bibliophile20
Feb 3 2007, 10:29 PM
QUOTE (ShadowDragon8685) |
QUOTE | 15 BP: Young children, i.e. preteens; a character that is living a Hospitalized lifestyle on your tab (because you’re such great chummers!) for a period of at least one year (look at it this way: you’ll definitely have a loyalty rating 6 contact when he’s out). |
That's going to be one hell of a tab.
|
Oh, hehe... Perhaps for a period of six months or so? I had forgotten how much the hospitalized lifestyle costs.
bibliophile20
Feb 3 2007, 11:00 PM
Here, I thought of this when I was tweaking the Dependent Quality above:
Shallow End of the Gene Pool:
Bonus: 10-15-20-25-30-35 BP
You’re not stupid… just “challenged” as they like to say, but whatever it is, the light of intelligence does not even glimmer in your eyes, and the speed of your thoughts can sometimes be outdistanced by an ambitious snail. If you open a wikitionary for the definition of “dim-witted” you’d see a holo of yourself there.
Characters with this Quality suffer a permanent reduction of their Attributes; for each level, the character’s maximum Reaction, Logic or Intuition can be reduced by 1 to a maximum of 3 levels. Additionally, the character suffers a 50% Karma cost increase for skills linked with that attribute, i.e. a character with a decrease of 1 or 2 in Logic would suffer a 150% or 200% increase respectively in Karma costs for Academic Knowledge, Professional Knowledge or a Mechanic skill.
ornot
Feb 3 2007, 11:05 PM
QUOTE (ElFenrir) |
QUOTE | The fact that buying a language to 6 cost 12BP made me think that bilingual ought to be 10BP too. |
Knowledge skills and languages are pulled from the pool of Knowledge Skill points as far as I know, which are the typical Int+Logx3 free points, and are purchased on a 1 for 1 basis. Languages only cost 1 BP per level last i checked, and cost 6 of the free BP to max out. Knowledges and languages only start costing 2 BPs per point after you go over the limit of free knowledges, and most characters ive seen usually run from 18-21 Knowledge/Language points. You can get 2 languages at 4(well and solidly fluent) for only 8. While Languages are counted seperate from Knowledges, you still spend your initial Knowledge points on them, as demonstrated in SR4.
So perhaps 5 BPs MIGHT be more worth it. Like a flaw should be a flaw, an edge should be an edge, and 10 BPs for a free language is actually COSTING the player 4 points. Theyre only netting a base 1 for the 5 point one, but perhaps if you made it in levels(5,10,15,20 for MultiLingual), the savings increase, making it worthwhile, for say, a Face character.
However, the other difficult thing about a Language positive quality, is that most character are considered 'fluent' at around a 3 or 4. I think only teachers or very high level diplomats would have 6s in the language, and government translators could i think even have a 5 under these new rules, making the BP cost for the edge tricky. I'd lower it to perhaps 3 BPs per level, even, for this reason.
Like Negative Qualities must be balance, for a Positive Quality, i'd look at it and ask myself, 'would i have ANY character that i can take this with?' If the answer is no, i'd look at it again and tweak it.
|
Yes you do get free skillpoints equal to (int+log)*3, and you may spend those on languages or knowledge skills. However, those are not BPs, and to buy a language to native levels (6) with BPs costs 12BP. As I said, how useful actually being a native speaker of a language actually is, is debatable, hence I could argue for a lower cost, but to let it go for 5BPs? that's not even a rating 3 language skill, which with an average intuition (3) will net you two hits on average; enough for basic conversation perhaps, but hardly the native fluency of someone raised with the language.
I agree that +ve qualities should be balanced, and that is why I suggested the "natural linguist" quality. Let us say for 5BP it halves the BP and karma costs of increasing languages. Worthwhile if you want to be well versed in a number of languages, but compared to a second native language with bilingual at 10BP (I might be persuaded to drop it to 7BP), you would need to spend 11BP (5BP for the quality, a further 6BP for rating 6 to qualify as a native speaker).
Moon-Hawk
Feb 5 2007, 03:15 PM
QUOTE (Omer Joel) |
Day Job Bonus: 5, 10, 15 or 20 BPs The character has a "real" job besides shadowrunning, which burdens him with responsibilitis and robs away a portion of his time. However, such a job also confers some advantages - the job arns te character some nuyen, it could serve as a cover for shadow-activity, it might be helpful for money-laundering, and it might give the character a good place to meet new contacts.
CODE | BP Value Monthly Salary Weekly Hours 5 1,000 10 hours 10 2,500 20 hours 15 5,000 40 hours 20 10,000 60 hours
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If the salary and the hours scale together, then why does the BP cost need to scale as well? I mean, the 20 point version eats up 6 times as much of your free time, earns you ten times as much money, AND gives you tons of free BP?
I know you're porting this from old editions, but I had problems with the old edition version, too. True, the "flaw" eats up some free time, but it also gives you free money.
Also, this flaw is trivially easy to get rid of: "I quit". There's nothing short of GM-smackdown to stop someone from taking a 20 point flaw, sitting down at the first session, and saying "I quit my job." Hooray, 20 free BP. Obviously no GM will stand for this, but it's still an indicator that something's not quite right. (True, you could sit down at the first session and say "I shoot <my Dependent flaw> in the head", but that strikes me as a slightly different situation) Considering the marketable skills that most Shadowrunners have, it's only slightly more difficult for them to get a day job, if they want one. (legal or not)
IMG, I've been treating "day job" as a neutral quality that neither gives nor costs BP. I take into account what they're doing, their SIN status (or quality of fake), their skills, and the amount of time they're willing to devote to it, and then compare it to the costs of low or medium lifestyle and assign them an income. If they don't like it, they can quit. If they actually want to put some RP-time into their day job and try to get a promotion or something, fine. I have no problem awarding good RPing.
ShadowDragon8685
Feb 5 2007, 03:27 PM
Remember, the DM is allowed to give you a different 20-point flaw if you try those shennanigans.
So maybe as they're clearing out your desk, they find evidence of your criminal deeds, and you can replace a 20 point flaw (Day Job) with another 20 point (Criminal SIN) flaw.
Also, Hospitalization is 500
per day. That's 30,000 a year.
lorechaser
Feb 5 2007, 08:33 PM
QUOTE (Moon-Hawk) |
If they actually want to put some RP-time into their day job and try to get a promotion or something, fine. I have no problem awarding good RPing. |
"Sheesh Moon-Hawk, come *on* already. The Star is on the way!"
"Hang on, hang on. I just found an old copy of MT Office Productivitiy Tools that I haven't looked at - I need to read up on VHLookup. There's this one spreadsheet at work that's really killing me...."
"Moon-Hawk, can we just do a run? Seriously?"
"Sorry man. Tomorrow I have 3 meets with my HR team to discuss my promotion, and then I have to cross-check all our files to be sure we're HR 74 compliant. I'll roll my Log+Accounting skill first, then I'll have to make 4 bod+accounting rolls to be sure I don't fall asleep. Then, after that, I've got a PTA meeting to go to...."
Moon-Hawk
Feb 5 2007, 08:36 PM
Yes, all that stuff would definitely be a pain. But you get money for it.
cetiah
Feb 5 2007, 08:47 PM
QUOTE (lorechaser) |
QUOTE (Moon-Hawk @ Feb 5 2007, 09:15 AM) | If they actually want to put some RP-time into their day job and try to get a promotion or something, fine. I have no problem awarding good RPing. |
"Sheesh Moon-Hawk, come *on* already. The Star is on the way!" "Hang on, hang on. I just found an old copy of MT Office Productivitiy Tools that I haven't looked at - I need to read up on VHLookup. There's this one spreadsheet at work that's really killing me...."
"Moon-Hawk, can we just do a run? Seriously?" "Sorry man. Tomorrow I have 3 meets with my HR team to discuss my promotion, and then I have to cross-check all our files to be sure we're HR 74 compliant. I'll roll my Log+Accounting skill first, then I'll have to make 4 bod+accounting rolls to be sure I don't fall asleep. Then, after that, I've got a PTA meeting to go to...."
|
That's wicked cool.
P.S. You can run into this situation with *anything*, not just day jobs. The most obvious is maintenence and loyalty for contacts, and no one seems to have (much of) a problem with that.
BookWyrm
Feb 5 2007, 09:42 PM
Let me try something....
Comedic Relief/Non-Relief
This can go either way: as a Positive Quality, the character can make the right kind of joke at the right time, amusing to everyone. As a Negative Quality, the joke makes those hearing it groan in mock pain.
Nasrudith
Feb 5 2007, 10:19 PM
QUOTE (lorechaser @ Feb 5 2007, 03:33 PM) |
QUOTE (Moon-Hawk @ Feb 5 2007, 09:15 AM) | If they actually want to put some RP-time into their day job and try to get a promotion or something, fine. I have no problem awarding good RPing. |
"Sheesh Moon-Hawk, come *on* already. The Star is on the way!" "Hang on, hang on. I just found an old copy of MT Office Productivitiy Tools that I haven't looked at - I need to read up on VHLookup. There's this one spreadsheet at work that's really killing me...."
"Moon-Hawk, can we just do a run? Seriously?" "Sorry man. Tomorrow I have 3 meets with my HR team to discuss my promotion, and then I have to cross-check all our files to be sure we're HR 74 compliant. I'll roll my Log+Accounting skill first, then I'll have to make 4 bod+accounting rolls to be sure I don't fall asleep. Then, after that, I've got a PTA meeting to go to...."
|
Personally I don't like how the day job's pay doesn't scale at all with the skills. It does not matter if your a mentally retarded troll or an elite 7 skill theoretical physicist with nine logic. A pay scaling job would lose the flaw aspect a bit though and raise the question of "why are you risking your hoop running in the first place? if they are already getting enough for a high lifestyle in the first place."
Grinder
Feb 5 2007, 10:30 PM
I don't think that a character can work 60 hours a week and work as a runner too.
lorechaser
Feb 5 2007, 11:07 PM
QUOTE (BookWyrm) |
Let me try something....
Comedic Relief/Non-Relief This can go either way: as a Positive Quality, the character can make the right kind of joke at the right time, amusing to everyone. As a Negative Quality, the joke makes those hearing it groan in mock pain. |
I'm assuming you can take both at the same time?
Kyoto Kid
Feb 6 2007, 01:42 AM
QUOTE (Omer Joel) |
Phobia Bonus: 5 to 20 BPs Something scares the hell out of the character - a specific thing or condition triggers a deep-seated fear in him. The value of this quality depends on two factors. First, decide whether the triggering condition is Uncommon (2 BP) or Common (7 BP). Then decide who severe is this phobia: Mild (3 BP), Moderate (8 BP) or Severe (13 BP). Uncommon triggers are conditions which are relatively rare in the local area, such as specific sounds or smlls. Common triggers are conditions commonly encountered in the local area, such as sunlight, magic, insects, the outdoors and crowds. A Mild phobia applies a -1 dice pool DM to all of the character's actions (except for resistance tests) as long as the character is in presence of the triggering condition. A Moderate phobia applies a -2 dice pool DM to all of the character's actions (except for resistance tests) as long as the character is in presence of the triggering condition. In addition, the character will try his best to avoid thiscondition; he will have to pass a Composure (2) test in order to force himself to confront it. A Severe phobia causes the character to flee, or if this is not possible, to collapse in terror when exposed to the triggering condition, unless he passes a successfu Composure (4) test. If the test is sucessful, the character still suffers a -2 dice pool DM to all of the character's actions (except for resistance tests) as long as the character is in presence of the triggering condition. |
...This is one that should have been included all along in IMO. I don't know why it was omitted it from the BBB.
Now for my shot:
Childlike Nature
Bonus -10 BP
The character comes off being much younger than they really are. She frequently is not taken seriously, picked on, and basically treated as someone who is underage. The character finds it difficult getting into usual runner haunts like clubs, bars, & the like (even with proper ID) and also has a hard time buying certain gear and items off the street (such as weapons, ammo, armour, drugs, smokes, beer etc.). For such purchases she usually has to go through her own fixer or a teammate who looks old enough. In addition, all Intimidation, Leadership, and Negotiation tests have a threshold of + 2 in addition to normal modifiers.
BookWyrm
Feb 9 2007, 12:26 AM
QUOTE (lorechaser) |
QUOTE (BookWyrm @ Feb 5 2007, 03:42 PM) | Let me try something....
Comedic Relief/Non-Relief This can go either way: as a Positive Quality, the character can make the right kind of joke at the right time, amusing to everyone. As a Negative Quality, the joke makes those hearing it groan in mock pain. |
I'm assuming you can take both at the same time?
|
No. You purchase either, not both.
If you've ever seen the cartoon Teen Titans, think Beast Boy's quips. That's the Negative Quality version.
Kyoto Kid
Feb 9 2007, 01:07 AM
...by the same token, if you think of think of Hank McCoy (AKA the Beast from Marvel's X-Men) you have the positive version.
lorechaser
Feb 19 2007, 03:33 PM
Ponderous (5/10 pt negative qual):
Whether it takes you a minute to get up to speed, or you just can't be bothered to hustle anywhere, you're more like the tortoise than the hare.
The 5 point version reduces your running rate to 2/3 normal for your metatype (16 for humans, 14 for dwarves, 23 for trolls). The 10 point version also reduces your walking rate (8/5/10).
Pack Rat's Pockets (5 point positive quality)
You are forever picking up and storing minor items in your pockets, bags and pretty much anywhere you can.
Any time you need a non-combat item that costs less than 20 nuyen, you can find it in one of your pockets. If the GM rules that the item is particularly uncommon, or you are unlikely to have it, you must roll at least one success on an Edge test.
If you spend a point of Edge, the limit is increased to 50 nuyen, as you just so happened to pick up a white noise generator that you saw in a trash can last week....
The GM is free to limit the use of this power, and the items should never be used to simply make a profit for the character, except in rare circumstances.
Luck (10-30 point positive quality)
You were born under a lucky star, got the right genes, or just happen to fall the right way.
You have a special attribute that others don't - Luck, which is ranked 1-3 (10 points per point of Luck). Once per game session, you or the GM may call for a Luck roll. If successful, something good happens, as appropriate to the situation. You may state, generally, what you'd like to occur, but the Finger of Fate is Fickle. You can't always get what you want, but sometimes, you get what you need.
This should never be a game altering event, but should be something that lets your character come out just a little bit ahead. Maybe he noticed that the data file you just stole was only half the file. Maybe he happened to stumble at just the right time, and the troll behind him was the one that took the first shot. Maybe he was the one that saw the solid gold lighter on the wageslave's desk.
Golden Boy (10-30 point positive quality).
The world is your mollusck of choice. When everyone else's gun is jamming, yours is firing flawlessly. When the other mages can't remember the words to a simple manabolt, you're phrasing yours in euclidian poetry. Whatever it is, you just don't mess up as often.
Pick a particular category of rolls (Combat, Social, Magic, Hacking, etc). Your need one more 1 to glitch per point of this quality (it is effectively Gremlins in reverse).
This last one is a big funky, but I like it. I'm not sure it's balanced or not, though.
Even-keeled (0 point quality).
Great things just don't seem to happen to you. Then again, tragedy seems to give you a miss as well. You're just, well, even.
Any critical glitch you roll is automatically converted to a normal glitch. However, any time you spend Edge before a roll, you don't reroll sixes. And if you spend Edge to reroll failures, you only succeed on a roll of 6, rather than 5 or 6.
BookWyrm
Mar 17 2007, 05:02 PM
oops, sorry. This was a mispost.
BookWyrm
Mar 17 2007, 05:03 PM
QUOTE (Kyoto Kid) |
...by the same token, if you think of think of Hank McCoy (AKA the Beast from Marvel's X-Men) you have the positive version. |
Good call, Kyoto.
Kyoto Kid
Mar 17 2007, 06:09 PM
QUOTE (Butterblume) |
Dain Bramage Cool name, reminds me of the munchkin card game. But I think 15 BP is to much. |
I would actually work it this way.
Dain Bramage (15 pts): Whether you used too many BTL's, burned your brain out on Black IC, or just never quite kept up with the kids, you just aren't as quick as the average bear.
...the character takes a -1 penalty on initiative checks (cumulative with other modifiers)
...the character can never spend Edge to go first in a round or to gain extra init passes.
...the character takes -1 to all logic based skill tests. (including knowledge skills with Logic as a component of the DP)
...the character has poor short term memory and must make memory tests more often ("what was that Johnson's comm code again?").
...the character cannot default to logic attribute.
...The character must 1.5 x BP/karma to learn/improve logic based skills.
In a way, I see it as a slightly toned down version of Uneducated that could have of been the result from a number of cases such as those mentioned above and repeated physical trauma to the head (such as the classic "punch drunk" boxer).
Kyoto Kid
Mar 19 2007, 04:08 PM
...another one for thought
Infirm (the old way) Physical -5 ,-10, -15, -20, -25
For each level of this quality the character's unaugmented racial max for physical attributes is lowered by 1. Augmented caps are adjusted accordingly. This quality is not compatable with Exceptional Attribute.
Demon_Bob
Apr 24 2007, 02:49 AM
QUOTE (SoyKaf Adict) |
Tweaked: 5 BP
The character in question is not insane, not crazy, not odd in anyway... Until he decides something's worth shootin' and that's everything. Some call it trigger happy, some call it jumpy... But it's really just labeled Wired Reflexes without the benefit of aiming. Tweaked characters make cool diplomatic situations turn into heated bullet-filled debates. Any time there's a stand-off, a sound mistaken for a guard on a stealth mission, or the shoot-first-ask-questions-later interrogation method applies... The Tweaked character makes smooth situations turn into sandpaper and is almost always the first to pull for his gun, doesn't mean he shoots it off first though. Composure Test Logic + Willpower(4) will keep him from doing something TOO stupid. -5 to social dice pool when trying to calm tensions between parties and the character is present.
(Heh... Good luck with this one. You might think that though Tweaked and Greenhorn Hopeful cost the same BP they're not costing appropriately, it's because the calming of tension is very specified, the social penalty applies for ALL rolls where the Greenhorn can muck things up while being amidst conversation. That's the difference.)
Big Mouth Small Gun: 10/15 BP
The big mouth is a dying breed... And there's a reason... They like to talk drek, and then it comes back at them in the form of a lot of sharp things and bullets. Not only do they talk drek but ALL of this clan claim the wondrous ability to not be intimidating at all. This character is classified as Unaware for all Intimidation rolls, and is labeled as being under Rat's teachings when a fight turns out. The character must use his first initiative action to find cover and stay there. They make the same willpower test but the threshold is 3 + each combatant to even think about shooting. At 15 BP the drek talk must happen at every opportunity that presents itself, and the character is always considered Assisting in a team roll when another character uses intimidation, roll 1d6 on a 1-3 he critically glitches for his assistance. Followers of Rat that take this pay either 5 or 10 BP respectively. |
Where I like the discription of these Negative qualities. Any runner having them would soon find himself without a team, or killed by it.
Demon_Bob
Apr 24 2007, 03:17 AM
Was wondering what you all thought of these?
Positive
10ea - Ace - +1 die to all piloting skill tests per level.
5 - College Education – Removes Default penalty for Academic Knowledge Skills
5 ea– Daredevil - Gives +1 dice for use in edge related tests that can only be used in a Heroically risky action
10ea – Dragon Blood - Negates total spell sustaining penalties by 1 per 10 points. So at 20 points sustaining 1 spell has a -0 die penalty to all actions; Sustaining 2 spells has a- 2 die penalty. As a person’s blood & body has one or more exotic compounds that make them inherently more magical, Talismongers may want some of their body parts for use in creating Foci.
5 - Linguist – ˝ costs to buy or improve language skills
5 ea - Good Reputation - +1 die per level on all social Tests. Character must have lived in the area for a number of months equal to the level of her reputation to receive the full benefit from it.
10- Pirate Family – You have an extended group of friends throughout many cities, that you can try to look up for aid. These friends, however, may also
appear and ask for help at otherwise inopportune times. Player needs to
describe nature of family and how he acquired them. (ex. They were once members of my squad back when I was in the military. All the drek we went experienced together created a lasting bond.)
5- School of Hard Knocks – Removes street penalty for Street Knowledge skills.
5- Sense of Direction – Character always knows which way is north. Adds +1 die for Navigation tests.
10- ea Spike Resistance - +1 die per level to resist Black IC, Dump Shock, ect.
5- Trade School Education – Removes default penalty for either Mechanical or Electrical skill group.
Negative
10 + Amnesia – Doesn’t mean that you can’t write a background just that you can’t Remember it. However, if you want to take this and let “Evil GM” write your background go ahead.
5= Color Blind - -2 die whenever a test is used where coloration is important. Can not differentiate between the different types of camouflage clothing.
5+ Combat Monster - Composure Test (3) to withdraw from battle.
??+ Deaf – I have no idea how much this should cost, or what it should all entail. At the least some negative modifiers to perception, social skills, and spoken language tests.
10+ Distinctive Features - Character stands out from the crowd and receives a - 2 die modifier to disguise and shadowing tests, as well as a +2 die modifier to be followed and remembered.
20+ Flashbacks – Composure Test (3) whenever exposed to flashback trigger. Triggering condition must be frequent enough to appear at least once per game session. During Flashbacks character is incapacitated for (2*net failures) in combat turns.
5+ Night Blind – Increases Partial light penalties by 2.
5+ One Eye – Lack of depth perception imposes a -2 die modifier on all ranged tests.
??+ Phobias – Buy like Allergies.
Mild imposes a -2 die penalty to all tests while exposed to fear.
Moderate requires a Composure Test (2) to remain in vicinity of object causing fear, and -4 die to all tests except Athletics group while phobic condition exists.
Severe requires a Composure Test (3) to not run away screaming, and -6 die to all tests except for those skills in the Athletics Group.
?? +- Unknown – Would defiantly make your Character’s Life more interesting.
Luddite
Apr 24 2007, 04:05 AM
How about Unknown Enemy, which I am stealing from GURPS. In return for an extra 5BP added to the total of your Hunted flaw the character has no idea who it is that wants to kill him, in fact he has no IC knowledge of it at all.
DTFarstar
Jun 12 2007, 03:15 AM
I'm about to play a character who is blind in a homebrew Shadowrun game. I was just wondering what you guys thought about that as a negative quality and how much points and such. A very quick synopsis is he is a mage who, with some colleagues attempted to force their way through the outside of the ozone layer and into space. Most of the rest died, but he just went blind and a little crazy. When he went out a little he ripped out his own eyes and as a result well... he's blind. He's obesessed with regaining his former power and as such refuses to replace his eyes with tech. So, he works in the astral or not at all. Since there is a semi-solution to his blindness it should be worse less, but constantly having to be astrally active is a pretty bad thing as well.
I'm thinking about combining this with Distinctive Style and having his orbital sockets fill with some color emanation, maybe a manifestation of his astral eyes or something, as his distinction, along with the not having eyes of course. It could be covered up, but only really by turning off astral sight, which as mentioned is bad for him.
Anyway, just wanted some feedback on this. I would appreciate it.
Chris
Demon_Bob
Jun 12 2007, 03:33 AM
QUOTE (DTFarstar @ Jun 11 2007, 09:15 PM) |
I'm about to play a character who is blind in a homebrew Shadowrun game.
I'm thinking about having his orbital sockets fill with some color emanation. |
Blindness for mages that could see Astrally in 3rd was worth 2. The 4th Ed Negative Qualities are about 5 * the 3rd Ed. Flaws so I would say 10 points.
You could do it as Shamanistic Mask effect when casting spells. Unfortunately, it is not worth any points.
Distinctive style might be always wears white gauze bandage over eyes, works without eye covering, or just the badly mismatched color-blind clothing thing.
Was just wondering why he decided not to go for cloned eyes?
DTFarstar
Jun 12 2007, 05:20 AM
Well, to be honest, because I didn't think of it. I mean, I'll think of an in character reason now that you mentioned it, but that is the original first reason.
10 seems a little light for a -2 on basically everything physical, but I guess I can see it. My GM ruled it at 20, which I thought might be a bit too high since I can still kinda see.
For Distinctive Style I literally meant my eyes would be full of a misty glowing substance the whole time I am astrally active which since it's the only way to see will be most of the time. I'm talking about not coverable by sunglasses, nothing. I dunno.... something with it being acidic to non-organic substances. Not enough to be useful, but enough that he would have to buy a new eye covering or sunglasses EVERY day to deal with it. I don't know, I was just reading this thread and it seemed like that would go together well.
Chris
Crusufix
Jun 12 2007, 11:30 AM
QUOTE (ShadowDragon8685) |
Also, Hospitalization is 500 per day. That's 30,000 a year. |
My math equates...
500
* 365 days = 182,500
....
lunchbox311
Jun 12 2007, 08:51 PM
Here is a new positive quality I worked out with my group.
Connected: (10/15/20) – You have all the wiz gear don’t you chummer?!? Whether through some corporate backing, underworld sponsors, or that sweet trust fund… you have the stuff. Each level grants the character +2 to the availability maximum for gear at character creation and +2 dice for negotiation tests for acquiring new toys. At 15 points the character can also start with betware. At 20 points the character can also start with deltaware. Cost multipliers still apply for beta and deltaware.
I think this one is cool and can really do well in a campaign that is scaled up or down.
Kyoto Kid
Jun 12 2007, 09:00 PM
...we had a homemade edge in SR3 called SOTA. It had two levels and gave similar benefits as to availability and getting top of the line gear.
djinni
Jun 12 2007, 09:05 PM
QUOTE (lunchbox311) |
Here is a new positive quality I worked out with my group.
Connected: (10/15/20) – You have all the wiz gear don’t you chummer?!? Whether through some corporate backing, underworld sponsors, or that sweet trust fund… you have the stuff. Each level grants the character +2 to the availability maximum for gear at character creation and +2 dice for negotiation tests for acquiring new toys. At 15 points the character can also start with betware. At 20 points the character can also start with deltaware. Cost multipliers still apply for beta and deltaware.
I think this one is cool and can really do well in a campaign that is scaled up or down. |
instead of a +2 on the dice pool (since a level 6 contact can get you that same bonus) decrease the cost of items purchased by 1% per level per net hit (or something). and on a critical success something happens.
since those modifiers would also affect the character if a contact purchases the item
lunchbox311
Jun 12 2007, 09:14 PM
QUOTE (djinni) |
QUOTE (lunchbox311 @ Jun 12 2007, 03:51 PM) | Here is a new positive quality I worked out with my group.
Connected: (10/15/20) – You have all the wiz gear don’t you chummer?!? Whether through some corporate backing, underworld sponsors, or that sweet trust fund… you have the stuff. Each level grants the character +2 to the availability maximum for gear at character creation and +2 dice for negotiation tests for acquiring new toys. At 15 points the character can also start with betware. At 20 points the character can also start with deltaware. Cost multipliers still apply for beta and deltaware.
I think this one is cool and can really do well in a campaign that is scaled up or down. |
instead of a +2 on the dice pool (since a level 6 contact can get you that same bonus) decrease the cost of items purchased by 1% per level per net hit (or something). and on a critical success something happens. since those modifiers would also affect the character if a contact purchases the item
|
So how about an extra 2% discount per level per net hit and on a critical success it is reduced by one rating or grade in cost.
IE Your beta datajack costs as much as an alpha datajack if you get critical.
lunchbox311
Jun 14 2007, 08:55 PM
Well here is a list of all the "new" qualities our group uses. We modified some that were on the boards and made up a few of our own.
[ Spoiler ]
Positive
Connected: (10/15/20) – You have all the wiz gear don’t you chummer?!? Whether through some corporate backing, underworld sponsors, or that sweet trust fund… you have the stuff. Each level grants the character +2 to the availability maximum for gear at character creation and a 2% discount per level per net hit on negotiation tests and a critical success reduces the cost by one rating or grade. At 15 points the character can also start with betaware. At 20 points the character can also start with deltaware. Cost multipliers still apply for beta and deltaware.
Friends in low places: (5) – Your starting contacts all have an extra +1 loyalty at character creation.
Golden Boy: (10/20/30) - The world is your mollusck of choice. When everyone else's gun is jamming, yours is firing flawlessly. When the other mages can't remember the words to a simple manabolt, you're phrasing yours in Euclidian poetry. Whatever it is, you just don't mess up as often. Pick a particular category of rolls (Combat, Social, Magic, Hacking, etc). Your need one more 1 to glitch per point of this quality (it is effectively Gremlins in reverse).
Mechanically inclined: (15) - You have knack for working with machines and technology. +2 dice to all Build/Repair skill rolls.
Multilingual: (5/10) - Character has more than one Native Languages. One additional at 5 BP, two additional at 10 BP.
The Prodigy: (15/25) – You make it look easy, real easy. Choose a non-combat skill (15) or skill group (25) whenever the character makes a test with the chosen skill, the threshold is reduced by 1.
The Stare & The Voice: (10) - Maybe you're a parent, maybe you're tough as nails, but for whatever reason, you have the Stare and the Voice. You can intimidate people without even trying, making them pay attention to you out of a gut fear. Any time you make a social roll, roll Intimidation and add the number of net successes as bonus dice to the other social roll. This applies to Intimidation as well.
Negative
All Thumbs: (5/10) - You're just not good at B/R skills. Maybe you never took Shop class, maybe you just plain suck at it, but you're about as handy with your hands as a newborn kitten. As a 5-point flaw, you simply suffer a -2 dice penalty on all B/R skills; as a 10-point flaw, any time you are forced to roll a B/R skill, any result of 1 is an automatic Glitch, and any roll with more than two 1s is a Critical Glitch, no matter how many dice you throw.
Bad Karma: (20) – Who did you piss off? Seriously, you must have really messed up somewhere. Whenever something can go wrong with the group it hits you first. You are the first target in a firefight, first to be spotted by observing guards, and the guy who looks like a good punching bag to the troll in the bar. For some reason you just make a really good target. Every time the character glitches treat it as a critical glitch. If the critical glitch is rolled it is REALLY bad (GM discretion.) These characters should probably have some good friends… preferably with first aid.
Big Britches: (5) - You were born to be in charge, and it's only right - you ARE the best. Willpower+Charisma roll (3) to avoid giving orders and expecting them to be followed when there is conflict over the course of action.
Bloodthirsty: (20) - You don't like to make prisoners - after all, why leave a witness? Any time anyone is under your power whom you have wronged, make a Composure test (3) to avoid killing them. If you fail this test, you must kill them, though the methods thereof are entirely at your discretion.
Childlike Nature: (10) - The character comes off being much younger than they really are. She frequently is not taken seriously, picked on, and basically treated as someone who is underage. The character finds it difficult getting into usual runner haunts like clubs, bars, & the like (even with proper ID) and also has a hard time buying certain gear and items off the street (such as weapons, ammo, armour, drugs, smokes, beer etc.). For such purchases she usually has to go through her own fixer or a teammate who looks old enough. In addition, all Intimidation, Leadership, and Negotiation tests have a threshold of + 2 in addition to normal modifiers
The Collector: (5/10/15) – You are draconian in your possessions. “What’s mine is mine, and it is going to stay that way.� You cannot part ways with your stuff, no matter how frivolous. You must make a Willpower (3) test to part ways with something you own willingly. You also like to acquire new items all the time. Each level of this flaw adds 5% to your lifestyle costs as you continually purchase more stuff.
Curious: (15) - You're a cat, baby. You can never resist investigating something, even if it puts you at risk. Any time you come upon something interesting, interesting being defined as something interesting to you as defined by your background, or as related (even tangentially) to your job or the surroundings you find yourself in, you need to make a Composure test (3) or you find yourself investigating it, without even realizing it.
Dain Bramage: (15) - Whether you used too many BTL's, burned your brain out on Black IC, or just never quite kept up with the kids, you just aren't as quick as the average bear. You take a -1 penalty on all reaction based checks, and can never spend Edge to go first in a round, or gain extra init passes.
Day Job: (5/10/15/20) - The character has a "real" job besides shadowrunning, which burdens him with responsibilities and robs away a portion of his time. However, such a job also confers some advantages: the job earns the character some nuyen, it could serve as a cover for shadow-activity, it might be helpful for money-laundering, and it might give the character a good place to meet new contacts.
BP Value Monthly Salary Weekly Hours
5 1000 10
10 2000 20
15 5000 40
20 10000 60
Dependent: (5/10/15/20) - A character with the Dependent quality has a loved one who depends on her for support and/or aid. This could be a child, a parent, a spouse, a sibling, a pet, an old friend or even, in some extreme cases, an elderly or disabled. The character has to devote time and resources to the care of her dependent; the dependent might also serve as a point of leverage against the character by her enemies. Each level of this flaw increases the character’s lifestyle cost by 10%.
Distinctive Style: (5) - You just can't help it. Stay low, stay quiet, stay normal? Null that! You gotta be you, baby! Even in the larger-than-life underbelly, there's something about you that always sticks out, or gets stuck out, making you pretty well known. This can be good, this can be bad. The distinction can be something you can hide if you choose, such as gang or Yakuza tatoos, always wearing a Seattle Seahawks jersey no matter where you go, or being "That guy that always clicks his lighter open and closed all day." Whatever it is, people notice it and can use it to track you down. A character can try to hide this on occasion with an Intuition + Willpower (3) roll. Distinctive Style gives anyone searching for you, physically or socially, a +2 dice modifier. Characters with Blandness cannot take Distinctive Style.
Enemies: (variable) – You have made someone or some people mad in the past either through extreme failure or too much showboating. You now possess an enemy with a Hatred/Connection rating (same as contact rating.) You earn a number of points equal to the Hatred + Connection rating.
Gambling Freak: (5/10/15/20) - Each month, just before you pay your lifestyle costs, you must gamble 2000 Nuyen per rank of the quality. The character cannot hold money back if it has it available.
The character rolls his edge in dice. Count hits and count 1’s. The character then rolls 2 dice + hits. Add the total of the dice rolled. The character then rolls 1 die + 1’s. Add the total of the dice rolled. Finally subtract the total of 1’s from the total of hits and multiply by 10%. This is the amount of money earned back (yes the character may end up losing more money.) Edge may not be used on the rolls and rule of six does not apply.
If the character fails to bet the full amount required by the negative quality, all dice rolls, except damage resistance and drain, are reduced by 1 die per 2000 not bet. The character suffers this negative modifier until either you bet the full amount or the next bet comes around the following month.
Glass Jaw: (5) - If you take a number of boxes of damage (Stun or Physical) from a single attack that equals or exceeds half your Body (Rounded down), you are automatically knocked down.
Grandstander: (20) - The grandstander has to make a Willpower + Charisma (4) check to avoid taking center stage whenever there is a lot of people. It is recommended that the grandstander has a lot of charisma.
Greenhorn Hopeful: (5) - Every cloud has it silver lining, every person gets their fair share, every piece of drek gets fed into this character’s ears they take from anyone with a lick of experience compared to them they take like it's the fraggin' 16th Edition of the Bible in gold plating, and it gets irritating real quick. The Greenhorn Hopeful is new to the biz, and everyone knows it. Asking questions, and sticking by the character that mostly resembles their ideal of the word "hero" is what they're good at, and whoever is bound with the lovely task of dealing with this pecker wood gets the short straw. -3 to dice pool in social situations where the party is involved and they're present. On the other hand, fun times have been had at the expense of the newbie, especially if the "hero" is malevolent in teaching his would-be pupil. A Composure Test(4) can stay their hands and mouths for a little while... But it's only a matter of time.
Grim Servant O Death: (20) - Your teammates seem to wind up dead while you emerge smelling sweet as a rose. When you spend edge to enhance any defensive roll and it's successful the attack is instead directed at a nearby person who must defend as if it were targetted at them instead. (ignoring called shots). This flaw grants the character a point of Notoriety.
Groupies: (5/10/15/20) - You are easily recognizable to a certain group. Whether you're a well-known simsense star, a retired Urban Brawl star, or simply have the misfortune to look like the Biff and Buffy love interest of the week, people recognize you, and will actively seek you out, point you out to their friends, etc. This makes it particularly difficult to be subtle. If you take this quality, you may not take Blandness. The number of points for this flaw depends on the group of people that recognize you.
5 pts: Known to a small niche group (you look like the brother of an actor on a 2nd rate network) or a local area (you are the kid that faced down the Star when they came to arrest Tommy Two Tusks).
10 pts: Known to a reasonbly large group (Your Urban Brawl team never won the Crunch Bowl, but most people can name you as member) or a large area (You are the mayor of Seattle)
15 pts: Known to most of the population ("Hey! Aren't you the 'Can you hear me now' guy?") or to a significant amount of area ("Oh, sure, everyone in the UCAS knows Daniel Boone!")
20 pts: Known to almost everyone on the planet ("Look! Hitler!")
Heoic: (15) - You can't turn down a plea for help, even if the source may be suspect. You must make a Composure test (4) to turn your back on any cry for help from any source; a source that is already familiar to you as a liar or a betrayer gets no such consideration, however.
Human Throwback: (10) - This quality may only be taken by a metahuman. Choose a starting attribute that has a racial bonus, and reduce that attributes by one. Your augmented maximum for that attribute is now the same as your racial maximum. In certain circumstances, you may suffer a charisma penalty dealing with members of your own metatype.
Hunted: (10/15/20/25) – You pissed someone off and now they are gunning for you. Each level of this quality sends a different level prime runner after you (follow prime runner creation and advancement rules). At 10 points you have a 80% prime runner. At 15 points you have a 100% prime runner. At 20 points you have a 120% prime runner. You can also have groups after you. For 15 points you have a group (4-eight) of 50% prime runners. For 20 points you have a group (3-6) of 70% prime runners. For 25 points you have a group (2-4) of 90% prime runners.
The Lemon: (2/5) - Okay, so you decided you buy the cheap one... Big mistake! One important item the character bought was a bad buy and he doesn't know about it... yet. Whether it is Cybernetics he didn't know were hand-me-downs, a Focus that's got one too many cracks in it, or the sedan that doesn't cruise so well after a few miles on the odometer. The item in question won't be useful all the time and will cease to function on occasion at 2 BP; at 5 BP the item will actually break at a very inopportune moment. This must be placed on an item that will have significant set backs if it is broken. Never buy from street vendors, how many times have I told you!?
Tightwad/Miser: (10/20) – You are cheap… real cheap. Why should you have to upgrade your equipment? After all a gun is a gun! You will buy the cheapest of the cheap… even at character creation. You may only spend up to 25 points on resources at character creation and you cannot posses a lifestyle higher than middle. You must make a Composure (2) / (4) test to purchase “unnecessary things.� Who needs extra ammo? It is not all bad though, you get +1/+2 dice for negotiation tests and +1/+2 extra thresholds for build/repair tests.
Mean as a Rattler: (10) - Someone must have pissed in your cheerios when you were a kid. When your teammates zip tie a security guard they tasered you like to kick them a couple times for good measure. Around you interrogations always get physical. Charisma+Will (3) to avoid being mean and aggressive even when the situation doesn't call for it. This flaw grants the character a point of Notoriety.
Phobia: (varies) – Same rules as allergies.
Poverty: (15) - You can't get it with money. Any time you make money from any source, you must immediately give up half of it to pay for your debts, your loan sharks, your expensive habits or nights on the town, whatever. Should you be out of reach of civilization when you make money, the Poverty flaw comes into effect the moment you come into reach of civilization.
Stepped on Toes: (10) - A character who Stepped on Toes chooses a GM-approved organization, be it a megacorporation, a crime syndicate, or other organization (Such as Lone Star or the IRS) that he's gotten good and mad. Treat all interactions with this group as if the character had Spirit Bane and they were the Spirit type in question... they live to frag with the poor slot who stepped on their toes. Maybe you knocked up the Don's daughter, maybe you insulted the Oyban's honor, maybe you're a cop-killer, or maybe Ares knows about you and that one time with the thing and needs to make an example. Whatever it is, chummer, you've Stepped on Toes. This flaw grants the character a point of Notoriety.
Swimming with Sharks: (0) - Swimming with Sharks is a bit different than a typical negative quality. You've taken out a loan with someone or some organization and now you owe 'em, two for one. You may take out from one to ten markers of 5000Y each, but, it costs 10,000Y to buy a marker off. Most Sharks require one marker to be paid off every three months. If a marker due date is missed, treat it as if missing a lifestyle payment... if the check is passed, the character was able to pawn off enough stuff to cover it for now, but a failure can have dire consequences indeed. Unlike a normal negative quality, Swimming with Sharks must be paid off in Nuyen. Swimming with Sharks may also be gained in play with great ease.
Temper: (10) - When the going gets tough, you get smashing. Whenever you are insulted, provoked, or wounded, you must make a Willpower + Charisma
Test (3) (wound modifiers apply). If you fail, you must immediately attack your assailant (although non-lethal means are permitted). Note: The GM is free to request a Temper check whenever he feels it is appropriate. This flaw grants the character a point of Notoriety.
Tweaked: (5) - The character in question is not insane, not crazy, not odd in anyway... Until he decides something's worth shooting' and that's everything. Some call it trigger happy, some call it jumpy... But it's really just labeled Wired Reflexes without the benefit of aiming. Tweaked characters make cool diplomatic situations turn into heated bullet-filled debates. Any time there's a stand-off, a sound mistaken for a guard on a stealth mission etc the shoot-first-ask-questions-later interrogation method applies... The Tweaked character makes smooth situations turn into sandpaper and is almost always the first to pull for his gun, doesn't mean he shoots it off first though. Composure Test (4) will keep him from doing something TOO stupid. -3 to social dice pool when trying to calm tensions between parties and the character is present.
Whore Hound: (5) - Your passions not only rule you, they override your better judgement. You take a -2 penalty on seduction tests and negotiation tests involving your preferred gender, and must make a composure test (3) to avoid pursuing any sort of sexual gratification when it presents itself.
You Suck, I’m Great: (10) – Always trying to one up someone you can’t seem to avoid the limelight. Every time someone tries to do something, you try to do it better. You must make a Composure (3) test to avoid one-upping someone. If you are not given the opportunity you suffer a -1 dice pool modifier to any test as you sulk for (10 – Logic) hours (minimum 1 hour.)
Konsaki
Jun 14 2007, 09:24 PM
Thread Necro!
lunchbox311
Jun 14 2007, 09:28 PM
QUOTE (Konsaki) |
Thread Necro! |
Only 2 days old!
Konsaki
Jun 14 2007, 09:34 PM
Talking about the people that necroed it back before you. At least they added to the thread, unlike what we're doing now.
fool
Jun 14 2007, 09:47 PM
QUOTE |
5+ One Eye ? Lack of depth perception imposes a -2 die modifier on all ranged tests.
|
actually, past 30 feet, the eyes are parellel for two eyed observers so there is no penalty in rl for having only one eye.
fool
Jun 14 2007, 10:01 PM
Gambling Freak: (5/10/15/20) - Each month, just before you pay your lifestyle costs, you must gamble 2000 Nuyen per rank of the quality. The character cannot hold money back if it has it available.
The character rolls his edge in dice. Count hits and count 1’s. The character then rolls 2 dice + hits. Add the total of the dice rolled. The character then rolls 1 die + 1’s. Add the total of the dice rolled. Finally subtract the total of 1’s from the total of hits and multiply by 10%. This is the amount of money earned back (yes the character may end up losing more money.) Edge may not be used on the rolls and rule of six does not apply.
If the character fails to bet the full amount required by the negative quality, all dice rolls, except damage resistance and drain, are reduced by 1 die per 2000 not bet. The character suffers this negative modifier until either you bet the full amount or the next bet comes around the following month.
[QUOTE]
we tried a similar quality. Personally, I think you should make it so that the character is more likely to lose than win. After all The House always win.
lunchbox311
Jun 14 2007, 10:40 PM
QUOTE (fool) |
Gambling Freak: (5/10/15/20) - Each month, just before you pay your lifestyle costs, you must gamble 2000 Nuyen per rank of the quality. The character cannot hold money back if it has it available. The character rolls his edge in dice. Count hits and count 1’s. The character then rolls 2 dice + hits. Add the total of the dice rolled. The character then rolls 1 die + 1’s. Add the total of the dice rolled. Finally subtract the total of 1’s from the total of hits and multiply by 10%. This is the amount of money earned back (yes the character may end up losing more money.) Edge may not be used on the rolls and rule of six does not apply.
If the character fails to bet the full amount required by the negative quality, all dice rolls, except damage resistance and drain, are reduced by 1 die per 2000 not bet. The character suffers this negative modifier until either you bet the full amount or the next bet comes around the following month. [QUOTE] we tried a similar quality. Personally, I think you should make it so that the character is more likely to lose than win. After all The House always win. |
Well my players do not seem to have much edge so it can go either way. If you have one point of edge you will more than likely lose if you roll a 1. It is really random... which I like a little more than just auto lose.
The real aspect of the flaw comes in the roleplaying of it outside of the once a month thing... if that is all they do then they are not playing the flaw correct. Hmm... perhaps a willpower or composure test to avoid gambling in general?
Kyoto Kid
Jun 15 2007, 12:11 AM
QUOTE (lunchbox311) |
Well here is a list of all the "new" qualities our group uses. We modified some that were on the boards and made up a few of our own. [edit]
|
QUOTE |
You Suck, I’m Great: (10) – Always trying to one up someone you can’t seem to avoid the limelight. Every time someone tries to do something, you try to do it better. You must make a Composure (3) test to avoid one-upping someone. If you are not given the opportunity you suffer a -1 dice pool modifier to any test as you sulk for (10 – Logic) hours (minimum 1 hour.) |
...I know a few characters this would fit
BTW, thanks for including
Childlike Nature. Have you seen my variation on
Dain Bramaged?
lunchbox311
Jun 15 2007, 12:17 AM
QUOTE (Kyoto Kid) |
BTW, thanks for including Childlike Nature. Have you seen my variation on Dain Bramaged? |
No... I missed it I guess.
Kyoto Kid
Jun 15 2007, 12:31 AM
...here it is copied from my original post:
QUOTE (Butterblume) |
Dain Bramage Cool name, reminds me of the munchkin card game. But I think 15 BP is to much. |
I would actually work it this way.
Dain Bramage (15 pts): Whether you used too many BTL's, burned your brain out on Black IC, or just never quite kept up with the kids, you just aren't as quick as the average bear.
...the character takes a -1 penalty on initiative checks (cumulative with other modifiers)
...the character can never spend Edge to go first in a round or to gain extra init passes.
...the character takes -1 to all logic based skill tests. (including knowledge skills with Logic as a component of the DP)
...the character has poor short term memory and must make memory tests more often ("what was that Johnson's comm code again?").
...the character cannot default to logic attribute.
...The character must 1.5 x BP/karma to learn/improve logic based skills.
In a way, I see it as a slightly toned down version of Uneducated that could have of been the result from a number of cases such as those mentioned above and repeated physical trauma to the head (such as the classic "punch drunk" boxer).
[I worked up this version partly based on KK4.1's backstory. She was frequently beaten by her father as a child and suffered permanent impairment.]
lunchbox311
Jun 15 2007, 01:38 AM
QUOTE (Kyoto Kid) |
...here it is copied from my original post:
QUOTE (Butterblume) | Dain Bramage Cool name, reminds me of the munchkin card game. But I think 15 BP is to much. |
I would actually work it this way. Dain Bramage (15 pts): Whether you used too many BTL's, burned your brain out on Black IC, or just never quite kept up with the kids, you just aren't as quick as the average bear. ...
|
I like it... thanks.
hyzmarca
Jun 15 2007, 02:05 AM
QUOTE (Crusufix @ Jun 12 2007, 06:30 AM) |
QUOTE (ShadowDragon8685 @ Feb 5 2007, 10:27 AM) | Also, Hospitalization is 500 per day. That's 30,000 a year. |
My math equates... 500 * 365 days = 182,500 .... |
Not if you observe a 60-day year.
Hmm..
Space Legs -10 points.
Characters with space-legs have spent a great deal of time living in an extrateresterial environment (ZO, asteroid mine, Mars, ect.) and have grown accustomed to its unique gravity and timecycle. Characters with this flaw receive a -2 penalty to all physical actions taken in Earth's higher gravity and may have difficulty sleeping or keeping track of time.
Kyoto Kid
Jun 15 2007, 02:59 PM
QUOTE (hyzmarca) |
Space Legs -10 points. |
...that would almost be a good one for my dwarf ex-cosmonaut Kat Markova if the campaign involved some off world missions.
djinni
Jun 15 2007, 03:05 PM
QUOTE (Crusufix @ Jun 12 2007, 06:30 AM) |
QUOTE (ShadowDragon8685 @ Feb 5 2007, 10:27 AM) | Also, Hospitalization is 500 per day. That's 30,000 a year. |
My math equates... 500 * 365 days = 182,500 .... |
you have to take into account insurance.
at 15% payout you get 30,000
Moon-Hawk
Jun 15 2007, 04:18 PM
QUOTE (fool) |
QUOTE | 5+ One Eye ? Lack of depth perception imposes a -2 die modifier on all ranged tests.
|
actually, past 30 feet, the eyes are parellel for two eyed observers so there is no penalty in rl for having only one eye.
|
/agree.
using vergence angle of the eyes is only useful for near targets. Far away the angle is too small to mean anything (like fool says, the eyes are parallel), so your depth perception is largely contextual cues.
Still, many RPGs like to give a penalty to ranged attacks for a one-eyed flaw. Really, ranged attacks should be fine, it's melee that would take the hit.
Kingmaker
Jun 17 2007, 04:43 AM
QUOTE |
Devoutly Religious -10 You are a reasonably devout member of a religion that has a financial mandate. Whatever the religion, you must give 10% of your total income to the institution, whether a temple, church, dragon, or whatever |
My GM created this flaw when two of the characters were very religious (an orthodox Jew and a Roman Catholic).
bibliophile20
Jun 17 2007, 05:09 AM
Made for one of my players:
"Misplaced" Corporate Files
5 Point Flaw
While your SIN isn't in the public databases, you're not SIN-free just yet; your old home may have let you go, maybe after the Crash, and while your biometrics and everything else aren't on the global database, they're still tucked safely away in some desk drawer somewhere. So while you're not a company man anymore, they still have a leash on you; if you don't do as they say, those files will be "found" and published, probably with a nice little "detain on sight" order flag on it.
Crusufix
Jun 19 2007, 11:32 PM
QUOTE (Lord Ben) |
Grim Servant O Death (20pts) - Your teammates seem to wind up dead while you emerge smelling sweet as a rose. When you spend edge to enhance any defensive roll and it's successful the attack is instead directed at a nearby person (PC's preferably, NPC's if alone) who must defend as if it were targetted at them instead. (ignoring called shots). Notoriety 1 |
I was looking at this. I love the concept, but I'm thinking 20 points is too much, maybe more around 15.. maybe even 10 or 12...
bibliophile20
Jun 20 2007, 05:59 AM
QUOTE (Crusufix) |
QUOTE (Lord Ben @ Nov 28 2006, 07:34 PM) | Grim Servant O Death (20pts) - Your teammates seem to wind up dead while you emerge smelling sweet as a rose. When you spend edge to enhance any defensive roll and it's successful the attack is instead directed at a nearby person (PC's preferably, NPC's if alone) who must defend as if it were targetted at them instead. (ignoring called shots). Notoriety 1 |
I was looking at this. I love the concept, but I'm thinking 20 points is too much, maybe more around 15.. maybe even 10 or 12...
|
Why? It sounds remarkably like the quality that that Pachinko Mike guy has, the one that's mentioned in the Runner Havens book; nobody will work with him for fear of falling victim to his curse.