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