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Character Qualities - 1

Positive Quality Karma Effect Reference


Acrobatic Defender 4 Use Gymnastics instead of Willpower on Full Defense RG p. 127
Adrenaline Surge 12 Act first in first initiative pass RF p. 145
Agile Defender 3 Use Agility instead of Willpower on Full Defense RG p. 127
Ambidextrous 4 No offhand penalty CRB p. 71
Analytical Mind 5 +2 to Logic tests involving patterns, clues or puzzles etc CRB p. 72
Animal Empathy 3 +2 to influence or control all animals RF p. 145
Aptitude 14 Max skill rating increased to 13. May start with 7. CRB p. 72
Astral Chameleon* 10 -2 to Assensing character’s aura signature CRB p. 72
Barren Rat 5 Concealability of hidden items increased by 1 HT p. 191
Better to be Feared than Loved 5 + Street Cred to Loyalty of blackmailed contacts CF p. 54
Biocompatibility 5 Essence cost improve by 0.1 on either Bioware or Cyberware CF p. 54
Bilingual 5 Starts with two languages as native CRB p. 72
Black Market Pipeline 10 10% discount and +2 to availability tests on a single gear category RF p. 145
Blandness 8 +1 threshold to recall character. -2 to locating character in a crowd CRB p. 72
Born Rich 5 May trade up to 40 karma for cash at CC RF p. 145
Brand Loyalty 3 +1 all tests with one item of specific manufacture RG p. 127
Catlike 7 +2 Sneak tests CRB p. 72
City Slicker 7 +1 Outdoor when urban. -1 to Perception& Survival when rural RF p. 145
Chaser 4 +2 to Chase Actions R5 p. 33
Codeslinger* 10 +2 to a single Matrix Action CRB p. 72
College Education 4 Academic Know skills doubled. Karma costs reduced by 1 RF p. 145
Common Sense 3 GM can veto one action per session RF p. 145
Cyber Singularity Seeker 12 +1 Willpower per pair of full Cyberlimbs CF p. 54
Daredevil 6 Regain two Edge for exceptionally daring actions RF p. 146
Data Anomaly 3 +2 resisting Matrix Perception when running silent DT p. 44
Dealer Connection 3 ea. (Max 4) 10% discount on vehicles R5 p. 33
Deus Vult! 4 Willpower test to ignore Wound penalties. Religious tenets AP p. 16
Digital Doppelganger 7 +2 threshold Matrix Searches about character RF p. 146
Disgraced 2 +2 Intimidate Criminals. Prejudiced by Law-abiding folk RF p. 146
Double-Jointed 6 +2 to Escape Artist CRB p. 72
Drug Tolerant 6 +2 addiction tests CF p. 54
Elemental Focus 10 +2 (Element) casting tests. Drain damage has elemental effect HT p. 191
Erased 8 Public Awareness no higher than 1. Fake SIN and lifestyle penalties RF p. 146
Exceptional Attribute 14 +1 max attribute rating. May start with 7 (+ race) CRB p. 72
Fade to Black 7 Free Hide action on successful Erase Mark actions DT p. 44
Fame, Layered 4 to 16 Social modifiers varies with degree RF p. 146
First Impression 11 +2 Social tests on First encounter CRB p. 74
Focused Concentration* 4 ea. (Max 6) No Sustaining penalty for one spell or form up to rating CRB p. 74

Quality – *: Special requirements apply, see description


Reference – AP: Assassin`s Primer, BB: Bullets & Bandage, CF: Chrome Flesh, CRB: Core Rulebook, DT: Data Trails, HT: Hard Targets,
R5: Rigger 5, RF: Run Faster, RG: Run & Gun, SG: Street Grimoire, SiFS: SiF Sioux Nation,
Character Qualities - 2

Positive Quality Karma Effect Reference


Friends in High Places 8 Extra Charisma X4 karma to buy Big Shot contacts RF p. 147
Gearhead 11 Boost vehicle speed by 20% and +2 driving tests for d6 minutes CRB p. 74
Gifted Healer 2 +1 to single Care Under Fire test BB p. 11
Go Big or Go Home 6 Only -6 penalty when placing three marks simultaneously DT p. 44
Golden Screwdriver 8 Hits on repair Matrix damage reduces both boxes and time DT p. 44
Grease Monkey 8 + 1 to Engineering skill group tests R5 p. 33
Guts 10 +2 to resist Fear and intimidation CRB p. 74
Hawk Eye 3 Range penalties on Ranged Attacks & Perception reduced by 1 level RF p. 147
High Pain Tolerance 7 ea. (max 3) Ignore wound penalties up to (rating) boxes CRB p. 74
Home Ground 10 Varies CRB p. 74
Human-Looking* 6 Pass for a human CRB p. 75
ICU 6 +2 Matrix Perception to spot hidden icons DT p. 44
Indomitable 8 ea. (max 3) Increases Inherent limit CRB p. 75
Inspired 4 Streed Cred +2 among artists. +1 all Artisan or Performance tests RF p. 147
Jack of All Trades, Master of None 2 -1 Karma skill costs up to rating 5. +2 afterwards RF p. 147
Juryrigger 10 +2 to B/R tests with juryrigging. Effects vary CRB p. 75
Lightning Reflexes 20 +1 ini and +1 initiative dice. RF p. 148
Linguist 4 Faster learning time, reduce karma cost on languages RF p. 148
Lucky 12 +1 max Edge rating CRB p. 76
Made Man 5 Criminal group as L3 contact. 10% discount and +1 availability tests RF p. 148
Magical Resistance* 6 ea. (max 4) Increases spell resistance. Voluntary spells always fail CRB p. 76
Mentor Spirit* 5 Varies with Mentor Spirit CRB p. 76
My Country, Right or Wrong 4 Willpower test to ignore Wound penalties. Patriotism AP p. 17
Natural Athlete 7 +2 to Running and Climbing tests CRB p. 76
Natural Hardening* 10 +1 resisting feedback CRB p. 76
Natural Immunity 4 or 10 Immunity to natural or synthetic compound CRB p. 76
Night Vision 2 Natural eyes count as Lowlight vision. Suffers from glare RF p. 148
Ninja Vanish 5 Spend Edge and Free action to erase all marks from single target DT p. 44
One Trick Pony 7 Gain MA maneuver without the need to buy style RG p. 127
Online Fame 4 Social modifiers depending on recognition DT p. 45
Otaku to Technomancer 10 +2 resisting Fade Tests DT p. 45
Out for Myself 4 +3 Surprise tests. Double Notoriety for selfishness or betrayals AP p. 17
Outdoorsman 3 +1 Outdoor when rural. -1 to Perception & Survival when urban RF p. 148
Overclocker* 5 +1 to a single ASDF attribute. Not locked RF p. 148
Pain is Gain 5 +2 Matrix ini if suffering Matrix Damage DT p. 45
Perception Defender 4 Use Perception instead of Willpower on Full Defense RG p. 127
Perceptive 5 to 10 Additional dice to Perception tests RF p. 148
Perfect Time 5 Additional Free Action, +1 Performance. Always knows time RF p. 148

Quality – *: Special requirements apply, see description


Reference – AP: Assassin`s Primer, BB: Bullets & Bandage, CF: Chrome Flesh, CRB: Core Rulebook, DT: Data Trails, HT: Hard Targets,
R5: Rigger 5, RF: Run Faster, RG: Run & Gun, SG: Street Grimoire, SiFS: SiF Sioux Nation,
Character Qualities - 3

Positive Quality Karma Reference


Photographic Memory 6 +2 to all Memory tests CRB p. 76
Poisoner 5 +1 Power of used toxins HT p. 191
Poor Link* 8 -2 Ritual tests vs character RF p. 148
Practice, Practice, Practice 2 +1 Limit to single uncombat skill HT p. 191
Prime Datahaven Membership 7 Gain Datahaven as Group L3 C5 contact DT p. 45
Privileged Family Name 7 -2 Social tests vs character RF p. 149
Profiler 3 Social bonuses on prepared Social encounter DT p. 46
Prototype Transhuman 10 No Essence loss on 1 essence worth of Bioware at CC CF p. 54
Quick Config 5 Swap two pairs of deck stats as a single Free action DT p. 46
Quick Healer 3 +2 to healing tests including magical healing CRB p. 77
Radiation Sponge 5 Reduces Radiation effects, but eradiates others RG p. 169
Rad-Tolerant 3 Doubles time before becoming Blighted, less affected by Radiation RG p. 169
Rank 5 to 30 Gain rank within organization RF p. 86
Redliner 10 +1 Natural and Enhanced Str and Agi per pair of full Cyberlimbs CF p. 55
Resistance - Pathogens/Toxins 4 or 8 +1 resisting toxins or/and pathogens CRB p. 77
Restricted Gear 10 ea. (max 3) Allowed to purchase single availability 24 at CC RF p. 149
Revel in Murder 8 Regain Edge on killing attack using edge CF p. 56
School of Hard Knocks 4 Street Know skills doubled. Karma costs reduced by 1 RF p. 149
Sense of Direction 3 Always knows North. +1 Navigation tests RF p. 149
Sensei 5 Single contact is Mentor. No instruction fee. RF p. 149
Sharpshooter 4 Call Shot penalties reduced by 2, -1 to all other Ranged Attacks RG p. 127
Solid/Legendary Rep 2 to 4 Reputation increased with single huge organization RF p. 149
Spacer 3 +1 all tests in none-earth gravity RG p. 169
Speed Demon 3 +1 Pilot tests if vehicle is directly controlled and travels at 3+ speed R5 p. 33
Speed Reading 2 Reads 800 words per 5 seconds. Logic+Intuition to recall specifics RF p. 149
Spike Resistance* 10 ea. (max 3) +1 resisting Feedback damage RF p. 150
Spirit Affinity 7 +1 Service and Bindings tests to single spirit type CRB p. 77
Spirit Champion* 14 +1 Summoning test if spending drams. Binding cost reduced SG p. 199
Spirit Whisperer* 8 +1 to summoned Spirit Force. Spirits gains +1 summoning resistance RF p. 150
Steely Eyed Wheelman 2 Terrain Modifiers reduced by 1 RF p. 150
Strive for Perfection 12 Call Shot penalties halved. Must make Call Shots AP p. 17
Stunt Driver 4 +2 to vehicle Stunt tests R5 p. 33
Sutble [Vehicle] Pilot 4 -2 Perception for tests made against piloted vehicle R5 p. 33
Technical School Education 4 Technical Know skills doubled. Karma costs reduced by 1 RF p. 150
Too Pretty to Hit 3 Use Charisma instead of Willpower on Full Defense RG p. 127
Tough as Nails* 5 ea. (max 4) Gain addition Physical or Stun boxes RF p. 150
Toughness 9 +1 Body on damage resistance tests CRB p. 77

Quality – *: Special requirements apply, see description


Reference – AP: Assassin`s Primer, BB: Bullets & Bandage, CF: Chrome Flesh, CRB: Core Rulebook, DT: Data Trails, HT: Hard Targets,
R5: Rigger 5, RF: Run Faster, RG: Run & Gun, SG: Street Grimoire, SiFS: SiF Sioux Nation,
Character Qualities - 4

Positive Quality Karma Reference


Trust Fund, Layered 5, 10, 15 or 20 SINner but free lifestyle and extra cash each month RF p. 151
Trustworthy 15 +1 to Influence tests and +2 Social limit if test involves trust RF p. 151
Uncanny Healer 12 Add Essence to natural healing tests CF p. 56
Vehicle Empathy 7 +1 to Pilot tests, Handling increased by 1 RF p. 151
Water Sprite 6 +2 Diving & Swimming tests. Hold Breath duration doubled RF p. 151
Will to Live 3 ea. (max 3) Increases Damage Overflow boxes CRB p. 77
Witness my Hate* 7 +2 DV and Drain for Direct Attack spells RF p. 151

Quality – *: Special requirements apply, see description


Reference – AP: Assassin`s Primer, BB: Bullets & Bandage, CF: Chrome Flesh, CRB: Core Rulebook, DT: Data Trails, HT: Hard Targets,
R5: Rigger 5, RF: Run Faster, RG: Run & Gun, SG: Street Grimoire, SiFS: SiF Sioux Nation,
Character Qualities - 5

Negative Quality Karma Effect Reference


Accident Prone 4 -2 to pilot tests when in direct control R5 p. 33
Addiction 4 to 25 Addicted to compound. Penalties vary CRB p. 77
Aged 7, 14 or 21 Gain Knowledge Skills, but Physical maximum decreased BB p. 12
AIPS 10 Penalty to Perception equal to areas Noise rating CF p. 57
Albinism 4 or 8 Weak Glare penalties even inside RF p. 151
Allergy 5 to 25 Allergy to compound. Penalties vary CRB p. 78
Amnesia 4 or 8 Severity varies RF p. 152
Antipathy 8 -2 opposed Social Tests CF p. 57
Asthma 8 Suffer faster fatigue damage RF p. 152
Astral Beacon* 10 -1 threshold on Assensing tests. Signature duration doubled CRB p. 78
Bad Luck 12 Edge effect is reversed on 1. Once per session CRB p. 79
Bad Rep 7 Starts with 3 Notoriety CRB p. 79
Bi-Polar 7 Has three mental states, penalties degrees on state RF p. 152
Big Regret 5 -3 Social Limit against targets knowing mistake RF p. 153
Blank Slate 15 No Willpower or personality unless slotting a persona chip CF p. 57
Blighted 5, 10 or 15 Pass Edge (3) or suffer long term penalties to actions RG p. 169
Blind 15 (5*) Automatic fail on Visual perception, -4 on general, -3 Surprise RF p. 153
Borrowed Time 20 Character dies on three alike on 3d6, GM rolls each session RF p. 153
Carrier 10 Carries HMWVV, can pass on to others. -2 Social tests vs people aware RF p. 141
Code of Honor 15 Cannot kill members of specific group CRB p. 79
Code of Honor: Avenging Angel 8 Can only kill person who deserve it. HT p. 191
Code of Honor: Like a Boss* 15 Cannot make Damaging Matrix Actions DT p. 46
Code of Honor: Nationalist 15 Cannot kill or allow harm to come to Nationals SiFS p. 37
Codeblock* 10 -2 to single Matrix Action CRB p. 80
Combat Junkie 7 Pass Composure (4) or Intuition + Logic or resort to violence RG p. 127
Combat Paralysis 12 Ini half first round of combat. -3 Surprise tests CRB p. 80
Computer Illiterate 7 -4 all tests involving communication gear or Matrix RF p. 153
Consummate Professional 3 +2 Social tests vs employer. Street Cred cost doubled. AP p. 17
Creature of Comfort 10, 17 or 25 Must have required lifestyle or suffer social and healing penalties RF p. 153
Curiosity Killed the Cat* 7 +2 Crack tests. MUST attempt to Crack protected files DT p. 46
Cyberpsychosis* 10 Turn violent and into NPC on Social test Glitch CF p. 57
Cyber-Snob 5 No implant unless BETA grade or higher CF p. 57
Data Liberator 12 Must share obtained Data with the world for free DT p. 46
Day Job 5 to 15 Monthly income but time consuming. Requires (fake) SIN RF p. 154
Dead Emotion 5 Unable to feel a specific natural emotion CF p. 57
Deaf 15 Automatic fail on Audio perception, -2 on general, -3 Surprise RF p. 154
Decaying Dissonance* 25 -1 Social tests. Chance of losing communicative abilities in combat DT p. 47
Dependent(s) 3, 6 or 9 Increases Lifestyle cost CRB p. 80

Quality – *: Special requirements apply, see description


Reference – AP: Assassin`s Primer, BB: Bullets & Bandage, CF: Chrome Flesh, CRB: Core Rulebook, DT: Data Trails, HT: Hard Targets,
R5: Rigger 5, RF: Run Faster, RG: Run & Gun, SG: Street Grimoire, SiFS: SiF Sioux Nation,
Character Qualities - 6

Negative Quality Karma Effect Reference


Did You Just Call Me Dumb? 3 Social glitch becomes Critical glitch RF p. 154
Dimmer Bulb 5 ea. (max 3) -1 Logic or Intuition tests per level RF p. 154
Distinctive Style 5 -1 threshold to recall character. +2 tracing through legwork CRB p. 80
Driven 2 Will + Logic (4) or follow clue. +1 Will when working on obsession RF p. 154
Dry Addict 2 to 13 No addiction penalties but chance of relapse CF p. 57
Earther 3 -2 to Physical action taken away from Earth RG p. 169
Electronic Witness 5 Must record 24/7 and cannot turn off wireless on recording gear DT p. 48
Elf Poser* 6 Have implants to pass as Elf. Social penalties with real elves CRB p. 81
Emotional Attachment 5 -1 all tests if losing treasured item for 6 months RF p. 154
Ex-Con 15 No R/F implants, Criminal SIN, only loyal Corp contacts, lame PO RF p. 155
Faceless 6 -2 Social tests unless masked or disguised HT p. 191
Family Curse 5 -2 Addiction tests CF p. 58
Faraday Himself 7 Cause +2 Noise to all within 10 meters DT p. 48
Flashbacks 7 or 15 Composure (5) or become incapacitated RF p. 155
Gremlins 4 ea. (max 4) Electronic gear glitches more often CRB p. 81
Hobo with a Shotgun 10 -2 Mental tests if staying about Squatter lifestyle RF p. 155
Hung out to Dry 8 Cannot make use of contacts RF p. 155
Illiterate 5 -1 Social Limit, -2 communication gear tests, Know skills cost double RF p. 155
Illness 5, 10 or 15 Body + Body (3) or suffer penalties due to illness BB p. 12
Impassive 7 -1 Social Limit except for Intimidation HT p. 191
Implant-Induced Immune Deficiency* 5 -2 resisting disease, toxins, drugs, pathogens and other compounds CF p. 58
In Debt 1 to 15 Borrow 5,000¥ per point, but take damage if not paying RF p. 156
Incompetent 5 Cannot increase and Unaware in single skill group CRB p. 81
Incomplete Deprogramming 10 Composure (4) or change into alternate personality RF p. 156
Infirm 5 to 25 Lowers Physical attribute max by 1 per level RF p. 156
Insomnia 10 or 15 Stun heal slower (or at all) unless passing Int+Will (4) test CRB p. 81
Lack of Focus 6 Chance of forced breaks on Extended tests CF p. 58
Latest and Greatest 5 Must use 60% of all earnings on upgrading gear DT p. 48
Leeeeeeeroy Jenkins 20 Composure (3) or attack. +1 First attack if yelling name. DT p. 48
Liar 7 -1 Social tests, 1 on a d6 target thinks character is lying RF p. 156
Lightweight 6 +2 Addiction rating CF p. 58
Loss of Confidence 10 -2 on single skill test. No Edge allowed either CRB p. 82
Low Pain Tolerance 9 +1 Wound penalties CRB p. 82
Motion Sickness 4 Suffer from Nausea if vehicle travel at Accel 3+ or Speed 4+ R5 p. 33
Nerdrage 8 If failing Social tests, then -2 Social tests until avenged DT p. 48
Night Blindness 6 Increases Light/Glare penalties by 1 RF p. 156
Oblivious 6 or 10 -2 to Perception tests (and threshold increased by 1) RF p. 157
One of Them 7 Contacts think character has CFD CF p. 58

Quality – *: Special requirements apply, see description


Reference – AP: Assassin`s Primer, BB: Bullets & Bandage, CF: Chrome Flesh, CRB: Core Rulebook, DT: Data Trails, HT: Hard Targets,
R5: Rigger 5, RF: Run Faster, RG: Run & Gun, SG: Street Grimoire, SiFS: SiF Sioux Nation,
Character Qualities - 7

Negative Quality Karma Effect Reference


Ork Poser* 6 Have implants to pass as Ork. Social penalties with Orks CRB p. 82
Pacifist 10 or 15 Cannot resort to violence (and heavy remorse) RF p. 157
Paranoia 7 -2 Social tests towards untrusted people RF p. 157
Paraglegic 10 Cannot use legs, stuck in wheelchair. Lifestyle +10% RF p. 157
Phobia 5 to 15 Penalties depending on severity RF p. 157
Pie Iesu Domine Dona Eis Requiem 2 Flagellant, High Pain Tolerance 1, unhealed 1 physical RF p. 158
Poor Self Control 4 to 12 varies RF p. 158
Poor Self Control, more 5 or 8 varies CF p. 58
Prank Warrior 15 Attacked or inconvenienced by rival hacker once a session DT p. 49
Pregnant 9 Penalties depending on term BB p. 12
Prejudiced 3 to 10 Social penalties towards specific group CRB p. 82
Quasimodo 5 -3 Social tests, +2 intimidation CF p. 59
Records on File 1 ea. (max 10) +2 to identify or track character RF p. 158
Reduced (Sense) 2 to 29 -2 Perception with chosen sense RF p. 159
Scorched 10 Suffer ill effects with in VR or BTL. CRB p. 83
Sensitive System 12 Essence Costs doubled. Awakened Willpower (2) or suffer +2 drain CRB p. 83
Sensory Overload Syndrome 15 Will+Edge (4) to avoid seizure in high AR density areas RF p. 159
Signature 10 Must leave calling card. +(Street Cred) to be tracked RF p. 159
Simsense Vertigo 5 -2 when interactive with AR, VR or Simsense CRB p. 83
SINner (Layered) 5 to 25 Has Legal SIN, but must pay tax on all incoming CRB p. 84
So Jacked Up 10 Must regulate emotional state with drugs CF p. 59
Social Stress 8 Easier to glitch on Leadership and Etiquette tests CRB p. 85
Spirit Bane* 7 -2 to summon and bind one type of spirit CRB p. 85
Spirit Pariah* 14 Must spend drams to Summon Spirits SG p. 199
Superhuman Psychosis 2 No remorse and +1 Melee tests. -2 Etiquette and Leadership CF p. 59
TLE-X 15 Suffers from epileptic seizures due to reaction enhancing implant CF p. 59
Too Much Data 3 -2 to Pilot tests if in control of more than four vehicles R5 p. 33
Tough and Targeted 10 Sort out by challengers. Challenged at least once a month CF p. 60
Uncouth 14 -2 Social tests. Improvement costs doubled CRB p. 85
Uneducated 8 Unaware in Technical, Academic, Professional Knowledge skills CRB p. 87
Unsteady Hands 7 -2 Agility tests with suffering from shakes CRB p. 87
Vendetta 7 Composure (3) or resort to violence with hated target RF p. 159
Wanted 10 Bounty on character’s head. RF p. 159
Wanted by GOD* 12 Overwatch Convergence lowered to 30. HRT response guaranteed DT p. 49
Weak Immune System 10 +2 Power of diseases CRB p. 87

Quality – *: Special requirements apply, see description


Reference – AP: Assassin`s Primer, BB: Bullets & Bandage, CF: Chrome Flesh, CRB: Core Rulebook, DT: Data Trails, HT: Hard Targets,
R5: Rigger 5, RF: Run Faster, RG: Run & Gun, SG: Street Grimoire, SiFS: SiF Sioux Nation,

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