biotics user’s or technomancer’s body. She is able to sustain one power/complex form with a force/level equal to her Focused Concentration rating without suffering any penalties. For example, a biotics user with Focused Concentration rating 3 may sustain a Force 3 Armor power without taking the negative dice pool modifier for sustaining a power. Sustaining any additional powers or complex forms incurs the standard –2 dice pool modifier per power or complex form sustained. This quality may only be taken by biotics user characters that are able to use powers and technomancers.
     

    I C U

    COST: 6 XP // Progression Cost: 10 XP
    In the shadows, everyone always runs silent, right? To you, what gives them away is the obviousness of the lack of activity. You’re so used to this, you know exactly what to look for. So long as you have visual sight on a target that is running silent, or carrying silent-running devices, you get +2 to your Matrix Perception to spot their hidden icon(s).
     

    LONE WOLF

    COST: 5 XP // Progression Cost: 9 XP
    Incompatible with Team Player.
    Lone Wolf characters hate to work on teams — they feel other people only slow them down. When operating in the Matrix by themselves (not counting their own sprites), they get a +2 bonus to their Initiative Score. This bonus is negated if any ally is working in the Matrix with the character at the same time.
     

    Natural Hardening

    Cost: 8 XP per Rank (max 3) // Progression Cost: 14 XP per Rank
    This quality makes the character’s neural structure resistant to feedback. This gives her +1 dice pool to resist biofeedback damage, which is cumulative with a Biofeedback Filter program or a technomancer’s firewall.
     

    TEAM PLAYER

    COST: 5 XP // Progression Cost: 9 XP
    Incompatible with Lone Wolf.
    Team Players were always taught that it’s good to share with others. This quality enables the Brute Force and Hack on the Fly actions to be done as teamwork tests. Only the leader of the teamwork test needs to possess this quality. The team leader determines the number of marks that will be attempted, and the resulting modifiers are applied to all participants. Agents, sprites, and Resonance constructs may not participate in this teamwork test. If the test succeeds, all participants gain one or more marks. On a failure or a glitch, the effects are applied to all participants.
     

    UNIQUE AVATAR

    COST: 5 XP // Progression Cost: 12 XP
    Incompatible with Digital Doppelganger.
    In a world full of customization, the only limit to an avatar’s appearance is one’s creativity. Is it any wonder that so many people do not have truly unique avatars? The fact is that the spark that makes one truly unique is lost in many people— but not characters with this quality. Their avatar is completely unique, and they’ve gone to the effort of ensuring that it cannot be replicated by anyone. This gives them an edge in dealing with those who are Matrix-savvy and ensures that when someone sees their avatar, they know they are dealing with a pro. The character receives a +2 bonus in Social Tests in the Matrix when their persona is visible. The drawback is that if someone tries to remember who they were dealing with, they also get a +2 bonus to their Memory Test, and they reduce the Difficulty Threshold by 1 (to a minimum of 1).

     
     

    Negative Biotic/Resonance Qualities

    Show Qualities

    Biotic Beacon

    Bonus: 10 XP // Buy Off: 20 XP
    The biotic signature of a character with the Biotic Beacon quality is like, well, a beacon—highly visible on the astral plane. The signature also lasts twice as long as it would without the Biotic Beacon quality and others assensing it receive a –1 to the threshold of their Assensing Test for gathering information about it. Only characters with a Biotics rating may take this quality.
     

    BRITTLE [ATTRIBUTE]

    BONUS: 5 XP // Buy Off: 10 XP
    This character’s living persona is just not efficient at a particular aspect of operation. They’ve tried everything to try to boost it it, but they can’t find the right technique to make it perform as well as it should. The player selects a Matrix attribute when this quality is selected. That Matrix attribute always functions at 1 lower than its assigned attribute level. This quality may be taken multiple times, with a different Matrix attribute chosen each time.
     

    Codeblock

    BONUS: 10 XP // Buy Off: 20 XP
    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. Characters cannot apply Codeblock toward hacking actions they are never likely to take.
     

    COMPUTER ILLITERATE

    BONUS: 7 XP // Buy Off: 14 XP
    There are characters who aren’t tech-savvy and characters who just don’t understand technology, and then there are characters with this quality. These characters have no experience at working with AR, computers, commlinks, and other electronic devices. They have difficulty performing even simple tasks such as making commcalls, sending e-mails, instant messaging, programming a trideo recorder, using a commlink, or doing a Matrix search. This quality provides a –4 dice pool modifier to all tests that involve a computer, electronic device, or Matrix-connected system of any kind. During stressful or tense situations, the gamemaster may require a Success Test, with the modifier, to complete tasks others would take for granted.
     

    DATA HOG

    BONUS: 10 XP // Buy Off: 20 XP
    Not all hackers are efficient, god-like beings of the Matrix. Data Hogs are particularly inefficient with their code, which leads to making a big ripple in the Matrix. This means that GOD can track their location more easily, leading to a reduction in the threshold for Convergence. Instead of Converging when Overwatch Score reaches 40+, the threshold for characters with this quality is 30.
     

    FARADAY HIMSELF

    BONUS: 7 XP // Buy Off: 14 XP
    Maybe it’s your diet. Too much iron in it? Maybe it’s your cyberware, causing interference. Whatever it is, you are a bit of a problem. Whenever you are near, the static on the line goes up. Anyone within ten meters of you (including yourself) suffers +2 Noise. This noise can be reduced in the normal way and is cumulative with whatever noise penalties would normally apply. It is worth noting that anyone outside of the ten meters who is attempting to connect to you (including attempts to hack you) do not suffer this extra noise penalty.
     

    KNOW YOUR LIMIT

    BONUS: 4 // Buy Off: 8 XP
    The character has experienced some serious fade, and omae, they never want to do that again. But fading is a part of a technomancer’s life, and past battles with it seem to have left their scars. The character suffers a –2 dice pool penalty to resist Health damage fade.
     

    SPRITE COMBUSTION

    BONUS: 13 XP // Buy Off: 26 XP
    The sprites the character compiles are never as stable as they’d like. The sprites tend to break down more easily and have fewer services tied to them than other people’s sprites on average. A few have even exploded into code right in front of the character’s eyes. It’s almost as if the character did something to offend sprites.   When a sprite is successfully compiled, the character’s sprites come with 1 less task than rolled, to a minimum of 1. The character suffers a –1 dice pool penalty when registering sprites.
     

    WANTED BY GOD

    Requirement: Minimum Hacking Skill of 3. Cannot be Technomancer
    BONUS: 12 XP // Buy Off: 24 XP
    Chummer, I don’t know what you’ve done, but you attracted the wrong kind of attention. You have somehow made it on GOD’s (see Matrix) Most Wanted list. In case you’re wondering, that’s not good.   You will suffer convergence when your Overwatch Score hits 30, instead of the normal 40. On top of that, seeing as you are a High Value Target, a High Treat Response squad from the authorities of whatever grid you just got kicked out of will always come bearing down on you. They may or may not be out to take you alive— guess you’ll find that out when they come for you.

     
     

    Cyberware/Bioware Qualities

    Positive Cyberware/Bioware Qualities

    Show Qualities

    BIOCOMPATIBILITY

    Cost: 5 XP // Progression Cost: 8 XP
    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 ten percent, rounded down to the tenth. This rebate is cumulative with the reduction offered by the chosen ’ware’s grade, if any (e.g., the reduction for alphaware of 0.8 is reduced by ten percent, or 0.08, to become 0.72, and is rounded down to 0.7). This quality can only be chosen for bioware or cyberware. This quality may only be taken once.
     

    CYBER SINGULARITY SEEKER

    Cost: 12 XP // Progression Cost: 21 XP
    In Swan Song, many accept cyberware as a means to an end, as a way to augment their capacity. For most it is a trade-off between their sense of self and being more capable. For you, though, cyberware is the end. You believe that the more chrome you get, the closer you get to some sort of point of nirvana, of hitting a singularity where you blend man and machine to perfection. The character gains +1 Willpower for every two full cyberlimb replacements they get (partial limb replacements don’t count), up to a maximum of +2 Willpower.
     

    REDLINER

    Cost: 10 XP // Progression Cost: 18 XP
    Any cyberlimbs you have installed are jacked-to-themax, with safety limits disabled and performance overclocked beyond what the warranty normally covers, and that’s the way you like it. You receive +1 Strength and +1 Agility for every two full cyberarms or cyberlegs installed, up to a maximum of +2 for both attributes (sorry, no super centipede-man builds). The downside to pushing your ’ware that hard, however, is that the strain is quite damaging. Your maximum health pool gets recuded by -3 per two full cyberarms and legs installed. Normally, every cyberlimb gives you one additional box, but with this quality, after two full limbs you end up with net one less box (i.e., –1 instead of +2).

     
     

    Negative Cyberware/Bioware Qualities

    Show Qualities

    CYBER-SNOB

    BONUS: 12 XP // Buy Off: 24 XP
    There are augmentations, and then there are augmentations, chummer. If you’re gonna stick a chunk of metal or hunk of flesh inside your body, it’s going to be nothing but the best! A character with Cyber-Snob will not accept any augmentations of a grade lower than betaware. A character must have at least 1 point worth of Essence of betaware-grade cyberware or bioware to be able to take this quality.
     

    Sensitive System

    Bonus: 12 XP // Buy Off: 24 XP
    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 completely. In addition to this, a biotics user or technomancer with a Sensitive System must make a Willpower (2) Test before any Drain or Fading Tests. Failure on this test results in Drain or Fading Values being increased by +2 for that particular Drain or Fading Test, as the energy traveling through their body does more damage to their Sensitive System.
     

    ’WARE INTOLERANCE

    BONUS: 15 // Buy Off: 30 XP
    In a world full of cyberware, bioware, and nanoware, it seems that augmentations are nearly impossible to avoid. A character with ’Ware Intolerance, though, needs to avoid them all like the plague. Their system is especially sensitive to any kind of invasive ’ware. As a result, all Essence lost to cyberware, bioware, or nanoware is twenty percent worse than normal.

     


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