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Riley37
Code of Honor: -10 pts, or only -5 pts if you also have a similar Totem restriction.
Willpower roll required to betray a comrade, attack without giving the enemy a chance to surrender, recklessly endanger the life of an innocent bystander, or offer a deal that the other party will regret when they realize the consequences. GM sets threshold based on circumstances.

Bad Liar: -10. Incompetent at Con, plus Composure check not to blush or stammer on any lie.

Slight Physique: +5. +1 to most Infiltration and many Shadowing checks, also useful for crawling into ducts, slipping between fenceposts, etc. Not available for Trolls, incompatible with Blandness for Orks and Dwarves. Combines well with Double Jointed.

Hair-Trigger: -10. Composure check not to draw a weapon whenever startled. If you usually carry a weapon, but checked it at the door, your sudden and useless hand-to-holster/sheath movement is still obvious to onlookers. This may offend bouncers, guards at the Royal Court, etc. It can be dangerous to wake up a Hair-Trigger character by shaking their shoulder. If you are an unarmed combat specialist, you shift into an obvious combat stance; if you primarily use magic in combat, you visibly prepare Counterspell or your favorite attack spell.

Danger Sense: +10. You sometimes "have a bad feeling about this". GM may sometimes allow you a Perception test to sense danger that would normally blindside its target. This ability only works just before the attack, accident, earthquake etc. is about to cause damage. You can, and probably should, also take Perception with the specialization Spotting Ambushes. You sometimes get false alarms (if there was real danger, it happened to pass by without incident).
Riley37
Childlike Nature is awesome, but I'd name it Childlike Appearance. It can give a bonus or penalty to Disguise checks, and if a Childlike character asks for help or mercy, they get a bonus to their Con or Negotiation roll; that's a huge bonus if they turn their puppy eyes on anyone with the Heroic quality or a tendency in that direction.
Cf. "Interview with the Vampire", and "Phantom Menace".

I like the multiple levels of Pacifist. The full 20-point version might be bad for a PC, but Qualities are also useful when fleshing out NPCs. For example, your fixer asks you to help defend an orphanage from the arsonists hired by a real estate developer who wants to rezone that property... but the orphanage is run by pacifist nuns (whether buddhist, christian or other) who will literally step in front of the PC's guns to prevent the use of lethal force against the arsonists!

For those who think that Code of Honor just doesn't fit in SR: there's a scene in the movie John Woo "Hard Boiled" in which the hero and villain mutually avoid shooting through a crowd of nuns... and those characters are not exactly nicey-nicey types. It fits in some campaigns, not others.
Kronk2
I have an npc that blacks out when he drinks and wakes up in places not entirely of his choosing, and is kinda a mean drunk. Once he went on a bender and blew up Barcelona.

The really big downside to this is that if you are running with him, he may accidentally skip town on ya.

anyway, just wondering what you would rate Blackouts as a flaw at. and maybe mean drunk also.


Say
Mean Drunk 5-15 point flaw:
(5) Character has a tendency to turn nasty when the booze starts flowing.
(10) People get hospitalized after he gets drunk
(15) Neighborhoods go up in flames when he goes on a bender.

and a related flaw
Can't hold his Booze 5 point flaw. This character gets half the normal dice to resist intoxication.

Kyoto Kid
QUOTE (Kronk2)
and a related flaw
Can't hold his Booze 5 point flaw. This character gets half the normal dice to resist intoxication.

...now I like this one. Called the "Lightweight".

...also wouldn't be incompatible with Addiction: Alcohol.
Riley37
Characters who maintain an addiction to alcohol over time will develop a "resistance" requiring them to drink more to get intoxicated; some late-stage addicts routinely drink amounts that would floor a non-addict. Similar phenomena apply to other addictions.

Low resistance is an appropriate trait for some Native Americans. Euro-Asians have had a hundred more generations to adapt to alchoholic drinks, and contact with hard liquor - eg white traders using "here, have a shot of whiskey, now read this contract about use of your land" - has been one of the rough aspects of the post-Columbus scene.
Kyoto Kid
..oh, I don;'t know, I've seen a couple of people who routinely drank and got smashed after having only 2 or 3 beers. It's a blood chemistry issue.
NiL_FisK_Urd
Bullheaded
Bonus: 5 BP per Rating (max. 2)

Bullheaded grants a +2 modifier (per rating) to resist con, intimidation and leadership opposed tests, and a -3 modifier (per rating) when actively using skills from the influence group. Additionally, if the character does not get what he wants, or is given an order, he must make a Willpower + Charisma (2*Rating) Test or stubbornly dig in his heels and demand compliance.

Note: Bullheaded gives +1 Notoriety at games start per rating.
Tanegar
Isn't five years a little beyond the statute for acceptable thread necromancy?
NiL_FisK_Urd
Well, did not want to make a new thread for it, and this was the newest. ^^
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