List of Positive and Negative Qualities

Transcription

List of Positive and Negative Qualities
Character Generation Reference guide
List of Positive and Negative Qualities
Includes content from :
Fan made document - not for sale
POSITIVE QUALITIES
Acrobatic Defender
4
Adrenaline Surge
4
Agile Defender
4
Ambidextrous4
Analytical Mind
4
Animal Empathy
4
Aptitude4
Astral Chameleon
4
Bilingual5
Black Market Pipeline
5
Blandness5
Born Rich
5
Brand Loyalty
5
Catlike6
City Slicker
6
Codeslinger6
College Education
6
Common Sense
6
Daredevil6
Digital Doppelganger
6
Disgraced7
Double-Jointed7
Erased7
Exceptional Attribute
7
Fame7
First Impression
8
Focused Concentration
9
Friends In High Places
9
Gearhead9
Guts9
Hawk Eye
9
High Pain Tolerance
9
Home Ground
10
Human-Looking10
Indomitable11
Inspired11
Jack Of All Trades, Master Of None
Juryrigger11
Lightning Reflexes
11
Linguist12
Lucky12
Made Man
12
Magic Resistance
12
Mentor Spirit
12
Natural Athlete
13
Natural Hardening
13
Natural Immunity
13
4
11
Night Vision
13
One Trick Pony
13
Outdoorsman13
Overclocker14
Perceptive14
Perceptive Defender
14
Perfect Time
14
Photographic Memory
14
Poor Link
14
Privileged Family Name
14
Quick Healer
14
Radiation Sponge
15
Rad-Tolerant15
Rank15
Resistance to Pathogens/Toxins
15
Restricted Gear
15
School Of Hard Knocks
16
Sense Of Direction
16
Sensei16
Sharpshooter 16
Solid/Legendary Rep
16
Spacer16
Speed Reading
17
Spike Resistance
17
Spirit Affinity
17
Spirit Champion
17
Spirit Whisperer
17
Steely Eyed Wheelman
17
Technical School Education
17
Too Pretty To Hit
18
Tough As Nails
18
Toughness18
Trust Fund
18
Trustworthy18
Vehicle Empathy
19
Water Sprite
19
Will to Live
19
Witness My Hate
19
NEGATIVEQUALITIES
19
Addiction19
Albinism20
Allergy21
Amnesia21
Asthma22
Astral Beacon
22
Bad Luck
22
Bad Rep
22
2
Bi-Polar23
Big Regret
23
Blighted23
Blind23
Borrowed Time
24
Code of Honor
24
Codeblock25
Combat Junkie
25
Combat Paralyisis
25
Computer Illiterate
25
Creature Of Comfort
26
Day Job
26
Deaf26
Dependents26
Did You Just Call Me Dumb?
27
Dimmer Bulb
27
Driven27
Distinctive Style
27
Earther28
Elf Poser
28
Emotional Attachment
28
Ex-Con28
Flashbacks29
Gremlins29
Hobo With A Shotgun
29
Hung Out To Dry
30
Illiterate30
Incompetent30
In Debt
30
Incomplete Deprogramming
31
Infirm31
Insomnia31
Liar32
Loss of Confidence
32
Low Pain Tolerance
32
Night Blindness
32
Oblivious32
Ork Poser
33
Pacifist33
Paranoia33
Paraplegic33
Phobia34
Pie Iesu Domine. Dona Eis Requiem. 34
Poor Self Control
34
Prejudiced35
Records On File
35
Reduced (Sense)
36
Scorched36
Sensitive System
36
Sensory Overload Syndrome
36
Signature37
Simsense Vertigo
37
SINNer (Layered) 37
Social Stress
39
Spirit Bane
39
Spirit Pariah
39
Uncouth40
Uneducated40
Unsteady Hands
40
Vendetta40
Wanted40
Weak Immune System
41
3
POSITIVE QUALITIES
Acrobatic Defender
Cost: 4 Karma
Source: Run & Gun
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 Gymnastics skill in
place of their Willpower while using Full Defense.
Including this skill in the Defense Test means that
their Physical Limit also applies.
Adrenaline Surge
Cost: 12 Karma
Source: Run Faster
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.
Animal Empathy
Cost: 3 Karma
Source: Run Faster
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.
Hit first, hit last, that’s your style. Adrenaline
Surge allows a character to act first in the first Initiative Pass of a new combat even if they don’t have
the highest Initiative Score. If other characters involved in the combat have the Adrenaline Surge
quality or use their Edge to Seize the Initiative so Aptitude
that they may act first in the same Initiative Pass, Cost: 14 Karma
Source: SR5
characters act in order of their Initiative Scores.
This quality is how you become even better than
This quality does not allow a Surprised character to
the best in the world. The standard limit for skills
act first in an ambush, but it can allow a character
is 12. Every so often, there is a character who can
who is not surprised to strike first.
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
Agile Defender
creation, and may eventually build that skill up to
Cost: 3 Karma
Source: Run & Gun
rating 13.
Speed kills, but quickness and agility can be the
Characters may only take the Aptitude quality once.
key to avoiding a speedy death. This quality allows
the character to use their Agility in place of their
Astral Chameleon
Willpower attribute while using Full Defense.
Ambidextrous
Cost: 4 Karma
Cost: 10 Karma
Source: SR5
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 (see Attacker Using Off-Hand Weapon, p. 178).
Analytical Mind
Cost: 5 Karma
Source: SR5
With the Astral Chameleon quality, the character’s astral signature blends into the background of
astral space and is difficult to detect. All signatures
left by the character last only half as long as other astral signatures. Any individuals assensing astral signatures left behind by a character with this quality receive a –2 dice pool modifier for the Assensing Test.
Only characters with a Magic rating and capable of
leaving astral signatures may have this quality.
Source: SR5
4
Bilingual
Cost: 5 Karma
Source: SR5
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, p. 150). 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, (p. 88).
Black Market Pipeline
Cost: 10 Karma
Source: Run Faster
Cost: 8 Karma
Source: SR5
toos, 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 troll 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.
During character creation, the player chooses one Born Rich
existing individual contact and a single category of
Cost: 5 Karma
Source: Run Faster
merchandise (e.g., vehicles, weapons, electronics, arRichie Rich has fallen into the shadows. The
mor, etc.). The selected contact can always buy or sell
character came from an affluent background (e.g.,
goods in that category through the black market with
high-level corporate kid, old-money family, Mafia
better-than-normal rates for the character.
princess, lottery winner), but is not necessarily still
Purchases through this contact get a ten percent
wealthy or doesn’t have access to this additional
price reduction and a +2 dice pool modifier for the
wealth. During character creation, characters can
Availability Test. When looking to sell goods through
normally gain extra resources at a rate of 2,000
the contact, the character gets (7 percent x Loyalty)
nuyen per Karma point, up to 10 Karma maximum
of the item’s original value instead of the standard 5
(p. 94, SR5). With this quality, available only during
percent.
character creation, characters may exceed the usuThe contact has to be appropriate to the category
al 10 Karma limit and instead trade up to 40 Karma
chosen, though creativity can be king here.
total at the same exchange rate of 2,000 nuyen per
Karma point, for up to 80,000 nuyen of additional
Blandness
funds.
This character blends into a crowd; he’s seldom Brand Loyalty
noticed and easily forgotten. He is unremarkable
Cost: 3 Karma
Source: Run & Gun
in every aspect of physical appearance. Anyone atBrand loyalty is taken to extremes in the Sixth
tempting to describe the character cannot come up
World with individuals brainwashed by their megawith anything more precise than “average height,
corporate masters, especially when it comes to fireaverage build, average hair, etc.”
arms. But sometimes being loyal to a brand can be
Increase the threshold for anyone to recall spea good thing. Characters who are brand loyal know
cific details about the character by 1. This means a
the products of their favorite brand inside and out.
Memory Test with a difficulty of Average (threshThe quality has two levels; Manufacturer and Prodold of 2) becomes a Hard test (threshold of 3). Indiuct.
viduals attempting to shadow or physically locate a
At the Manufacturer level, characters choose a
character with the Blandness quality in a populated
corporate or manufacturer brand, i.e. Ares, Saedersetting receive a –2 dice pool modifier on all tests
Krupp, Krime, H&K, Novatech, etc., and gain a +1
related to their search. The same penalty applies if
dice pool bonus on every roll involving gear made
they’re asking around about the person based on
by their manufacturer.
the individual’s physical appearance. The modifier does not, however, apply to magical or Matrix
searches. If the character acquires any visible tat5
At the Product level the bonus is only conveyed College Education
on a single item, i.e. Predator IV, S-K-Bentley ConCost: 4 Karma
Source: Run Faster
cordat, Krime Kannon, HK227, Novatech Airware,
The halls of academe are well known to your
etc.
character. Thanks to time spent actually studying
On the downside, due to this narrow focus the
while at college instead of partying, the character
character suffers a –1 dice pool penalty whenever
can buy Academic Knowledge skills at half price
working with a piece of gear not made by their pre(rounded up) during character creation. After charferred Manufacturer. At the Product level the –1
acter creation, Academic Knowledge skill ranks of 3
dice pool penalty is applied to all products of the
or higher receive a 1 Karma cost reduction for each
same type, i.e., heavy pistols, cars, SMGs, assault
rank.
cannons, commlinks, etc.
Catlike
Cost: 7 Karma
Common Sense
Source ; SR5
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 skill tests.
City Slicker
Cost: 7 KarmaSource: Run Faster
Cost: 3 Karma
Source: Run Faster
“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 Edge rating. After that, they’re
on their own.
A character with this quality has the asphalt and Daredevil
concrete of the sprawl in his blood. They would
Cost: 6 Karma
Source: Run Faster
choose the noise and chaos of the city over the subBetter to be lucky than good, when you’re living
urbs or rural areas any day of the week. They have
on the edge. A character with this quality is particuan instinct for navigating urban environments.
larly lucky when it comes to doing the outrageous.
This quality provides a +1 dice pool modifier for all
Whenever the character performs an exceptionally
skills in the Outdoors skill group when in an urban
daring action (gamemaster’s discretion), she gets
environment. The downside is the character suffers
two points of Edge back instead of one.
a –1 dice pool modifier to Perception and Survival
Tests when in any non-urban environment.
Codeslinger
Cost: 10 Karma
Digital Doppelganger
Cost: 7 Karma
Source: SR5
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 (p. 237) that
have a test associated with them.
Source: Run faster
The Matrix is a big place, and with a world so connected and so tied to identity, there are bound to be
some crossed signals somewhere. The character’s
digital identity, including their spending habits, licenses, travel records, and data trail have all been
cross-linked with someone else’s identity. Anyone
doing research on him has a hard time locating any
information and faces a +2 threshold for Matrix
Searches for tracking the character on this ID. The
character must be a SINner, and this quality should
be linked to a particular SIN.
6
Disgraced
Cost: 2 Karma
Source: Run Faster
able via the Matrix and possibly building a Public
Awareness—which means that whatever they were
hiding from might have a chance to find them.
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 Exceptional Attribute
unjustly), and he was cast out of his community. Cost: 14 Karma
Source: SR5
Such was the character’s fearsome reputation that
The Exceptional Atribute quality is how you get
criminals (gangers, organized crime members, and
to be the charismatic troll, or the agile dwarf. It
so on, as determined by the gamemaster) still treat
allows you to possess one attribute at a level one
him warily. The character receives a +2 dice pool
point above the metatype maximum limit. For exmodifier when attempting to intimidate such indiample, an ork character with the Exceptional Atviduals. However, any upright citizen will treat the
tribute quality for Strength could take his Strength
character with the disdain reserved for disgraced
attribute up to 10 before augmentations are apheroes, being treated as Prejudiced in any Etiquette
plied, instead of the normal limit of 9. Exceptional
Test.
Attribute also applies toward Special Attributes
such as Magic and Resonance. Edge cannot affected by the Exceptional Attribute (Edge is raised by
Double-Jointed
another quality called Lucky). A character may only
Cost: 6 Karma
Source: SR5
take Exceptional Attribute once, and only with the
A Double-Jointed character has unusually flexible
gamemaster’s approval.
joints and can bend and contort his body into extreme positions.
The character receives a +2 dice pool modifier for Fame
Escape Artist tests. The character may also be able Cost: 4 To 16 Karma Source: Run Faster
to squeeze into small, cramped spaces where less
Now if you can just get fortune and money you’ll
limber characters cannot. They’re also great at parhavethe trifecta. The problem is you’ve got the eleties and bars.
ment that is not particularly cherished in the shadows. Whether you’re a former trid star, a local politician, a retired or injured sports star, or the latest
Erased
up-and-coming rocker, your face is well known. It
Cost: 8 Karma
Source: Run Faster
may be just the local community, a single nation
There are characters who lack a SIN because they
or corp, or possibly the world that knows your
never had one, and then there are those who had a
ugly mug. No matter who they are or how many
SIN but had it actively and thoroughly erased, to the
folks know your profile, being so recognizable has
point where legwork can only be done via word-ofits pros and cons. First, on the pro side, Fame ofmouth contacts, and Matrix searches turn up nothfers benefits within certain social circles and addiing. Also, the quality prevents Public Awareness for
tional income if the character also chooses the Day
the character from ever going above 1.
Job quality. That may sound nice, but being well
This is a double-edged sword. The character can
known is not a great way to get work in the shadnever maintain a Lifestyle higher than Middle, and
ows, and therefore causes problems on the darker
can never used a fake SIN or any attached licenses
side of life. Characters with this quality are more
for more than three months. Living under the radar
likely to be recognized by passers-by or others who
is expensive. If a character chooses to have a High
see them during a run, which can be a problem.
Lifestyle for a month, she’ll need to bail on it and
And remember that Fame often involves strings;
lay low for a bit with a Low or lower Lifestyle for
one of the biggest is having a SIN. Characters who
at least a month. If they fail to do so, the systems
choose this quality must have the SINner quality or
in place start to slip, making the character locata Rating 3 fake SIN.
Local Fame (4 Karma):
7
City politics, hometown sports teams, and local
who knows of their fame. In the nation and sprawl
news stations are some of the most common sourcthey came from, the Social Limit increase is 1 and
es of local fame. Select a single sprawl at character
the dice pool modifier is +1.
creation to be the base of the character’s fame. In
Citizens of their megacorporation and their
the public eye of that sprawl, the character gains a
home sprawl need only succeed at an Intuition +
1-point increase to their Social Limit and a +1 dice
Logic (1) test to identify the character. Citizens of
pool modifier on all Social Skill tests to positively
other megacorporations and their home nation
influence someone who knows of their fame. The
can identify them with an Intuition + Logic (2) Test.
downside is that anyone from the chosen sprawl
The character’s Public Awareness is increased by 5.
can identify famous characters with an Intuition
If the character has the Day Job quality, they mul+ Logic (2) Test, so characters need to be careful
tiply their income by 6 and also require a 10 percent
about who sees them when they are on the job. The
increase in workload.
character’s Public Awareness is increased by 2. If Global Fame (16 Karma):
the character has the Day Job quality, they multiply
This kind of fame is not easy to avoid. Internatheir income by 2.
tional blockbuster simstars, multi-platinum-selling
National Fame (8 Karma):
music artists, megacorporate executives, and interNational politics, championship sports teams,
national political figures fit this kind of bill. Charand the entertainment industry supply the bulk
acters with this level of fame gain a 3-point increase
of nationally famous folks. At character creation,
to their Social Limit and a +3 dice pool modifier to
select a nation to be famous within and a sprawl
all Social Skills tests to positively influence anyone
of origin within that nation (it needs to be a place
who knows their identity. Identifying the character
related to the character’s story and the languages
requires an Intuition + Logic (2) Test or any rank in
they speak—characters need at least four ranks in
an appropriate Knowledge Skill.
the native language of the country in which they
If the character has the Day Job quality, they mulare famous). In the selected sprawl, characters gain
tiply their income by 10 and also require a 25 pera 1-point increase to their Social Limit and a +2 dice
cent increase in workload. The character’s Public
pool modifier on all Social Skill tests to positively
Awareness is increased by 8.
influence someone who knows of their fame. In the
Characters can create their own runner persona
chosen nation, the character has a 2-point Social
to try and hide their true identity, but it will involve
Limit increase and a +1 dice pool modifier as above.
a disguise or mask of some sort. Identifying the star
Anyone from the character’s home sprawl can
becomes an Opposed Test with the initial Disguise
identify the character with an Intuition + Logic (1)
+ Intuition [Mental] Test, setting the threshold to
Test; people from the nation need to make an Intuidentify the character with a Perception + Intuition
ition + Logic (2) Test. The character’s Public Aware[Mental] Test.
ness is increased by 3. If the character has the Day
Job quality, they multiply their income by 4 and also First Impression
increase their required workload by 10 percent.
Megacorporate Fame (12 Karma):
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 nation 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
Cost: 11 Karma
Source: SR5
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
8
Focused Concentration
Cost: 4 Karma per rating (max 6) Source: SR5
dling 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)
A technomancer or magic user with the Focused
Concentration quality has the discipline to manipulate mana or Resonance more precisely than otherwise possible. This precision reduces stress to the
magic user’s or technomancer’s body. She is able to
sustain one spell/complex form with a force/level
equal to her Focused Concentration rating without
suffering any penalties.
For example, a magic user with Focused Concentration rating 3 may sustain a Force 3 Armor spell
without taking the negative dice pool modifier for Guts
sustaining a spell. Sustaining any additional spells Cost: 10 Karma
Source: SR5
or complex forms incurs the standard –2 dice pool
When a bug spirit with dripping mandibles comes
modifier per spell or complex form sustained. This
calling, the character with Guts is the one most
quality may only be taken by magic user characters
likely to stand and fight instead of freaking the hell
that are able to cast spells and technomancers.
out. Guts gives a character a +2 dice pool modifier
on tests to resist fear and intimidation, including
magically induced fear from spells or critter powFriends In High Places
ers.
Cost: 8 Karma
Source: Run Faster
“So sorry, Damian, I can’t head out on the new Ares
prototype ship with you this weekend, I have a run,” is Hawk Eye
something a character with this quality might ac- Cost: 3 Karma
Source :Run Faster
tually say. This quality gives the character an addiCharacters with the Hawk Eye quality have extional pool of Free Karma for purchasing contacts,
ceptionally keen natural vision. They can identify a
with a few stipulations.
face a block away without binoculars or spot a spent
First, the character gets an additional Charisma x
casing in a shadowy crack at five meters. Charac4 in Karma to purchase contacts. Second, none of
ters gain a +1 dice pool modifier to their Perception
these contacts can have a Connection Rating less
Tests and shift all Range Environmental modifiers
than 8. Third, any leftover Karma that the charup one category (e.g., Medium becomes Short).
acter cannot spend is lost. These contacts can’t be
The quality is part of characters’ natural eyes and
called at every turn; see the Who You Know chapis not compatible with electronic vision enhanceter for information on what happens if the favors
ments and/or cy ber- or bioware augmentations or
of contacts are abused. (Run Faster p. 172).
replacements.
Gearhead
Cost: 11 Karma
Source: SR5
High Pain Tolerance
Cost: 7 Karma per rating (max rating 3)
The Gearhead is who you look for when it’s time Source: SR5
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 Han-
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 box of damage per rating point of
this quality when calculating wound modifiers (see
Wound Modifiers, p.169). So a character with this
quality at Rating 2 can take 4 boxes of damage but
carry on without wound modifiers as if she only
9
had 2 boxes of damage. The –1 wound modifier Digital Turf:
would then kick in when the character takes her
This is for a decker or technomancer who has a
fifth box in damage. This quality may not be used
specific host that she calls her own. She may actuwith the Pain Resistance adept power, pain editor
ally own the spot, or it can be a place she frequents
bioware, or damage compensator bioware.
enough to consider home. The character receives
a +2 bonus to Matrix Tests while in her Home
Ground host. Bonuses from other Qualities may
Home Ground
stack with Home Ground. If the character has not
Cost: 10 Karma
Source: SR5
frequented this host for more than six months, she
If a character knows her neighborhood better
loses the Home Ground quality because she is no
than anyone—the shortcuts, the hiding places, and
longer as familiar as she should be.
the people she can trust—then she probably has
the Home Ground quality. She knows the families The Transporter:
This character knows the layout of streets, back
who live there, their stories, and what the kids who
alleys,
service tunnels, etc., like the back of her
moved out are doing; she knows the streets better
hand. She knows when GridGuide is wrong and
than GridGuide, knows things that aren’t on Gridwhen GridGuide is out of date. When the transGuide, and knows when GridGuide is wrong. She
porter is on her Home Ground, she has a +2 dice
knows the politics of the gangs, who’s running for
pool modifier for Evasion Tests.
whom and who’s running from whom. But it’s not
just the physical streets. Depending on the charac- On the Lam:
Hiding out and lying low are part of a shadowter, her Home Ground quality can manifest in ways
runner’s daily life. On the Lam means a character
specific to who and what she is. When choosing
has an encyclopedic knowledge of safehouses, bolt
this quality, select one of the bonuses below:
holes, abandoned buildings, just about any out-ofAstral Acclimation:
the-way place not claimed by gangs or squatters.
The character has become acclimated to the
When she needs to find a safe location in a hurry,
background count of her Home Ground. Through a
this character receives a +2 dice pool bonus to her
lifetime of familiarity she’s learned to work around
Intuition + appropriate street knowledge skill to
it, enabling her to ignore up to two points of backfind a suitable place to hole up fast.
ground count.
For example, if the background count on her Street Politics:
This character knows the street gangs, the crimiHome Ground is 3, she sees only a reduction of 1
nal operations, and the beneath-the-surface affilito her Magic tests; if the background count is 5, for
ations that are the social and political fabric of her
her it is only a 3, and so on. This quality works only
Home Ground. She receives a +2 dice pool modifier
on her Home Ground and has no benefit anywhere
for Knowledge Tests relating to gangs or their opelse.
erations. This quality can be taken multiple times,
You Know a Guy:
selecting one of the categories above each time.
The character has built up long-lasting relationships with people from her neighborhood. These
people are not contacts, but they know her as one Human-Looking
of their own and are more likely to do favors for Cost: 6 Karma Source: SR5
or talk to her. NPCs from the character’s Home
A metahuman character with the Human-LookGround neighborhood are considered friendly toing quality can pass for human in most circumward her wherever she encounters them (unless
stances. Human NPCs respond with neutral attishe has done something to change that).The chartudes toward such characters when making Social
acter receives +2 Street Cred for any Negotiation
skill tests (p. 82), even those humans who are parwith people from her Home Ground.
ticularly biased against metahumans. The character
may suffer increased animosity from metahuman
NPCs who are prejudiced against humans and who
10
either mistake him for human or distrust his motives for trying to look human. Only elves, dwarfs,
and orks can take the Human-Looking quality.
Indomitable
Cost: 8 Karma per level (Max 3)
Source: SR5
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).
Inspired
Cost: 4 Karma
Source: Run Faster
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
Street Grimoire 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 (p. 372, SR5) 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.
Jack Of All Trades, Master Of None
Cost: 2 Karma
Source: Run Faster
Rating 5. Beyond Rating 5, however, it costs 2 additional points of Karma for each point of skill. This
quality does not apply during character creation.
Juryrigger
Cost: 10 Karma
Source: SR5
Juryrigger gives a character an intuitive grasp of
the inner workings and underlying principles of
mechanical and electronic devices. She knows how
to repair the broken, rejuvenate the worn, improve
a device’s efficiency, or coax it into doing things it’s
designers hadn’t intended.
Characters with the Juryrigger quality receive a
+2 dice pool modifier for Mechanical Tests when
juryrigging gear. If the gamemaster decides what
the character wants to accomplish is in fact possible, he determines the threshold for her success
using the Build/Repair Table (p. 146) as a guideline,
then reduces the threshold for the test by 1. While a
successful Mechanics Skill Test enables the Juryrigger to perform amazing technical feats, everything
she devises is temporary.
Examples of what a character may be able to do
with Juryrigger include:
• Juryrig a destroyed device so that it will operate
just one more time (for 1D6 minutes).
• Tweak an electronic device to function at a rating
one higher than normal for 1D6 Combat Turns.
• Temporarily coax extra performance from a vehicle’s or drone’s components, increasing its Sensor
or Handling by +1 (if combined with bonuses from
Gearhead, the vehicle’s or drone’s critical components completely burn out at the end of the duration from being pushed well beyond their limits;
at that point, the vehicle or drone becomes a big
paperweight).
• Improvise a one-shot device or weapon from
disparate components (the gamemaster has final
say on whether suitable parts are available).
• Devise an impromptu means to bypass a security measure, such as a trip beam or pressure plate.
The character has an incredible aptitude for
learning new skills. Unfortunately, the character
quickly gets bored and gets turned off when things Lightning Reflexes
start getting a little hard. Karma costs are reduced
Cost: 20 Karma
Source: Run Faster
by 1 (to a minimum of 1) for learning skills up to
Some people are just born fast. This quality provides an unaugmented character the ability to re-
11
act with astonishing speed. The character gains +1
to their Initiative rating and a bonus initiative die.
This quality is not cumulative with any other Initiative enhancement, be it technological, chemical,
or magical. They also receive a +1 dice pool modifier for all Defense Tests.
Linguist
Cost: 4 KarmaSource: Run Faster
cate, 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 thirty
percent of the items’ value) or as a source for stolen
and restricted goods (ten percent 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, and costing the character
one out of ever four weeks in Missions play.
Nothing impresses an out-of-town 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 natu- Magic Resistance
ral gift for learning and understanding languages. Cost: 6 Karma per rating (Max rating 4)
Characters with this quality halve the learning Source: SR5
time for a language, and the quality also provides
This is the wonderful ability to potentially make
a +1 dice pool modifier to all Language skill tests
a Fireball bounce away. For every 6 Karma spent on
the character makes. If this quality is purchased at
Magic Resistance, a character receives 1 additional
character creation, the player purchases Language
die for Spell Resistance Tests. The Magical Resisskill points at a 2-for-1 rate. After character cretance quality, however, is always “on”—the characation, language skill ranks of 3 or higher receive a 1
ter cannot lower it to receive beneficial spells such
Karma cost reduction for each rank.
as Heal.
A character with Magic Resistance cannot take
part in spells that require a voluntary subject; such
Lucky
spells automatically fail when used on magic-reCost: 12 Karma
Source: SR5
sistant characters. Characters with a Magic rating
The dice roll and the coin flips this character’s
cannot take this quality.
way more often than not, giving her the chance
to drop jaws in amazement at her good fortune.
Lucky allows a character to possess an Edge attri- Mentor Spirit
bute one point higher than his metatype maximum Cost: 5 Karma
Source: SR5
(for example, a human character could raise her
Everyone needs some help in life, even if it comes
Edge to 8). Note that taking this quality does not
from someone relatively filmy and insubstantial.
actually increase the character’s current Edge ratMentor Spirit means the character follows a patron
ing, it just allows her the opportunity to do so; the
spirit (see Mentor Spirits, p. 320) that guides him in
Karma cost for gaining the extra point must still be
his practice of magic and provides certain advanpaid. This quality may only be taken once and must
tages and disadvantages to his natural abilities. A
be approved by the gamemaster. The Lucky quality
character may change mentor spirits, but he may
cannot be combined with Exceptional Attribute.
have only one mentor spirit at a time. To change
mentor spirits, the character must first buy off the
current mentor spirit as if it were a Negative qualiMade Man
ty. He can then purchase the quality again to follow
Cost: 5 Karma
Source: Run Faster
a different mentor spirit. This cost represents the
As a minor member of an organized crime syntoll of divorcing from one mentor spirit and bonddicate, the character can occasionally call on its
ing with a new one.
resources. At the time of purchase, select a crime
Each tradition has a different name for a mensyndicate as a free Group Contact (see Group or
tor spirit. Hermetic mages prefer the term “menOrganization Contact Options, p. 176, Run Faster).
tor spirit,” while shamans use the word “totem” for
As the character is an actual member of the syndi12
the spirit that they follow. While the names may
vary, the way the mentor works is consistent. This
quality is only available to characters that possess a
Magic attribute rating.
Natural Athlete
Cost: 7 Karma
Source: SR5
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 Running and Gymnastics skill tests.
Natural Hardening
Cost: 10 Karma
Source: SR5
Note that characters with Natural Immunity to a
disease can be a carrier, infecting other characters
while suffering no ill effects.
Night Vision
Cost: 2 Karma
Source: Run Faster
The name says it all. This quality provides characters with the advantages of low-light vision (see
Environmental Compensation Table, p. 175, SR5).
There is a downside. Thanks to the extremely lightsensitive 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 Karma in return).
This quality makes the character’s neural structure resistant to feedback. This gives her 1 point of
natural biofeedback filtering, which is cumulative One Trick Pony
with a Biofeedback Filter program or a techno- Cost: 7 Karma
Source: Run & Gun
mancer’s firewall (p. 251).
You’ve watched the same action trid or chipped
your way through the same simsense so many
times you actually know how to do that really cool
Natural Immunity
move the star always uses. This quality allows the
Cost: 4 or 10 Karma Source: SR5
character to choose one Martial Arts technique
The ability to casually sip poison can never be
they can do without first learning the associated
overrated. A character with Natural Immunity has
Martial Arts style.
an innate or developed immunity to one single disease or toxin. This quality is available at two levels.
If purchased at the 4 Karma level, the character is Outdoorsman
immune to a single natural disease or toxin. If Nat- Cost: 3 Karma
Source: Run Faster
ural Immunity is purchased at the full 10 Karma
A character with this quality is often described
level, the character is immune to a single, synthetic
as woodsy. They are far more comfortable in wil(artificially created) disease or toxin.
derness and rural environments than in the urNatural Immunity does not affect diseases or
ban blight of the modern city. They are naturals
toxins that are magically based, such as HMHVV.
at tracking and hunting, with a sense of direction
The player and gamemaster must agree on the diseven a compass could rely on. This quality provides
ease, drug, or poison to which the character is ima +2 dice pool modifier for all skills in the Outdoors
mune. The character can take one dose of the drug
skill group when in a rural or wild environment.
or poison and experience one exposure to the disThe downside is the character suffers a –1 dice pool
ease every six hours with no ill effects. Any subsemodifier to Perception and Survival Tests when in
quent dosing or exposure during the next six hours
an urban environment.
causes normal damage, but the character’s recovery
time is halved.
13
Overclocker
Cost: 5 Karma
Source: Run Faster
The character is able to coax more juice out of his
gear. The character may add 1 point of Rating to
one of his cyberdeck’s ASDF attributes. This point
can be reallocated as desired any time the cyberdeck is reconfigured.
Perceptive
Cost: 5 To 10 Karma Source: Run Faster
The devil is in the details, and you see those horns
regularly. This quality is available at two levels.
For 5 Karma, characters receive a +1 dice pool
modifier on all Perception Tests, including Astral
and Matrix Perception.
For 10 Karma, the modifier increases to +2.
Perceptive Defender
Cost: 4 Karma
Source: Run & Gun
Photographic Memory
Cost: 6 Karma
Source: SR5
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.
Poor Link
Cost: 8 Karma
Source: Run Faster
There’s a haze to the character’s aura that makes
connecting over a distance difficult. All ritual sorcery, including friendly efforts, directed at the character receives a –2 dice pool modifier for the Ritual
Spellcasting Test during Step 7: Seal the Ritual. The
character also has a +2 dice pool modifier for any
Resistance Tests she might have to make against
the ritual, including against friendly rituals.
Privileged Family Name
Sometimes keeping yourself alive is about stay- Cost: 7 Karma
Source: Run Faster
ing alert and keeping an eye out for incoming trouWith this quality the character’s family is excepble, about knowing what’s coming before it’s time
tionally well-connected, and his real name carries
to duck or dive for cover. This quality allows the
significant clout in his home sprawl (selected at
character to use their Perception skill in place of
character creation).
their Willpower attribute while using Full Defense.
Though probably known as a rich, spoiled brat,
Including this skill in the Defense Test means that
the name (and accompanying SIN and ID) is like
their Mental limit also applies.
a get-out-of-jailfree card for small misdemeanors
(such as being caught carrying a weapon, casting an
unauthorized mental manipulation spell, or drivPerfect Time
ing a car without a license). Even when trying to
Cost: 5 Karma
Source: Run Faster
act tough, local minor NPCs suffer a –2 dice pool
Who needs a watch when you’re around? The
modifier on Social tests against the character.
character with this quality always knows the time,
In order to have this quality the character must
down to the minute, and has a perfect sense of
also possess the SINner (National or Corporate)
rhythm and timing.
quality. Remember that this quality also makes the
This perfect sense can only be obstructed through
character very easy to identify if those not conprolonged isolation, unconsciousness, or distorcerned with their family name start asking question of temporal perception through drugs, chips,
tions.
or an extended period in the Matrix.
This quality provides two game benefits: a +1 dice
pool modifier for Performance Tests involving tim- Quick Healer
ing and rhythm, along with an additional Free Ac- Cost: 3 KarmaSource: SR5
tion during every Action Phase.
A character with the Quick Healer quality receives a +2 dice pool modifier to all Healing Tests
made on/for/by her, including magical healing.
14
Radiation Sponge
Cost :5 KARMA
Rank
Source: Run & Gun
Cost : 5 to 30 Karma
Source: Run Faster
Something about the cells of characters with this
Rank is the way most organizations or instiquality makes them more resistant to radiation’s
tutions determineleadership and responsibility
harmful effects, but it also makes them hold onto
among their staff or members.
that radiation for longer. The character always facAlthough it’s usually associated with the milies one less step for Fatigue from Environments in
tary, in fact rank exists in all facets of life, including
Radiation environments, and therefore never faces
the business world and even policlubs and hobby
a Deadly environment. If a character spends time
groups.
in a Deadly environment, treat it as an Extreme
Rank provides a +1 to your social limits per level
environment for Fatigue purposes; use the Deadly
for those within your organization. In the case of
environment times and double the length of time
military or law enforcement characters, the social
for carrying Radiation with them.
limit modifier applies to members of the public
For example, Glowboy is a Radiation Sponge who
over whom they have authority.
makes a two-minute jaunt into the heart of Glow
In the table, the number on the right side of the
City in Redmond to prove a point. He comes out
slash is the cost for military or law enforcement;
a little tired but excited to tell his pals all about
the number on the left side of the slash is for other
the trip. When his pals start falling over, Glowboy
ranks.
tries to help them but they only seem to get worse.
Glowboy is carrying a Deadly environment around Resistance to Pathogens/Toxins
with him for 4 minutes after he leaves, plenty of
Cost: 4 or 8 Karma Source: SR5
time to kill his less-radiation-friendly pals. He will
A character with Resistance to Pathogens/Toxins
also be carrying around a Harsh environment for
can fight off diseases and drugs more easily than
48 hours and a Mild environment for 48 more. Best
other characters and receives a +1 dice pool modihe keeps away from other people for awhile.
fier to Resistance Tests. This quality comes at two
levels: at 4 Karma the character is resistant to eiRad-Tolerant
ther pathogens or toxins, not both. If the character
Cost: 3 Karma
Source: Run & Gun
purchases this quality at 8 Karma, she receives the
Sometimes characters are just different. Being
+1 modifier for resisting both.
able to stand on the outskirts of the Cermak Blast
and just stare into the nothing for days on end, or Restricted Gear
even living there with no ill effects can be a blessing
Cost: 10 Karma Per Item Source: Run Faster
in disguise. Characters with this quality double the
Right place, right time, right friend, or the stars
time before they gain the Blighted quality. Characaligned. No matter the reason, the character has
ters also always face one less step for Fatigue from
managed to acquire or get a line on one piece of
Environments in Radiation environments, just like
really hard-to find gear she absolutely had to have.
the Radiation Sponge.
The character can take this quality up to three
This Quality is incompatible with the Radiationtimes; only one of those times can occur at charSponge Quality.
Rank Table
Points
5/20
10/25
15/30
NCO
[Lance]
Corporal
Sergeant
Seargent
Major
Officer
Beat
Detectives
Worker
Management
Lieutenant
Officer
Detective
5 years
Manager
Captain
Corporal
Detective Sergeant
10 years
Area manager
Major
Sergeant
Captain
20 years
Regional manager
15
acter creation. Selecting it at character creation allows the character to buy a piece of gear with an
Availability of up to 24 (circumventing the normal
Availability limit at character creation).
After character creation, taking this quality lets
the character purchase one piece of gear with an
Availability up to 18 during play with just a single
commcall. They do, however, have to pay an extra
thirty percent for the item.
School Of Hard Knocks
Cost: 4 Karma
Source: Run Faster
The streets were this character’s classroom.
Thanks to all the time spent trying to stay one step
ahead of the next guy, and knowing that knowledge is power on the streets, the character can buy
Street Knowledge skills at a rate of 2 for 1 during
character creation. After character creation, Street
Knowledge skill ranks of 3 or higher receive a 1 Karma cost reduction for each rank.
Sense Of Direction
Cost: 3 Karma
Source: Run Faster
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.
Sensei
Cost: 5 KarmaSource: Run Faster
dice pool of 10 and a limit of 7. If a skill group is
chosen, the Sensei has it at 12 and has an Instruction Test dice pool of 12 with a limit of 8.
The Sensei charges nothing for her services to the
character, and she generally should be available to
the character, though the specifics of the relationship are under the gamemaster’s discretion.
Sharpshooter Cost: 4 Karma
Source: Run & Gun
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.
Solid/Legendary Rep
Cost: 2 To 4 Karma Source: Run Faster
The character has a solid (2 Karma) or legendary (4 Karma) reputation within a certain group.
He did something amazing for the group once; old
members talk about it with fond memories and
new recruits want to find out all about it. The character gets a Reputation bump with a certain specific group; +1 for a solid rep, +2 for a legendary rep.
Even if the character goes on to do negative things
to that group, his reputation is such that people
want to believe it’s a just a misunderstanding.
The selected group should generally have around
one to five thousand members. The quality can
only be taken once.
You don’t know what you don’t know. This quality gives you someone who knows what you don’t
know and has chosen you to be the recipient of Spacer
their knowledge. The character selects a skill or Cost: 3 Karma
Source : Run & Gun
skill group for their Sensei to have mastered when
Some people are just naturally comfortable in althe quality is purchased. They must have a contact
ternative-gravity environments. They perform evof Connection Rating 3 or higher with expertise in
ery action with a certain additional grace and style.
the area they will teach the character.
These characters gain a +1 dice pool bonus to all
If they choose a single skill, the Sensei has the
Physical actions taken in a gravity other than Earth
skill at a Rating of 13, as well as an Instruction Test
norm.
16
Speed Reading
Cost: 2 Karma
Source: Run Faster
it also provides a +1 dice pool modifier for Binding
Tests. Magic users may possess this quality for a
type of spirit that is not part of their magical tradition.
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 at- Spirit Champion
tending a single class. With this quality, a character Cost: 14 Karma
Source: Street Grimoire
can read through a full page of written text (about
Something you did had a lasting, positive effect
800 words) in about five seconds or an 800-page
on the astral plane, and the whole spirit world is
textbook in about an hour. The information read is
talking about it. Characters with this quality may
not memorized (unless the character also possessspend (Force x 5) drams of reagents when performes the Photographic Memory quality, p. 76, SR5,
ing a Summoning Test to receive a +1 dice pool
which allows a test for anything in the book after it
modifier, in addition to any reagents spent to set
is read), but the reader can gain a basic understandthe limit for the test.
ing of the contents.
Also, Binding Tests require only (Force x 20)
If attempting to locate a specific piece of infordrams of reagents, and the summoner receives a +1
mation, phrase, or subject while in the process of
dice pool modifier.
reading, the character can attempt a Logic + Intuition Extended Test with a threshold and interval Spirit Whisperer
determined by the gamemaster based on the length
Cost: 8 KarmaSource: Run Faster
of the text, its complexity, and the obscurity of the
There is something about you that makes some
information being sought.
spirits want to avoid you—while others seem oddly
drawn to you. Spirits add 1 die when resisting SumSpike Resistance
moning Tests from characters with this quality.
Cost: 10 Karma Per Rating (Max Rating 3)
However, if the character succeeds in the test, the
spirit summoned is always at 1 point of Force stronSource: Run Faster
ger than chosen.
Characters with this quality have an inherent reFor all purposes, the character is considered to
sistance to harmful forms of biofeedback such as
have summoned the spirit at the declared Force—it
black IC, dump shock, black hammer, etc. For every
simply shows up at 1 point of Force higher than exlevel (up to three), the character gains a +1 dice pool
pected. Summoned spirits behave rather curiously
modifier to resist damage from harmful biofeedtoward the character, asking questions about the
back.
character’s past, though no amount of mastery can
compel them to reveal why they are so curious and
Spirit Affinity
why they show up stronger than summoned (the
Cost: 7 Karma
Source: SR5
gamemaster should play up this mystery; it could
Available only to magic users, the Spirit Affineven be the basis of an eventual campaign).
ity quality allows a character to be attuned to one
type of spirit (see Spirits, p. 303). These spirits find
the character interesting, are drawn to her, and are Steely Eyed Wheelman
Source: Run Faster
more inclined to assist her. They may be reluctant Cost: 2 Karma
No turn too tight. When making Vehicle tests,
to attack the character, and if forced to do so they
Terrain Modifiers are reduced by 1 to a minimum
are likely to use nonlethal power. Watchers and
of 0.
minions do not count for this quality as they are
constructed and are not summoned like normal
spirits.
Technical School Education
Spirit Affinity provides magicians with 1 addi- Cost: 4 Karma
Source: Run Faster
tional spirit service for each spirit of that type, and
17
All your schoolbooks focus on the practical and Toughness
real-life working world. Thanks to time spent beCost: 9 Karma
Source: SR5
ing formally educated in a technical school, the
Characters with the Toughness quality shrug off
character can buy Professional Knowledge skills
damage more easily than others. Such characters
at a rate of 2 for 1 during character creation. After
gain a +1 dice pool modifier to their Body when
character creation, Professional Knowledge skill
making Damage Resistance tests.
ranks of 3 or higher receive a 1 Karma cost reduction for each rank.
Trust Fund
Too Pretty To Hit
Cost: 3 Karma
Source: Run & Gun
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.
Tough As Nails
Cost: 5 To 20 Karma
Source: Run Faster
“Hit me!” is your favorite phrase. This quality can
be taken up to 4 times, each time providing one
additional box to either the character’s Physical or
Stun Condition monitor, up to a maximum of 3 on
any one Condition monitor.
Cost: 5, 10, 15, Or 20 Karma
Source: Run Faster
Everyone knows you’re in the shadows for the
rush or to fulfill some kind of Batman wannabe fantasy. Every month your trust fund spills out enough
to live off, but just living is boring. A character with
this quality possesses a lifelong trust fund or inheritance that is managed by another party (a trustee).
The quality has four versions depending on just
how rich and shady a runner is willing to be.
For 5 Karma, the trust fund income covers a Middle lifestyle with 500 nuyen left over each month.
For 10 Karma, the income covers a Low Lifestyle
but offers the character 2,000 + (3D6 x 100) nuyen
each month thanks to a deal with their landlord to
rip off the trustee.
For 15 Karma, the income covers a High Lifestyle
with 1,000 nuyen left over. For 20 Karma, the money covers a Middle Lifestyle and offers 3,000 + (6d6
x 100) nuyen thanks to one of those special deals.
The character must also possess the SINner (National or Corporate) quality; additionally, the lifestyle they pay for cannot be paid for through other
sources and is part of the records connected to the
SIN. None of these lifestyles can be shared on a
long-term basis, as the landlords are leery of anyone staying at the place and possibly ruining their
deal. Note that there is a chance that if the character is caught breaking the law, the trustee may
suspend benefits at the gamemaster’s discretion.
Trustworthy
Cost: 15 Karma
Source: Run Faster
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 Skill Tests for skills in the Influence skill
group and increases the character’s Social Limit by
2 for situations involving trusting the character.
18
Vehicle Empathy
Cost: 7 KarmaSource: Run Faster
NEGATIVEQUALITIES
Sometimes you feel like your heart pumps 108
octane instead of simple blood. Characters with Addiction
Source: SR5
this quality have an inexplicable understanding of Bonus: 4 to 25 Karma
A character with the
and connection with anything they drive. WhenAddiction quality is Common addictions
ever the character is in physical control of a vehicle,
hooked on chemical sub- • Better-than-life chips (p.
either through manual controls or jacked into the
stances, such as street 460)
vehicle via cable (but not Jumped In), they gain a
drugs (novacoke, bliss, • Alchemical preparations (p.
+1 dice pool modifier for all appropriate Pilot Skill
tempo); technological 316)
tests and increase the Handling Rating by 1.
or magical devices, such • Alcohol
as better-than-life (BTL) • Street drugs
Water Sprite
chips or foci; or poten- • Foci (see p. 318)
Cost: 6 KarmaSource: Run Faster
tially addictive activities • Augmentations
You sure you’re not part merrow? This quality
such as gambling or sex.
provides a +2 dice pool modifier to all Diving and
Physiological Addictions affect the Body’s funcSwimming tests, as well as tests related to holding
tions, producing pain, nausea, shakes, and other
your breath and treading water.
side effects that can impair the runner, particularly
during withdrawal. Some possible effects of psyWill to Live
chological Addictions include paranoia, anxiety, insomnia, poor concentration, mood disorders, and
Cost: 3 Karma per rating (Max rating 3)
depression. For specific rules on Addiction Tests,
Source: SR5
Withdrawal Tests, and staying clean, see p. 414.
For each rating point in Will to Live, the charThe bonus Karma value of this quality depends on
acter gains 1 additional Damage Overflow Box (p.
how severe the addiction is. Levels of addiction
101). These additional boxes only allow the characinclude: Mild, Moderate, Severe, or Burnout. Adter to sustain additional damage before dying; they
dictions get worse over prolonged periods of time
do not raise the threshold at which the character
without treatment.
becomes unconscious or incapacitated, nor do they
Each level of Addiction has a starting dosage level
affect modifiers from the damage the character has
that
tells the character how much of a substance or
taken.
activity they must use for a craving to be sated. This
level can be increased if the character has augmenWitness My Hate
tations. The more severe a character’s Addiction,
(MAGICIANS ONLY)
the more substance or time devoted to the activity
Cost: 7 Karma
Source: Run Faster
he needs to satisfy his cravings.
All of a spellcasting character’s single-target DiAt the lower end of the spectrum for the Addicrect Damage spells are resolved at +2 DV. Howevtion
er, such reckless channeling of destructive forces
quality (Mild, Moderate), it is easier to hide the
wreaks havoc on the character’s system. The Drain
effects of an Addiction. At the most severe levels
code for any affected Direct Damage spells is in(Severe, Burnout), there are noticeable physical and
creased by +2.
mental signs of Addiction. These signs negatively
impact his Social Tests even if he is not suffering
the effects of withdrawal.
Mild (4 Karma)/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 ac19
tively seek out and use the substance or engage in
even the most casual observer, the character suffers
the activity to find relief. On a run, this could mean
a –3 dice pool modifier for all Social Tests, whether
delaying plans that the runner team may have mehe is in withdrawal or not.
ticulously put together for a job, especially if the
The gamemaster has discretion as to whether or
character is busy gambling with a bookie or slotting
not she should call for Withdrawal Tests during an
a BTL instead of being available for the run. While
Addicted character’s downtime, depending on to
the character is suffering withdrawal symptoms,
what degree the gamemaster wants the addiction
apply a –2 dice pool modifier to all of the characto impact gameplay for the character.
ter’s Mental-attribute-based tests (if psychological
dependency) or to all the character’s Physical-attri- Albinism
bute-based tests (if physiological dependency). If
Bonus: 4 Or 8 KarmaSource: Run Faster
the character succeeds on his Withdrawal Test, the
While the little white bunnies are cute, a characcharacter does not suffer withdrawal symptoms
ter with this quality will likely get a moniker like
and does not need the substance or participate
Powder, Whitey, or Snowflake. Albinism is a genetin that habit until the character makes their next
ic disorder that results in a partial or complete lack
Withdrawal Test (in one month). He is able to stay
of pigmentation in the eyes, skin, and hair. While
clean for that month.
the lack of pigment in the hair and skin results in
Moderate (9 Karma)/1 dose or 1 hour of habitwhite colorations, lack of pigment in the eyes rerelated activity: A craving at the Moderate level
sults in pink or crystal blue irises, with bright red
occurs roughly every two weeks. If the character
pupils.
experiences withdrawal, he suffers a –4 to all MenDue to the lack of melanin, the compound that
tal-attribute-based tests (if psychological depenprovides the pigmentation, characters with this
dency) or –4 to all Physical- attribute-based tests
quality lack ultraviolet light protection, making
(if physiological dependency) until the craving is
them very photosensitive and prone to sunburn.
satisfied.
All ethnicities, metatypes, and metavariants can
Severe (20 Karma)/2 doses or 2 hours of habit-remanifest albinism; in fact, all species can manifest
lated activity: The addiction is spiraling out of conalbinism, including sapient paracritters.
trol. The addict experiences cravings once a week. If
Characters with this quality face a Weak Glare
he fails a Withdrawal Test, he suffers a –4 dice pool
penalty to all actions when working in regular inmodifier to either their Mental- or Physical-based
door lighting as well as during a bright but overcast
tests (as appropriate for their dependency) while in
day, and a Moderate Glare penalty when working
withdrawal. In addition, he suffers a –2 dice pool
on a sunny day. All other Glare modifiers are also
modifier to all Social Tests, whether he is in withincreased by one level versus albino characters.
drawal or not. It is all but impossible now for the
Normal compensation methods work to mitigate
character to hide his addiction, even when he’s had
the modifiers.
his fix. The physical and psychological symptoms
Due to the lack of protective pigmentation in
of the damage caused by his Addiction are readily
their skin, characters with this quality suffer sunapparent to the close observer.
burn more quickly. Halve the duration between reBurnout (25 Karma) 3 doses/3 hours (minimum)
sistance tests when exposed to the sun for extendof habit-related activity: Burnout is the final proed periods (p. 148, Run & Gun).
gression of the Addiction quality. The addict expeCharacters who gain cybereyes at any point in
riences cravings for their drug or habit of choice
the character creation process only gain 4 Karma at
every day. Until they satisfy their craving with a
char acter creation. If an albino character gains cyfix, the character suffers a –6 penalty to either his
bereyes during game play, they must buy down this
Mental- or Physical- based tests (whichever one is
quality to the 4 Karma level as soon as they have the
appropriate for their dependency) while in withKarma, and cannot spend Karma on anything else
drawal. Because his Addiction is now obvious to
until the quality is bought down.
20
Allergy
Bonus: 5 to 25 Karma
Source: SR5
more profound. The loss can be from injury, magic,
drugs, or something unknown and sinister (cough
… CFD … cough), and it can be either a simple surface memory loss or a complete neural deletion.
The two levels of loss offer differing Karma values
and differing levels of difficulty for the mind-wiped
shadowrunner.
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 Karma) or Common (7
Karma). Next, determine the severity of the symp- Surface Loss (4 Karma):
This character suffers from the classic movie amtoms: Mild (3 Karma), Moderate (8 Karma), Severe
nesia where they don’t remember who they are or
(13 Karma), or Extreme (18 Karma).
their life before a certain moment, but they retain
Add the appropriate point values together to find
knowledge of their skills and general abilities.
the final value. For example, the value of an UnThey aren’t quite sure how they learned them, or
common Moderate Allergy (Silver) is 10 Karma (2+8
where,
but they at least have those abilities at their
Karma). If a character is attacked with a substance
disposal. What they lack are knowledge skills. The
to which they are allergic, they lose 1 die from their
gamemaster determines a back-story based on the
Resistance Test for each stage of severity of the Alcharacter the player creates and notes their knowllergy (e.g., 1 die for a Mild allergy, 2 dice for a Modedge skills. As a skill becomes relevant to the game,
erate allergy, etc.).
the gamemaster can make a secret roll for the character and provide the information in a flash of reAmnesia
alization.
Bonus: 4 Or 8 Karma
Source: Run Faster
But these skills don’t just appear out of thin air
More than just one night of drunken partying
for nothing. In order to access a Knowledge skill, a
or even a few days’ blackout from a healthy dose
character needs to decide to buy it. If the skill is alof laés, this level of memory loss is far deeper and
ready on their list, 2 Karma buys an additional rank
Allergy Table
Condition
Value Description
Uncommon
2
Common
7
Mild
3
Moderate
8
Severe
13
Extreme
18
The substance or condition is rare for the local environment. Examples:
silver, gold, antibiotics, grass.
The substance or condition is prevalent in the local environment. Examples:
sunlight, seafood, bees, pollen, pollutants, Wi-Fi sensitivity, soy, wheat.
Symptoms are discomfiting and distracting. Apply a –2 dice pool modifier to
the character’s Physical Tests while under the effects of the Allergy.
Contact with the allergen produces intense pain. Apply a –4 dice pool modifier to all Physical Tests made while a character experiences the symptoms.
Contact with the allergen results in extreme pain and actual physical damage. Apply a –4 dice pool modifier to all tests made while a character experiences symptoms. The character also suffers 1 box of Physical Damage (unresisted) for every 1 minute they are exposed to the allergen.
A character at this level, when exposed to the allergen, goes into full anaphylactic shock. The character receives a –6 dice pool modifier for anything they
do. The character is considered to be in excruciating agony. The character
suffers 1 box of Physical Damage (unresisted) for every 30 seconds they are
exposed to the allergen. First Aid, Medicine, or magical means can stop the
damage taken from the anaphylactic shock.
21
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.
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.
Neural Deletion (8 Karma):
This is something that should be discussed and Astral Beacon
worked out with the gamemaster before choosing Bonus: 10 Karma
Source: SR5
it, or can be part of a gamemaster’s plan for startThe astral signature of a character with the Astral
ing a new campaign with willing (note that word!)
Beacon quality is like, well, a beacon—highly visible
players. The player(s) start with a very limited level
on the astral plane. The signature also lasts twice as
of knowledge as to what their character(s) can do.
long as it would without the Astral Beacon quality
A nice gamemaster may allow for a list of skills
and others assensing it receive a –1 to the threshold
they seem to know something about, or they can
of their Assensing Test for gathering information
choose to reveal nothing but the basics, such as
about it. Only characters with a Magic rating may
Physical Attributes and gear. Mental Attributes,
take this quality.
skills, qualities, and even Edge should start as a
mystery, and players learn about their character as
Bad Luck
they go.
Source: SR5
One of the most important things to remember Bonus: 12 Karma
This
character
is
cursed—his own luck often
about choosing this is that your history is out of
turns against him. When the character uses Edge,
your hands and, at times, so is your character creroll 1D6.
ation. If you want this level of Amnesia, talk to your
On a result of 1, the point of Edge is spent, but it
gamemaster and then wait for your character sheet
has the exact opposite effect intended. For examand hold on for dear life because you’re in for a
ple, if a character hopes to gain additional dice he
bumpy and wildly fun ride.
loses that many dice from his dice pool. If a characThe player can only fully regain control of their
ter spends Edge to go first in an Initiative Pass, he
character by spending the Karma to buy off this
ends up going last. If a character spent Edge to nequality and completing whatever in-game goals the
gate a glitch, Bad Luck turns it into a critical glitch.
gamemaster designs.
The character suffers Bad Luck on only one Edge
roll per game session. After the character has sufAsthma
fered his Bad Luck, he does not need to roll the test
Bonus: 8 Karma
Source: Run Faster
for Bad Luck for any more expenditures of Edge for
When they gave you the street name Wheezy, you
the duration of that game session.
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. Wheth- Bad Rep
Source: SR5
er it was in your genetic code, or forced on you by Bonus: 7 Karma
A character with a Bad Rep quality has a dark and
a virus or pollution, you’ve got the wheezes, more
lasting stain on her reputation. She may be a former
professionally known as chronic asthma. When it
Knight Errant cop known to have been particularly
kicks in you endure wheezing, shortness of breath,
brutal in dealing with shadowrunners. Or word on
chest tightness, and coughing. In other words,
the street might be that she once killed a member
some serious distractions from hacking, shooting,
of her own runner team. If she’s Awakened and
fighting, casting, summoning, and just about anycomes from a polluted region, it may be generally
thing else that requires even a modicum of concenaccepted that she’s a toxic shaman. Whether she is
tration.
actually guilty of any wrongdoing is not relevant.
22
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 (p. 372) 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 Karma.
Bi-Polar
Bonus: 7 Karma
Source: Run Faster
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 nuyen 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
nuyen a dose.
Big Regret
Bonus: 5 Karma
it has to be something truly unpleasant (gamemaster’s discretion). The character decreases their Social Limit by 3 against anyone who knows about
their past. This could result in a case of blackmail if
the wrong person knows the truth. The character
cannot buy off this quality unless it becomes public, at which point she gains 1 point of Notoriety
and must buy off the quality as soon as possible.
Blighted
Bonus: 6 Months, +5 Karma; 12 Months, +10 Karma; 24 Months, +15 Karma
Source: Run & Gun
This quality has multiple levels to represent the
different long-term effects of radiation and pollution damage to the character’s system and how
drastically it affects everyday life for the runner.
The quality can be taken at character generation
to represent a life growing up in really bad parts of
the sprawl, or it can be gained by dossing down in
those spots for an extended period.
The exact effects are not specified, only the effects
it will have on rolls for the character. The penalties
can be caused by organ shutdown, muscle spasms,
cancerous growths, etc. This quality cannot be taken in campaigns that do not face the environments
it is designed for without gamemaster approval.
Make an Edge (3) Test at the beginning of each
game session. Success means no complications for
that game session. Failure means they feel the pain
of their rough upbringing in a harsh environment
full of excess chemical or radioactivity exposure.
(To be clear, you cannot spend Edge on an Edge
roll.)
6 months:
Characters face a –1 penalty on all Physical actions.
12 months:
Characters face a –1 penalty on all Actions.
24 months:
Source: Run Faster
Characters face a –2 penalty on all Physical actions and a –1 penalty on all other actions.
Mistakes happen. Sometime in the character’s
past they did something serious that they regret;
maybe they spent time as a bunraku puppet, maybe Blind
they were part of a major political affair, or they Bonus: 15 Karma (5 Karma For Characters With Acwere involved in the wrong corporate project, but cess To Astral Sight)
23
Source: Run Faster
Characters with this quality are completely blind
and can perceive nothing visually. This means they
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.
Since astral sight is not a truly visual sense, Awakened characters who are blind can still use astral
perception all the time and at least have some sense
of objects in the world, but gamemasters should
apply the customary –2 dice pool modifier to all actions performed on the physical plane while perceiving the astral, including indirect combat spells,
and keep in mind the differences between the astral
and physical worlds.
Borrowed Time
Bonus: 20 Karma
Source: Run Faster
Runners 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.
This quality cannot be bought off. If the player
changes their mind and wants their character to
survive, the gamemaster can allow the character to
survive, at a cost. When their number’s up (and not
before), the character must burn all their current
Edge to stay alive. The quality then goes away.
Code of Honor
Bonus: 15 Karma
Source: SR5
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. A magician can legitimately
choose to not destroy any type of spirit from which
their Mentor Spirit bestows a bonus for summoning. This Code of Honor respects their Mentor
Spirit and is worthy of the Karma. Characters can’t
pick an obscure or non-existent group to acquire
this quality—you can’t acquire Karma by vowing to
never kill sapient hamsters, for example.
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
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.
24
There is always a chance things will go wrong
ceives a –2 dice pool modifier any time he attempts
whenever non-lethal force is used. A person may
that type of Matrix action. Codeblock only applies
have a life-threatening allergic reaction to a usually
to Matrix actions with an associated test; it does
harmless knockout drug, or a heart condition that
not apply to actions that do not require a test (p.
makes a taser shock deadly. For this reason, each
237). Characters cannot apply Codeblock toward
time the character takes a violent action or allows
hacking actions they are never likely to take.
others to take violent action against a member of
his chosen group, the gamemaster makes a secret Combat Junkie
roll of 1D6. On a roll of 1, there is an unforeseen
Bonus: 7 Karma
Source: Run & Gun
complication from the use of non-lethal force.
The character just can’t keep from starting fights.
With a metahuman it could be a life-threatening
His first solution is always fight, and so is his secmedical condition; with a spirit, an attempt to banond, third, and fourth. If someone suggests more
ish rather than destroy may in fact set the spirit
options than that to the character, they’ve probfree. When a complication arises, the gamemaster
ably been punched already. The point is, no matter
makes a secret Perception (4) Test for the character
what the actual plan is, this character will always
to notice if anything has gone wrong.
look for a chance to get a little combat on.
If a person in the character’s chosen group is
This quality manifests in two different ways. If
killed, whether intentionally or inadvertently, the
the character is in a stressful situation, they must
character loses a point of Karma for that adventure
make a Composure (4) Test in order to restrain
for each person in their “protected group” that is
themselves from just punching their way out of the
killed. The Code of Honor can take other forms as
situation. If they are following a plan and an unexwell. For example:
pected event occurs, their first reaction will be to
• Assassin’s Creed: A character never kills anyone
opt for violence unless they succeed in an Intuition
that they are not paid to kill. Being precise as an
+ Logic (4) Test and remember to stop and think
assassin, not leaving collateral damage, and being
about whether there might be a better option. The
invisible are important hallmarks of those who becharacter is always free to not make a test and just
lieve in the Assassin’s Creed. Characters who take
give into their violent instincts—and deal with
this version of Code of Honor lose 1 point of Karma
whatever consequences follow.
for every unintentional and/or unpaid murder they
commit, and their Public Awareness goes up by 1
Combat Paralyisis
for each such death.
• Warrior’s Code: The character who follows a Bonus: 12 Karma
Source: SR5
Warrior’s Code maintains a strict sense of personal
A character with Combat Paralysis freezes in
honor. In 2075, this likely means a character
combat. On the character’s first Initiative Test,
will not kill an unarmed person, take lethal action
the character divides their Initiative Score for that
against an opponent who is unaware or unprepared
round in half (rounded up). In subsequent phasfor an attack (i.e., a guard who doesn’t know the
es, the character may roll their normal Initiative.
runner is there), or knowingly take an action that
Combat Paralysis also gives the character a –3 dice
could kill someone who is defenseless (i.e., from a
pool modifier on Surprise Tests. If the character
stray bullet or allow someone to be killed from a
must make a Composure Test while under fire or in
sniper shot). The character loses 1 Karma per una similar combat situation, the gamemaster applies
armed or defenseless person that they kill or allow
a +1 threshold modifier.
to be killed through their actions.
Codeblock
Bonus: 10 Karma
Computer Illiterate
Source: SR5
A character with the Codeblock quality always
has trouble with a particular Matrix action. He re-
Bonus: 7 Karma
Source: Run Faster
There are characters who aren’t tech-savvy and
characters who just don’t understand technology,
and then there are characters with this quality.
25
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.
Creature Of Comfort
Bonus: 10, 17, Or 25 Karma Source: Run Faster
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 Karma 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.
Day Job
Bonus: 5 To 15 Karma
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 Karma, income,
and hours breakdown for the quality. During runs,
the gamemaster should keep track of how many
consecutive days are being spent on shadowrunning 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 runner
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.
Day Job
Value
5
10
15
Deaf
Source: Run Faster
Salary/Month
Hours/Week
1,000 ¥
10
2,500 ¥
20
5,00 ¥
40
Bonus: 15 Karma
Source: Run Faster
Characters with this quality are completely deaf
When running in the shadows, sometimes you
and can perceive no sound at all. This means they
need a way to fill your days, or to maintain your
automatically fail all audio-based Perception Tests.
cover. This quality burdens a character with reThey also face a –2 dice pool modifier for general
sponsibilities and time commitments. While the
Perception tests, a –3 dice pool modifier for Surregular income is nice, having a regular schedule
prise Tests, and any other modifiers at the gameand a boss to answer to doesn’t jibe well with the
master’s discretion.
shadowrunning profession.
The player and gamemaster should work together
to determine the job, which is usually a pretty de- Dependents
cent gig based on the pay rates, but the gamemaster Bonus: 3, 6, or 9 Karma
Source: SR5
should determine the shifts the character works. In
A character with the Dependents quality has one
order to establish the legitimacy of the day job, the
or
26
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 the Character Advancement section on p. 103
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 Karma, 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 Karma, 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 Karma 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 30percent
each month.
Did You Just Call Me Dumb?
Bonus: 3 Karma
Source: Run Faster
The character can’t resist camouflaging insults
into well-spoken words. The character gets the satisfaction of feeling superior to everyone. Unfortunately, once in a while people will notice and get
pretty upset. Any Glitch rolled by this character on
any Social test always counts as a Critical Glitch.
Dimmer Bulb
Bonus: 5 Karma Per Level (Max 3 Levels)
Source: Run Faster
Maybe it was one too many hits to the head, maybe the character’s mother dropped her as a baby,
or maybe she never got into that whole “thinking”
thing, but whatever the cause, the character does
not tend to shine in the mental arena. For every
level of this quality, the character faces a –1 dice
pool modifier on all tests involving Logic or Intuition.
Driven
Bonus: 2 Karma
Source: Run Faster
The character has an obsession, something that
drives them forward. Everything they do is designed
to bring them one step closer to solving the enigma
in their life. This can be finding a disappeared loved
one, discovering a hidden truth about themselves,
or even getting revenge on an old enemy. Whatever
the cause, when faced with a clue or opportunity
to advance their quest, the character must make a
Willpower + Logic (4) Test to not immediately drop
everything and pursue this new information. Unless the character succeeds, they will sacrifice anything and anyone to get closer to the truth. On the
other hand, such single-minded obsession makes
the character a tough nut to crack. As long as the
character is actively working a lead, he gains +1 to
his Willpower.
Distinctive Style
Bonus: 5 Karma
Source: SR5
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,
27
but are by no means limited to: tattoos that can140). An outed elf poser may also face stigma from
not be easily concealed, an accent or atypical manprejudiced humans as a “race traitor.” Only human
ner of speaking, bizarre fashion choices, scars, gang
characters may take the Elf Poser quality.
or prison signs, flashy custom augmentations, or
non-metahuman modifications like a tail. Note Emotional Attachment
that what’s distinctive in one culture or location
Bonus: 5 Karma
Source: Run Faster
may not be in another. Whatever Distinctive Style
The character has an irrational emotional atthe player selects makes her character easy to retachment to a piece of gear. The character will almember. Anyone who attempts to identify, trace,
ways use this item, even if presented with a “betor physically locate this character (or gain inforter” option. Furthermore, if lost in some manner,
mation about him via legwork) receives a +2 dice
the character will do everything in his power, up to
pool modifier for relevant tests. If an NPC makes
and including risking his life and that of his teama Memory Test (p. 152) to determine how much
mates, to retrieve his item. If the piece of gear is irthey recal about the character, reduce the Difficulretrievably lost or damaged, the player must either
ty Threshold by 1, to a minimum of 1. This quality
immediately spend Karma to buy off the quality or
is physical in nature and does not apply to astral
suffer a –1 penalty on all tests that would have used
searches. This quality may only be taken once.
that piece of gear for a six-month period. After that
This quality is incompatible with Blandness.
time, they learn to love a replacement piece of gear,
and the quality transfers to that item.
Earther
Bonus: 3 Karma
Source: Run & Gun
Ex-Con
Some people are just not meant to explore the
Bonus: 15 Karma Source: Run Faster
stars. Space flight training usually weeds these peoRunners often brag that they’d go down in a blaze
ple out, but most runners never go through an offiof glory before they let the pawns bring them down.
cial space flight program. Characters who take this
The prison system is full of them. A character with
quality are especially inept in alternate gravities.
this quality is fresh out of the joint and still on the
They suffer a –2 dice pool penalty on all Physical
legal leash, so they have several drawbacks.
actions taken in a gravity other than Earth norm.
First, the local police corporation has a full file
This quality cannot be taken in campaigns that
and rundown on the character, including augdo not face the environments it is designed for
mentations, magical training, known associates,
without gamemaster approval.
biometric data, a material link, etc. This file is duplicated by the local prison corporation if they are
Elf Poser
different than the police force and is connected to
Bonus: 6 Karma
Source: SR5
their nice new Criminal SIN (sorry, no extra points
The Elf Poser is a human character who wants to
there). Plus, the character cannot have any Rebe an elf. She associates with elves as much as posstricted or Forbidden augmentations, as the prison
sible, talks like elves, and alters her appearance to
system removes them to protect the other inmates
resemble an elf. Characters with this quality may
and staff (and sell them to the black market).
undergo cosmetic surgery to get elf ears and elf
Second, the character is on parole and has to
eyes, and they may successfully pass as elves and
check in with their parole officer (PO) twice a week
avoid any negative Social modifiers associated with
via the Matrix and once a week in person. Plus, the
being a non-elf. Real elves consider Elf Posers an
PO can choose to make a house call any time they
embarrassment, many humans think of them as
want. Whether the gamemaster wants the characsellouts, and other metatypes generally consider
ter to have a sleazy or a squeaky clean PO is up to
posers to be pathetic. If an elf discovers the charthem, but each creates their own bundle of probacter’s secret, the elf is likely to treat her with conlems.
tempt and hostility (see Social Modifiers Table, p.
28
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.
Flashbacks
Bonus: 7 Or 15 Karma
Source: Run Faster
For each level (maximum of 4), reduce the numberof rolled 1s necessary to get a glitch (p. 45) 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 Karma) would trigger a 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 Sperethiel 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.
Whether due to PTSD, mental torture, psychotropic IC, or just a scarring experience, the character suffers vivid memory-based sensory hallucinations. The flashbacks are triggered by a specific
stimulus. Whenever the character encounters their
trigger stimulus, they must make a Composure 5)
Test or become incapacitated for (5 – hits) Combat
Turns. During the flashback, the character is unable to perform any useful action and may instead
perform physical actions reflecting their mental
misperceptions.
During character creation, work with the gamemaster to determine the stimulus and Karma value
based on how common that stimulus will be in the
campaign. The stimulus can be any sensory input,
including something on the astral plane or in the
Matrix. A 7 Karma stimulus should come up about
once every other shadowrun, while the 15 Karma
stimulus should pop up at least once in every game Hobo With A Shotgun
session.
Bonus: 10 Karma Source: Run Faster
The character has survived on the streets for so
long that anything else makes them distrustful and
Gremlins
suspicious. The character will not choose to stay in
Bonus: 4 Karma per level (max 4)
accommodations above Squatter. If, for example,
Source: SR5
the team elects to spend the night in a Middle LifeCharacters with the Gremlins quality don’t get
style hotel, or even a squalid Low Lifestyle motel,
along with technology. Devices malfunction inexthe character will walk out and find a comfortable
plicably, software crashes unexpectedly, vehicles
alley to sleep in rather than bear this “luxury.”
refuse to start, components become unusually
If forced to stay somewhere above Squatter, the
fragile at his touch, and wireless links suffer faltercharacter will be at –2 to all his Mental attributes
ing connections and odd interference whenever
he’s involved.
29
as he becomes confused, erratic, and agitated until
such a time as he is able to spend a day in a Squatter
or Street lifestyle to rezone himself.
Hung Out To Dry
Bonus: 8 Karma
Source: Run Faster
Welcome to the world of social shunning. For
some reason, unknown to the character, her contacts have suddenly clammed up and stopped answering her calls, and new connections she makes
suddenly dry up when they get wind of her social
pariah status. The gamemaster knows the reason
no one will talk to her, and it’s up to the character
to try to figure it out and maybe clear her name.
These events could be the focus of an entire campaign or just a few side-jobs here and there that
the character might need to convince her running
mates to help her out on.
If other members of the team start to ask around
as to why the character is on the outs, their contacts
may get a little tight-lipped and may even clam up
until the situation is resolved. Once the situation is
resolved, the character will need to either buy off
this quality or replace it with another of equal value
as a result of the events.
Illiterate
Bonus: 5 Karma
Source: Run Faster
all Knowledge skills that require reading cost double the Karma for the character until she learns to
read and buys off this quality.
Incompetent
Bonus: 5 Karma
Source: SR5
An Incompetent character possesses a total lack
of knowledge or ability with a certain Active skill
group—or, perhaps worse, they have some vague
knowledge or the skills contained in the group, 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 those skills.
Incompetent may not be applied to Language or
Knowledge skills. The Incompetent character is
treated as having skill level of “unaware” for all skills
in the skill group (see the Skill Rating Table, p. 131).
In some cases, a Success Test may be required for
tasks most people take for granted. Characters may
not possess that skill group 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. Gamemasters are free to reject any
choices that would prove irrelevant or exploitative
in actual play, such as Incompetent: Outdoors in a
campaign based entirely inside an arcology. (This
should go without saying, but just in case: Characters may never choose Incompetent for any skill
group that they are physically incapable of using. A
non-magician cannot take Incompetent in Sorcery,
Conjuring, or Enchanting; a non-technomancer
cannot be Incompetent in a skill that requires Resonance; and so on.)
Incompetent may be purchased only once.
Though literacy is not really necessary thanks to
the advances of the Sixth World, most folks can at
least sound out “See Spot run.” Whether because
she grew up in the wild (urban, rural, or otherwise),
or just never had the opportunity, the character
cannot read a lick. She can ask others, use an agent
program, or get software on her commlink to scan
and read things aloud, but anyone aware of this intellectual deficit will look negatively on the character, reducing her Social Limit by 1.
The illiterate character also suffers a –2 dice pool
modifier when working with computer/commlink In Debt
systems and electronics other than her own due to Bonus: 1 To 15 Karma
Source: Run Faster
her unfamiliarity with their iconography. Also, durWhether it came betting the ponies or buying
ing character creation the character cannot choose
that new pony, the character owes money to an
any Knowledge skill that may have required even
unsavory third party. The player and gamemaster
the most minimal of reading, and during game play
must work out the details, but the happy thing is,
for every point of Karma (up to 15) spent to be In
Debt, the character gets 5,000 nuyen to spend dur30
ing character creation. These points are spent in
with it, and they turn back into mild-mannered
place of the normal Karma for extra cash and exeveryday Joe. This includes loss of skills while the
tend the possible additional funds to 75,000¥.
cover identity is in charge.
Now it’s time for the bad news. The character
The gamemaster can create a secondary charnow owes some nasty people the amount they boracter for the player to use during these times, ask
rowed, plus another fifty percent, and the amount
them to step out while they run the NPC, or make
increases by ten percent every month until it’s paid
them sit and watch in humiliation as their characoff. If the character misses a monthly payment,
ter screams like a child and runs for cover or simwhich has to be at least the interest for the month,
ply wanders up to the guard booth, seemingly lost
they take 1 box of Physical damage for every 20,000
in the middle of the secure facility. As if all of this
nuyen they owe. This can’t be resisted and can’t
wasn’t bad enough, behaviors like this look an awbe healed until they pay their minimum as their
ful lot like CFD, and people are going to start wonfriendly neighborhood lender sent the appropridering if you’re a head case.
ate message and then leans on them until they get
their money. They can also expect to be asked to do Infirm
some discount work and maybe even a few favors
Bonus: 5 To 25 Karma
Source: Run Faster
while they have the debt hanging over their head.
Characters with this quality often think, “I should
The quality can be bought off if the character has
hit the gym” but rarely get past buying the memboth enough Karma and cash to pay the debt. If
bership, or they’re on the downward slope of life
they only have the cash but not the Karma, they can
and just too old for this drek.
trade for another negative quality of equal Karma.
The quality represents some kind of diminished
If they don’t want to do that, then the lenders sudphysical fitness aptitude. For every 5 Karma, the
denly become scarce, and the character is unable to
character drops all of their Physical Attribute maximake the payment until interest compounds again,
mums by one. The quality can be taken up to five
leaving them deeper in debt.
times, but no Attribute maximum can be dropped
below 1.
Incomplete Deprogramming
Along with this natural cap, the character can
Bonus: 10 Karma Source: Run Faster
never have a Physical Attribute modified beyond
Sometimes you feel like a nut, sometimes you
this maximum by any source—magic, machine or
don’t. A character with this quality was once menotherwise—as their body is too frail to handle the
tally programmed to be a deep-cover agent for an
stress.
agency.
The effects of this quality stack with those of th
When they left, their deprogramming wasn’t
Aged quality from Bullets & Bandages (p. 12), so
completed properly for some reason. Since then
characters need to be careful of not dropping any
the character has had occasional, often unexpectAttribute maximum lower than one.
ed, shifts back to their cover identity.
Whenever this character faces a stressful situa- Insomnia
tion such as an interrogation, combat, or even just
Bonus: 10 or 15 Karma
Source: SR5
an injury, they must make a Composure (4) Test.
A character with the Insomnia quality has trouble
Failure means the cover identity comes out and
falling asleep and seldom feels well rested. Usually,
takes control for either 1D6 minutes or whatever
this is only an annoyance. For runners, however,
length of time the gamemaster desires. The altered
this can become a major problem when they are
psychological state is not stable, though, and andependent on being able to rest at every opportuother stressful situation can call for another Comnity to remain sharp. Insomnia can lengthen the
posure (4) Test and another personality shift.
amount of time it takes for a character to recover
This can occur over and over during the same
Stun damage.
firefight. During these states the character forgets
At the 10 Karma level, before a character rolls his
their badass runner identity and the skills that go
31
Body + Willpower to recover Stun damage, the Loss of Confidence
character rolls an Intuition + Willpower (4) Test. If
Bonus: 10 Karma Source: SR5
the character succeeds on this test, the character
The Loss of Confidence quality means someis not impeded by Insomnia and the character rething has caused the character to lose confidence
gains Stun damage as normal. He also regains his
in himself and one of his abilities. Though a skilled
Edge after 8 hours of restful sleep. If the character
decker, he failed to hack into a Stuffer Shack grid,
fails, double the amount of time it normally would
or despite high Agility, he glitched an easy Climbtake for a character to recover their Stun damage.
ing Test and fell into a dumpster—whatever the
So instead of healing a number of boxes of Stun
reason, he now doubts himself and his abilities. In
damage in an hour, it now takes two hours per roll.
tests involving the affected skill, the character sufIf the character is affected by Insomnia, the characfers a –2 dice pool modifier. If the character has a
ter does not have his Edge refreshed and may not
specialization with the skill, the character cannot
have it refreshed for up to another 24 hours.
use that specialization while suffering a loss of conAt the 15 Karma level, a failed Willpower + Intufidence.
ition (4) Test means that all efforts to regain Stun
The skill chosen for the character to have a
damage through rest are negated during that time
Loss of Confidence must be one that the characperiod, and the character must try again later. No
ter prides himself in and has invested in building.
Stun damage is regained from the attempt due to
Only skills with a rating 4 or higher may suffer the
the insomnia the character experiences, and the
Loss of Confidence quality. Edge may not be used
character must wait for 24 hours before their Edge
for tests involving this skill when the character is
refreshes.
suffering Loss of Confidence.
Liar
Bonus: 7 Karma
Source: Run Faster
Low Pain Tolerance
Bonus: 9 Karma
Source: SR5
You’d never make it as Pinocchio. Everyone
Characters with Low Pain Tolerance are particuaround knows the character to be a compulsive liar,
larly sensitive to pain; they incur a –1 wound modiand even when she manages to utter the truth, she
fier for every 2 boxes of cumulative damage, instead
just sounds false and insincere. Let’s look at how
of the normal 3 boxes. This affects both Physical
this plays out.
and Stun damage tracks.
First, the character receives a –1 dice pool modifier to all Social skill tests. Also, whenever the character addresses someone, the gamemaster rolls Night Blindness
Source: Run Faster
1D6. On a result of 1, the target of the conversation Bonus: 6 Karma
No one understands how dark the shadows are
calls bullshit and assumes the character is lying, no
like you. The character’s natural vision does not
matter what they are saying. Trust is lost, converadjust well to poor lighting conditions. All Light/
sation is over. This occurs with every conversation
Glare Environmental modifiers are one category
the character takes part in. Any NPC who lost trust
worse for the character, with the exception of Full
in the character this way continues to maintain a
Light/No Glare, which still has no modifier.
certain level of mistrust, and the next time they encounter the character, things go wrong on a roll of
1 or 2.
Oblivious
If it happens a third time, the character gains a
Bonus: 6 Or 10 Karma
Source: Run Faster
point of Notoriety, and reduces the Loyalty value of
The character with this quality fails to notice the
the contact by 1 (if it was a contact). If that means
troll in the corner with the Panther cannon … even
they hit Loyalty 0, then say sayonara to that conafter they’ve fired it! A 6 Karma level of Oblivious
tact.
means a –2 dice pool modifier to all Perception
32
Tests, including standard, Astral, and Matrix. On
top of that, at the 10 Karma level, all Perception
Test thresholds are increased by 1.
Ork Poser
Bonus: 6 Karma
Source: SR5
ceed at the test within seven days, they lose 1 point
of Willpower or Charisma, whichever is higher.
The loss is permanent, but the –1 dice pool modifier to tests involving Mental attributes goes away. If
the character actually kills someone (or even thinks
they did), the dice pool modifier becomes –2, the
Extended Test interval changes to 1 week, and the
character’s Mental Limit is decreased by 1.
Influenced by Goblin Rock or over-hyped orxploitation trends, an Ork Poser is an elf or human
character who alters her appearance to appear as
an ork. Various cosmetic biomods—tusk implants, Paranoia
steroids, larynx alterations, etc.—allow him to suc- Bonus: 7 Karma
Source: Run Faster
cessfully pass as an ork. Ork posers are an embarIt’s only paranoia if they aren’t out to get you. In
rassment to many orks, but some tolerate, if not
the shadows, being cautious is often mistaken for
appreciate, the compliment behind the effort. This
being paranoid, but there’s a dramatic difference
means an ork who discovers the character’s secret
between the two. A character with this quality trumay either become very hostile toward him or be
ly thinks everyone is out to get her. Whether this
willing to let the character join the “family”—prois really the case, or simply a matter of an overacvided he passes an appropriate hazing ritual to
tive imagination, the character faces a –2 dice pool
prove his “orkness.” An outed ork poser may also
modifier on all Social Tests involving contacts with
face stigma from other humans or elves as “race
a Loyalty less than 4 or any generally unfamiliar
traitors,” if those humans/elves harbor any prejuperson.
dice against orks. Only humans and elves may take
The character also refuses to ever give out her
the Ork Poser quality.
address or any information on where she lives and
must change living spaces every few months to ease
their fear of being found.
Pacifist
Bonus: 10 Or 15 Karma
Source: Run faster
To hurt another is to mar the soul. This quality Paraplegic
represents two levels of moral inflexibility that pre- Bonus: 10 Karma
Source : Run Faster
vent the character from delivering, or allowing othCharacters with this quality are paralyzed from
ers to deliver, harm to another being.
the waist down. They can perform any physical
At the 10 Karma level, the character avoids viotasks that do not require the use of their legs, and
lence not performed in self-defense. The character
locomotion usually occurs via wheelchair or wheelwill not participate in runs involving wetwork and
chair drone. The character is fast, with a walking
may try to dissuade other team members from dospeed of Agility x 3 and running speed of Agility x 4,
ing so. Non-lethal attacks (gel rounds, tasers, flashregardless of metatype (shadowrunners get the fast
bangs, stun spells, etc.) are still considered “vioand agile wheelchairs of marathoners and murderlent,” and may only be used in self-defense—after
ball athletes, not slow and cumbersome chairs).
an opponent has clearly attacked the character,
They have trouble, though, with stairs and curbs,
other team members, or innocent bystanders.
which can prevent them from getting where they
At the 15 Karma level, the character will not comneed to go.
mit any violence regardless of provocation or threat
The paralysis can be permanent or a temporary
to themselves or others. If the character commits
condition while the character builds up funds to
any act of violence they are stricken with a powerget surgery to fix the cause. Once the repair is done,
ful sense of guilt and suffer a –1 dice pool modithe quality has to be bought off.
fier to all tests involving Mental attributes until the
The character has a lot of additional expenses to
character succeeds at a Charisma + Willpower (20,
make the world more manageable. To reflect this,
1 day) Extended Test. If the character does not suctheir Lifestyle cost is increased by 10 percent (cu-
33
mulative with racial modifiers) and vehicles need
to be modified, increasing their price by 5 percent,
or have a Rigger Interface (p. 461, SR5) for DNI control.
The quality does not affect the character’s abilities in astral space or the Matrix.
Phobia
Bonus: 5 To 15 Karma
Source: Run Faster
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 Karma value of the quality based on the Phobia
table. Mild phobias cause a –1 dice pool modifier
to all actions while in the presence of their source.
Moderate phobias cause a –3 dice pool modifier to
all actions while in the presence of their source,
and the character must succeed on a Composure
(2) Test or feel a strong need to get away from the
source of their fear. A Severe phobia causes the
character to face a -6 dice pool modifier, requires
a Composure (5) Test to stay in its presence, and
if the Composure Test is failed the character must
move away for at least (5 – hits) Combat Turns.
Pie Iesu Domine. Dona Eis Requiem.
Bonus: 2 Karma
Source : Run Faster
Phobia Table
Condition
Karma Description
Uncommun
2
Commun
5
Severity
The triggering condition is
relatively rare, such as the
smell of roses or specific
insects.
The triggering condition is
commonly encountered, such
as sunlight, trolls, insects in
general, magic, the outdoors,
or crowds.
Karma Effects
Mild
3
Moderate
5
Severe
10
–1 dice pool modifier to all
actions
–3 dice pool modifier to all
actions; Composure (2) Test
or must get away from the
source
–6 dice pool modifier; Composure (5) Test or must flee
from the source for (5 – hits)
Combat Turns
Whether they’re a boaster, an adrenaline junkie,
or just can’t stand disorder, characters with this
quality span a variety of mental ticks that all boil
down to the inability to control one’s actions. The
Karma costs vary based on the threshold of the
Composure test involved in restraining the character’s actions. The quality can be taken multiple
times, but only once for each form of control issue.
The character is a flagellant, believing in causing
himself pain to serve a greater good. Perhaps they Braggart (5 Karma):
seek clarity through pain; perhaps it is a constant
No one has ever done it bigger or better than her.
act of contrition for their deeds. Whatever the reaThe character will always try to top anyone else’s
son, the character gains High Pain Tolerance 1 but
claims of success, even to the point of lying about
always starts the day with 1 box of Physical damage.
it. This may result in them being ignored, considThis box can be healed, but the character will seek
ered infantile, or challenged to prove their superito cause himself another box of damage as soon
ority, but without a Composure (3) Test they won’t
as possible. Note that the character’s wounds may
back down from the brag.
cause questions in certain social settings, should
Thrill-Seeker (4 Karma):
anyone notice.
It’s all about the rush. The character will always
take the most dangerous and risky option in any
Poor Self Control
situation if they don’t succeed at a Composure (2)
Test. There is a slight payoff, as the adrenaline rush
Bonus: 4 To 12 Karma
Source : Run Faster
provides a +1 to their Initiative Score for 5 Combat
34
Turns (meaning that is how long the bonus lasts, Prejudiced
not that the character gets an additional bonus
Bonus: 3 to 10 Karma
Source: SR5
each turn).
With this quality the character is Prejudiced
Compulsive (4 To 12 Karma):
against
There is an order to all things that must be mainmembers of a specific group of people: metahutained, and the character feels the need to exert
mans, Awakened, non-metahuman sapient critters,
their sense of order on everything. The value of this
or some other group. The character is not merely
mental malady comes from how severe the comintolerant—he is outspoken about his beliefs and
pulsion is and how much of a negative impact it can
may actively work against the target of his prejuhave on the character. Maybe she likes a tidy house,
dice. Depending upon the degree of prejudice, this
maybe she sees a necessary order to the items on
quality can get the character into trouble for exthe tables out in the world, or maybe she feels the
pressing his views or when forced to confront the
need to practice her skills (be they hacking, casttargets of his prejudice. The Karma bonus granted
ing, shooting, talking, stealing, sneaking, etc.) every
by this quality varies depending upon how comchance she gets.
mon the hated group is, how often the character is
The character must make a Composure (2) test to
likely to encounter members of the group, and the
resist the compulsion. The base Karma value is (2
degree to which the character is openly antagonisx threshold needed for Composure Test; must be
tic toward them. Refer to the Prejudiced Table to
from 1 to 4); then add 2 for things in the character’s
determine the Karma value of the quality based on
personal environment (e.g., placement of furniture
the prevalence of the hated group and the degree
and minor appliances), 3 for a single aspect of the
of prejudice.
public environment (e.g., correcting bad apostroWhen dealing with the target of their prejudice, a
phes on signs, counting every Ford Americar they
character receives a –2 dice pool modifier per level
see), or 4 for a broad aspect of the public environof severity of the Prejudiced quality for all Social
ment (e.g., touching every light post they walk by,
Tests. If negotiations are a part of the encounter,
hacking into every camera they see).
the target receives a +2 modifier per level of the
Vindictive (5 Karma):
Prejudiced quality. So if a character who is radiThough best served cold, the thought of vencal in their prejudiced views against the Awakened
geance sure makes your blood boil. No matter how
tries to negotiate with the target of their prejudice,
small the slight, it cannot go unreturned, and the
they receive a –6 to their Negotiation Test while
escalation factor must always be considered. An inthe target receives a +6 dice pool modifier.
sult may be returned with a calm threat, a threat
might get the same or may require a payment in
Records On File
pain, and any injurious assault must be brought
back upon your enemies two-fold (or more). To Bonus: 1 Karma Per Rating (Max Rating 10)
resist the urge for instant payback, the character Source: Run Faster
For every point of Karma spent on this quality,
must make a successful Composure (2) Test, and
one
of the Big 10 megacorps possesses a relatively
even when resisted, the character must add the ofup-todate record of the character’s SIN, biometrics,
fender’s name to their hit list for the future.
personal, and medical data. The gamemaster and
Combat Monster (10 Karma):
player can work together to figure out why they
The red rage blinds to all but victory. A charachave this data or the player can leave that mystery
ter with this quality loses much of her self-control
up to the gamemaster.
once a fight has begun. She’ll fight until all her opThe data provides the megacorp’s agents a +2
ponents are disabled, even if outnumbered and losdice pool modifier for any tests made to identify
ing, unless she can make a Composure (3) Test to
the character through their records. Due to the
clear her head enough to break off the fight.
proliferation and saturation of facial recognition
and identification systems used by the megacorpo-
35
rations to track consumer habits, representatives
of the selected megacorps also have a +2 dice pool
modifier on tests to track down or locate the character whenever they are in an area with a C or better security rating. No character can have Records
on File and Erased at the same time.
Reduced (Sense)
Bonus: 2 To 29 Karma
Source: Run Faster
eliminate the Scorched quality is to get the medical treatment necessary to repair the damage, then
spend the Karma to buy off the Negative quality.
Once Scorched, though, the character remains susceptible to the condition. Another bad encounter
with Black or Psychotropic IC or a BTL will bring
this quality back. In addition to the physical side
effects the character may experience from being
Scorched, the character is vulnerable to damage inflicted by either Black or Psychotropic IC or BTLs.
When faced with this IC, the character must make
a Willpower (3) Test to be able to confront it without panicking. If he is able to confront the IC that
caused their Scorched condition, the character suffers a –2 to Damage Resistance Tests when these
programs are inflicting damage.
To take the Scorched quality for BTLs, the character must have at least a Mild Addiction to BTLs
and possess the gear necessary to use BTLs.
To take the Scorched quality for Black and/or Psychotropic IC, the character must be either a decker
or a technomancer.
One of the character’s five (or six for certain Awakened folks) senses is about as sharp as a butter knife.
Any Test involving the chosen sense faces a –2 dice
pool modifier. This quality can be taken multiple
times, reducing a different sense each time, and its
effects are cumulative for tests involving more than
one sense, such as general Perception Tests. A character with a reduced sense of smell or taste gains 2
Karma, while a reduced sense of hearing, sight, or
astral sight is worth 5 Karma, and a reduced sense
of touch is worth 10 Karma because it affects most
Physical skill rolls due to lack of tactile sensitivity.
If the sense is ever repaired or corrected permanently, the quality must be bought off. If the character does not have enough Karma to buy off the Sensitive System
quality, the intended repair cannot be made. No Bonus: 12 Karma
Source: SR5
character can have Reduced (sight) and Blind at the
A character with the Sensitive System quality has
same time, or Reduced (hearing) and Deaf at the
immuno-suppressive problems with cybernetic
same time.
implants. Double all Essence losses caused by cyberware. Bioware implants, regardless of how they
are grown or designed, are rejected by the characScorched
ter’s body. This quality works differently for charBonus: 10 Karma Source: SR5
acters who are technomancers or Awakened and
A Scorched character is coping with neurological
therefore never plan to take implants. Awakened
problems brought on by damage caused in some
individuals or technomancers remain fully capable
way by Black IC, Psychotropic IC, or BTL. The
of channeling mana or using Resonance, but they
problem can manifest as short- or long-term memare potentially more susceptible to Drain or Fadory loss, unexpected blackouts, frequent migraines,
ing. A magic user or technomancer with a Sensitive
diminished senses (sight, touch, smell, etc.), and
System must make a Willpower (2) Test before any
mood disorders such as paranoia and anxiety. The
Drain or Fading Tests. Failure on this test results
player chooses one specific effect of Scorched, and
in Drain or Fading Values being increased by +2 for
its effect should be pronounced enough to hinder
that particular Drain or Fading Test, as the energy
the character and present potential plot hooks for
traveling through their body does more damage to
the gamemaster. Whenever he enters VR or slots a
their Sensitive System.
BTL chip, the character must make a Body + Willpower (4) Test. On a failed roll, he experiences the
Sensory Overload Syndrome
specified physical effects for six hours.
A glitch or critical glitch on this test results in Bonus: 15 Karma
Source: Run Faster
suffering the effects for 24 hours. The only way to
36
Sensory Overload Syndrome (SOS) is a growing
nal SIN (either Corporate or National), Corporate
epidemic in the world of ever-present AROs and
Limited SIN, or Corporate Born. Individuals with
excessive wireless sensory input. The condition is
SINs are required by law to always broadcast their
an offshoot of AIPS, and victims suffer similar epiSINs. A legal SIN is required for all legal purchasleptic episodes.
es. This makes them very useful things to have, so
Whenever a character with SOS enters an area
those who are SINless generally get by with the use
of high ARO saturation (gamemaster discretion)
of fake SINs (p. 367) just so they can participate in
or attempts to make use of sensory enhancement
society.
systems, they must make a Willpower + Edge (4) National SIN
Test or enter into an epileptic seizure for (5 – hits)
At the 5 Karma level, the character has what is
minutes.
called
The condition can possibly be prevented by dea National SIN. The character’s parents were legal
activating enhancement systems, the character’s
citizens of a nation (such as the UCAS or CAS) and
commlink, or running the commlink in hidden
he has been a citizen of that nation from birth. He
mode, but these last two options create issues in
has the right to vote, qualify for passports issued by
areas where identification is required or suspicious
his nation, enlist in the national military, or work
when not broadcast.
in the national government. A National SIN is required for any national security clearance or any
form of national military career. A character with a
Signature
National SIN pays fifteen percent of their gross inBonus: 10 Karma Source: Run Faster
come in taxes. He is also in no way connected to any
The origami swan can mean only one thing. For
of the megacorporations. The main drawback to
some reason, a character with this quality feels it
having a legal National SIN is the character is in the
is necessary to leave their calling card to announce
system. The nation in the player character’s backtheir involvement in a job. The signature is usually
ground has the character’s biometric data (DNA,
some specific item, symbol, or technique the charfingerprints, retinal scans) on file, and that bioacter uses that identifies their participation. For
metric data is shared with law enforcement agenthose who know the character and their signature,
cies through the Global SIN Registry. This makes
the signature is easily identified. Anyone performit much easier to track a character should a job go
ing a test to identify the character’s handiwork
sideways. Also, nations typically sell the personal
or track the character is given a dice pool modiinformation tied to the character’s SIN to corporafier equal to the character’s Street Cred and Public
tions. Those with a legal SIN get nearly three times
Awareness combined.
as much spam as those who don’t have a SIN or rely
on fake SINs, and the spam messages they receive
Simsense Vertigo
are disturbingly tailored to their preferences (based
Bonus: 5 Karma
Source: SR5
on their buying and browsing habits).
Characters who suffer from Simsense Vertigo ex- Criminal SIN
perience feelings of disorientation whenever they
At the 10 Karma level, the character has a Crimiwork with augmented reality, virtual reality, or
nal
simsense (including smartlinks, simrigs, and image
SIN (either Corporate or National); his Criminal
links). Such characters receive a –2 dice pool modiSIN replaces any previous SIN. At some point in
fier to all tests when interacting with AR, VR, or
his life, the character was arrested and served time
simsense.
for a felony-level offense and was branded a crimi-
SINNer (Layered) Bonus: 5 to 25 Karma
Source: SR5
There are four types of SINs that fall under the
SINner (Layered) quality: National SIN, Crimi-
nal 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
37
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 in 2075
is more an assembly line than institution of justice.
Suspects are treated as guilty unless proven innocent, plausible circumstantial evidence is often sufficient for conviction, and sentencing has more to
do with the judge’s mood than the crime. In this
environment it’s likely the cops will be more interested in closing the case than solving any crime;
they may try to pin crimes on the character with the
Criminal SIN whether or not she had anything to
do with it. Some degree of “adjusting” facts and “interpreting” witness accounts to support allegations
is common; fabricating evidence, if only to meet
conviction productivity goals, is not rare. Magic users tend to receive much harsher treatment from
the judicial system than mundane criminals. If the
character is a magic user with a Criminal SIN, he
is registered with local law enforcement. He can
expect regular—but usually not scheduled—checks
to confirm he lives and to ensure he is not using
forbidden spell formula, foci, or other magical gear.
The nation or corporation that issued the Criminal
SIN will keep close tabs on the character, if he fails
to update residential information or appears in any
way to be trying to evade their oversight, he is subject to arrest. He is also required to pay a fifteen
percent tax on his gross income to the entity that
issued his Criminal SIN.
Corporate Limited SIN
At the 15 Karma level the character has the Corporate Limited SIN; he has somehow gained a positionin 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
National SIN. His Corporate Limited SIN becomes
part of the Global SIN Registry, to which law enforcement agencies and security corporations alike
have access. Many of these Corporate Limited SINs
record whether or not the character is Awakened.
The Corporate Limited SIN allows the character to
be employed by the megacorp under most circumstances, and it replaces any National SIN that the
character may have had previously. With the Corporate SIN, the character can be gainfully employed
by the issuing megacorporation as a wageslave, a
low-ranking member of the corporation’s security
services, or an enlisted member of the corporation’s military. Though he could have a secret-level
security clearance to perform his duties, he cannot
rise to a leadership position, become an officer, or
be part of the megacorporation’s Special Forces
(such as the Red Samurai). As a group, characters
that possess 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 Karma 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
38
best suited; his whole world was the corporation.
When a character is using Leadership or Etiquette
Characters with the Corporate Born SIN had the
skills, reduce the number of 1s required to glitch the
potential and the opportunity to advance through
test by 1. Gamemasters should call for more Social
the corporation hierarchy. He could have been a
Tests for characters with Social Stress to determine
department administrator, a finance strategist,
how a character reacts to others, particularly if a
an agent of corporate intelligence, an officer in a
situation related to the cause of their stress arises.
megacorp’s military, or even a member of Corporate Special Forces (Renraku’s Red Samurai or Ares Spirit Bane
Firewatch). With a Corporate Born SIN, he could
Bonus: 7 Karma
Source: SR5
have enjoyed top-secret clearance within the corA character with a Spirit Bane really torques off a
poration and access to nearly unlimited resources.
certain type of spirit (p. 303). Whether the characThen something happened. An unforgivably costly
ter has a reputation for harming this sort of spirit
mistake, the machinations of a rival, a supervisor in
or something about her aura enrages them, spirits
need of a scapegoat—something pushed the charof the type affected by the Spirit Bane are likely to
acter out of the corporation and into the cold and
harass the character when she is in their presence,
unforgiving shadows. In the shadows a SIN that
and they may be reluctant to obey or perform fahad been the key to opportunity is now a deadly
vors for the character or her friends. If spirits of
liability. Most in the shadows see the Corporate
this type are ordered to attack a party that includes
Born as the privileged few, the aristocrats in the
the character, these spirits will single her out and
armored limousines who look down on them, opattempt to destroy her first. Affected spirits will alpress them, exploit them and deny them their basic
ways use lethal force against these characters with
rights. If the SINless discover the character’s Corthe Spirit Bane quality. If the character with Spirit
porate Born SIN, reactions will range from deep
Bane tries to summon or bind this spirit, she sufsuspicion to violent hostility; serious injury and
fers a –2 dice pool modifier for the attempt. If the
death are real possibilities. The character’s loyalty
summoner tries to banish a spirit of this type, the
to his corporation is never questioned, which can
spirit receives a +2 dice pool modifier for resisting
be an insurmountable liability in a culture that
her attempt. Watchers and minions do not count
works against the megacorps. Would-be runners
for Spirit Bane, as they are constructs that are not
have been killed for holding Corporate Born SINs.
summoned like normal spirits.
Fortunately, Corporate Born records are limited to
This quality may only be taken by magic users.
the megacorporation that generated them. Files in
Magic users may possess this quality for a type of
the Global SIN Registry can confirm she has a valid
spirit that is not a part of their magical tradition.
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 corpora- Spirit Pariah
tion.
Bonus: 14 Karma Source: Street Grimoire
Something you did slotted of the spirit world
something fierce, so spirits really don’t like you. In
Social Stress
order to even get their attention, you must make
Bonus: 8 Karma
Source: SR5
additional offerings to get spirits to show up. A
Whether as a result of loss or trauma or due to
character with this quality must expend (Force x
innate psychological makeup, the Social Stress
5) drams of reagents in order to make a Summonquality burdens the character with emotions that
ing Test; reagents spent to increase the test’s limit
interfere with his ability to interact with others. A
do not count toward this amount. If the character
specific cause and trigger for the Social Stress must
cannot expend enough reagents, the test automatibe established. For example, if his Social Stress is
cally fails.
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.
39
Also, Binding Tests require (Force x 30) drams of
reagents, and the summoner receives a –1 dice pool
modifier.
Uncouth
Bonus: 14 Karma
Source: SR5
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 troll a “Trog,” 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), and they may never learn any Social skill groups. 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.
Uneducated
Bonus: 8 Karma
Source: SR5
character creation), and it’s possible the character
will never learn some skill groups belonging to
these categories.
Unsteady Hands
Bonus: 7 Karma
Source: SR5
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.
Vendetta
Bonus: 7 Karma
Source : RunFaster
An Uneducated character is not mentally imThis is some Hatfield and McCoy-level drek. The
paired—she just never had the opportunity to
character is entangled in a blood feud with an indilearn. Whether because she and her family were
vidual or group, and no matter the initial cause, the
isolated squatters, or were SINless, or otherwise
vendetta is now as much an issue of honor and repunderprivileged, she was denied access to the eduutation as revenge. The quality means the characcation system. She has only a rudimentary knowlter has extreme difficulty resisting a confrontation
edge of reading, writing, and arithmetic. Characwith her foe. Whenever the character encounters
ters with the Uneducated quality are considered
the target of her ire, she must make a Composure
“unaware” in Technical, Academic Knowledge, and
(3) Test or else have no choice but to incite a violent
Professional Knowledge skills they do not possess
confrontation. If the character should ever neutral(see Skill Ratings, p. 129), and they may not default
ize their nemesis, they have two options. They can
on skill tests for those skills. The gamemaster may
buy off the quality, or someone new will pick up the
also require the character to make Success Tests for
vendetta, giving the character gets a new nemesis.
ordinary tasks that the typical sprawl-dweller takes
for granted. Additionally, the Karma cost for learn- Wanted
ing new skills or improving existing ones in these
Bonus: 10 karma Source: Run Faster
categories is twice the normal rating (including at
It feels so good to be wanted, or maybe not.
Though most runners are probably wanted for
questioning in a few cases, this is something dif40
ferent. When the character takes this quality, they
work out why they have a bounty or contract on
their head. The bounty should be worth at least
25,000 nuyen, enough to tempt even one’s own
“friends.” The character should have to frequently
deal with someone coming for them or finding out
about the bounty and using it against them. If for
some reason the bounty ever goes away, like the
character is turned in or they clear their name, the
quality must be bought off with Karma.
Weak Immune System
Bonus: 10 Karma
Source: SR5
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.
41