Difference between revisions of "Qualities"

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(Allergy)
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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 symptoms: Mild (3 Karma), Moderate (8 Karma), Severe (13 Karma), or Extreme (18 Karma).
 
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 symptoms: Mild (3 Karma), Moderate (8 Karma), Severe (13 Karma), or Extreme (18 Karma).
 
Add the appropriate point values together to find the final value. For example, the value of an Uncommon Moderate Allergy (Silver) is 10 Karma (2+8 Karma). If a character is attacked with a substance to which they are allergic, they lose 1 die from their Resistance Test for each stage of severity of the Allergy (e.g., 1 die for a Mild allergy, 2 dice for a Moderate allergy, etc.).
 
Add the appropriate point values together to find the final value. For example, the value of an Uncommon Moderate Allergy (Silver) is 10 Karma (2+8 Karma). If a character is attacked with a substance to which they are allergic, they lose 1 die from their Resistance Test for each stage of severity of the Allergy (e.g., 1 die for a Mild allergy, 2 dice for a Moderate allergy, etc.).
ALLERGY TABLE
+
{| class="zebra c2c"
CONDITION VALUE DESCRIPTION
+
!Condition!!Value!!Description
Uncommon 2 The substance or condition is rare for the local environment. Examples: silver, gold, antibiotics, grass.
+
|-
Common 7 The substance or condition is prevalent in the local environment. Examples: sunlight, seafood, bees, pollen, pollutants, Wi-Fi sensitivity, soy, wheat.
+
|Uncommon||class=in1|2||The substance or condition is rare for the local environment. Examples: silver, gold, antibiotics, grass.
Mild 3 Symptoms are discomfiting and distracting. Apply a −2 dice pool modifier to the character’s Physical Tests while under the effects of the Allergy.
+
|-
Moderate 8 Contact with the allergen produces intense pain. Apply a −4 dice pool modifier to all Physical Tests made while a character experiences the symptoms.
+
|Common||class=in1|7||substance or condition is prevalent in the local environment. Examples: sunlight, seafood, bees, pollen, pollutants, Wi-Fi sensitivity, soy, wheat.
Severe 13
+
|-
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.
+
|Mild||class=in1|3||are discomfiting and distracting. Apply a −2 dice pool modifier to the character’s Physical Tests while under the effects of the Allergy.
Extreme 18
+
|-
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.
+
|Moderate||class=in1|8||with the allergen produces intense pain. Apply a −4 dice pool modifier to all Physical Tests made while a character experiences the symptoms.
 +
|-
 +
|Severe||13||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.
 +
|-
 +
|Extreme||18||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.
 +
|}
  
 
===Astral Beacon===
 
===Astral Beacon===

Revision as of 00:32, 25 June 2019

Quality K Source
AIPS (10) CF-57
Acrobatic Defender 4 RG-127
Addiction (4–25) SR5-77
Adept Healer 10 FA-31
Adrenaline Surge 12 RF-145
Aged (7[3]) B&B-12
Agile Defender 3 RG-127
Albinism (4/8) RF-151
Alchemical Armorer 15 FA-31
Alchemical Bomb Maker 10 FA-31
Allergy (5–25) SR5-78
Ambidextrous 4 SR5-71
Amnesia (4/8) RF-152
Analytical Mind 5 SR5-72
Animal Empathy 3 RF-145
Animal Familiar 5 FA-31
Antipathy (7) CF-57
Apt Pupil 5 FA-32
Aptitude 14 SR5-72
Arcane Bodyguard 20 FA-32
Arcane Improviser 5 FA-32
Archivist 10 FA-32
Asthma (8) RF-152
Astral Beacon (10) SR5-78
Astral Bouncer 10 FA-32
Astral Chameleon 10 SR5-72
Astral Infiltrator 15 FA-32
Bad Luck (12) SR5-79
Bad Rep (7) SR5-79
Barehanded Adept 10 FA-33
Better to Be Feared than Loved 5 CF-54
Bi-polar (7) RF-152
Big Regret (5) RF-153
Bilingual 5 SR5-72
Biocompatibility 5 CF-54
Black Market Pipeline 10 RF-145
Blandness 8 SR5-72
Blank Slate (15) CF-57
Blind (15/5) RF-153
Blood Necromancer 15 FA-33
Born Rich 5 RF-145
Borrowed Time (20) RF-153
Brand Loyalty 3 RG-127
Catlike 7 SR5-72
Chain Breaker 10/5 FA-33
Chakra Interrupter 10 FA-34
Charlatan 10 FA-34
Chosen Follower 10 FA-35
City Slicker 7 RF-145
Close Combat Mage 5[3] FA-35
Code of Honor (15) SR5-79
Codeblock (10) SR5-80
Codeslinger 10 SR5-72
College Education 4 RF-145
Combat Junkie (7) RG-127
Combat Paralysis (12) SR5-80
Common Sense 3 RF-145
Computer Illiterate (7) RF-153
Creature of Comfort (10/17/25) RF-153
Cyber Singularity Seeker 9 CF-54
Cyber-Snob (12) CF-57
Cyberpsychosis (10) CF-57
Daredevil 6 RF-146
Dark Ally 10 FA-35
Day Job (5–15) RF-154
Dead Emotion (5) CF-57
Deaf (15) RF-154
Death Dealer 15[3] FA-35
Dedicated Conjurer 10/5 FA-36
Dedicated Spellslinger 10/5 FA-36
Dependent(s) (3/6/9) SR5-80
Did You Just Call Me Dumb? (3) RF-154
Digital Doppelganger 7 RF-146
Dimmer Bulb (5–15) RF-154
Disgraced 2 RF-146
Distinctive Style (5) SR5-80
Double-Jointed 6 SR5-72
Driven (2) RF-154
Drug Tolerant 6 CF-54
Dry Addict (2–13) CF-57
Dual-Natured Defender 5 FA-36
Durable Preparations 5 FA-36
Elemental Master 20 FA-36
Elf Poser (6) SR5-81
Emotional Attachment (5) RF-154
Erased 8 RF-146
Ex-Con (15) RF-155
Exceptional Attribute 14 SR5-72
Fame 4–16 RF-146
Family Curse (5) CF-58
First Impression 11 SR5-74
Flashbacks (7/15) RF-155
Flesh Sculpter 10[3] FA-37
Focused Concentration 4[6] SR5-74
Friends in High Places 8 RF-147
Gearhead 11 SR5-74
Gifted Healer 2 B&B-11
Gremlins (4[4]) SR5-81
Guts 10 SR5-74
Harrowed (15) B&B-12
Hawk Eye 3 RF-147
Healer 10 FA-37
High Pain Tolerance 7[3] SR5-74
Hobo with a Shotgun (10) RF-155
Home Ground 10 SR5-74
Human-Looking 6 SR5-75
Hung Out to Dry (8) RF-155
Illiterate (5) RF-155
Illness (5[3]) B&B-12
Illusionist 10[3] FA-37
Implant-Induced Immune Deficiency (5) CF-58
In Debt (1–15) RF-156
Incompetent (5) SR5-81
Incomplete Deprogramming (10) RF-156
Indomitable 8[3] SR5-75
Infirm (5–25) RF-156
Insomnia (10/15) SR5-81
Inspired 4 RF-147
Items of Power 25 FA-38
Jack of All Trades, Master of None 2 RF-147
Juryrigger 10 SR5-75
Lack of Focus (6) CF-58
Liar (7) RF-156
Lightning Reflexes 20 RF-148
Lightweight (10) CF-58
Linguist 4 RF-148
Loss of Confidence (10) SR5-82
Low Pain Tolerance (9) SR5-82
Lucky 12 SR5-76
Made Man 5 RF-148
Mage Hunter 15 FA-38
Magical Resistance 6[4] SR5-76
Mentor Spirit 5 SR5-76
Missile Deflector 10 FA-38
Mystic Foreman 10 FA-38
Mystic Pitcher 10 FA-38
Natural Athlete 7 SR5-76
Natural Hardening 10 SR5-76
Natural Immunity 4/10 SR5-76
Night Blindness (6) RF-156
Night Vision 2 RF-148
Oblivious (6/10) RF-157
One Trick Pony 7 RG-127
One of Them (7) CF-58
Ork Poser (6) SR5-82
Outdoorsman 3 RF-148
Overclocker 5 RF-148
Pacifist (10/15) RF-157
Pacifist Adept 5 FA-39
Paranoia (7) RF-157
Paraplegic (10) RF-157
Perceptive 5/10 RF-148
Perceptive Defender 4 RG-127
Perfect Time 5 RF-148
Phobia (5–15) RF-157
Photographic Memory 6 SR5-76
Pie Iesu Domine. Dona eis Requiem. (2) RF-158
Poor Link 8 RF-148
Poor Self Control (4–12) RF-158
CF-58
Potion Maker 15 FA-39
Practiced Alchemist 5 FA-39
Pregnant (9) B&B-12
Prejudiced (3–10) SR5-82
Privileged Family Name 7 RF-149
Prototype Transhuman 10 CF-54
Puppet Master 10[3] FA-39
Quasimodo (5) CF-59
Quick Healer 3 SR5-77
Reckless Spell Master 10[6] FA-39
Records on File (1–10) RF-158
Redliner 10 CF-55
Reduced (Sense) (2–29) RF-159
Renaissance Ritualist 8 FA-40
Resistance to Pathogens/Toxins 4/8 SR5-77
Restricted Gear 10–30 RF-149
Revels in Murder 8 CF-56
Revenant Adept 5 FA-40
SINner (5–25) SR5-84
School of Hard Knocks 4 RF-149
Scorched (10) SR5-83
Sense of Direction 3 RF-149
Sensei 5 RF-149
Sensitive System (12) SR5-83
Sensory Overload Syndrome (15) RF-159
Sharpshooter 4 RG-127
Shock Mage 15 FA-40
Signature (10) RF-159
Simsense Vertigo (5) SR5-83
Skinwalker 5[3] FA-40
So Jacked Up (10) CF-59
Social Stress (8) SR5-85
Solid/Legendary Rep 2/4 RF-149
Spectral Warden 15 FA-40
Speed Reading 2 RF-149
Spell Jammer 20 FA-40
Spike Resistance 10[3] RF-150
Spirit Affinity 7 SR5-77
Spirit Bane (7) SR5-85
Spirit Champion 14 SG-199
Spirit Hunter 20[3] FA-40
Spirit Pariah (14) SG-199
Spirit Whisperer 8 RF-150
Spiritual Lodge 5 FA-41
Spiritual Pilgrim 5 FA-41
Sprawl Tamer 10 FA-41
Stalwart Ally 15 FA-42
Steely Eyed Wheelman 2 RF-150
Superhuman Psychosis (2) CF-59
TLE-x (15) CF-59
Taboo Transformer 15 FA-42
Technical School Education 4 RF-150
Too Pretty to Hit 3 RG-127
Tough and Targeted (10) CF-60
Tough as Nails 5–20 RF-150
Toughness 9 SR5-77
Trust Fund 5–20 RF-151
Trustworthy 15 RF-151
Uncanny Healer 12 CF-56
Uncouth (14) SR5-85
Uneducated (8) SR5-87
Unsteady Hands (7) SR5-87
Vehicle Empathy 7 RF-151
Vendetta (7) RF-159
Vexcraft 7 FA-42
Wanted (10) RF-159
Water Sprite 6 RF-151
Weak Immune System (10) SR5-87
Will to Live 3[3] SR5-77
Witness My Hate 7 RF-151
Worship Leader 5 FA-42

Notes

  • Negative Qualities: the “(K)” value is bonus Karma.
  • Positive Qualities: the “K” value must be paid in Karma.
  • Square brackets indicate the max level for those qualities.
  • A slash indicates costs for different version, or character types.
Sources
SR5 27000 Shadowrun: Fifth Edition
RG 27002 Run & Gun
SG 27003 Street Grimoire
RF 27004 Run Faster
CF 27005 Chrome Flesh
DT 27006 Data Trails
R5 27007 Rigger 5.0
HS 27008 Howling Shadows
FA 27011 Forbidden Arcana
SL 27012 Stret Lethal
KC 27013 Kill Code
BB 27014 Better Than Bad
SS 27200 Stolen Souls
HT 27201 Hard Targets
CA 27202 Cutting Aces
CT 27506 the Complete Trog
B&B 26s027 Bullets & Bandages
AP 26s036 Assassin’s Primer

Qualities

Ambidextrous

27000 SR5 Core Rulebook, p.71

Cost
4 Karma

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).(SR5-178)

Analytical Mind

27000 SR5 Core Rulebook, p.72

Cost
5 Karma

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.

Aptitude

27000 SR5 Core Rulebook, p.72

Cost
14 Karma

This quality is how you become even better than the best in the world. The standard limit for skills is 12. Every so often, there is a character who can exceed limitations and be truly exceptional in a particular skill. With this particular quality, the character can have one skill rated at 7 at character creation, and may eventually build that skill up to rating 13. Characters may only take the Aptitude quality once.

Astral Chameleon

27000 SR5 Core Rulebook, p.72

Cost
10 Karma

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.

Bilingual

27000 SR5 Core Rulebook, p.72

Cost
5 Karma

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).(SR5-150) 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).

Blandness

27000 SR5 Core Rulebook, p.72

Cost
8 Karma

This character blends into a crowd; he’s seldom noticed and easily forgotten. He is unremarkable in every aspect of physical appearance. Anyone attempting to describe the character cannot come up with anything more precise than “average height, average build, average hair, etc.” Increase the threshold for anyone to recall specific details about the character by 1. This means a Memory Test with a difficulty of Average (threshold of 2) becomes a Hard test (threshold of 3). Individuals attempting to shadow or physically locate a character with the Blandness quality in a populated setting receive a −2 dice pool modifier on all tests related to their search. The same penalty applies if they’re asking around about the person based on the individual’s physical appearance. The modifier does not, however, apply to magical or Matrix searches. If the character acquires any visible tattoos, scars, obvious cyberware, or other distinguishing features, the bonuses from the Blandness quality go away until the distinctive features are removed from the character’s appearance. In certain circumstances and specific situations, the gamemaster may determine that Blandness does not apply. For example, a 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.

Catlike

27000 SR5 Core Rulebook, p.72

Cost
7 Karma

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.

Codeslinger

27000 SR5 Core Rulebook, p.72

Cost
10 Karma

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.

Double-Jointed

27000 SR5 Core Rulebook, p.72

Cost
6 Karma

A Double-Jointed character has unusually flexible joints and can bend and contort his body into extreme positions. The character receives a +2 dice pool modifier for Escape Artist tests. The character may also be able to squeeze into small, cramped spaces where less limber characters cannot. They’re also great at parties and bars.

Exceptional Attribute

27000 SR5 Core Rulebook, p.72

Cost
14 Karma

The Exceptional Attribute quality is how you get to be the charismatic troll, or the agile dwarf. It allows you to possess one attribute at a level one point above the metatype maximum limit. For example, an ork character with the Exceptional Attribute quality for Strength could take his Strength attribute up to 10 before augmentations are applied, instead of the normal limit of 9. Exceptional Attribute also applies toward Special Attributes such as Magic and Resonance. Edge cannot affected by the Exceptional Attribute (Edge is raised by another quality called Lucky). A character may only take Exceptional Attribute once, and only with the gamemaster’s approval.

First Impression

27000 SR5 Core Rulebook, p.74

Cost
11 Karma

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

Focused Concentration

27000 SR5 Core Rulebook, p.74

Cost
4 Karma per Rating (Max 6)

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 sustaining a spell. Sustaining any additional spells or complex forms incurs the standard −2 dice pool modifier per spell or complex form sustained. This quality may only be taken by magic user characters that are able to cast spells and technomancers.

Gearhead

27000 SR5 Core Rulebook, p.74

Cost
11 Karma

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

Guts

27000 SR5 Core Rulebook, p.74

Cost
10 Karma

When a bug spirit with dripping mandibles comes calling, the character with Guts is the one most likely to stand and fight instead of freaking the hell out. Guts gives a character a +2 dice pool modifier on tests to resist fear and intimidation, including magically induced fear from spells or critter powers.

High Pain Tolerance

27000 SR5 Core Rulebook, p.74

Cost
7 Karma per Rating (Max 3)

High Pain Tolerance lets a character keep delivering the pain even if she’s had plenty piled on her own head. A character with High Pain Tolerance can ignore one box of damage per rating point of this quality when calculating wound modifiers (see Wound Modifiers)(SR5-169) 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 had 2 boxes of damage. The −1 wound modifier would then kick in when the character takes her fifth box in damage. This quality may not be used with the Pain Resistance adept power, pain editor bioware, or damage compensator bioware.

Home Ground

27000 SR5 Core Rulebook, p.74

Cost
10 Karma

If a character knows her neighborhood better than anyone—the shortcuts, the hiding places, and the people she can trust—then she probably has the Home Ground quality. She knows the families who live there, their stories, and what the kids who moved out are doing; she knows the streets better than GridGuide, knows things that aren’t on GridGuide, and knows when GridGuide is wrong. She knows the politics of the gangs, who’s running for whom and who’s running from whom. But it’s not just the physical streets. Depending on the character, her Home Ground quality can manifest in ways specific to who and what she is. When choosing this quality, select one of the bonuses below:

Astral Acclimation
The character has become acclimated to the background count of her Home Ground. Through a lifetime of familiarity she’s learned to work around it, enabling her to ignore up to two points of background count. For example, if the background count on her Home Ground is 3, she sees only a reduction of 1 to her Magic tests; if the background count is 5, for her it is only a 3, and so on. This quality works only on her Home Ground and has no benefit anywhere else.
You Know a Guy
The character has built up long-lasting relationships with people from her neighborhood. These people are not contacts, but they know her as one of their own and are more likely to do favors for or talk to her. NPCs from the character’s Home Ground neighborhood are considered friendly toward her wherever she encounters them (unless she has done something to change that).The character receives +2 Street Cred for any Negotiation with people from her Home Ground.
Digital Turf
This is for a decker or technomancer who has a specific host that she calls her own. She may actually own the spot, or it can be a place she frequents enough to consider home. The character receives a +2 bonus to Matrix Tests while in her Home Ground host. Bonuses from other Qualities may stack with Home Ground. If the character has not frequented this host for more than six months, she loses the Home Ground quality because she is no longer as familiar as she should be.
The Transporter
This character knows the layout of streets, back alleys, service tunnels, etc., like the back of her hand. She knows when GridGuide is wrong and when GridGuide is out of date. When the transporter is on her Home Ground, she has a +2 dice pool modifier for Evasion Tests.
On the Lam
Hiding out and lying low are part of a shadowrunner’s daily life. On the Lam means a character has an encyclopedic knowledge of safehouses, bolt holes, abandoned buildings, just about any out-of-the-way place not claimed by gangs or squatters. When she needs to find a safe location in a hurry, this character receives a +2 dice pool bonus to her Intuition + appropriate street knowledge skill to find a suitable place to hole up fast.
Street Politics
This character knows the street gangs, the criminal operations, and the beneath-the-surface affiliations that are the social and political fabric of her Home Ground. She receives a +2 dice pool modifier for Knowledge Tests relating to gangs or their operations.

This quality can be taken multiple times, selecting one of the categories above each time.

Human-Looking

27000 SR5 Core Rulebook, p.75

Cost
6 Karma

A metahuman character with the Human-Looking quality can pass for human in most circumstances. Human NPCs respond with neutral attitudes toward such characters when making Social skill tests (p.82), even those humans who are particularly biased against metahumans. The character may suffer increased animosity from metahuman NPCs who are prejudiced against humans and who 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

27000 SR5 Core Rulebook, p.75

Cost
8 Karma per Level (Max 3)

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

Juryrigger

27000 SR5 Core Rulebook, p.75

Cost
10 Karma

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.

Lucky

27000 SR5 Core Rulebook, p.76

Cost
12 Karma

The dice roll and the coin flips this character’s way more often than not, giving her the chance to drop jaws in amazement at her good fortune. Lucky allows a character to possess an Edge attribute one point higher than his metatype maximum (for example, a human character could raise her Edge to 8). Note that taking this quality does not actually increase the character’s current Edge rating, it just allows her the opportunity to do so; the Karma cost for gaining the extra point must still be paid. This quality may only be taken once and must be approved by the gamemaster. The Lucky quality cannot be combined with Exceptional Attribute.

Magical Resistance

27000 SR5 Core Rulebook, p.76

Cost
6 Karma per Rating (Max 4)

This is the wonderful ability to potentially make a Fireball bounce away. For every 6 Karma spent on Magic Resistance, a character receives 1 additional die for Spell Resistance Tests. The Magical Resistance quality, however, is always “on”—the character cannot lower it to receive beneficial spells such as Heal. A character with Magic Resistance cannot take part in spells that require a voluntary subject; such spells automatically fail when used on magic-resistant characters. Characters with a Magic rating cannot take this quality.

Mentor Spirit

27000 SR5 Core Rulebook, p.76

Cost
5 Karma

Everyone needs some help in life, even if it comes from someone relatively filmy and insubstantial. Mentor Spirit means the character follows a patron spirit (see Mentor Spirits, p.320) that guides him in his practice of magic and provides certain advantages and disadvantages to his natural abilities. A character may change mentor spirits, but he may have only one mentor spirit at a time. To change mentor spirits, the character must first buy off the current mentor spirit as if it were a Negative quality. He can then purchase the quality again to follow a different mentor spirit. This cost represents the toll of divorcing from one mentor spirit and bonding with a new one. Each tradition has a different name for a mentor spirit. Hermetic mages prefer the term “mentor spirit,” while shamans use the word “totem” for 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

27000 SR5 Core Rulebook, p.76

Cost
7 Karma

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

27000 SR5 Core Rulebook, p.76

Cost
10 Karma

This quality makes the character’s neural structure resistant to feedback. This gives her 1 point of natural biofeedback filtering, which is cumulative with a Biofeedback Filter program or a technomancer’s firewall (p.251).

Natural Immunity

27000 SR5 Core Rulebook, p.76

Cost
4 or 10 Karma

The ability to casually sip poison can never be overrated. A character with Natural Immunity has an innate or developed immunity to one single disease or toxin. This quality is available at two levels. If purchased at the 4 Karma level, the character is immune to a single natural disease or toxin. If Natural Immunity is purchased at the full 10 Karma level, the character is immune to a single, synthetic (artificially created) disease or toxin. Natural Immunity does not affect diseases or toxins that are magically based, such as HMHVV. The player and gamemaster must agree on the disease, drug, or poison to which the character is immune. The character can take one dose of the drug or poison and experience one exposure to the disease every six hours with no ill effects. Any subsequent dosing or exposure during the next six hours causes normal damage, but the character’s recovery time is halved. Note that characters with Natural Immunity to a disease can be a carrier, infecting other characters while suffering no ill effects.

Photographic Memory

27000 SR5 Core Rulebook, p.76

Cost
6 Karma

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.

Quick Healer

27000 SR5 Core Rulebook, p.77

Cost
3 Karma

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.

Resistance to Pathogens/Toxins

27000 SR5 Core Rulebook, p.77

Cost
4 or 8 Karma

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

Spirit Affinity

27000 SR5 Core Rulebook, p.77

Cost
7 Karma

Available only to magic users, the Spirit Affinity quality allows a character to be attuned to one type of spirit (see Spirits).(SR5-303) These spirits find the character interesting, are drawn to her, and are more inclined to assist her. They may be reluctant to attack the character, and if forced to do so they are likely to use nonlethal power. Watchers and minions do not count for this quality as they are constructed and are not summoned like normal spirits. Spirit Affinity provides magicians with 1 additional spirit service for each spirit of that type, and 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.

Toughness

27000 SR5 Core Rulebook, p.77

Cost
9 Karma

Characters with the Toughness quality shrug off damage more easily than others. Such characters gain a +1 dice pool modifier to their Body when making Damage Resistance tests.

Will to Live

27000 SR5 Core Rulebook, p.77

Cost
3 Karma per Rating (Max 3)

For each rating point in Will to Live, the character gains 1 additional Damage Overflow Box (p.101). These additional boxes only allow the character to sustain additional damage before dying; they do not raise the threshold at which the character becomes unconscious or incapacitated, nor do they affect modifiers from the damage the character has taken.

Addiction

27000 SR5 Core Rulebook, p.77

Bonus
4 to 25 Karma

COMMON ADDICTIONS

  • Better-than-life chips (p.460)
  • Alchemical preparations (p.316)
  • Alcohol
  • Street drugs
  • Foci (see p.318)
  • Augmentations A character with the Addiction quality is hooked on chemical substances, such as street drugs (novacoke, bliss, tempo); technological or magical devices, such as better-than-life (BTL) chips or foci; or potentially addictive activities such as gambling or sex.

Physiological Addictions affect the Body’s functions, producing pain, nausea, shakes, and other side effects that can impair the runner, particularly during withdrawal. Some possible effects of psychological Addictions include paranoia, anxiety, insomnia, poor concentration, mood disorders, and depression. For specific rules on Addiction Tests, Withdrawal Tests, and staying clean, see p.414. The bonus Karma value of this quality depends on how severe the addiction is. Levels of addiction include: Mild, Moderate, Severe, or Burnout. Addictions get worse over prolonged periods of time without treatment. Each level of Addiction has a starting dosage level that tells the character how much of a substance or activity they must use for a craving to be sated. This level can be increased if the character has augmentations. The more severe a character’s Addiction, the more substance or time devoted to the activity he needs to satisfy his cravings. At the lower end of the spectrum for the Addiction quality (Mild, Moderate), it is easier to hide the effects of an Addiction. At the most severe levels (Severe, Burnout), there are noticeable physical and mental signs of Addiction. These signs negatively impact his Social Tests even if he is not suffering the effects of withdrawal.

Mild (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 actively seek out and use the substance or engage in the activity to find relief. On a run, this could mean delaying plans that the runner team may have meticulously put together for a job, especially if the character is busy gambling with a bookie or slotting a BTL instead of being available for the run. While the character is suffering withdrawal symptoms, apply a −2 dice pool modifier to all of the character’s Mental-attribute-based tests (if psychological dependency) or to all the character’s Physical-attribute-based tests (if physiological dependency). If the character succeeds on his Withdrawal Test, the character does not suffer withdrawal symptoms and does not need the substance or participate in that habit until the character makes their next Withdrawal Test (in one month). He is able to stay clean for that month.

Moderate (9 Karma)/1 dose or 1 hour of habit-related activity: A craving at the Moderate level occurs roughly every two weeks. If the character experiences withdrawal, he suffers a −4 to all Mental-attribute-based tests (if psychological dependency) or −4 to all Physical-attribute-based tests (if physiological dependency) until the craving is satisfied.

Severe (20 Karma)/2 doses or 2 hours of habit-related activity: The addiction is spiraling out of control. The addict experiences cravings once a week. If he fails a Withdrawal Test, he suffers a −4 dice pool modifier to either their Mental- or Physical-based tests (as appropriate for their dependency) while in withdrawal. In addition, he suffers a −2 dice pool modifier to all Social Tests, whether he is in withdrawal or not. It is all but impossible now for the character to hide his addiction, even when he’s had his fix. The physical and psychological symptoms of the damage caused by his Addiction are readily apparent to the close observer.

Burnout (25 Karma) 3 doses/3 hours (minimum) of habit-related activity: Burnout is the final progression of the Addiction quality. The addict experiences cravings for their drug or habit of choice every day. Until they satisfy their craving with a fix, the character suffers a −6 penalty to either his Mental- or Physical-based tests (whichever one is appropriate for their dependency) while in withdrawal. Because his Addiction is now obvious to even the most casual observer, the character suffers a −3 dice pool modifier for all Social Tests, whether he is in withdrawal or not. The gamemaster has discretion as to whether or not she should call for Withdrawal Tests during an Addicted character’s downtime, depending on to what degree the gamemaster wants the addiction to impact gameplay for the character.

Allergy

27000 SR5 Core Rulebook, p.78

Bonus
5 to 25 Karma

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 symptoms: Mild (3 Karma), Moderate (8 Karma), Severe (13 Karma), or Extreme (18 Karma). Add the appropriate point values together to find the final value. For example, the value of an Uncommon Moderate Allergy (Silver) is 10 Karma (2+8 Karma). If a character is attacked with a substance to which they are allergic, they lose 1 die from their Resistance Test for each stage of severity of the Allergy (e.g., 1 die for a Mild allergy, 2 dice for a Moderate allergy, etc.).

Condition Value Description
Uncommon 2 The substance or condition is rare for the local environment. Examples: silver, gold, antibiotics, grass.
Common 7 substance or condition is prevalent in the local environment. Examples: sunlight, seafood, bees, pollen, pollutants, Wi-Fi sensitivity, soy, wheat.
Mild 3 are discomfiting and distracting. Apply a −2 dice pool modifier to the character’s Physical Tests while under the effects of the Allergy.
Moderate 8 with the allergen produces intense pain. Apply a −4 dice pool modifier to all Physical Tests made while a character experiences the symptoms.
Severe 13 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.
Extreme 18 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.

Astral Beacon

27000 SR5 Core Rulebook, p.78

Bonus
10 Karma

The astral signature of a character with the Astral Beacon quality is like, well, a beacon—highly visible on the astral plane. The signature also lasts twice as long as it would without the Astral Beacon quality and others assensing it receive a −1 to the threshold of their Assensing Test for gathering information about it. Only characters with a Magic rating may take this quality.

Bad Luck

27000 SR5 Core Rulebook, p.79

Bonus
12 Karma

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

Bad Rep

27000 SR5 Core Rulebook, p.79

Bonus
7 Karma

A character with a Bad Rep quality has a dark and lasting stain on her reputation. She may be a former Knight Errant cop known to have been particularly brutal in dealing with shadowrunners. Or word on the street might be that she once killed a member of her own runner team. If she’s Awakened and comes from a polluted region, it may be generally accepted that she’s a toxic shaman. Whether she is actually guilty of any wrongdoing is not relevant. What people believe she has done has permanently tainted the way they see her and how they deal with her. Whatever the reason, the character starts play with 3 points of Notoriety (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.

Code of Honor

27000 SR5 Core Rulebook, p.79

Bonus
15 Karma

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. There is always a chance things will go wrong whenever non-lethal force is used. A person may have a life-threatening allergic reaction to a usually harmless knockout drug, or a heart condition that makes a taser shock deadly. For this reason, each time the character takes a violent action or allows others to take violent action against a member of his chosen group, the gamemaster makes a secret roll of 1D6. On a roll of 1, there is an unforeseen complication from the use of non-lethal force. With a metahuman it could be a life-threatening medical condition; with a spirit, an attempt to banish rather than destroy may in fact set the spirit free. When a complication arises, the gamemaster makes a secret Perception (4) Test for the character to notice if anything has gone wrong. If a person in the character’s chosen group is killed, whether intentionally or inadvertently, the character loses a point of Karma for that adventure for each person in their “protected group” that is killed. The Code of Honor can take other forms as well. For example:

Assassin’s Creed
A character never kills anyone that they are not paid to kill. Being precise as an assassin, not leaving collateral damage, and being invisible are important hallmarks of those who believe in the Assassin’s Creed. Characters who take this version of Code of Honor lose 1 point of Karma for every unintentional and/or unpaid murder they commit, and their Public Awareness goes up by 1 for each such death.
Warrior’s Code
The character who follows a Warrior’s Code maintains a strict sense of personal honor. In 2075, this likely means a character will not kill an unarmed person, take lethal action against an opponent who is unaware or unprepared for an attack (i.e., a guard who doesn’t know the runner is there), or knowingly take an action that could kill someone who is defenseless (i.e., from a stray bullet or allow someone to be killed from a sniper shot). The character loses 1 Karma per unarmed or defenseless person that they kill or allow to be killed through their actions.

Codeblock

27000 SR5 Core Rulebook, p.80

Bonus
10 Karma

A character with the Codeblock quality always has trouble with a particular Matrix action. He receives a −2 dice pool modifier any time he attempts that type of Matrix action. Codeblock only applies to Matrix actions with an associated test; it does not apply to actions that do not require a test (p.237). Characters cannot apply Codeblock toward hacking actions they are never likely to take.

Combat Paralysis

27000 SR5 Core Rulebook, p.80

Bonus
12 Karma

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

Dependent

27000 SR5 Core Rulebook, p.80

Bonus
3, 6, or 9 Karma

A character with the Dependents quality has one or more loved ones who depend on them for emotional support and financial aid. Dependents may include children, parents, a spouse or lover, a sibling, or an old friend. Meeting the needs of a dependent should take up a fair amount of the character’s time, as well as some of the character’s money. Increase the amount of time it takes to learn a new skill or improve an existing skill by fifty percent. See 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 30 percent each month.

Distinctive Style

27000 SR5 Core Rulebook, p.80

Bonus
5 Karma

A character with the Distinctive Style quality has at least one aspect of his appearance, mannerism, or personality that makes him inconveniently memorable. Choices for Distinctive Style include, but are by no means limited to: tattoos that cannot be easily concealed, an accent or atypical manner of speaking, bizarre fashion choices, scars, gang or prison signs, flashy custom augmentations, or non-metahuman modifications like a tail. Note that what’s distinctive in one culture or location may not be in another. Whatever Distinctive Style the player selects makes her character easy to remember. Anyone who attempts to identify, trace, or physically locate this character (or gain information about him via legwork) receives a +2 dice pool modifier for relevant tests. If an NPC makes a Memory Test (p.152) to determine how much they recall about the character, reduce the Difficulty Threshold by 1, to a minimum of 1. This quality is physical in nature and does not apply to astral searches. This quality may only be taken once. This quality is incompatible with Blandness.

Elf Poser

27000 SR5 Core Rulebook, p.81

Bonus
6 Karma

The Elf Poser is a human character who wants to be an elf. She associates with elves as much as possible, talks like elves, and alters her appearance to resemble an elf. Characters with this quality may undergo cosmetic surgery to get elf ears and elf eyes, and they may successfully pass as elves and avoid any negative Social modifiers associated with being a non-elf. Real elves consider Elf Posers an embarrassment, many humans think of them as sellouts, and other metatypes generally consider posers to be pathetic. If an elf discovers the character’s secret, the elf is likely to treat her with contempt and hostility (see Social Modifiers Table).(SR5-140) An outed elf poser may also face stigma from prejudiced humans as a “race traitor.” Only human characters may take the Elf Poser quality.

Gremlins

27000 SR5 Core Rulebook, p.81

Bonus
4 Karma per Level (Max 4)

Characters with the Gremlins quality don’t get along with technology. Devices malfunction inexplicably, software crashes unexpectedly, vehicles refuse to start, components become unusually fragile at his touch, and wireless links suffer faltering connections and odd interference whenever he’s involved. For each level (maximum of 4), reduce the number of rolled 1s necessary to get a 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.

Incompetent

27000 SR5 Core Rulebook, p.81

Bonus
5 Karma

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).(SR5-131) 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.

Insomnia

27000 SR5 Core Rulebook, p.81

Bonus
10 or 15 Karma

A character with the Insomnia quality has trouble falling asleep and seldom feels well rested. Usually, this is only an annoyance. For runners, however, this can become a major problem when they are dependent on being able to rest at every opportunity to remain sharp. Insomnia can lengthen the amount of time it takes for a character to recover Stun damage. At the 10 Karma level, before a character rolls his Body + Willpower to recover Stun damage, the character rolls an Intuition + Willpower (4) Test. If the character succeeds on this test, the character is not impeded by Insomnia and the character regains Stun damage as normal. He also regains 1 point of Edge after 8 hours of restful sleep. If the character fails, double the amount of time it normally would take for a character to recover their Stun damage. So instead of healing a number of boxes of Stun damage in an hour, it now takes two hours per roll. If the character is affected by Insomnia, the character does not have his Edge refreshed and may not have it refreshed for up to another 24 hours. At the 15 Karma level, a failed Willpower + Intuition (4) Test means that all efforts to regain Stun damage through rest are negated during that time period, and the character must try again later. No Stun damage is regained from the attempt due to the insomnia the character experiences, and the character must wait for 24 hours before their Edge refreshes.

Loss of Confidence

27000 SR5 Core Rulebook, p.82

Bonus
10 Karma

The Loss of Confidence quality means something has caused the character to lose confidence in himself and one of his abilities. Though a skilled decker, he failed to hack into a Stuffer Shack host, or despite high Agility, he glitched an easy Climbing Test and fell into a dumpster—whatever the reason, he now doubts himself and his abilities. In tests involving the affected skill, the character suffers a −2 dice pool modifier. If the character has a specialization with the skill, the character cannot use that specialization while suffering a loss of confidence. The skill chosen for the character to have a Loss of Confidence must be one that the character prides himself in and has invested in building. Only skills with a rating 4 or higher may suffer the Loss of Confidence quality. Edge may not be used for tests involving this skill when the character is suffering Loss of Confidence.

Low Pain Tolerance

27000 SR5 Core Rulebook, p.82

Bonus
9 Karma

Characters with Low Pain Tolerance are particularly sensitive to pain; they incur a −1 wound modifier for every 2 boxes of cumulative damage, instead of the normal 3 boxes. This affects both Physical and Stun damage tracks.

Ork Poser

27000 SR5 Core Rulebook, p.82

Bonus
6 Karma

Influenced by Goblin Rock or over-hyped orxploitation trends, an Ork Poser is an elf or human character who alters her appearance to appear as an ork. Various cosmetic biomods—tusk implants, steroids, larynx alterations, etc.—allow him to successfully pass as an ork. Ork posers are an embarrassment to many orks, but some tolerate, if not appreciate, the compliment behind the effort. This means an ork who discovers the character’s secret may either become very hostile toward him or be willing to let the character join the “family”—provided he passes an appropriate hazing ritual to prove his “orkness.” An outed ork poser may also face stigma from other humans or elves as “race traitors,” if those humans/elves harbor any prejudice against orks. Only humans and elves may take the Ork Poser quality.

Prejudiced

27000 SR5 Core Rulebook, p.82

Bonus
3 to 10 Karma

With this quality the character is Prejudiced against members of a specific group of people: metahumans, Awakened, non-metahuman sapient critters, or some other group. The character is not merely intolerant—he is outspoken about his beliefs and may actively work against the target of his prejudice. Depending upon the degree of prejudice, this quality can get the character into trouble for expressing his views or when forced to confront the targets of his prejudice. The Karma bonus granted by this quality varies depending upon how common the hated group is, how often the character is likely to encounter members of the group, and the degree to which the character is openly antagonistic toward them. Refer to the Prejudiced Table to determine the Karma value of the quality based on the prevalence of the hated group and the degree of prejudice. When dealing with the target of their prejudice, a character receives a −2 dice pool modifier per level of severity of the Prejudiced quality for all Social Tests. If negotiations are a part of the encounter, the target receives a +2 modifier per level of the Prejudiced quality. So if a character who is radical in their prejudiced views against the Awakened tries to negotiate with the target of their prejudice, they receive a −6 to their Negotiation Test while the target receives a +6 dice pool modifier. PREJUDICED TABLES PREVALENCE of TARGET GROUP KARMA VALUE Common target group (e.g, humans, metahumans) 5 Karma Specific target group (e.g., the Awakened, technomancers, shapeshifters, aspected magicians) 3 Karma DEGREE KARMA VALUE Biased (e.g., closet meta-hater) 0 Karma Outspoken (e.g., typical member of Humanis) 2 Karma Radical (e.g., racial supremacist) 5 Karma

Scorched

27000 SR5 Core Rulebook, p.83

Bonus
10 Karma

A Scorched character is coping with neurological problems brought on by damage caused in some way by Black IC, Psychotropic IC, or BTL. The problem can manifest as short- or long-term memory loss, unexpected blackouts, frequent migraines, diminished senses (sight, touch, smell, etc.), and mood disorders such as paranoia and anxiety. The player chooses one specific effect of Scorched, and its effect should be pronounced enough to hinder the character and present potential plot hooks for the gamemaster. Whenever he enters VR or slots a BTL chip, the character must make a Body + Willpower (4) Test. On a failed roll, he experiences the specified physical effects for six hours. A glitch or critical glitch on this test results in suffering the effects for 24 hours. The only way to 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. SCORCHED PHYSICAL SIDE EFFECTS TABLE EFFECT GAME RULES Memory Loss (short term) The character does not remember slotting a BTL chip. The character makes another Withdrawal Test immediately. A failed test means the craving comes back immediately, as do the symptoms of withdrawal. Character must slot another chip. For encountering IC, a character must make a Memory Test with a threshold increased by +1. A failed Memory Test results in gaps in memory and possible disorientation while in host. Memory Loss (long term) The same effects of Memory Loss (short term) apply. In addition, for the duration of the effect, the character loses access to one active skill. He simply does not remember how to use it (for example, the Pistols skill). Treat as unaware in that skill until symptoms abate. Blackout For the duration of the effect, the character retains no memories of events during that time frame. Memory cannot be restored by technological or magical means. Migraines The character receives −2 to all Physical and Mental tests, sensitivity to light, and nausea (p.409). Paranoia/Anxiety Character must make Social Tests for even basic interactions. These are Success Tests with a threshold of 5. If no apparent skill applies, the character must default to Charisma −1. Failure means the character reacts with paranoia or anxiety in that situation for the duration of the effect.

Sensitive System

27000 SR5 Core Rulebook, p.83

Bonus
12 Karma

A character with the Sensitive System quality has immuno-suppressive problems with cybernetic implants. Double all Essence losses caused by cyberware. Bioware implants, regardless of how they are grown or designed, are rejected by the character’s body. This quality works differently for characters who are technomancers or Awakened and therefore never plan to take implants. Awakened individuals or technomancers remain fully capable of channeling mana or using Resonance, but they are potentially more susceptible to Drain or Fading. A magic user or technomancer with a Sensitive System must make a Willpower (2) Test before any Drain or Fading Tests. Failure on this test results in Drain or Fading Values being increased by +2 for that particular Drain or Fading Test, as the energy traveling through their body does more damage to their Sensitive System.

Simsense Vertigo

27000 SR5 Core Rulebook, p.83

Bonus
5 Karma

Characters who suffer from Simsense Vertigo experience feelings of disorientation whenever they work with augmented reality, virtual reality, or simsense (including smartlinks, simrigs, and image links). Such characters receive a −2 dice pool modifier to all tests when interacting with AR, VR, or simsense.

SINner

27000 SR5 Core Rulebook, p.84

Bonus
5 to 25 Karma

There are four types of SINs that fall under the SINner (Layered) quality: National SIN, Criminal SIN (either Corporate or National), Corporate Limited SIN, or Corporate Born. Individuals with SINs are required by law to always broadcast their SINs. A legal SIN is required for all legal purchases. This makes them very useful things to have, so those who are SINless generally get by with the use of fake SINs (p.367) just so they can participate in society.

National SIN

At the 5 Karma level, the character has what is called a National SIN. The character’s parents were legal citizens of a nation (such as the UCAS or CAS) and he has been a citizen of that nation from birth. He has the right to vote, qualify for passports issued by his nation, enlist in the national military, or work in the national government. A National SIN is required for any national security clearance or any form of national military career. A character with a National SIN pays fifteen percent of their gross income in taxes. He is also in no way connected to any of the megacorporations. The main drawback to having a legal National SIN is the character is in the system. The nation in the player character’s background has the character’s biometric data (DNA, fingerprints, retinal scans) on file, and that biometric data is shared with law enforcement agencies through the Global SIN Registry. This makes it much easier to track a character should a job go sideways. Also, nations typically sell the personal information tied to the character’s SIN to corporations. Those with a legal SIN get nearly three times as much spam as those who don’t have a SIN or rely on fake SINs, and the spam messages they receive are disturbingly tailored to their preferences (based on their buying and browsing habits).

Criminal SIN

At the 10 Karma level, the character has a Criminal SIN (either Corporate or National); his Criminal SIN replaces any previous SIN. At some point in his life, the character was arrested and served time for a felony-level offense and was branded a criminal for the rest of his life. He is legally required to broadcast his Criminal SIN at all times; failure to do so is a felony and can lead to re-incarceration. He is shunned by law-abiding society. Law-abiding citizens will, if they must, deal with a SINless character before they’d have any interaction with a known criminal. With his Criminal SIN, the character will experience prejudiced views, suspicion, and/or open hostility from most people with SINs. He will often be denied entry to certain locations (high-end stores, car dealerships, museums, galleries, etc.) and will have difficulty finding legal employment. He can expect to be brought in and held up to 48 hours for questioning anytime a crime is committed in his area. The judicial system 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 position in a megacorporation from the outside. He may have been hired as a wageslave (or been the minor child of a person hired as a wageslave), or perhaps brought in by someone in the megacorp who saw advantage in his skill, talent, area of expertise, or some other useful attribute. Under most circumstances the Corporate Limited SIN replaces any 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 best suited; his whole world was the corporation. Characters with the Corporate Born SIN had the potential and the opportunity to advance through the corporation hierarchy. He could have been a department administrator, a finance strategist, an agent of corporate intelligence, an officer in a megacorp’s military, or even a member of Corporate Special Forces (Renraku’s Red Samurai or Ares’ Firewatch). With a Corporate Born SIN, he could have enjoyed top-secret clearance within the corporation and access to nearly unlimited resources. Then something happened. An unforgivably costly mistake, the machinations of a rival, a supervisor in need of a scapegoat—something pushed the character out of the corporation and into the cold and unforgiving shadows. In the shadows a SIN that had been the key to opportunity is now a deadly liability. Most in the shadows see the Corporate Born as the privileged few, the aristocrats in the armored limousines who look down on them, oppress them, exploit them and deny them their basic rights. If the SINless discover the character’s Corporate Born SIN, reactions will range from deep suspicion to violent hostility; serious injury and death are real possibilities. The character’s loyalty to his corporation is never questioned, which can be an insurmountable liability in a culture that works against the megacorps. Would-be runners have been killed for holding Corporate Born SINs. Fortunately, Corporate Born records are limited to the megacorporation that generated them. Files in the Global SIN Registry can confirm she has a valid SIN, but do not contain any additional information. Those with Corporate Born SINs pay a tax of ten percent of their gross income to their corporation.

Social Stress

27000 SR5 Core Rulebook, p.85

Bonus
8 Karma

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

Spirit Bane

27000 SR5 Core Rulebook, p.85

Bonus
7 Karma

A character with a Spirit Bane really torques off a certain type of spirit (p.303). Whether the character has a reputation for harming this sort of spirit or something about her aura enrages them, spirits of the type affected by the Spirit Bane are likely to harass the character when she is in their presence, and they may be reluctant to obey or perform favors for the character or her friends. If spirits of this type are ordered to attack a party that includes the character, these spirits will single her out and attempt to destroy her first. Affected spirits will always use lethal force against these characters with the Spirit Bane quality. If the character with Spirit Bane tries to summon or bind this spirit, she suffers a −2 dice pool modifier for the attempt. If the summoner tries to banish a spirit of this type, the spirit receives a +2 dice pool modifier for resisting her attempt. Watchers and minions do not count for Spirit Bane, as they are constructs that are not summoned like normal spirits. This quality may only be taken by magic users. Magic users may possess this quality for a type of spirit that is not a part of their magical tradition.

Uncouth

27000 SR5 Core Rulebook, p.85

Bonus
14 Karma

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).(SR5-129) The gamemaster may require the character to make Success Tests for social situations that pose no difficulty for normal characters.

Uneducated

27000 SR5 Core Rulebook, p.87

Bonus
8 Karma

An Uneducated character is not mentally impaired—she just never had the opportunity to learn. Whether because she and her family were isolated squatters, or were SINless, or otherwise underprivileged, she was denied access to the education system. She has only a rudimentary knowledge of reading, writing, and arithmetic. Characters with the Uneducated quality are considered “unaware” in Technical, Academic Knowledge, and Professional Knowledge skills they do not possess (see Skill Ratings),(SR5-129) and they may not default on skill tests for those skills. The gamemaster may also require the character to make Success Tests for ordinary tasks that the typical sprawl-dweller takes for granted. Additionally, the Karma cost for learning new skills or improving existing ones in these categories is twice the normal rating (including at character creation), and it’s possible the character will never learn some skill groups belonging to these categories.

Unsteady Hands

27000 SR5 Core Rulebook, p.87

Bonus
7 Karma

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

Weak Immune System

27000 SR5 Core Rulebook, p.87

Bonus
10 Karma

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.

Adrenaline Surge

27004 Run Faster, p.145

Cost
12 Karma

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 that they may act first in the same Initiative Pass, characters act in order of their Initiative Scores. This quality does not allow a Surprised character to act first in an ambush, but it can allow a character who is not surprised to strike first.

Animal Empathy

27004 Run Faster, p.145

Cost
3 Karma

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.

Black Market Pipeline

27004 Run Faster, p.145

Cost
10 Karma

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

Born Rich

27004 Run Faster, p.145

Cost
5 Karma

Richie Rich has fallen into the shadows. The character came from an affluent background (e.g., high-level corporate kid, old-money family, Mafia princess, lottery winner), but is not necessarily still wealthy or doesn’t have access to this additional wealth. During character creation, characters can normally gain extra resources at a rate of 2,000 nuyen per Karma point, up to 10 Karma maximum (p.94, SR5). With this quality, available only during character creation, characters may exceed the usual 10 Karma limit and instead trade up to 40 Karma total at the same exchange rate of 2,000 nuyen per Karma point, for up to 80,000 nuyen of additional funds.

City Slicker

27004 Run Faster, p.145

Cost
7 Karma

A character with this quality has the asphalt and concrete of the sprawl in his blood. They would choose the noise and chaos of the city over the suburbs or rural areas any day of the week. They have an instinct for navigating urban environments. This quality provides a +1 dice pool modifier for all skills in the Outdoors skill group when in an urban environment. The downside is the character suffers a −1 dice pool modifier to Perception and Survival Tests when in any non-urban environment.

College Education

27004 Run Faster, p.145

Cost
4 Karma

The halls of academe are well known to your character. Thanks to time spent actually studying while at college instead of partying, the character can buy Academic Knowledge skills at half price (rounded up) during character creation. After character creation, Academic Knowledge skill ranks of 3 or higher receive a 1 Karma cost reduction for each rank.

Common Sense

27004 Run Faster, p.145

Cost
3 Karma

“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.

Daredevil

27004 Run Faster, p.146

Cost
6 Karma

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

Digital Doppelganger

27004 Run Faster, p.146

Cost
7 Karma

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. This quality must be connected to a specific SIN, either a real SIN (with the character having the negative quality SINner) or a fake SIN (with at least a Rating of 4).

Disgraced

27004 Run Faster, p.146

Cost
2 Karma

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

Erased

27004 Run Faster, p.146

Cost
8 Karma

There are characters who lack a SIN because they never had one, and then there are those who had a SIN but had it actively and thoroughly erased, to the point where legwork can only be done via word-of-mouth contacts, and Matrix searches turn up nothing. Also, the quality prevents Public Awareness for the character from ever going above 1. This is a double-edged sword. The character can never maintain a Lifestyle higher than Middle, and can never used a fake SIN or any attached licenses for more than three months. Living under the radar is expensive. If a character chooses to have a High Lifestyle for a month, she’ll need to bail on it and lay low for a bit with a Low or lower Lifestyle for at least a month. If they fail to do so, the systems in place start to slip, making the character locatable via the Matrix and possibly building a Public Awareness—which means that whatever they were hiding from might have a chance to find them.

Fame

27004 Run Faster, p.146

Cost
4 to 16 Karma

Now if you can just get fortune and money you’ll have the trifecta. The problem is you’ve got the element that is not particularly cherished in the shadows. Whether you’re a former trid star, a local politician, a retired or injured sports star, or the latest up-and-coming rocker, your face is well known. It may be just the local community, a single nation or corp, or possibly the world that knows your ugly mug. No matter who they are or how many folks know your profile, being so recognizable has its pros and cons.

First, on the pro side, Fame offers benefits within certain social circles and additional income if the character also chooses the Day Job quality.

That may sound nice, but being well known is not a great way to get work in the shadows, and therefore causes problems on the darker side of life. Characters with this quality are more likely to be recognized by passers-by or others who see them during a run, which can be a problem. And remember that Fame often involves strings; one of the biggest is having a SIN. Characters who choose this quality must have the SINner quality or a Rating 3 fake SIN.

Local Fame (4 Karma)

City politics, hometown sports teams, and local news stations are some of the most common sources of local fame. Select a single sprawl at character creation to be the base of the character’s fame. In the public eye of that sprawl, the character gains a 1-point increase to their Social Limit and a +1 dice pool modifier on all Social Skill tests to positively influence someone who knows of their fame.

The downside is that anyone from the chosen sprawl can identify famous characters with an Intuition + Logic (2) Test, so characters need to be careful about who sees them when they are on the job. The character’s Public Awareness is increased by 2.

If the character has the Day Job quality, they multiply their income by 2.

National Fame (8 Karma)

National politics, championship sports teams, and the entertainment industry supply the bulk of nationally famous folks. At character creation, select a nation to be famous within and a sprawl of origin within that nation (it needs to be a place related to the character’s story and the languages they speak—characters need at least four ranks in the native language of the country in which they are famous). In the selected sprawl, characters gain a 1-point increase to their Social Limit and a +2 dice pool modifier on all Social Skill tests to positively influence someone who knows of their fame. In the chosen nation, the character has a 2-point Social Limit increase and a +1 dice pool modifier as above.

Anyone from the character’s home sprawl can identify the character with an Intuition + Logic (1) Test; people from the nation need to make an Intuition + Logic (2) Test. The character’s Public Awareness is increased by 3.

If the character has the Day Job quality, they multiply their income by 4 and also increase their required workload by 10 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 who knows of their fame. In the nation and sprawl they came from, the Social Limit increase is 1 and the dice pool modifier is +1.

Citizens of their megacorporation and their home sprawl need only succeed at an Intuition + Logic (1) test to identify the character. Citizens of other megacorporations and their home nation can identify them with an Intuition + Logic (2) Test. The character’s Public Awareness is increased by 5.

If the character has the Day Job quality, they multiply their income by 6 and also require a 10 percent increase in workload.

Global Fame (16 Karma)

This kind of fame is not easy to avoid. International blockbuster simstars, multi-platinum-selling music artists, megacorporate executives, and international political figures fit this kind of bill. Characters with this level of fame gain a 3-point increase to their Social Limit and a +3 dice pool modifier to all Social Skills tests to positively influence anyone who knows their identity. Identifying the character requires an Intuition + Logic (2) Test or any rank in an appropriate Knowledge Skill.

If the character has the Day Job quality, they multiply their income by 10 and also require a 25 percent increase in workload. The character’s Public Awareness is increased by 8.

Characters can create their own runner persona to try and hide their true identity, but it will involve a disguise or mask of some sort. Identifying the star becomes an Opposed Test with the initial Disguise + Intuition [Mental] Test, setting the threshold to identify the character with a Perception + Intuition [Mental] Test.

Friends in High Places

27004 Run Faster, p.147

Cost
8 Karma

“So sorry, Damian, I can’t head out on the new Ares prototype ship with you this weekend, I have a run,” is something a character with this quality might actually say. This quality gives the character an additional pool of Free Karma for purchasing contacts, with a few stipulations. First, the character gets an additional Charisma × 4 in Karma to purchase contacts. Second, none of these contacts can have a Connection Rating less than 8. Third, any leftover Karma that the character cannot spend is lost. These contacts can’t be called at every turn; see the Who You Know chapter for information on what happens if the favors of contacts are abused.(RF-172)

Hawk Eye

27004 Run Faster, p.147

Cost
3 Karma

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

Inspired

27004 Run Faster, p.147

Cost
4 Karma

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

27004 Run Faster, p.147

Cost
2 Karma

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

Lightning Reflexes

27004 Run Faster, p.148

Cost
20 Karma

Some people are just born fast. This quality provides an unaugmented character the ability to react with astonishing speed. The character gains +1 to their Initiative rating and 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

27004 Run Faster, p.148

Cost
4 Karma

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 natural gift for learning and understanding languages. Characters with this quality halve the learning time for a language, and the quality also provides a +1 dice pool modifier to all Language skill tests the character makes. If this quality is purchased at character creation, the player purchases Language skill points at a 2-for-1 rate. After character creation, language skill ranks of 3 or higher receive a 1 Karma cost reduction for each rank.

Made Man

27004 Run Faster, p.148

Cost
5 Karma

As a minor member of an organized crime syndicate, the character can occasionally call on its resources. At the time of purchase, select a crime syndicate as a free Group Contact (see Group or Organization Contact Options).(RF-176) As the character is an actual member of the syndicate, Loyalty is increased to 3 instead of starting at 1. This status also allows him to use the syndicate as a reliable fence for stolen goods (they get 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 every four weeks in Missions play.

Night Vision

27004 Run Faster, p.148

Cost
2 Karma

The name says it all. This quality provides characters with the advantages of low-light vision (see Environmental Compensation Table).(SR5-175) There is a downside. Thanks to the extremely light-sensitive nature of the eye, the character suffers severely from the glare of the sun (Blinding Glare on a clear day, Moderate Glare on an overcast day, etc.) but can mitigate this with sunglasses per the Environmental Compensation Table. The quality is not compatible with cyber- or bioware augmentation or replacement (meaning if you get any such replacement, this quality goes away, and the character receives no Karma in return).

Outdoorsman

27004 Run Faster, p.148

Cost
3 Karma

A character with this quality is often described as woodsy. They are far more comfortable in wilderness and rural environments than in the urban blight of the modern city. They are naturals at tracking and hunting, with a sense of direction even a compass could rely on. This quality provides a +2 dice pool modifier for all skills in the Outdoors skill group when in a rural or wild environment. The downside is the character suffers a −1 dice pool modifier to Perception and Survival Tests when in an urban environment.

Overclocker

27004 Run Faster, p.148

Cost
5 Karma

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

27004 Run Faster, p.148

Cost
5 to 10 Karma

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.

Perfect Time

27004 Run Faster, p.148

Cost
5 Karma

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

Poor Link

27004 Run Faster, p.148

Cost
8 Karma

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

27004 Run Faster, p.149

Cost
7 Karma

With this quality the character’s family is exceptionally well-connected, and his real name carries significant clout in his home sprawl (selected at character creation). Though probably known as a rich, spoiled brat, the name (and accompanying SIN and ID) is like a get-out-of-jailfree card for small misdemeanors (such as being caught carrying a weapon, casting an unauthorized mental manipulation spell, or driving a car without a license). Even when trying to act tough, local minor NPCs suffer a −2 dice pool modifier on Social tests against the character. In order to have this quality the character must also possess the SINner (National or Corporate) quality. Remember that this quality also makes the character very easy to identify if those not concerned with their family name start asking questions.

Restricted Gear

27004 Run Faster, p.149

Cost
10 Karma per Item

Right place, right time, right friend, or the stars aligned. No matter the reason, the character has managed to acquire or get a line on one piece of really hard-tofind gear she absolutely had to have. The character can take this quality up to three times; only one of those times can occur at character creation. Selecting it at character creation allows the character to buy a piece of gear with 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

27004 Run Faster, p.149

Cost
4 Karma

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

27004 Run Faster, p.149

Cost
3 Karma

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

27004 Run Faster, p.149

Cost
5 Karma

You don’t know what you don’t know. This quality gives you someone who knows what you don’t know and has chosen you to be the recipient of their knowledge. The character selects a skill or skill group for their Sensei to have mastered when the quality is purchased. They must have a contact of Connection Rating 3 or higher with expertise in the area they will teach the character. If they choose a single skill, the Sensei has the skill at a Rating of 13, as well as an Instruction Test 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.

Solid/Legendary Rep

27004 Run Faster, p.149

Cost
2 to 4 Karma

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.

Speed Reading

27004 Run Faster, p.149

Cost
2 Karma

When you found out the professor was offering an open-book final that could count as one hundred percent of your grade, you covered a year’s tuition by betting you could ace it without ever attending a single class. With this quality, a character can read through a full page of written text (about 800 words) in about five seconds or an 800-page textbook in about an hour. The information read is not memorized (unless the character also possesses the Photographic Memory quality, p.76, SR5, which allows a test for anything in the book after it is read), but the reader can gain a basic understanding of the contents. If attempting to locate a specific piece of information, phrase, or subject while in the process of reading, the character can attempt a Logic + Intuition Extended Test with a threshold and interval determined by the gamemaster based on the length of the text, its complexity, and the obscurity of the information being sought.

Spike Resistance

27004 Run Faster, p.150

Cost
10 Karma per Rating (Max 3)

Characters with this quality have an inherent resistance to harmful forms of biofeedback such as black IC, dump shock, black hammer, etc. For every level (up to three), the character gains a +1 dice pool modifier to resist damage from harmful biofeedback.

Spirit Whisperer

27004 Run Faster, p.150

Cost
8 Karma

There is something about you that makes some spirits want to avoid you—while others seem oddly drawn to you. Spirits add 1 die when resisting Summoning Tests from characters with this quality. However, if the character succeeds in the test, the spirit summoned is always at 1 point of Force stronger than chosen. For all purposes, the character is considered to have summoned the spirit at the declared Force—it simply shows up at 1 point of Force higher than expected. Summoned spirits behave rather curiously toward the character, asking questions about the character’s past, though no amount of mastery can compel them to reveal why they are so curious and why they show up stronger than summoned (the gamemaster should play up this mystery; it could even be the basis of an eventual campaign).

Steely Eyed Wheelman

27004 Run Faster, p.150

Cost
2 Karma

No turn too tight. When making Vehicle tests, Terrain Modifiers are reduced by 1 to a minimum of 0.

Technical School Education

27004 Run Faster, p.150

Cost
4 Karma

All your schoolbooks focus on the practical and real-life working world. Thanks to time spent being formally educated in a technical school, the character can buy Professional Knowledge skills at a rate of 2 for 1 during character creation. After character creation, Professional Knowledge skill ranks of 3 or higher receive a 1 Karma cost reduction for each rank.

Tough as Nails

27004 Run Faster, p.150

Cost
5 to 20 Karma

“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.

Trust Fund

27004 Run Faster, p.151

Cost
5, 10, 15, or 20 Karma

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 × 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 × 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

27004 Run Faster, p.151

Cost
15 Karma

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.

Vehicle Empathy

27004 Run Faster, p.151

Cost
7 Karma

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

Water Sprite

27004 Run Faster, p.151

Cost
6 Karma

You sure you’re not part merrow? This quality provides a +2 dice pool modifier to all Diving and Swimming tests, as well as tests related to holding your breath and treading water.

Witness My Hate

27004 Run Faster, p.151

Prerequisite
Magician
Cost
7 Karma

All of a spellcasting character’s single-target Direct Damage spells are resolved at +2 DV. However, such reckless channeling of destructive forces wreaks havoc on the character’s system. The Drain code for any affected Direct Damage spells is increased by +2.

Albinism

27004 Run Faster, p.151

Bonus
4 or 8 Karma

While the little white bunnies are cute, a character with this quality will likely get a moniker like Powder, Whitey, or Snowflake. Albinism is a genetic disorder that results in a partial or complete lack of pigmentation in the eyes, skin, and hair. While the lack of pigment in the hair and skin results in white colorations, lack of pigment in the eyes results in pink or crystal blue irises, with bright red pupils. Due to the lack of melanin, the compound that provides the pigmentation, characters with this quality lack ultraviolet light protection, making them very photosensitive and prone to sunburn. All ethnicities, metatypes, and metavariants can manifest albinism; in fact, all species can manifest albinism, including sapient paracritters. Characters with this quality face a Weak Glare penalty to all actions when working in regular indoor lighting as well as during a bright but overcast day, and a Moderate Glare penalty when working on a sunny day. All other Glare modifiers are also increased by one level versus albino characters. Normal compensation methods work to mitigate the modifiers. Due to the lack of protective pigmentation in their skin, characters with this quality suffer sunburn more quickly. Halve the duration between resistance tests when exposed to the sun for extended periods (p.148, Run & Gun). Characters who gain cybereyes at any point in the character creation process only gain 4 Karma at character creation. If an albino character gains cybereyes during game play, they must buy down this quality to the 4 Karma level as soon as they have the Karma, and cannot spend Karma on anything else until the quality is bought down.

Amnesia

27004 Run Faster, p.152

Bonus
4 or 8 Karma

More than just one night of drunken partying or even a few days’ blackout from a healthy dose of laés, this level of memory loss is far deeper and more profound. The loss can be from injury, 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.

Surface Loss (4 Karma)

This character suffers from the classic movie amnesia where they don’t remember who they are or their life before a certain moment, but they retain knowledge of their skills and general abilities. They aren’t quite sure how they learned them, or where, but they at least have those abilities at their disposal. What they lack are knowledge skills. The gamemaster determines a back-story based on the character the player creates and notes their knowledge skills. As a skill becomes relevant to the game, the gamemaster can make a secret roll for the character and provide the information in a flash of realization.

But these skills don’t just appear out of thin air for nothing. In order to access a Knowledge skill, a character needs to decide to buy it. If the skill is already on their list, 2 Karma buys an additional rank of the skill and that small bit of their history can be revealed. If the skill is not on their list they pay for it normally. A player could choose to never buy back their skills and always be at the mercy of the gamemaster, or simply build up their new identity with what they learn on the streets.

Neural Deletion (8 Karma)

This is something that should be discussed and worked out with the gamemaster before choosing it, or can be part of a gamemaster’s plan for starting a new campaign with willing (note that word!) players. The player(s) start with a very limited level of knowledge as to what their character(s) can do. A nice gamemaster may allow for a list of skills they seem to know something about, or they can choose to reveal nothing but the basics, such as Physical Attributes and gear. Mental Attributes, skills, qualities, and even Edge should start as a mystery, and players learn about their character as they go.

One of the most important things to remember about choosing this is that your history is out of your hands and, at times, so is your character creation. If you want this level of Amnesia, talk to your gamemaster and then wait for your character sheet and hold on for dear life because you’re in for a bumpy and wildly fun ride.

The player can only fully regain control of their character by spending the Karma to buy off this quality and completing whatever in-game goals the gamemaster designs.

Asthma

27004 Run Faster, p.152

Bonus
8 Karma

When they gave you the street name Wheezy, you thought how awesome it was to get a classic but rare sitcom reference. Then you realized it was because of your asthma, and it wasn’t so cool. Whether it was in your genetic code, or forced on you by a virus or pollution, you’ve got the wheezes, more professionally known as chronic asthma. When it kicks in you endure wheezing, shortness of breath, chest tightness, and coughing. In other words, some serious distractions from hacking, shooting, fighting, casting, summoning, and just about anything else that requires even a modicum of concentration.

Characters with asthma suffer additional, and more rapid, effects from all forms of Fatigue. Whenever considering a Fatigue damage effect, the character faces the damage twice as often and suffers additional effects as soon as they start taking damage based on the Asthma Effects table.

Damage Description Physical Actions Other Actions Social Limit
1 box Wheezing −1 DP −1
2 boxes Shortness of breath −2 DP −1 DP −2
4 boxes Chest tightness (further Fatigue damage resisted with only Willpower)
8 boxes Wracking cough −3 DP −2 DP −3

Bi-polar

27004 Run Faster, p.152

Bonus
7 Karma

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 per daily dose.

Big Regret

27004 Run Faster, p.153

Bonus
5 Karma

Mistakes happen. Sometime in the character’s past they did something serious that they regret; maybe they spent time as a bunraku puppet, maybe they were part of a major political affair, or they were involved in the wrong corporate project, but 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.

Blind

27004 Run Faster, p.153

Bonus
15 Karma (5 Karma for characters with access to Astral Sight)

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

27004 Run Faster, p.153

Bonus
20 Karma

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.

Computer Illiterate

27004 Run Faster, p.153

Bonus
7 Karma

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

Creature of Comfort

27004 Run Faster, p.153

Bonus
10, 17, or 25 Karma

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
Karma
Salary
/month
Hours
/week
5 1,000¥ 10
10 2,500¥ 20
15 5,000¥ 40

27004 Run Faster, p.154

Bonus
5 to 15 Karma

When running in the shadows, sometimes you need a way to fill your days, or to maintain your cover. This quality burdens a character with responsibilities and time commitments. While the regular income is nice, having a regular schedule and a boss to answer to doesn’t jibe well with the shadowrunning profession. The player and gamemaster should work together to determine the job, which is usually a pretty decent gig based on the pay rates, but the gamemaster should determine the shifts the character works. In order to establish the legitimacy of the day job, the character must possess a valid SIN (SINner quality or at least a Rating 4 fake SIN). If they have the SINner quality, the money from the Day Job quality is considered already taxed. If they are using a fake and it gets burned or connected to a crime, expect the cops to come down hard and the job is lost until the situation is cleared up.

When combined with the Fame quality, this could easily bring in enough money to support the character, so make sure they have a good reason to run the shadows.

The Day Job table provides the 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.

Deaf

27004 Run Faster, p.154

Bonus
15 Karma

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

Did You Just Call Me Dumb?

27004 Run Faster, p.154

Bonus
3 Karma

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

27004 Run Faster, p.154

Bonus
5 Karma per Level (Max 3)

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

27004 Run Faster, p.154

Bonus
2 Karma

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.

Emotional Attachment

27004 Run Faster, p.154

Bonus
5 Karma

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

Ex-Con

27004 Run Faster, p.155

Bonus
15 Karma

Runners often brag that they’d go down in a blaze of glory before they let the pawns bring them down. The prison system is full of them. A character with this quality is fresh out of the joint and still on the legal leash, so they have several drawbacks. First, the local police corporation has a full file and rundown on the character, including augmentations, magical training, known associates, biometric data, a material link, etc. This file is duplicated by the local prison corporation if they are different than the police force and is connected to their nice new Criminal SIN (sorry, no extra points there). Plus, the character cannot have any Restricted or Forbidden augmentations, as the prison system removes them to protect the other inmates and staff (and sell them to the black market). Second, the character is on parole and has to check in with their parole officer (PO) twice a week via the Matrix and once a week in person. Plus, the PO can choose to make a house call any time they want. Whether the gamemaster wants the character to have a sleazy or a squeaky clean PO is up to them, but each creates their own bundle of problems. Third, the character is known to be an ex-con and is limited in their choice of contacts. Street-level folks will still freely associate with the runner—hell, they might even commiserate while waiting in their mutual PO’s waiting room. Corp contacts will only associate with the character if they have a Loyalty Rating of 4 or higher, and law enforcement contacts only stick by the runner if they have a Loyalty Rating of 5 or 6. If the character ever gets past their parole or creates a new life for him- or herself, this quality must be bought off or replaced with other negative qualities of equal or greater value.

Flashbacks

27004 Run Faster, p.155

Bonus
7 or 15 Karma

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 session.

Hobo with a Shotgun

27004 Run Faster, p.155

Bonus
10 Karma

The character has survived on the streets for so long that anything else makes them distrustful and suspicious. The character will not choose to stay in accommodations above Squatter. If, for example, the team elects to spend the night in a Middle Lifestyle hotel, or even a squalid Low Lifestyle motel, the character will walk out and find a comfortable alley to sleep in rather than bear this “luxury.” If forced to stay somewhere above Squatter, the character will be at −2 to all his Mental attributes as he becomes confused, erratic, and agitated until such a time as he is able to spend a day in a Squatter or Street lifestyle to rezone himself.

Hung Out to Dry

27004 Run Faster, p.155

Bonus
8 Karma

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

27004 Run Faster, p.155

Bonus
5 Karma

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 systems and electronics other than her own due to her unfamiliarity with their iconography. Also, during character creation the character cannot choose any Knowledge skill that may have required even the most minimal of reading, and during game play all Knowledge skills that require reading cost double the Karma for the character until she learns to read and buys off this quality.

In Debt

27004 Run Faster, p.156

Bonus
1 to 15 Karma

Whether it came betting the ponies or buying that new pony, the character owes money to an unsavory third party. The player and gamemaster must work out the details, but the happy thing is, for every point of Karma (up to 15) spent to be In Debt, the character gets 5,000 nuyen to spend during character creation. These points are spent in place of the normal Karma for extra cash and extend the possible additional funds to 75,000¥. Now it’s time for the bad news. The character now owes some nasty people the amount they borrowed, plus another fifty percent, and the amount increases by ten percent every month until it’s paid off. If the character misses a monthly payment, which has to be at least the interest for the month, they take 1 box of Physical damage for every 20,000 nuyen they owe. This can’t be resisted and can’t be healed until they pay their minimum as their friendly neighborhood lender sent the appropriate message and then leans on them until they get their money. They can also expect to be asked to do some discount work and maybe even a few favors while they have the debt hanging over their head. The quality can be bought off if the character has both enough Karma and cash to pay the debt. If they only have the cash but not the Karma, they can trade for another negative quality of equal Karma. If they don’t want to do that, then the lenders suddenly become scarce, and the character is unable to make the payment until interest compounds again, leaving them deeper in debt.

Incomplete Deprogramming

27004 Run Faster, p.156

Bonus
10 Karma

Sometimes you feel like a nut, sometimes you don’t. A character with this quality was once mentally programmed to be a deep-cover agent for an agency. When they left, their deprogramming wasn’t completed properly for some reason. Since then the character has had occasional, often unexpected, shifts back to their cover identity. Whenever this character faces a stressful situation such as an interrogation, combat, or even just an injury, they must make a Composure (4) Test. Failure means the cover identity comes out and takes control for either 1D6 minutes or whatever length of time the gamemaster desires. The altered psychological state is not stable, though, and another stressful situation can call for another Composure (4) Test and another personality shift. This can occur over and over during the same firefight. During these states the character forgets their badass runner identity and the skills that go with it, and they turn back into mild-mannered everyday Joe. This includes loss of skills while the cover identity is in charge. The gamemaster can create a secondary character for the player to use during these times, ask them to step out while they run the NPC, or make them sit and watch in humiliation as their character screams like a child and runs for cover or simply wanders up to the guard booth, seemingly lost in the middle of the secure facility. As if all of this wasn’t bad enough, behaviors like this look an awful lot like CFD, and people are going to start wondering if you’re a head case.

Infirm

27004 Run Faster, p.156

Bonus
5 to 25 Karma

Characters with this quality often think, “I should hit the gym” but rarely get past buying the membership, or they’re on the downward slope of life and just too old for this drek. The quality represents some kind of diminished physical fitness aptitude. For every 5 Karma, the character drops all of their Physical Attribute maximums by one. The quality can be taken up to five times, but no Attribute maximum can be dropped below 1. Along with this natural cap, the character can never have a Physical Attribute modified beyond this maximum by any source—magic, machine or otherwise—as their body is too frail to handle the stress. The effects of this quality stack with those of the Aged quality from Bullets & Bandages (p.12), so characters need to be careful of not dropping any Attribute maximum lower than one.

Liar

27004 Run Faster, p.156

Bonus
7 Karma

You’d never make it as Pinocchio. Everyone around knows the character to be a compulsive liar, and even when she manages to utter the truth, she just sounds false and insincere. Let’s look at how this plays out. First, the character receives a −1 dice pool modifier to all Social skill tests. Also, whenever the character addresses someone, the gamemaster rolls 1D6. On a result of 1, the target of the conversation calls bullshit and assumes the character is lying, no matter what they are saying. Trust is lost, conversation is over. This occurs with every conversation the character takes part in. Any NPC who lost trust in the character this way continues to maintain a certain level of mistrust, and the next time they encounter the character, things go wrong on a roll of 1 or 2. If it happens a third time, the character gains a point of Notoriety, and reduces the Loyalty value of the contact by 1 (if it was a contact). If that means they hit Loyalty 0, then say sayonara to that contact.

Night Blindness

27004 Run Faster, p.156

Bonus
6 Karma

No one understands how dark the shadows are like you. The character’s natural vision does not adjust well to poor lighting conditions. All Light/Glare Environmental modifiers are one category worse for the character, with the exception of Full Light/No Glare, which still has no modifier. This quality is incompatible with any other quality that affects the eyes of the character and must be immediately bought off if the character corrects the issue with cyber- or bioware. If the character does not have enough Karma to buy off the quality, they cannot get the corrective gear.

Oblivious

27004 Run Faster, p.157

Bonus
6 or 10 Karma

The character with this quality fails to notice the troll in the corner with the Panther cannon ... even after they’ve fired it! A 6 Karma level of Oblivious means a −2 dice pool modifier to all Perception Tests, including standard, Astral, and Matrix. On top of that, at the 10 Karma level, all Perception Test thresholds are increased by 1.

Pacifist

27004 Run Faster, p.157

Bonus
10 or 15 Karma

To hurt another is to mar the soul. This quality represents two levels of moral inflexibility that prevent the character from delivering, or allowing others to deliver, harm to another being. At the 10 Karma level, the character avoids violence not performed in self-defense. The character will not participate in runs involving wetwork and may try to dissuade other team members from doing so. Non-lethal attacks (gel rounds, tasers, flash-bangs, stun spells, etc.) are still considered “violent,” and may only be used in self-defense—after an opponent has clearly attacked the character, other team members, or innocent bystanders. At the 15 Karma level, the character will not commit any violence regardless of provocation or threat to themselves or others. If the character commits any act of violence they are stricken with a powerful sense of guilt and suffer a −1 dice pool modifier to all tests involving Mental attributes until the character succeeds at a Charisma + Willpower (20, 1 day) Extended Test. If the character does not succeed 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.

Paranoia

27004 Run Faster, p.157

Bonus
7 Karma

It’s only paranoia if they aren’t out to get you. In the shadows, being cautious is often mistaken for being paranoid, but there’s a dramatic difference between the two. A character with this quality truly thinks everyone is out to get her. Whether this is really the case, or simply a matter of an overactive imagination, the character faces a −2 dice pool modifier on all Social Tests involving contacts with a Loyalty less than 4 or any generally unfamiliar person. The character also refuses to ever give out her address or any information on where she lives and must change living spaces every few months to ease their fear of being found.

Paraplegic

27004 Run Faster, p.157

Bonus
10 Karma

Characters with this quality are paralyzed from the waist down. They can perform any physical tasks that do not require the use of their legs, and locomotion usually occurs via wheelchair or wheelchair drone. The character is fast, with a walking speed of Agility × 3 and running speed of Agility × 4, regardless of metatype (shadowrunners get the fast and agile wheelchairs of marathoners and murderball athletes, not slow and cumbersome chairs). They have trouble, though, with stairs and curbs, which can prevent them from getting where they need to go. The paralysis can be permanent or a temporary condition while the character builds up funds to get surgery to fix the cause. Once the repair is done, the quality has to be bought off. The character has a lot of additional expenses to make the world more manageable. To reflect this, their Lifestyle cost is increased by 10 percent (cumulative with racial modifiers) and vehicles need to be modified, increasing their price by 5 percent, or have a Rigger Interface (p.461, SR5) for DNI control. The quality does not affect the character’s abilities in astral space or the Matrix.

Phobia

27004 Run Faster, p.157

Bonus
5 to 15 Karma

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.

Condition Karma Description
Uncommon 2 The triggering condition is relatively rare, such as the smell of roses or specific insects.
Common 5 The triggering condition is commonly encountered, such as sunlight, trolls, insects in general, magic, the outdoors, or crowds.
Severity Karma Description
Mild 3 −1 dice pool modifier to all actions.
Moderate 5 −3 dice pool modifier to all actions; Composure (2) Test or must get away from the source.
Severe 10 −6 dice pool modifier; Composure (5) Test or must flee from the source for (5 − hits) Combat Turns

Pie Iesu Domine. Dona eis Requiem.

27004 Run Faster, p.158

Bonus
2 Karma

The character is a flagellant, believing in causing himself pain to serve a greater good. Perhaps they seek clarity through pain; perhaps it is a constant act of contrition for their deeds. Whatever the reason, the character gains High Pain Tolerance 1 but always starts the day with 1 box of Physical damage. This box can be healed, but the character will seek to cause himself another box of damage as soon as possible. Note that the character’s wounds may cause questions in certain social settings, should anyone notice.

Poor Self Control

27004 Run Faster, p.158

Bonus
4 to 12 Karma

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.

Thrill-Seeker (4 Karma)
It’s all about the rush. The character will always take the most dangerous and risky option in any situation if they don’t succeed at a Composure (2) Test. There is a slight payoff, as the adrenaline rush provides a +1 to their Initiative Score for 5 Combat Turns (meaning that is how long the bonus lasts, not that the character gets an additional bonus each turn).
Compulsive (4 to 12 Karma)
There is an order to all things that must be maintained, and the character feels the need to exert their sense of order on everything. The value of this mental malady comes from how severe the compulsion is and how much of a negative impact it can have on the character. Maybe she likes a tidy house, maybe she sees a necessary order to the items on the tables out in the world, or maybe she feels the need to practice her skills (be they hacking, casting, shooting, talking, stealing, sneaking, etc.) every chance she gets. The character must make a Composure (2) test to resist the compulsion. The base Karma value is (2 x threshold needed for Composure Test; must be from 1 to 4); then add 2 for things in the character’s personal environment (e.g., placement of furniture and minor appliances), 3 for a single aspect of the public environment (e.g., correcting bad apostrophes on signs, counting every Ford Americar they see), or 4 for a broad aspect of the public environment (e.g., touching every light post they walk by, hacking into every camera they see).
Attention-Seeking (5 Karma)

27005 Chrome Flesh, p.58

The spotlight is the character’s natural habitat, like a fish in water—and she suffers just as much when she’s not in it. The character goes out of her way to be vivacious and gain approval from others. Unless she succeeds at a Composure (3) Test, the character seeks to be the center of attention whenever possible (this may or may not include combat situations, at the gamemaster’s discretion).
Braggart (5 Karma)
No one has ever done it bigger or better than her. The character will always try to top anyone else’s claims of success, even to the point of lying about it. This may result in them being ignored, considered infantile, or challenged to prove their superiority, but without a Composure (3) Test they won’t back down from the brag.
Vindictive (5 Karma)
Though best served cold, the thought of vengeance sure makes your blood boil. No matter how small the slight, it cannot go unreturned, and the escalation factor must always be considered. An insult may be returned with a calm threat, a threat might get the same or may require a payment in pain, and any injurious assault must be brought back upon your enemies two-fold (or more). To resist the urge for instant payback, the character must make a successful Composure (2) Test, and even when resisted, the character must add the offender’s name to their hit list for the future.
Sadistic (8 Karma)

27005 Chrome Flesh, p.58

As a child, the character bullied others and tortured small animals. As an adult, she’s moved on to inflicting pain and suffering on those around her, physical and mental, whenever she has the chance. A Composure (3) Test is required to stop from inflicting some form of pain whenever the character has the reasonable chance to do so without incurring danger, even when it might interfere with her own safety, like when the team’s face is trying to talk their way out of a firefight.
Combat Monster (10 Karma)
The red rage blinds to all but victory. A character with this quality loses much of her self-control once a fight has begun. She’ll fight until all her opponents are disabled, even if outnumbered and losing, unless she can make a Composure (3) Test to clear her head enough to break off the fight.

Records on File

27004 Run Faster, p.158

Bonus
1 to 10

For every point of Karma spent on this quality, one of the Big 10 megacorps possesses a relatively up-to-date record of the character’s SIN, biometrics, personal, and medical data. The gamemaster and player can work together to figure out why they have this data or the player can leave that mystery up to the gamemaster. The data provides the megacorp’s agents a +2 dice pool modifier for any tests made to identify the character through their records. Due to the proliferation and saturation of facial recognition and identification systems used by the megacorporations 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)

27004 Run Faster, p.159

Bonus
2 to 29 Karma

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 quality, the intended repair cannot be made. No character can have Reduced (sight) and Blind at the same time, or Reduced (hearing) and Deaf at the same time.

Sensory Overload Syndrome

27004 Run Faster, p.159

Bonus
15 Karma

Sensory Overload Syndrome (SOS) is a growing epidemic in the world of ever-present AROs and excessive wireless sensory input. The condition is an offshoot of AIPS, and victims suffer similar epileptic episodes. Whenever a character with SOS enters an area of high ARO saturation (gamemaster discretion) or attempts to make use of sensory enhancement systems, they must make a Willpower + Edge (4) Test or enter into an epileptic seizure for (5 − hits) minutes. The condition can possibly be prevented by deactivating enhancement systems, the character’s commlink, or running the commlink in hidden mode, but these last two options create issues in areas where identification is required or suspicious when not broadcast.

Signature

27004 Run Faster, p.159

Bonus
10 Karma

The origami swan can mean only one thing. For some reason, a character with this quality feels it is necessary to leave their calling card to announce their involvement in a job. The signature is usually some specific item, symbol, or technique the character uses that identifies their participation. For those who know the character and their signature, the signature is easily identified. Anyone performing a test to identify the character’s handiwork or track the character is given a dice pool modifier equal to the character’s Street Cred and Public Awareness combined.

Vendetta

27004 Run Faster, p.159

Bonus
7 Karma

This is some Hatfield and McCoy-level drek. The character is entangled in a blood feud with an individual or group, and no matter the initial cause, the vendetta is now as much an issue of honor and reputation as revenge. The quality means the character has extreme difficulty resisting a confrontation with her foe. Whenever the character encounters the target of her ire, she must make a Composure (3) Test or else have no choice but to incite a violent confrontation. If the character should ever neutralize their nemesis, they have two options. They can buy off the quality, or someone new will pick up the vendetta, giving the character gets a new nemesis.

Wanted

27004 Run Faster, p.159

Bonus
10 Karma

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 different. When the character takes this quality, they work out why they have a bounty or contract on their head. The bounty should be worth at least 25,000 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.

Acrobatic Defender

27002 Run & Gun, p.127

Cost
4 Karma

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.

Agile Defender

27002 Run & Gun, p.127

Cost
3 Karma

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

Brand Loyalty

27002 Run & Gun, p.127

Cost
3 Karma

Brand loyalty is taken to extremes in the Sixth World with individuals brainwashed by their megacorporate masters, especially when it comes to firearms. But sometimes being loyal to a brand can be a good thing. Characters who are brand loyal know the products of their favorite brand inside and out. The quality has two levels; Manufacturer and Product. At the Manufacturer level, characters choose a corporate or manufacturer brand, i.e. Ares, Saeder-Krupp, Krime, H&K, Novatech, etc., and gain a +1 dice pool bonus on every roll involving gear made by their manufacturer. At the Product level the bonus is only conveyed on a single item, i.e. Predator IV, S-K-Bentley Concordat, Krime Kannon, HK227, Novatech Airware, etc. On the downside, due to this narrow focus the character suffers a −1 dice pool penalty whenever working with a piece of gear not made by their preferred Manufacturer. At the Product level the −1 dice pool penalty is applied to all products of the same type, i.e., heavy pistols, cars, SMGs, assault cannons, commlinks, etc.

One Trick Pony

27002 Run & Gun, p.127

Cost
7 Karma

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 move the star always uses. This quality allows the character to choose one Martial Arts technique they can do without first learning the associated Martial Arts style.

Perceptive Defender

27002 Run & Gun, p.127

Cost
4 Karma

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

Sharpshooter

27002 Run & Gun, p.127

Cost
4 Karma

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.

Too Pretty to Hit

27002 Run & Gun, p.127

Cost
3 Karma

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.

Combat Junkie

27002 Run & Gun, p.127

Bonus
7 Karma

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

Spirit Champion

27003 Street Grimoire, p.199

Cost
14 Karma

Something you did had a lasting, positive effect on the astral plane, and the whole spirit world is talking about it. Characters with this quality may spend (Force × 5) drams of reagents when performing a Summoning Test to receive a +1 dice pool modifier, in addition to any reagents spent to set the limit for the test. Also, Binding Tests require only (Force × 20) drams of reagents, and the summoner receives a +1 dice pool modifier.

Spirit Pariah

27003 Street Grimoire, p.199

Bonus
14 Karma

Something you did slotted of the spirit world something fierce, so spirits really don’t like you. In order to even get their attention, you must make additional offerings to get spirits to show up. A character with this quality must expend (Force × 5) drams of reagents in order to make a Summoning Test; reagents spent to increase the test’s limit do not count toward this amount. If the character cannot expend enough reagents, the test automatically fails. Also, Binding Tests require (Force × 30) drams of reagents, and the summoner receives a −1 dice pool modifier.

Better to Be Feared than Loved

27005 Chrome Flesh, p.54

Cost
5 Karma

You’re not running the shadows to make friends. It’s a dog-eat-dog world, and you intend to eat all the other dogs. Along the way, you’re going to meet people who have things you need, and you intend to take those things, because you can. The character has such a fearsome reputation that all Contacts chosen as Blackmailed contacts (p.178, Run Faster) are terrified of the character, having heard what he does to people who cause him displeasure. The character does not need anything additional to blackmail contacts—the sheer threat of the horrors he can inflict upon them is enough. Further, the character may add their Street Cred rating as a bonus to the Loyalty (Leverage) attribute of those contacts. The downside, however, is that should a blackmailed contact gather enough nerve to turn on you, they aren’t going to do so lightly. Add the character’s Street Cred to the blackmailed Contact’s Connection Rating to determine the Professional Rating of the people who are going to come after the character.

Biocompatibility

27005 Chrome Flesh, p.54

Cost
5 Karma

Something about the character’s body is exceptionally accepting of either bioware or cyberware implants (choose one). Not only are the implants not rejected, but they seamlessly fit within the body, having less impact on its holistic integrity. In game terms, the Essence cost of implants of the particular chosen type are reduced by ten percent, rounded down to the tenth. This rebate is cumulative with the reduction offered by the chosen ’ware’s grade, if any (e.g., the reduction for alphaware of 0.8 is reduced by ten percent, or 0.08, to become 0.72, and is rounded down to 0.7). This quality can only be chosen for bioware or cyberware. This quality may only be taken once.

Cyber Singularity Seeker

27005 Chrome Flesh, p.54

Cost
12 Karma

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

Drug Tolerant

27005 Chrome Flesh, p.54

Cost
6 Karma

The character has a higher-than-average tolerance for drugs (sometimes called Ozzy Osborne Syndrome). This could be due to a hardy constitution, or a natural genetic mutation that allows for better absorption and filtering of foreign chemicals from their system. The character in question receives +2 dice to all Addiction Tests (p.414, SR5) to resist addiction. They gain no bonus, however, for attempting to dry out after being addicted.

Prototype Transhuman

27005 Chrome Flesh, p.54

Cost
10 Karma

There are always rumors in the shadows of this or that megacorp or organization working to build an army of super soldiers. Those rumors always seem to persist, always seem to be around. Some choose to believe, others don’t, but for them, it’s a matter of opinion. For you, it’s a matter of fact. You are an extremely rare, genetically crafted, experimental post-human prototype. Unfortunately, this has its ups and downs. You were built better than a normal human, so you may pick up to 1 point of Essence of bioware (not cyberware). While you must pay the normal cost in nuyen of the bioware and otherwise follow all character creation rules, you do not incur any essence cost. So, essentially, you gain up to 1 point of free Essence to be used exclusively on bioware. These special organs were genetically grown into you from your inception—they are as much a natural part of you as your liver or heart. However, the downside of being a rare, one-of-akind transhuman prototype is that, well, something is wrong with you. As part of this Quality, you must also pick one of the following negative qualities: Wanted, Allergy (Common, Mild), Astral Beacon, or Insomnia (10). You do not get the Karma bonus for this Negative Quality. This additional Negative Quality represents that you are either wanted back by your manufacturer, or that there is something wrong with you (them’s the breaks for being a prototype). This quality can only be taken during character creation.

Redliner

27005 Chrome Flesh, p.55

Cost
10 Karma

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

Revels in Murder

27005 Chrome Flesh, p.56

Cost
8 Karma

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

Uncanny Healer

27005 Chrome Flesh, p.56

Cost
12 Karma

The character has always been a fast healer, recovering from injuries with almost supernatural speed. Characters who embrace augmentation soon discover that it interferes with their unnatural healing ability, however. The character adds their current Essence attribute as a dice pool modifier to all Natural Recovery Healing Tests for both Stun and Physical damage (p.207, SR5). This does not affect magical healing or First Aid tests performed by others. This quality cannot be combined with Quick Healer (p.77, SR5).

Antipathy

27005 Chrome Flesh, p.57

Bonus
8 Karma

Your parents always told you to think about how others feel, but whether you want to or not, you don’t know how. You suffer a −2 penalty to all opposed Social Tests.

AIPS

27005 Chrome Flesh, p.57

Bonus
10 Karma

Diagnosed with artificially induced psychotropic schizophrenia syndrome after the Second Crash, an AIPS sufferer who physically enters a spam zone receives a −1 dice pool penalty to Perception Tests per level of the spam zone’s Noise Rating, to a maximum of −6. Additionally, in non-stressful situations, the gamemaster may require the character to make a Composure Test (p.152, SR5) at a threshold equal to the Noise Rating of the spam zone.

Blank Slate

27005 Chrome Flesh, p.57

Bonus
15 Karma

The character in question has abused personasofts to the degree they no longer have an original personality. They enter a near-fugue state, having nearly no willpower of their own. They are easily led unless they have a personasoft running to give them a personality. This can come with or without Amnesia (p.152, Run Faster) of varying degrees. For all intents and purposes, the original person has “died” and only the virtual personalities remain. Buying off this quality can mean either that the original personality, buried under the shock of the persona fixes for a long time, finally emerges, or that a persona installed through a personafix becomes the new permanent personality.

Cyberpsychosis

27005 Chrome Flesh, p.57

Bonus
10 Karma

Requirements: Antipathy Negative Quality, minimum 5 Essence points lost from augmentations It’s said that as more of the body is replaced with chrome, heavily augmented individuals lose part of what makes them metahuman. Whether that’s true or not, having more augmentations does make it more difficult to relate to others. During any Social Test, if the character glitches, they act in an inappropriate manner or violently overreact to their situation. If the character suffers a critical glitch, they suffer a psychotic break, essentially becoming an NPC until such time that the gamemaster decides they’ve recovered. Note: Characters augmented heavily enough to risk cyberpsychosis may suffer negative social modifiers due to excessive augmentation. Any character with cyberpsychosis must also have the Antipathy Negative Quality to reflect the loss of empathy due to the disorder.

Cyber-Snob

27005 Chrome Flesh, p.57

Bonus
12 Karma

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

Dead Emotion

27005 Chrome Flesh, p.57

Bonus
5 Karma

The character has abused BTL-level moodsofts and can no longer feel one specific emotion (e.g., happiness, anger, fear) under any circumstances. The player and the gamemaster are highly advised to work together to select the emotion, figure out how this will affect the character, and plan how it should be played out.

Dry Addict

27005 Chrome Flesh, p.57

Bonus
2 to 13 Karma

Can be taken at character creation or substituted for the Addiction Quality (p.77, SR5) after the user has met the requirements for buying off an Addiction (see Withdrawal and Staying Clean).(SR5-415) The addiction still exists, but the character no longer suffers the penalties from being without the particular substance. Any situations that make the fix available require a Composure Test with a threshold based on the stress the character is currently under, starting at 1 for passive situations (offer of a social drink) to 5 for highstress situations (before, during, or right after a major life-threatening situation.) Based on the level of the quality (see below), players receive a 1, 2, 3, or 4 dice pool penalty on any Addiction Tests following the use of the substance they used to abuse to see if they relapse into full addiction again. If they do, this quality disappears and is replaced by the Addiction quality, but the player does not receive any Karma bonus for the change. The Dry Addict quality includes the following levels, just like addiction: Mild, Moderate, Severe, and Burnout level. The Karma bonus is equal to half that of their respective Addiction levels, rounded up, meaning 2 for Mild, 5 for Moderate, 10 for Severe, and 13 for Burnout. Players must select the level for this quality that is the same as their former Addiction quality.

Family Curse

27005 Chrome Flesh, p.58

Bonus
5 Karma

Your parent(s) liked their drugs. A lot. So did theirs, and their parents before them. To say that addiction runs in the family is like saying Lone Star officers enjoy clubbing punks. When making Addiction Tests, the character receives a −2 dice pool penalty.

Implant-Induced Immune Deficiency

27005 Chrome Flesh, p.58

Bonus
5 Karma

Cyberware and bioware users sometimes suffer from a number of health problems as the natural balance of their metabolisms is thrown off by modified organs and systems. The demands of their augmented biologies and the body’s continuous attempts to adjust to the implants can lead to decreased immunity to pathogens, poisons, and other compounds. Characters with this quality suffer a dice pool modifier of −2 on all Body Tests to resist the effects of diseases, drugs, toxins, and other compounds (including Physical Addiction Tests and Disease Resistance Tests). This quality is only available to characters with bioware or cyberware implants and an Essence of 5 or less.

Lack of Focus

27005 Chrome Flesh, p.58

Bonus
6 Karma

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

Lightweight

27005 Chrome Flesh, p.58

Bonus
6 Karma

On the bright side, this quality means it’s easy, and cheap, to get drunk. On the downside, it takes far less to get a person addicted to the various types of chemical drugs on the market. The Addiction Rating of any substance on the Addiction Table,(SR5-414) or any other related tables is 2 levels higher for the character.

One of Them

27005 Chrome Flesh, p.58

Bonus
7 Karma

Unless you’ve been living in the middle of the SOX Irradiated Zone for the last few years, you know that cognitive fragmentation disorder is a pretty serious problem. Mysterious and misunderstood, CFD can spread easily and essentially steals someone’s soul. It can strike anyone, anywhere, regardless of wealth or social class, and there are no cures, nor means of prevention. Plus, affected individuals can masquerade as healthy people for a significant period of time before being detected. Is it any wonder the world is feeling a little paranoid these days? Unfortunately for you, word on the street is that you are a head case, as CFD-inflicted individuals are colloquially known. No amount of reasoning has thus far convinced your friends and acquaintances that these are baseless rumors—everyone is convinced you’re crawling with CFD. Bummer. While this quality can be bought off with Karma as per normal rules, until this happens, all of your Contacts believe you’re afflicted with CFD. None will agree to meet you in the flesh for fear of being infected. If you drop in on them in person unexpectedly, they will either fight you or flee from your presence. Some may still agree to deal with you virtually, though ironically, their Loyalty works against you now. In order to do business with the character, the Contact must fail a Loyalty Test.

Quasimodo

27005 Chrome Flesh, p.59

Bonus
5 Karma

The Sixth World is full of things that endanger normal genome expression, including Awakened dangers, environmental pollution, unpredictable mutagenics, and secret experimentation. People with this quality are the extreme result of such genetic tampering, whether hereditary or accidental. Characters with this quality suffer an unexpected genetic disorder that manifests as ugly and visceral physical deformities. The character suffers a −3 dice pool modifier on all Social Skill Tests not done via the Matrix and a +2 dice pool modifier for all Intimidation Tests. The character and gamemaster should negotiate to decide on an effect that is suitably negative. Quasimodo characters might also have developed personality quirks or aggressive behavior from years of social rejection.

So Jacked Up

27005 Chrome Flesh, p.59

Bonus
10 Karma

The character is deep down the road of artificial mood enhancers, whether those are BTLs or chemicals. The character has basically lost the ability to regulate her own moods and must alternate between mind-benders to get cranked up or bring herself down. While the character is encouraged to use drugs such as cram, deepweed, and so on (using the description to determine if it’s an upper/stimulant or a downer), this is not strictly necessary, as the character can be assumed to be on generic upper/downer pharmaceuticals. Generic downers cause −1 Reaction and +1 Logic, while uppers cause +1 Reaction and −1 Logic. In any case, the effect of this quality is that the character must decide whether she is “up” or “down” ahead of time. It takes thirty minutes to switch between conditions. Having the wrong mood at the wrong time can cause embarrassing social issues (for example, being on an up mood while at an oyabun’s beloved son’s funeral, or being down in basically any combat situation). If the character has the wrong mood at the wrong time, they incur a −2 penalty to all Social Tests. What constitutes the wrong mood at the wrong time is largely up to the gamemaster, though characters can expect this to be “most of the time.”

Superhuman Psychosis

27005 Chrome Flesh, p.59

Bonus
2 Karma

When you can run faster than a car, punch through concrete, throw fireballs with your mind, and shrug off assault cannon rounds, you might start feeling that you’re more human than human. And if you’re more human than human, what are they? Does a person that steps on ants feel bad? If not, then why should you feel anything toward these lesser beings of the old human race? So slow, so weak, so dim. Characters with superhuman strengths, such as those granted by augmentations, or Awakened powers, can start to feel detached from the human race. They start seeing everyone else kind of like cattle. Like playing a game on the easy mode, the challenges of life seem dim and uninteresting. Characters suffering from Superhuman Psychosis seek out others like them, to belong but also to test themselves, to see how far they can go, how far they can push themselves. Superhuman Psychosis causes a few effects. The character has absolutely no moral qualms about killing people, seeing it as his right. They won’t go out of their way to kill people, but also won’t hesitate to kill anyone, even going up to mass murder—they just don’t value the lives of lesser beings. In addition, the character’s general lack of concern for others (and their bullets) makes them pretty formidable in combat. This quality grants an automatic +1 die bonus in melee combat. The character is also less perturbed about puny mortals flinging lead at him, and so suffers only half the penalty from incoming Suppressive Fire. This is balanced by the fact that they have difficulty disguising their contempt for others, leading to a −2 penalty on all Etiquette and Leadership tests. When facing opponents equivalent to Professional Rating 5 or above, however, the character gets interested. This is a true test of their skills, and they won’t want to back down. The character must make a Composure (3) Test to withdraw from a fight with such opponents, regardless of the situation. If they fail the test, they must continue the combat. Characters with Superhuman Psychosis cannot take any Code of Honor quality, as there is nobody they won’t kill.

TLE-x

27005 Chrome Flesh, p.59

Bonus
15 Karma

A neurological disorder from the Sixth World, temporal lobe epilepsy with complications results from the metabolic and neurological stress of excessive cyberware implantation, especially move-by-wire implants (note, though, that move-by-wire implants are not required for TLE-x to occur, nor do they cause it automatically). In appropriately stressful situations, the character must make a Body + Willpower (4) Test or fall into epileptic seizures for (5 − hits) minutes. The biomedical AEXD (p.179) grants a +3 bonus to dice pools to resist the onset of TLE-x, but the disease may only be cured fully with corrective gene therapy (p.156) or brain surgery. Even if one of the latter two options is taken, TLE-x may recur if the cyberware that caused the initial onset is not removed. Removing the quality still requires a Karma expenditure, along with the procedure.

Tough and Targeted

27005 Chrome Flesh, p.60

Bonus
10 Karma

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

Data Anomaly

27006 Data Trails, p.44

Cost
3 Karma

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

Fade to Black

27006 Data Trails, p.44

Cost
7 Karma

When the opposition starts getting marks on you, you know the hurt isn’t far behind. That feeling of the noose tightening around your neck, the race to get them before they get you ... well, you hate that drek. So much so that you have developed your vanishing act technique. When making a Complex Action to perform the Erase Mark action, if you succeed in erasing all marks on you, you may then immediately perform a Hide action as part of the same Complex Action you just took.

Go Big or Go Home

27006 Data Trails, p.44

Cost
6 Karma

You don’t have time to mess around. When you strike, you strike to kill. Whenever you attempt to place three marks on a target using a single Brute Force or Hack on the Fly action, you suffer a penalty of −6 instead of the usual −10. Now, go get ’em, Tiger.

Golden Screwdriver

27006 Data Trails, p.44

Cost
8 Karma

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

I C U

27006 Data Trails, p.44

Cost
6 Karma

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

Ninja Vanish

27006 Data Trails, p.44

Cost
5 Karma

Even the best sometimes get clipped. Maybe you’re in a host, holding off some IC, but there are just too damn many of them. Maybe you’re in the middle of a firefight and the enemy hacker is getting the best of you, and you’re moments away from having your deck reformatted, when suddenly, the Matrix glitches. A little localized reset saves your bacon. Just like that. What are the odds, neh? Maybe GOD is on your side? That can’t be— you must just be that good. As a Free Action, the character can spend 1 point of Edge to remove all marks a single opponent has on him. Note that in cases where other targets were sharing marks with your target, such as IC in a host, the others also lose their marks.

Online Fame

27006 Data Trails, p.45

Cost
4 Karma

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

Otaku to Techomancer

27006 Data Trails, p.45

Cost
10 Karma

You were an otaku, a child of the Matrix, bending the Matrix to the will of your mind alone, before it was cool to do so. Most of your kind, assuming they even survived this long, did not emerge as technomancers. But for you, lightning struck twice—you went from otaku to technomancer. Having known your abilities for longer than just about anyone else alive, dealing with these strange powers is second nature to you. You gain +2 dice when resisting Fading from any source.

Pain is Gain

27006 Data Trails, p.45

Cost
5 Karma

Virtual reality—especially hot sim—can be addictive. But what people don’t understand is how exhilarating slicing through the Matrix really is. Not just the simsense feedback. No. To you, it’s the thrill of the fight. You never feel more alive than that moment when searing white-hot pain hits you between the eyes as the IC tries to fry you. It’s the knowledge that your life is on the line as you redline it, all at the speed of thought, that gets you juiced up. The character gains +2 to their current Initiative Score on any turn she suffers Biofeedback damage (Stun or Physical). This extra score comes into effect at the same time damage is incurred and lasts only for the current Combat Turn. The character may only gain 2 points of Initiative per Combat Turn in this way, no matter how many times they get slapped around.

Prime Datahaven Membership

27006 Data Trails, p.45

Cost
7 Karma

JackPoint, the Nexus, the Helix—legendary sites of information-sharing among the shadowrunner elite. Access to these sites is invitation-only, and guess what— you’ve been invited! You’ll be a probationary member for a while, but that’s still not bad. You pretty much gain access to most of the information you might ever want, you’re just not necessarily privy to the administrative secrets of the haven and some of the more sensitive posts. These sites all operate on a give-to-be-given, information-should-be-free mentality. You will be expected to feed the dataHaven with regular posts sharing your expertise and detailing some of the things you encounter, though it is accepted as a mark of professionalism to censor your information so as to not include names or details that might lead to identification of the specific players involved. When choosing this quality, pick one of these famous datahavens. It will act as a Group Contact (p.176, Run Faster). The Group Contact is considered to have a Loyalty of 3 and Connection of 5.

Profiler

27006 Data Trails, p.46

Cost
3 Karma

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

Quick Config

27006 Data Trails, p.46

Cost
5 Karma

Maybe you’re just nova-hot at moving your fingers around, or maybe your mind is highly organized. Whatever the case, reconfiguring your deck is something you do with freakish rapidity. Whenever you reconfigure your deck (p.228, SR5), you can make two changes with a single Free Action. So, you may switch two programs for two others, or you can swap two pairs of cyberdeck attributes. You can also swap one program and one attribute pair. Note that a single attribute can only be swapped once, so there is still a limit to how much the new config can achieve. Example: Trix has the Quick Config quality and is currently running a Novatech Navigator with Attack 6, Sleaze 5, Data Processing 4, and Firewall 3 (6/5/4/3). She could use a Free Action to reconfigure her deck and swap Attack and Sleaze and then Data Processing and Firewall to end up with 5/6/3/4). What she could not do is swap Attack and Sleaze and then Sleaze with Firewall (5/3/4/6).

Code of Honer: Like a Boss

27006 Data Trails, p.46

Requirement
minimum hacking skill of 3 or technomancer
Bonus
15 Karma

Bricking someone’s gear, that’s easy. There’s no finesse to it. Anyone can throw junk code around. A true hacker though—a true master of the skill, a true devotee of the lifestyle—will show perfection in his actions. A character with this quality will not use any action that would cause Matrix Damage, such as Spike or Brute Force (the character is allowed, however, to set Data Bomb traps). Instead, the character must find other means of defeating his enemy, such as using Hack on the Fly to gain marks to Edit or Reformat Matrix items, or perhaps just Jamming Signals. The character will lose 1 point of Karma per target that he willingly causes direct Matrix Damage to (aside from Data Bombs).

Curiosity Killed the Cat

27006 Data Trails, p.46

Requirement
minimum hacking skill of 3
Bonus
7 Karma

Oooh, an encrypted file ... you just know the data in it must be juicy! Let’s just take a quick peek, okay? The character has an unrelenting compulsion to grab protected data, crack it, and see what’s in it. Whenever the character encounters protected files (see the Edit File action, p.239, SR5), he must succeed in a Composure (3) Test or attempt to Crack the File. The character is allowed to attempt to check if the file has a Data Bomb on it, and if so, to disarm it. However, the character cannot move on with his life until the file has been cracked and downloaded (he can read it later). Even if the character is in the middle of a host with IC trying to kill him and enemy hackers slinging at him, he will stop what he is doing and attempt to get that file. But wait, it’s not all bad! You get +2 dice to all Crack File tests.

Data Liberator

27006 Data Trails, p.46

Bonus
12 Karma

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

Decaying Dissonance

27006 Data Trails, p.47

Requirement
technomancers only
Bonus
25 Karma

It’s hard to tell when it started. Yesterday? A month ago? Or was it always inside you, and you just never noticed? But recently, it has grown. Sometimes, it’s the dissociative thoughts. Mr. Johnson is talking about robbing a data bank, and all you can think about is a longshoreman in an orange jacket. Focusing is hard. Sometimes it’s your makeup. Lipstick on the eyelids, eyeliner around the lips. But mostly, mostly, it’s the Matrix. Everything about it is starting to feel wrong. What others call data, you call broken thoughts masquerading as information. It’s put together wrong. It feels so, so much better when you put it the way it ought to be ... A character with the Decaying Dissonance quality has been infected with Dissonance. This is not a well-understood thing. It’s not exactly a mental illness. It’s not a virus. It’s a state of being, something that changes in one’s core. The character is starting to think that what others call clean and orderly feels wrong, very wrong. They want to see things put together all differently. They want to deconstruct everything, mix the pieces, and put it back in a way that makes sense only to them, and maybe others like them. This quality manifests in several ways. Whenever the character is in a stressful situation (such as combat), the character’s communications become nonsensical. To restore order to his thoughts, the character must take a Simple Action and succeed in a Composure (2) Test. Success means the character can communicate normally for the rest of the combat. Failure means any attempts to communicate result in gibberish, though the character can understand what others say. Outside of combat, the character can easily get distracted. This is off-putting to people speaking to him, resulting in a −1 die penalty to all Social Tests. It also affects his ability to remember things. Any glitch on a Memory Test counts as a critical glitch. Lastly, and perhaps most importantly of all, the technomancer has problems with the way the Matrix is around him, particularly while in hosts. When in a host, the character must pass a Composure (3) Test or start randomly using Edit File on data around him. Data affected in this way becomes gibberish, unreadable to anyone. This quality can be bought off, but only as part of a Submersion. Eliminating this quality replaces the normally chosen echo. Note that the quality must be paid off with the regular Karma cost, on top of any Karma expenditure associated to the Submersion.

Electronic Witness

27006 Data Trails, p.48

Bonus
5 Karma

The character is part of a movement of people who constantly record everything around them. Always. All the time. The idea is that something interesting may eventually happen. Maybe it’s not something you’d immediately notice as interesting, but if you archive it, maybe you’ll spot something useful later. And you believe that, if everyone did the same as you, the world would be a much better place. And hey, you can sell your recordings too, so that’s always good. With this quality, the character must acquire gear to record video and sound and wear it at all time (cybereyes and cyberears would be perfect, but sensors can otherwise be mounted in gear). This gear must always be on. The character will never turn off wireless functionality on their gear. If the character takes the Day Job quality, then they meet the conditions of the job simply by being, as they then sell the recordings to specialized data brokers and make their money this way. If they opt not to take Day Job, then the character can do what they wish with the recordings. In any situation where the character cannot record or turns off wifi on his gear, then they feel especially agitated, suffering a −1 dice pool penalty to all actions.

Faraday Himself

27006 Data Trails, p.48

Bonus
7 Karma

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

Latest and Greatest

27006 Data Trails, p.48

Bonus
5 Karma

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

Leeeeeeeroy Jenkins

27006 Data Trails, p.48

Bonus
20 Karma

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

Nerdrage

27006 Data Trails, p.48

Bonus
8 Karma

This character is a little more comfortable with machines than other individuals. Whenever the character fails a Social Test—whether he initiated it, or was the target of one—the character takes it extremely personally and feels deeply humiliated about the encounter. They subsequently build bitter feelings against the individual (if it was a group of people, the bitterness targets the formal or nominal leader of the group). Distracted by their shame and rage, the character starts suffering a −2 dice penalty to all Social Tests. However, the character can remove this penalty by getting back at the target character by gaining 1 mark on their commlink and performing an Edit File action on it to deface it. The character does not need to perform this themselves—anyone doing this on their behalf is a-okay with them. The character must “get back” at all characters that humiliated them before losing the dice penalty. If the character is able to confirm the target is now dead (such as by putting a bullet in their head themselves), then that works too. This quality can be bought off following the normal rules at any time, the character having learned to let it go a little better.

Prank Warrior

27006 Data Trails, p.49

Bonus
15 Karma

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

Wanted by GOD

27006 Data Trails, p.49

Requirement
minimum hacking skill of 3. cannot be technomancer
Bonus
12 Karma

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

Chatty

27006 Data Trails, p.146

Cost
5 Karma

The character is especially comfortable behind the mask of anonymity offered by the Matrix. The extra confidence grants the character a +1 to their Social Limit when communicating via AR or VR.

Designer

27006 Data Trails, p.146

Cost
6 Karma

Some AIs are masters of restructuring firmware to achieve maximum hardware efficiency. Their self-designed home device (see Restoration and Realignment, p.156) grants them an additional +1 modifier to the Data Processing/ Pilot attribute and 2 points of noise reduction.

Exceptional Entity

27006 Data Trails, p.147

Cost
25 Karma

AIs with this quality have broken the inherent limitations of their original programming and are able to raise their attributes beyond their natural maximums. This quality is similar to its metahuman counterpart Exceptional Attribute, with a few key exceptions. This can only be used for Willpower, Logic, Intuition, Charisma, and Depth, and it affects all five of those attributes. Three of them have their natural maximum increased by three; the other two have no natural maximum (Depth plus an attribute of the player’s choice). Only one attribute maximum may be exceeded during character creation, and the player must have gamemaster approval to buy this quality. Depth cannot be the attribute that exceeds maximum at character creation. It cannot be combined with Exceptional Attribute, mainly because that quality is not available to AIs.

Hello World!

27006 Data Trails, p.147

Cost
8 Karma per Level (Max 3)

AIs with this quality have an ingrained set of sanity-checking measures that help prevent Fragmentation after disruption. AIs or e-ghosts with Hello World gain +1 die per level on any tests to resist Essence loss.

Inherent Program

27006 Data Trails, p.147 • 27008 Howling Shadows, p.156

Cost
7 Karma

This AI evolved (like a protosapient) from a specific cyberprogram and never lost the functionality of that program. Players may pick one common or hacking cyberprogram (but not an autosoft) as an integral part of their character’s Core. Inherent programs don’t require an empty program slot, other than the one the AI/protosapient is currently occupying, and are considered to be running at all times. An inherent program is deeply intertwined with the core programming of the AI/protosapient and cannot be crashed with the Crash Program action.

Improved Restoration

27006 Data Trails, p.149

Cost
3 Karma

AIs with this quality evolved more effective regeneration routines in their source code. For every interval of the Extended Healing Test, if at least a single hit is rolled, one (but only one) additional box on the Core Condition Monitor is healed.

Low Profile

27006 Data Trails, p.149

Cost
15 Karma

This AI has learned to minimize its shadow in the Matrix, allowing it to operate for longer periods of time before convergence. AIs with this quality generate half as much OS (rounded up) when performing an illegal Matrix action. This quality only works on actions made using devices directly, so the Emulate action doesn’t benefit from its effect.

Munge

27006 Data Trails, p.149 • 27008 Howling Shadows, p.156

Cost
15 Karma

Some AIs are datavores, meaning that they “eat” code to gain Essence. Protosapients eat code to upgrade and maintain their own coding structure. This process is called munging (pronounced “munj-ing”). When an AI/protosapient munges data, it leaves behind random data that usually destroys or distorts whatever is being munged. For example, a munged icon might look like an indistinct mess, while a munged program would become either buggy or completely unusable. Protosapients have much simpler code in their cores and can drain Essence from any type of data that they find, but metasapients and xenosapients can only drain Essence from other Matrix Entities (sprites, AIs, e-ghosts). AIs cannot use Munge to drain Essence from physical or astral beings. Munging a piece of data to drain a point of Essence takes a Charisma + Depth (10 − Attack), 1 minute) Extended Test. If the AI/critter is interrupted during this process, the data remains intact and the Essence is not drained. To munge a file, the AI/protosapient must have access to it. To munge a program, the AI/protosapient must be in either the same host in which the program is running or the same Grid as the persona that is running the program. Any non-sapient program, icon, or file has 1 Essence for an AI/protosapient to drain. Sprites have an amount of Essence equal to their Level. The gamemaster determines the extent of the damage caused by munging data using the following guidelines: An Agent/Pilot program or skill/know/activesoft should have its rating decreased by the Depth of the munging AI/critter. If this causes the munged software to reach a rating of zero, the software is totally destroyed. The same goes for a munged sprite’s Level. The gamemaster may impose a threshold equal to the munging AI/critter’s Depth to read a file with a Matrix Perception Test. Icons may become twisted and corrupted, making them less identifiable, or at the very least more disturbing. For every point of Essence lost by an AI/protosapient it also permanently loses one point of Depth, down to a minimum of 1, as well as an advanced program (chosen at random) that can never be regained. If a target character/critter’s Essence is drained to 0, the character/critter dies. An AI/protosapient can only increase its Essence to twice its natural maximum. Any Essence drained beyond this point is lost; the AI/critter’s core can only hold so much at a time.

Multiprocessing

27006 Data Trails, p.150

Cost
8 Karma

Multiprocessing grants the ability to process information simultaneously from multiple sources while online. Combat still requires the AI’s full attention, but multiple types of other more mundane tasks can be handled simultaneously. For example, an AI with this quality is able to browse the Matrix and simultaneously hold a conference call online, providing full attention to each channel of information. Observe in Detail (p.165, SR5) and Matrix Perception Tests (except when it’s an Opposed Test) count as Free Actions for the character. The AI also receives an additional Free Action per Initiative Pass when not directly engaged in Matrix or Vehicle combat. The AI can simultaneously observe a number of information sources equal to its Depth.

Pilot Origins

27006 Data Trails, p.150

Cost
8 Karma per Level (Max 3)

An AI with this quality likely evolved from a drone Pilot program and retained its abilities. The AI may “jump into” drones and vehicles of a particular type (aircraft, ground craft, or watercraft; chosen when the quality is selected), controlling them like a rigger even if the vehicle does not have rigger adaptation. Each level of this quality grants the bonus of a control rig of an equal rating. The AI is also capable of loading, converting, and using drone autosofts (AI-driven drones use the attributes, skills, and Matrix Initiative of the AI). Note that AIs with this quality are only able to operate a particular type of drone or vehicle this way (e.g., aircraft, ground craft, watercraft); any other type of vehicle must be controlled remotely using the Control Device action.

Redundancy

27006 Data Trails, p.151 • 27008 Howling Shadows, p.157

Cost
12 Karma

Essential algorithms, routines, and other program structures are multiplied in the core of the AI/protosapient, making it harder to kill. It gets 2 additional boxes on its Core Condition Monitor.

Sapper

27006 Data Trails, p.151

Cost
7 Karma

The AI has an intuitive sense for vulnerabilities in boot code. It receives a +2 dice pool modifier on all Format Device actions.

Sensor Upgrade

27006 Data Trails, p.151

Cost
5 Karma

The AI is an expert at tweaking the sensor settings of slaved devices. The AI adds a +1 to the sensor rating to any vehicle, drone, or device that is slaved to its icon. All functions of a single sensor array gain this bonus, if applicable. This bonus also applies to any device the AI is currently running on.

Snooper

27006 Data Trails, p.151 • 27008 Howling Shadows, p.157

Cost
7 Karma

The AI/protosapient is more effective at accessing and manipulating communication streams. It receives a +2 dice pool modifier when making Snoop and Jam Signal tests.

Virtual Stability

27006 Data Trails, p.151

Cost
5 Karma

This AI is a master of juggling system resources to run more programs with less overexertion. The AI can load the Virtual Machine cyberprogram without taking the additional box of Matrix damage that is normally inflicted when its persona is damaged.

Corrupter

27006 Data Trails, p.151 • 27008 Howling Shadows, p.156

Bonus
10 Karma

AIs or Protosapients with the Corrupter negative quality suffered fundamental defects to their programming during their evolution. The AI/protosapient has an unfortunate tendency to trigger malfunctions in other programs with which it interacts. Treat this as if the AI/protosapient has the Gremlins quality (p.81, SR5) at Level 2. The gamemaster should also make use of this Negative quality for dramatic effect as best suits the story.

Easily Exploitable

27006 Data Trails, p.151 • 27008 Howling Shadows, p.156

Bonus
8 Karma

This AI or protosapient has a massive flaw in its code that actually weakens the security of any device it runs on. The AI/protosapient doesn’t provide a bonus to the Firewall attribute when it optimizes a device, and the dice penalty for placing multiple marks on the AI’s persona (or the device holding the protosapient) is reduced to −3 for two marks and −6 for three marks. This reduced penalty is apparent to any persona before the attempt to mark the device is made.

Fragmentation

Fragmentation Defects
Negative Quality Ref.
Addiction SR5-77
Bi-Polar RF-152
Emotional Attachment RF-154
Leeeeeeeroy Jenkins DT-48
Loss of Confidence SR5-82
Nerdrage DT-48
Paranoia RF-157
Phobia RF-157
Poor Self Control RF-158
Social Stress SR5-85

27006 Data Trails, p.151

Bonus
18 Karma

During its birth or because of Essence damage, the AI’s core programming was fractured and failed to fully merge properly, or a core element to its programming was somehow deleted or lost. In effect, this creates fundamental flaws in the AI’s “personality.” Fragmented AIs suffer from effects best compared to mental disorders like schizophrenia or paranoia, which makes their behavior unpredictable. The gamemaster should choose an appropriate mental defect for the AI, one that both makes its character unique and hampers its functioning. The table provided offers some example existing negative qualities. At the gamemaster’s discretion, this quality may inflict negative dice pool modifiers to certain tests, especially social interactions. If chosen at character creation, the character starts off with an Essence 5 instead of the normal Essence 6. This cannot be raised to 6 during the character creation process. AIs can become fragmented more than once if they continue to lose Essence; apply a fragmentation defect from the table below for each point of Essence lost. AIs can only buy off this quality if they first restore their lost Essence (up to 5).

Persnickety Renter

27006 Data Trails, p.152

Bonus
6 Karma

The AI with this quality can create home devices (see Restoration and Realignment),(DT-156) but it is limited in the type of device that it may use for this purpose. This quality is taken for a specific type of device (e.g., commlinks, drones, devices with a Rating equal to or greater than 4, etc.). The device must be able to load apps, autosofts, or cyberprograms in order to be a home device.

Real World Naïveté

27006 Data Trails, p.152 • 27008 Howling Shadows, p.157

Bonus
8 Karma

As creatures of the Matrix, most AIs and protosapients are at best ignorant of the defining aspects of the physical world; things like gravity, friction, and inertia have no meaning to them. Some AIs/protosapients have never even heard of meatspace or simply refuse to believe it exists. Even if their original programming involved interaction with the physical world in some way, they may not fully grasp the entirety of it. As a result, AIs/protosapients with this quality have little knowledge of the real world and may suffer hefty negative dice pool modifiers (at the gamemaster’s discretion) when interacting with it or otherwise exercising knowledge about it.

Chaser

27007 Rigger 5.0, p.33

Cost
4 Karma

Something about reeling in a car, boat, or plane that is trying to get away from you gives you a sense of urgency and intensity that makes you perform at your peak. The same thing happens when someone is after you. Any time you perform any Chase Action (p.204, SR5), you receive a +2 dice pool bonus.

Dealer Connection

27007 Rigger 5.0, p.33

Cost
3 Karma

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

Grease Monkey

27007 Rigger 5.0, p.33

Cost
8 Karma

When you were young, you would much rather make a trip to the junkyard than the toy store (possibly because kids in the barrens never have enough money to buy anything at the toy store). As you got older, the allure or discarded vehicle and machine parts on the heaps in junkyards was far stronger than the promise of some new toy. You not only loved monkeying around with these items, but you could often get the devices to work. Gain +1 dice on any skill test using skills from the Engineering skill group.

Speed Demon

27007 Rigger 5.0, p.33

Cost
3 Karma

Pushing your vehicle to its limits makes the hair on the back of your neck stand up, but in a good way. You feel alive, alert, and ready to do anything. This increased intensity gives you a +1 dice pool bonus to Pilot tests for a vehicle that is moving at a speed attribute of 3 or higher (4 for aircraft). Note that your character must either be directly in the vehicle he is piloting or jacked in; the bonus does not apply to vehicles that are simply being piloted remotely.

Stunt Driver

27007 Rigger 5.0, p.33

Cost
4 Karma

Whether it’s because you spent some time working for a trip studio in LA or because you taught yourself some fancy moves while passing time in the barrens driving some junker car, you developed particular skill behind the wheel/helm/control stick of a vehicle and can pull off stunts with a grace and ease that others envy. When making any vehicle Stunt test (see p.204, SR5), you receive a +2 dice pool bonus.

Subtle [Vehicle] Pilot

27007 Rigger 5.0, p.33

Cost
4 Karma

Other riggers can be flashy or showy, but you know the value of getting your work done while appearing like part of the normal traffic—or like part of the background you’re passing. When you are piloting a craft on the ground, in the water, or in the air, anyone trying to spot you gets a −2 dice pool penalty to their Perception Test to find you. This includes drones, as long as you are directly controlling them instead of letting your software for the work. This quality can be selected once for each particular Pilot skill, including the various Pilot Exotic Craft skills. The type of craft it applies to must be selected when it is purchased.

Accident Prone

27007 Rigger 5.0, p.33

Bonus
4 Karma

This driving thing—it may not be for you. You have a talent for steering any vehicle you control into whatever wall, tree, or other vehicle may be nearby. You receive a −2 dice pool penalty on any tests involved in directing a vehicle.

Motion Sickness

27007 Rigger 5.0, p.33

Bonus
4 Karma

Yes, there is a strong benefit from being able to move from place to place, but if your traveling comes with too much, well, motion, your stomach starts doing flipflops. Any time you are in a vehicle that is effectively accelerating at a rate of 3 or higher (that is, moving across three or more range categories) or moving at a Speed of 4 or higher, you experience Nausea (p.409, SR5) until the vehicle’s Speed or Acceleration drops. Once the vehicle movement drops, the Nausea disappears in (12 − Body) minutes.

Too Much Data

27007 Rigger 5.0, p.34

Bonus
3 Karma

With a few vehicles under your control, everything is fine. Once you get too many vehicles moving at the same time, sending you information on what they are doing, where they are going, and who is shooting at them, you start to feel overwhelmed and flustered, and your effectiveness drops. Anytime you are directing four or more vehicles and/or drones that are in motion, you receive a −2 dice pool penalty on any Pilot tests related to the movement of those vehicles. This applies even if some of the vehicles and/or drones are on autopilot— the data streaming in from them is distracting.

Adept Healer

27011 Forbidden Arcana, p.31

Prerequisites
Adept Power: Empathic Healing (p.171, Street Grimoire)
Cost
10 Karma

An adept with this quality heals significantly more damage per hit when transferring damage from another person with the Empathic Healing power. Additionally, they suffer a slightly lower cost to their own health. When using the Empathic Healing power, each net hit removes 3 boxes of damage from the wounded character and inflicts 2 boxes of damage on the adept.

Alchemical Armorer

27011 Forbidden Arcana, p.31

Prerequisites
Alchemy 4, Armorer 4, and advanced alchemy metamagic
Cost
15 Karma

This quality gives the character a spell that allows her to alter the ballistic properties of bullets by making them target and lynchpin of preparations. The cost of the Alter Ballistics spell (see p. 51) is factored into the cost of this quality, and the character does not need to spend any extra Karma to learn the spell.

Alchemical Bomb Maker

27011 Forbidden Arcana, p.31

Prerequisites
Alchemy 4 (with Combat Spell specialization) and advanced alchemy metamagic
Cost
10 Karma

A character with this quality can increase the radius or base DV of alchemical preparations that have their range listed as LOS(A). For every 2DV increase in damage or 10m increase in radius (rounded up), the Drain Value is increased by 1. A character with this quality may also reduce the drain from one type trigger of her choice by one, down to a minimum of zero.

Animal Familiar

27011 Forbidden Arcana, p.31

Prerequisites
Animal Handling 5
Cost
5 Karma

Using this quality can make a non-Awakened animal follow the same rules as an animal bonded via Attune Animal, though this bond cannot be broken except by death (type and cost of animal allowed is up to the gamemaster). If a familiar dies, the quality must be purchased again if the character wants a familiar. Characters may only have one familiar at a time. The character and animal share a limited Sense Link (p.198, Street Grimoire). They are connected emotionally and the character can issue commands mentally to the animal, but no other senses are shared. If the familiar is within (character’s Magic × 50) meters of the character, the character knows where the familiar is. Adepts with a familiar can reduce the Karma cost of the Way of the Beast by 3.

Apt Pupil

27011 Forbidden Arcana, p.32

Prerequisites
Arcana 6 and Knowledge: Magical Theory 4
Cost
5 Karma

All that studying has finally paid off. All of the magical training times for a character with this quality are reduced by 25 percent.

Arcane Bodyguard

27011 Forbidden Arcana, p.32

Prerequisites
Counterspelling 4
Cost
20 Karma

A character with this quality has double the amount of spell defense dice, but they may never use more than (spell defense dice / 3) dice on herself, even when they have no one around to protect. The quality also doubles the number of people a character can protect with their spell defense dice at any one time.

Arcane Improviser

27011 Forbidden Arcana, p.32

Tradition
Chaos
Prerequisites
Spellcasting 6, Counterspelling 6, Arcana 7 (with Spell Design specialization), and 4 spells from each category
Cost
5 Karma

A character with this quality can spend a point of Edge to cast any spell they have not previously paid Karma to learn. Characters may only cast this spell once per week with a Complex Action, but it is always considered Reckless Spellcasting (p. 281, SR5) when calculating drain DV.

Archivist

27011 Forbidden Arcana, p.32

Prerequisites
Arcana 5 and two Academic Knowledge skills related to magical studies at rank 4 or higher
Cost
10 Karma

Studying is no substitute for practice when it comes to learning many of the finer points of most magical skills, but there is something to be said for the value of dedication to one’s studies. The archivist has spent many hours in dusty libraries and hidden collections of scrolls and tomes, studying knowledge few have ever seen. Their mind has become a living catalog of arcane knowledge, and their skills benefit from this knowledge. Knowledge is power. A character with this quality has extensively studied the inner workings of magic, which grants them the ability to manipulate mana at a higher level than they’d normally be able to. For every two Academic knowledge skills related to magical studies that the character possesses at rank 4 or higher, their Magic attribute is considered to be one level higher for the purposes of determining whether the Drain Value from a magical action will be Physical or Stun.

Astral Bouncer

27011 Forbidden Arcana, p.32

Prerequisites
Assensing skill 4 (with Aura Reading specialization)
Cost
10 Karma

A character with this quality has astral sight that is so keen that they’ve developed new ways of sizing up everyone they meet. Along with the normal results, every two net hits on an Assensing skill test can also be used to reveal one of the following about a living being: all positive qualities, all negative qualities, physical attribute ratings, mental attribute ratings, initiate grade, an initiate power, an adept power, or Edge rating.

Astral Infiltrator

27011 Forbidden Arcana, p.32

Prerequisites
Astral Combat 5 (with Astral Barriers specialization), Initiate Grade 1
Cost
15 Karma

Any astral barrier that a character with this quality successfully passes through has its Force lowered by their Initiate Grade. If passing through the barrier lowers the Force to zero, the barrier is disrupted, and the mage who set it up is alerted. A character with this quality can instead choose to leave a barrier at Force 1 if they would normally disrupt the barrier by passing through it. A single character can only reduce the Force of a barrier once, but multiple characters with this quality can combine their efforts to weaken or remove an astral barrier.

Barehanded Adept

27011 Forbidden Arcana, p.33

Tradition
Buddhism
Prerequisites
Must be an Adept and have Unarmed Combat 6
Cost
10 Karma

This quality allows an adept to cast a number of touch spells equal to their (Magic attribute / 2); a new touch spell is granted as the character’s Magic attribute rises high enough after acquiring this quality. An adept with this quality does not actually have to use their hands to cast a spell, but their bare skin must make contact with the target of the spell (or the target’s clothing). A barehanded adept uses their Unarmed Combat skill in place of the Spellcasting skill and must still make the normal unarmed attack required to target a touch spell. Drain is double what it normally would be and is resisted with Body + Willpower. The maximum Force of any spell cast with this ability is (Magic / 3), rounded up.

Blood Necromancer

27011 Forbidden Arcana, p.33

Prerequisites
Blood Magic, Spellcasting 6 (with Health specialization)
Cost
15 Karma

When a creature dies, it takes a short period of time for their essence to fade as their individual organs and cells begin to fail and die. Characters with this quality can use these minuscule traces of life to revive and stabilize characters who have filled their overflow damage within a number of minutes equal to their (Essence − 1, rounded up). For every minute that the character was dead before being revived, they lose one point of Essence. If the loss would reduce the character’s Essence to zero, that character cannot be revived. Metahumans who have returned from the dead and the mage who revived them must immediately make a Composure (4) test to avoid acquiring long-term mental, physical, or spiritual ailments. Critters with the Sapience power make a Composure (2) test, while critters without the Sapience power only make a Composure (1) test to resist permanent adverse effects. If a metahuman or critter fails to beat the Composure threshold, they must take a number of negative qualities equal to (threshold – hits) from the table listed below. These negative qualities can be purposefully chosen, or they can be rolled for randomly at the discretion of the gamemaster. POTENTIAL NEGATIVE QUALITIES AFTER REVIVAL ROLL NEGATIVE QUALITY 2 Amnesia (Neural Deletion) 3 Astral Beacon 4 Deaf 5 Insomnia (15 Karma) 6 Allergy (Sunlight, Moderate) 7 Compulsive (12 Karma) 8 Loss of Confidence 9 Weak Immune System 10 Infirm (15 Karma) 11 Infirm (10 Karma) 12 Compulsive (8 Karma)

Chain Breaker

27011 Forbidden Arcana, p.33

Tradition
Shamen
Prerequisites
See description
Cost
10 Karma (Aspected Mage: 5 Karma)

A character with this quality refuses to bind spirits and takes umbrage with any magician who does. A chain breaker is known to the astral world as an ally, which means that spirits are more willing to forgive them at first, but less forgiving if they develop a bad Astral Reputation. Characters with this quality double the amount of Spirit Index required to reach their first point of Astral Reputation, but require only 10 Spirit Index to gain subsequent points of Astral Reputation. As a reward for their devotion, a character with this quality may choose two additional spirit types to summon in addition to the spirit types allowed by their tradition. The character must forfeit the use of the Binding skill as an active skill, but they may still use any previously acquired ranks as a Knowledge skill. Additionally, the character must succeed in a Composure (2) test to avoid verbally or physically lashing out at any nearby mage currently binding a spirit, including teammates. If the Astral Reputation of a chain breaker ever reaches 3 or higher, the character loses the ability to summon the extra two spirit types, and this quality is considered a negative quality until it is paid off with Karma (at twice the listed price) or the character can adequately atone for their transgressions by performing the Atonement ritual (p. 123, Street Grimoire).

Chakra Interrupter

27011 Forbidden Arcana, p.34

Prerequisites
Nerve Strike adept power and Assensing 4 (with Aura Reading specialization) OR Unarmed Combat 6 (with Martial Art specialization), Dim Mak Technique, and Assensing 4 (with Aura Reading specialization)
Cost
10 Karma

When striking nerves, arteries, and pressure points, the character doesn’t just disable limbs; they block the ability to control and channel mana. The attacker must have previously assensed the target and gotten at least 2 net hits to use this ability. Along with the normal effects of Nerve Strike or called shots to an arm or leg, a character with this quality may temporarily reduce the Magic attribute of a target by 1 for every two net hits on her melee attack. The defending character’s Magic attribute is reduced for a number of Combat Turns equal to the melee skill rank of the attacking character. Using this ability without the Nerve Strike power requires a Called Shot (Specific Location) targeting either an arm or a leg.

Charlatan

27011 Forbidden Arcana, p.34

Prerequisites
Palming 3 (with Prestidigitation specialization) and Assensing 5 OR Performance 3 (with Magic specialization) and Assensing 5
Cost
10 Karma

Charlatans are able to use prestidigitation and stage magic to hinder any attempts to notice or identify their magic or magical items for what they really are. When a character with this quality is performing a mundane illusion, they add their Performance (Magic) or Palming (Prestidigitation) skill rank to their Spellcasting rank for the purposes of determining the Perception test threshold to notice them casting a spell (see Perceiving Magic, p.280, SR5). Anyone watching their performance suffers a dice pool penalty to Assensing tests targeting the performer, their spells, or their magical equipment. The dice pool penalty to Assensing tests is equal to the Performance or Palming skill of the performer. This dice pool penalty applies for the entire duration of the performance and an additional number of minutes equal to the performing character’s Charisma. This quality is not a true replacement for the Masking and Extended Masking metamagics and will not hinder attempts to assense the character outside of when they are performing mundane illusions, but the negative dice pool modifier to Assensing Tests can be combined with the use of those metamagics.

Chosen Follower

27011 Forbidden Arcana, p.35

Prerequisites
Mentor Spirit quality
Cost
10 Karma

Characters with this quality have earned the right to receive magical instruction from their mentor spirits by showing ceaseless devotion to their ideals. The wisdom bestowed by a mentor spirit is granted instantaneously as a potent vision delivered via the shared connection between the character and their mentor. This instruction can only be received once every three months during an equinox or a solstice event, and each type of instruction can only be received once per year. A character with this quality may ask their mentor spirit to aid them in one of the following ways:

  • Learn two spells or rituals.
  • Improve a magical active skill from rank 1 to rank 3.
  • Reduce the training time for improving a magical active skill, skill group, or specialization by fifty percent.
  • Reduce the training time for improving their Magic attribute by fifty percent.
  • Improve an Academic knowledge skill related to Magic from rank 1 to rank 4.
  • Ignore glitches or reduce critical glitches during Step 5 (Craft the Focus, p.307, SR5) when crafting a single focus.
  • Ignore glitches or reduce critical glitches during Step 7 (Seal the Ritual, p.296, SR5) when performing a single ritual.
  • Reduce the threshold for the Arcana + Logic Extended Test to create an ally spirit formula to (Force × 3); see p.201, Street Grimoire.

Close Combat Mage

27011 Forbidden Arcana, p.35

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Prerequisites
Spellcasting 4 (per level of quality) and spell shaping metamagic
Cost
5 Karma per Level When this mastery quality is purchased, the character may choose one benefit per level from the list below. Each benefit may only be chosen once.
  • The total dice pool penalty for using the Spell Shaping metamagic is reduced by 2, down to a minimum of zero.
  • Spell radius can be increased or decreased by two meters per −1 dice pool penalty to the Spellcasting test instead of 1 meter.
  • Spherical areas unaffected by the spell can be up to three meters in radius.

Dark Ally (Specific Spirit)

27011 Forbidden Arcana, p.35

Prerequisites
Binding 7, Ritual Spellcasting 9
Cost
10 Karma

Magicians are capable of binding a specific spirit after using a Calling ritual (p.126, Street Grimoire). This spirit is limited to a specific kind of spirit (for example, a boggle) rather than a spirit type (for example, fae). A bound spirit is subject to the limit on the number of bound spirits, and it can provide services related to manipulation spells. Spirit gains the Restless quality when binding is attempted. Force of the spirit cannot exceed the Magic rating of the magician.

Death Dealer

27011 Forbidden Arcana, p.35

Prerequisites
Spellcasting 4 (with Combat Spells specialization) or Critical Strike adept power
Cost
15 Karma per Level (Max 3)

All Combat spells cast by a character with this quality have their DV increased by 1 per level of this quality. However, channeling even more destructive forces wreaks havoc on the character’s system. The drain code for any affected Combat spells is increased by +1 per level. Adepts with this quality add an additional +1 DV to any attacks made with active skills affected by the Critical Strike power, but they may only purchase the first level of this quality.

Dedicated Conjurer

27011 Forbidden Arcana, p.36

Prerequisites
See description
Cost
10 Karma (Aspected Mage: 5 Karma)

Characters must completely forfeit use of the Spellcasting skill as an active skill and the ability to cast spells, but they may still use any previously acquired ranks in the Spellcasting skill as a Knowledge skill. In exchange, the dedicated conjurer can choose a new type of spirit to summon and bind for every two full ranks they have in their Summoning skill. These spirit types can be summoned in addition to the spirit types normally allowed by their tradition, and they do not replace any of the other types of spirits a character with this quality can summon. When using the Conjuring skill group, characters with this quality add 1 to their Magic rating when determining whether drain they must resist is Physical or Stun damage. Aspected mages who are able to learn skills in the Conjuring skill group automatically meet the requirements for this quality.

Dedicated Spellslinger

27011 Forbidden Arcana, p.36

Prerequisites
See description
Cost
10 Karma (Aspected Mage: 5 Karma)

Characters with this quality completely forfeit use of the Summoning and Binding skills as active skills, but they may still use any previously acquired ranks in those skills as Knowledge skills. In exchange, characters gain a new spell for free every time they raise their Spellcasting skill, and the Karma cost of learning new spells is reduced by 1. The character also receives a free spell for every rank they possess in the Spellcasting skill at the time of purchasing this quality, including character generation. Specializations count as one rank in a skill for the purposes of the free spells offered by this quality, but the selected spell must be compatible with the specialization. Aspected mages who are able to learn skills in the Sorcery skill group automatically meet the requirements for this quality.

Dual-Natured Defender

27011 Forbidden Arcana, p.36

Prerequisites
Dual Natured quality and Astral Combat 3
Cost
5 Karma

Characters with this quality have learned that the Sixth World is not the kindest place to dual-natured creatures, and it’s forced them to learn how to defend themselves against a variety of astral threats. A character with this quality may stop astrally perceiving with a Free Action to avoid astral barriers or threats. The amount of concentration required to disconnect from the astral causes a −2 dice pool penalty to all actions the critter makes when they are not astrally perceiving. A dual-natured critter cannot use any of its critter powers (except Sapience) while in this state, and shapeshifters are stuck in whatever physical form they are currently in. A dual-natured critter cannot stop astrally perceiving for more minutes than its Magic attribute in a twenty-four-hour period before it must reconnect with the astral. For every minute past the allotted time that a critter does not perceive the astral, it permanently loses one point of Magic. If a character with this quality is knocked unconscious, they automatically reconnect with the astral. This quality does not hide the fact that a critter is Awakened when the critter is assensed, but it inflicts a −2 penalty on any attempts to astrally perceive the critter.

Durable Preparations

27011 Forbidden Arcana, p.36

Prerequisites
Alchemy 6
Cost
5 Karma

The character’s intimate knowledge of the materials and skills used in alchemy gives them insight to reinforce the magical bonds of the preparation. Increase the time before the preparation starts to lose potency to (potency × 3) hours, instead of potency × 2.

Elemental Master

27011 Forbidden Arcana, p.36

Tradition
Wuxing
Prerequisites
5 spells related to a specific natural element (air, earth, fire, or water), or Conjuring 4 (with specialization in conjuring spirits of air, earth, fire, or water)
Cost
20 Karma

The elemental master has chosen a natural element (air, earth, fire, or water) on which to focus, and developed an intense connection to that element. A character with this quality reduces all incoming damage from their chosen element by half, and they are immune to any secondary effects it might normally cause (see Elemental Damage, p. 170, SR5). Because incoming damage is halved before rolling for damage resistance, this quality protects both the character and their worn equipment from elemental damage.

Flesh Sculpter

27011 Forbidden Arcana, p.37

Prerequisites
Spellcasting 4 (with Manipulation Spells specialization), Zoology 5, and Spell: Shapechange or (Critter) Form
Cost
10 Karma per Level (Max 3)

A character with this quality is able to turn themselves and others into a larger range of animal forms with the Shapechange or (Critter) Form spells. For each level of this quality, a Flesh Sculpter can transform a voluntary subject into an animal form with a base body that is two points greater or lower than normally allowed by these spells.

Healer

27011 Forbidden Arcana, p.37

Prerequisites
Spellcasting 4 (with Health specialization) and First Aid 3
Cost
10 Karma

You decided a long time ago that no one dies on your watch. Characters with this quality become so in tune with the auras of the sick and injured during their training that they establish a much stronger empathic link when healing them magically, even if their patient has lowered Essence. The character can use net hits from Spellcasting skill tests to reduce the time it takes for a health spell to become permanent by 2 Combat Turns per net hit instead of 1. Additionally, dice pool penalties to casting health spells on characters with lowered Essence are halved (round down).

Illusionist

27011 Forbidden Arcana, p.37

Prerequisites
Spellcasting 4 (with Illusion specialization)
Cost
10 Karma per Level (Max 3)

Each level of this quality allows a character to sustain a single Illusion spell without taking a penalty. The character must choose which type of spell they can sustain (Physical or Mana) when purchasing a level of this quality. The character cannot benefit from this quality if they sustain spells with a Force that exceeds their Magic rating.

Items of Power

27011 Forbidden Arcana, p.38

Prerequisites
Artificing 6
Cost
25 Karma

The Magic attribute of a character with this quality is increased by 3 for the purposes of determining the total rating of foci the character can have before risking focus addiction.

Mage Hunter

27011 Forbidden Arcana, p.38

Prerequisites
Spellcasting 4 (with Combat Spells specialization); see description
Cost
15 Karma

Each level of this quality allows a character to reduce a Counterspelling dice pool aimed against them by 2 in exchange for adding 1 to the drain of a Combat spell they are casting. Prerequisites increase if characters want additional levels—for level 2, Spellcasting rank must be 7; for level 3, must be 9.

Missile Deflector

27011 Forbidden Arcana, p.38

Prerequisites
Adept Power: Missile Parry (1) and Adept Power: Counterstrike
Cost
10 Karma

Adepts with this quality may use the Counterstrike adept power as an interrupt action to immediately throw an object that they have successfully caught using the Missile Parry power. The adept can target anyone or any area within their normal throwing range.

Mystic Foreman

27011 Forbidden Arcana, p.38

Prerequisites
Spellcasting 4 (with Manipulation Spells specialization), Industrial Engineering 4, and Chemistry 4
Cost
10 Karma

Shape [Material] spells cast by a character with this quality apply the Force of their spell as a negative dice pool modifier to the target material during the Object Resistance test. Additionally, their Shape [Material] spells now reduce the Structure ratings of reinforced materials by (Force × 2) points per combat turn instead of (Force) points per combat turn.

Mystic Pitcher

27011 Forbidden Arcana, p.38

Prerequisites
Fling spell, Spellcasting 4 (with Manipulation Spells specialization)
Cost
10 Karma

A character with this quality can use the Fling spell to hurl objects more accurately at selected targets or over long distances. This quality allows you to shift the range modifiers for attacks with the Fling spell down by one category cumulative with any qualities or vision enhancements that also reduce range modifiers. Alternatively, you may choose to use aerodynamic grenade ranges instead of reducing a range modifier. Additionally, this quality reduces the dice pool penalty for all called shots using the Fling spell by 1; this is compatible with any other qualities that reduce the dice pool penalties for called shots.

Pacifist Adept

27011 Forbidden Arcana, p.39

Prerequisites
Pacifist quality (10 or 15 Karma), Cool Resolve adept power, Notoriety less than 2
Cost
5 Karma

Adepts with this quality have dedicated years of training to using the powers granted by their qi to further their pursuit of peaceful conflict resolution. This quality offers special benefits for each level of the Pacifist quality that the adept possesses, but also requires a deeper dedication to their vow of non-violence.

10 Karma
Any attacks that would cause Physical damage made by anyone, or at anyone, within a number of meters equal the adept’s Magic Rating has its associated limit reduced by 2. This includes attacks made by anything that lacks an Essence attribute, but not attacks against them. After all, you can’t really kill something if it’s not (debatably) alive. The character also receives an additional +1 to their dice pool and limit for any opposed social skill checks or Knowledge skill checks they make to avoid using violence. Any attacks against the Pacifist Adept or made by the Pacifist reduce the number of 1s needed to glitch by one.
15 Karma
Any attempts to cause harm (Physical or Stun damage) performed by anyone, or at any living being, within a number of meters equal the adept’s (Magic Rating × 2) have their limit reduced by 4. This includes attacks made by anything that lacks an Essence attribute, but not attacks against them. The character also receives an additional +3 to their dice pool and limit for any opposed social skill checks or Knowledge skill checks they make to avoid using violence. Any attacks against the Pacifist Adept or made by the Pacifist reduce the number of 1s needed to glitch by three.

Potion Maker

27011 Forbidden Arcana, p.39

Prerequisites
Alchemy 4 and Chemistry 4
Cost
15 Karma

The Potion Maker doesn’t take any extra drain from the basic lynchpin triggers when creating alchemical preparations if the lynchpin is a liquid. The lynchpin must have some component in it that pertains to the nature of the spell (a Fireball spell could use gasoline, a Manipulate Earth spell could use a handful of dirt, a Heal spell could have ground aspirin tablets, etc.). If a spell contains more than one elemental component, both elements must be represented in the lynchpin. The entire volume of the liquid must either be consumed by or poured over the target before the preparation can be triggered in any way other than with a timer trigger. Advanced lynchpin triggers still add drain as normal.

Practiced Alchemist

27011 Forbidden Arcana, p.39

Tradition
Islamic
Prerequisites
Alchemy 6
Cost
5 Karma

Each alchemical preparation created by a character with this quality lasts twice as long before the potency begins to diminish and receives a dice pool bonus equal to (1 + Initiate grade) whenever it is triggered.

Puppet Master

27011 Forbidden Arcana, p.39

Tradition
Black Magic
Prerequisites
Psychology 5 and Spellcasting 4 (Manipulation spells)
Cost
10 Karma per Level (Max 3)

This quality allows a character to sustain one Mental Manipulation spell per level of the quality without taking a penalty. The character cannot benefit from this quality if they sustain spells with a Force that exceeds their Magic rating.

Reckless Spell Master

27011 Forbidden Arcana, p.39

Prerequisites
Spellcasting 6
Cost
10 Karma per Level (Max 6)

Once per day per level of this quality, a character may choose not to increase the drain value for casting a spell as a Simple Action (see Reckless Spellcasting).(SR5-281) The caster must get a full eight hours of uninterrupted rest before they may cast spells without increasing the drain value again.

Renaissance Ritualist

27011 Forbidden Arcana, p.40

Tradition
Chaos
Prerequisites
Arcana 4, Knowledge: Magical Traditions 5, and Ritual Spellcasting 4
Cost
8 Karma

When characters with this quality are leading a ritual, a number of participants equal to their Magic + Initiate Grade may observe different traditions without penalty.

Revenant Adept

27011 Forbidden Arcana, p.40

Prerequisites
Adept Power: Rapid Healing adept power
Cost
5 Karma

An adept with this quality may use the Regeneration power up to four times a year. When activated, the power functions until all injuries are healed. The adept must then wait until the next equinox/solstice event (or thirty days, whichever is longer) before they may use the Regeneration power again.

Shock Mage

27011 Forbidden Arcana, p.40

Prerequisites
Spellcasting 6, at least one electricity-based skill
Cost
15 Karma

When a character with this quality successfully inflicts damage with a Combat spell, after rolling their Damage Resistance test, the initiative scores of their targets are reduced by an amount equal to the caster’s (net hits / 2), rounded up. Any Combat spells with secondary effects that reduce initiative are compatible with this quality, and the effects stack.

Skinwalker

27011 Forbidden Arcana, p.40

Tradition
Sioux
Prerequisites
Spellcasting 4 (with a Manipulation Spells specialization), Zoology 2, and the (Critter) Form spell
Cost
5 Karma per Level (Max 3)

A character with this quality is able to take on a larger range of animal forms with the (Critter) Form spell. For each level of this quality, a Skinwalker can assume an animal form with a base Body Rating that is 6 points greater or lower than her own, as long as they possess the pelt or skin of that animal. This only applies when the Skinwalker casts the spell on themselves, not on others.

Spectral Warden

27011 Forbidden Arcana, p.40

Tradition
Hermetic
Prerequisites
See description
Cost
15 Karma

A character with this quality always chooses to summon a spirit as part of a binding, which allows them to summon a more potent spirit than would previously be possible. Spirits the character summons during a binding ritual have one optional power for every 2 full points of Force instead of every 3. The character must forfeit the use of the Summoning skill as an Active Skill, but they may still use any previously acquired ranks as a Knowledge skill. The character may also use their Binding skill in place of the Ritual Spellcasting skill to perform rituals with the Minion keyword; the Binding skill is used in place of the Summoning skill when the character tries to pacify a bound spirit (see Bad Feelings with Bound Spirits).(SR5-301) Characters with this quality are often known in the spirit world as slavers or, at the very least, incredibly ill-mannered. Because the character’s tendency to bind is already known, their Spirit Index does not accrue any faster, but the spirits are more demanding of them when they try to atone. The amount of karma they must spend to buy off their Astral Reputation when performing the Atonement ritual (p.123, Street Grimoire) is doubled.

Spell Jammer

27011 Forbidden Arcana, p.40

Prerequisites
Counterspelling 6
Cost
20 Karma

Characters with this quality may spend a Complex Action to make a Counterspelling + Magic [Astral] v. Spellcasting + Magic [Astral] Opposed Test against a number of characters, within line of sight, equal to their Magic / 2. Any net hits on this test are inflicted as a negative dice pool modifier to any Spellcasting Tests made by the afflicted targets for (net hits) Combat Turns.

Spirit Hunter

27011 Forbidden Arcana, p.40

Prerequisites
Banishing 4 or Astral Combat 4 (Spirits) or Killing Hands adept power; see description
Cost
20 Karma per Level (Max 3)

A character with this quality has the ability to prevent spirits from using their powers for a short period of time. Any time a character with this quality successfully uses the Banishing skill to remove a favor that a spirit owes, damages a spirit in astral combat, or damages a spirit with the Killing Hands power, that spirit cannot use any of its powers for two Combat Turns per level of the quality. Characters may purchase another level of this quality at skill rank 8 and skill rank 12. Adepts with the Killing Hands power may receive the higher levels of this quality if they raise their Astral Combat skill to skill rank 6 and then skill rank 8.

Spiritual Lodge

27011 Forbidden Arcana, p.41

Prerequisites
Ritual Spellcasting 6, Artisan 3
Cost
5 Karma

The magician can create a magical lodge through meditation without the need for materials. For every hour that the magician meditates, the lodge increases by 1 in Force, with a radius of Force in meters. A group of magicians of the same tradition with this quality can quickly build a foundation for ritual magic, as they can increase the Force of the lodge by 1 per hour per magician. Maximum Force of the Lodge is two times the highest magician’s Magic Rating. The lodge activates when the magician stops meditating. This lodge lasts until the next sunset or sunrise. This lodge has no physical presence, save for a sense of calmness within.

Spiritual Pilgrim

27011 Forbidden Arcana, p.41

Tradition
Buddhism
Prerequisites
Assensing 4 and Academic Knowledge: Magical Theory 3
Cost
5 Karma

A character with this quality has learned to take on the energy of new places rather than fight it instinctively. They acclimate to one point of background count every three days instead of every ten days.

Sprawl Tamer

27011 Forbidden Arcana, p.41

Prerequisites
Animal Handling 6
Cost
10 Karma

The Sprawl Tamer is a magical beast master of the urban jungle. The number of tricks (p.184, Howling Shadows) a critter is capable of learning is increased to twice the critter’s Logic. Domesticated critters (p.186, Howling Shadows) that a Sprawl Tamer trains have the number of tricks they can learn increased to triple their Logic. Additionally, the Sprawl Tamer is always opposed by the critter’s Willpower × 2 when asserting dominance, regardless of the type of critter. Lastly, the threshold for training any type of critter is reduced by 1.

Stalwart Ally

27011 Forbidden Arcana, p.42

Prerequisites
Ally spirit and Binding 4
Cost
15 Karma

A character with this quality has an ally spirit that has been with them for a long time. Their connection with this spirit is particularly deep and has extra benefits. Once per day, a character with this quality or their ally spirit may give a point of Edge to the other member of the pair; this can only be done by one of them per day, not both of them. This point of Edge lasts until sunrise or sunset, whichever comes first. Additionally, either the spirit or the conjurer may spend a Complex Action to add their Force or Magic attribute as a dice pool bonus to a single Drain Resistance test that the other member of the pair will make within the same Combat Turn.

Taboo Transformer

27011 Forbidden Arcana, p.42

Tradition
Wicca
Prerequisites
Spellcasting 4 (with Manipulation Spells specialization), Zoology 5, and the Shapechange or (Critter) Form spell
Cost
15 Karma

A character with this quality can use the Shapechange or (Critter) Form spells on involuntary targets. The spellcaster must succeed in a Spellcasting + Magic [Force] vs. Body (+ Counterspelling) Opposed Test. The spell’s Force must also equal or exceed the subject’s Body attribute. Subtract 1 from the resulting critter’s base attribute ratings for every hit the caster generates, down to a minimum of 1. The mental attributes of the target remain unchanged.

Vexcraft

27011 Forbidden Arcana, p.42

Prerequisites
Suppress Focus (LOS): Disenchanting 6, Grounding Focus (LOS): Disenchanting 10
Cost
7 Karma

SUPPRESS FOCUS (LOS) Suppress Focus is a more powerful version of Deactivate Focus that disrupts the focus for a number of Combat Turns, depending on the outcome (and net hits) of the Disenchanting + Magic [Astral] v. target’s Force + owner’s Magic Test. Suppression lasts for (net hits) Combat Turns. GROUNDING FOCUS (LOS) The magician uses the interface with a construct to overheat the focus with magic so that it damages its owner with jolts of arcane energy. The test is a Disenchanting + Magic [Astral] v. target’s Force + owner’s Magic Opposed Test. If the arcane hacker succeeds, the focus’ owner receives Stun damage equal to the focus Force + any net hits that were achieved by the attacker. The target does not resist the damage. This can also be applied to fetishes (treat the Force of a fetish as being zero). If successful, the fetish is destroyed. In either test, spending a point of Edge by the magician can turn the damage from Stun to Physical.

Worship Leader

27011 Forbidden Arcana, p.42

Prerequisites
Leadership 4, Ritual Spellcasting 5
Cost
5 Karma

The worship leader is able to make use of mundane participants in Ritual Spellcasting tests as long as they believe in her tradition. For every (60/ Charisma) mundane participants who are willing to participate in the ritual, the leader receives a +1 bonus to their dice pool and to the limit of the ritual. The maximum bonus that a leader can receive from mundane participants is equal to their Ritual Spellcasting skill rank.

Aged

26s027 Bullets & Bandages, p.12

Bonus
5/10/15 BP, or 7/14/21 Karma

Aged characters have been around the block a time or two and lived to tell about it. They have made mistakes, but they were tough, smart, or just plain lucky enough to survive them. For each decade of life at age 50 or above, a character with the Aged quality gains 5 build points or 7 Karma (+5/+7 for ages 50–59, +10/+14 for ages 60–69, +15/+21 for ages 70+). Additionally, for each decade of age, the character gains 5 bonus points worth of Knowledge skills, but their physical attribute maximums, including the maximum augmented attributes, are each reduced by 1. At the gamemaster’s discretion, the character may face bonuses or penalties to certain social interactions, due to people’s biases and prejudices about their advanced age. Note that this quality may only be taken at character creation.

Gifted Healer

26s027 Bullets & Bandages, p.11

Cost
5 BP or 2 Karma

A character with the Gifted Healer quality is particularly adept at one of the three tests detailed in the Care Under Fire optional rules (Stabilization, Diagnosis, or Treatment).(B&B-14) They receive a +1 dice pool bonus whenever performing the selected test, whether by magical or mundane means. Gifted Healer may only be taken once, meaning a character can only get the bonus for a single test, not two or three.

Harrowed

26s027 Bullets & Bandages, p.12

Bonus
15 BP (SR4A only)

Sometimes dying isn’t the worst thing in the world. A character with the Harrowed quality has seen the other side but was too tough, too mean, or too stupid to stay dead. While they may have survived to tell their tale, they live a haunted life straddling the line between the living and the dead. The character gains the effects of the qualities Critter Spook,(RC-117) Nasty Vibe,(RC-114) and Spirit Bane [spirits of man].(SR4A-96). In addition, the threshold for any Treatment, Stabilization, or Healing test performed on the character (as opposed to by the character), including those made by magical means, is increased by 1. At the gamemaster’s discretion, any character who uses a Hand of God,(SR4A-75) or Not Dead Yet,(SR5-57) to survive what would otherwise be a fatal encounter may gain the Harrowed quality during game play.

Illness

26s027 Bullets & Bandages, p.12

Bonus
5/10/15 BP, or 5/10/15 Karma

A character with the Illness quality has a chronic medical condition that requires ongoing treatment to prevent complications and possibly annoying effects. Depending on the level of the quality, the character must periodically succeed in Body + Body (3) Test or their Illness will flair, causing negative dice pool modifiers affecting all tests. If the character keeps up with the necessary medical treatments (pills, injections, inhalers, potions, procedures, etc.; the gamemaster can develop a specific regimen based in the illness), the threshold for this test is reduced by 1. The Illness Quality Table shows the build point/Karma bonus, dice pool modifier and frequency of tests for each level, as well as the cost for ongoing medical treatment. At the gamemaster’s discretion, the Illness quality can be removed permanently through a combination of surgery and genetic therapy at a cost equal to 12 times the monthly treatment cost.

Level Bonus Test frequency DP Mod. Treatment costs
1 (Mild) 5 Monthly −1 1,000¥/month
2 (Moderate) 10 Weekly −2 2,000¥/month (500¥/week)
3 (Severe) 15 Daily −3 3,000¥/month (100¥/day)

Pregnant

26s027 Bullets & Bandages, p.12

Bonus
15 BP, or 9 Karma

Even in the darkness of the shadows, miracles can happen. A female character can choose the Pregnant quality only at character generation. The character starts the game with a new pregnancy, which will proceed through three trimesters of roughly three months each. Gamemasters may wish to adjust the length of the three trimesters based on the average gestational period for the character’s metatype. Each trimester, the character gains additional negative effects as detailed on the Pregnancy Quality Table. After the third trimester, the character gives birth, at which point the Pregnancy quality is replaced with either a 15 BP / 9 Karma Dependent quality,(sr5-80)(RC-104) or some combination of Lost Loved One,(RC-105) Big Regret,(RC-102) or other suitable negative qualities totaling 15 BP / 9 Karma. Note that characters may still get pregnant after character creation; they just don’t receive the Karma bonus as a result.

Trimester Effects
First Nausea (−1 to all tests if the character has not eaten within 1 hour)
Second Nausea, Fatigue (Every [Body] combat turn of vigorous activity the character gains an automatic box of Stun damage, which cannot be resisted. For each Complex Action the character spends resting, remove one box of accumulated Fatigue.)
Third Nausea, Fatigue, Reduced Physical Attributes (−1 to all physical attributes until delivery)