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Positive Qualities -24 Karma

DISGRACED
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 characters
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.
P. 146 RF

RESTRICTED GEAR
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.

SENSEI
COST: 5 KARMA

You dont know what you dont know. This quality gives
you someone who knows what you dont 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 gamemasters discretion.
P.149 RF

MAGIC RESISTANCE
COST: 6 KARMA PER
RATING (MAX RATING 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 onthe 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.
P.76 CB

Negative Qualities +25 Karma (26 total)


DISTINCTIVE STYLE
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 whats 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.
P.80 CB

DRIVEN
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.

P.154

RF

SIGNATURE
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

characters handiwork or track the character is given a


dice pool modifier equal to the characters Street Cred
and Public Awareness combined.
p.159 RF

POOR SELF CONTROL


BONUS: 4 TO 12 KARMA

Whether theyre a boaster, an adrenaline junkie, or just


cant stand disorder, characters with this quality span
a variety of mental ticks that all boil down to the inability
to control ones actions. The Karma costs vary
based on the threshold of the Composure test involved
in restraining the characters actions. The quality can be
taken multiple times, but only once for each form of
control issue.
Thrill-Seeker (4 Karma): Its all about the rush. The
character will always take the most dangerous and risky
option in any situation if they dont 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).
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 offenders name to their hit list for the future.

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