Sunday, December 5, 2010

New Edges/Flaws

These are proposed edges and flaws to be inserted into a shadowrun campaign.

Good Karma (+6)
It takes 1/2 as much good karma as usual to add to your karma pool. For humans that's every 5th good karma, for demihumans it's every 10th. This cannot be taken along with Bad Karma.

Addiction (+2 to +6)
You are addicted to a drug and must keep yourself in supply of the drug. Your constant drug use has the effect of adding an additional lifestyle cost that must be paid each month. For +2 you must pay for an additional low lifestyle, for +4 medium, and for +6 high. These lifestyles do nothing more than keep your character in drugs so you must still have an alternate lifestyle.

Failure to pay your lifestyle gives you a cumulative +1 TN (for each missed month) on all checks until it is paid up again.

Dead Shot/Poor Aim (+4/-4)
A person with dead shot has an uncanny ability to shoot at distances or make called shots. He can treat any distance as if it was one range category closer than it actually is (changing target numbers appropriately) OR he can get a -1 TN bonus to called shots. This is due to a "feeling" he gets, so it does not stack with smartlinks or scopes. Poor aim is the opposite, he gets a +1 TN penalty to called shots and he always treats any range other than close as if it's one range category further away, though this penalty may be offset slightly by scopes and smartlinks.

Youthful/Aged Appearance (+1)
The character appears much older or much younger than his true age, which may cause problems or benefits. Young looking characters are often not taken seriously or let into bars, despite proper ID, however they are also not usually punished as severely by law enforcement that views them as punks. Older characters may get similar treatment, perhaps not getting carded at bars despite being under 21, or not being stopped at the border and questioned as much if they appear elderly.

Lucky/Unlucky (+6/-6)
When using a karma point to re-roll failures: if no additional successes are earned, he does not spend the karma point (he still must spend double to re-roll again, and this only applies to the first re-roll). An unlucky character must spend 2 karma pool on his first reroll, but this does not affect the cost of future re-rolls. These cannot be taken together.

Landlord Buddy/Enemy (+2/-2)
A landlord buddy can choose one of his lifestyles and take -10% to the cost of it, due to his friendship with the landlord or similar circumstance. A landlord enemy adds +10% to the cost of his most expensive lifestyle. This reassigns as he gains more expensive lifestyles or loses lifestyles.

For Your Troubles/For My Troubles (+4/-4)
A character with for your troubles, for one reason or another, manages to get the better in negotiatons with johnsons, or perhaps johnsons tend to look more favorably upon the character. They tend to provide him with a "tip" at the end of the missions. In game terms, the character personally gains an addional 5% to his mission pay. As a flaw, the character tends to earn 5% less as a penalty to "pay for the damage he's done", or for some other justifyable reason.

Model Employee/Slacker (+2/-2)
The model employee is the boss' best friend (or relative) or just a great worker. For whatever reason, he earns +10% pay from his day job, provided he makes it to work regularly and doesn't get bothered too much by missions while he should be working. A slacker is the opposite, taking a -10% pay cut from his day job as he is docked for sick days taken, and is more likely to get fired for missing work. Obviously this flaw or edge requires the character to have a day job to be put to use. Having this affects all day jobs he earns in the future as well, but not mission or bonuses.

Pure/Impure (+6/-4) (-6 for magically active characters)
A pure character has taken good care of his body, despite the times he lives in. As such he has 1 extra essense point (7 for most characters). For awakened characters, this does not affect his magic rating, though it does allow him to take 1 essense worth of cyberware, before it affects his magic rating (similarly for bioware). An impure character starts with one point of essence LESS than normal, due to his lack of care to his body. To an awakened character, this gives him one LESS point of magic to start with as well.

Adaptive Body (+6)
The character's body is surprisingly adaptive to cyberware and bioware, and he suffers only 90% of the bio index or essence loss for each piece implanted in him.

Unvariant Looking (+1)
Available to metavarients of metahuman races- these races tend to look less like their variant races and more like their base races (gnomes look more like regular dwarves).

Secluded Builder (+2)
You have -2 to all TNs involving the secrety of a construction project. This benefit increases to -3 if you complete the entire project using only your own labor. (Though it takes 50x as long without hiring assistance).

Some of My Best Friends Are... (+2)
Gain +1 die in social rolls with a specific race and all metavariants thereof. For purposes of this, HMVV races are all seperate.

Racist (-1)
You are actively racist against a given race and get +1 TN penalty to all social skills when dealing with them.

Chosen Enemy (+2)
You gain 1 extra die when using a skill or spell against a specific chosen enemy. Enemies can be chosen by race (such as Troll or Vampire) or affiliation (such as Lone Star Officers or Mother Shamans).

Side Income (-1 to -3)
This is like the Day Job flaw, except that the job is illegal in nature. Perhaps the character is a drug dealer or pimp or something. He gets the income of a day job. Instead of an hourly contribution, the PC need only contribute 5 hours/week to the job. Each level of job gives 1 die to a test made 1/month by local athorities (TN 8). If the athorities make a success, they investigate the PC for his illegal activities, with consequences up to the GM, the severity of which may involve full arrests or simply a fine equal to a few months of payout.

General Magical Aptitude (+6)
This provides a -1 TN bonus to any magical skill EXCEPT sorcery and conjuration. This invovles assensing, astral tracking, centering, divining, and other such skills as relevant to metamagic techniques.

Specific Magical Aptitude (+6)
This is the aptitude special ability for sorcery (spellcasting) and conjuration (summoning). It does not provide benefits to banishing or other uses for sorcery/conjuration dice. It does not stack with aptitude (sorcery) or aptitude (conjuration).

Precogntion (+2/+4/+6)
You have special means for predicting future events.
At 2 points: You can have dreams or visions while you are asleep. You must have a secondary skill (dream interpretation knowledge) to interpret the allegorical nature of the dreams.
At 4 points: You have omen interpretation- you might see omens while you are awake and about your life- you need not go to sleep to experience them. You still need a secondary skill (omen interpretation knowledge) to interpret these images.
At 6 points: You have precognative visions while awake, but these are not nearly as allegorical, though easy to misinterpret. You need no secondary skill to get useful info out of these.
At all ranks, the GM decides when such visions occur, though the PC may have some kind of personal ritual he uses to "try" to bring them on.

Magic Sense (+2)
You tend to notice magic around you. You get +1 die on any assensing test, or sensing test (metamagic technique) to notice auras, spellcasting, mana storms, or other such magical phenomenon, including seeing through masking. You must have at least 1 die to roll in the test on your own before this provides a bonus.

Fresh Start (+6)
You can add the benefits of an additional background to your character. Perhaps you've given up on that life, or you've just had a more lively lifestyle. Depending on the story and previous background, you may lose any further benefits of the "old" lifestyle, or even be hunted by them (if you quit the mafia for the yakuza, for example).

Wild Magic (+2/-2)
Whenever using some kind of magical test, roll 1d6. The results depend on whether this is a flaw or an edge:
Flaw: 1: +2 TN penalty to magic test. 2,3,4: +1 TN penalty to test. 5,6: -1 TN bonus to test.
Edge: 1,2,3 +1 TN penalty to test 4,5 -1 TN bonus to test. 6: -2 TN bonus to test.
This stacks with other bonuses and penalties. It's unpredictable, so you can't know whether you're getting the bonus or penalty until you've committed to the test.

Lone Mage (+6)
You have a -0.5 to your multiplier when intiating alone. Obviously this doesn't make initiating alone cheaper than with a group, but whatever.

Awkward Aura (-4) Only for awakened characters
Due to some bad mojo with your aura, you are unable to initiate with a group. All initiations must be done alone.

Unordealed (-4) Only for awakened characters.
Due to some blah blah blah astral molecules, you are unable to use an ordeal to decrease your initiation costs. You may still take ordeals if you like, but it will not decrease your initiation costs.

Slowening/Quickening (-2/+2)
All attempts to quicken spells on you, either by yourself or other characters cost an additional 1 point of good karma. As an edge, any spell quickened on you has its costs decreased by 1 good karma. (minimum 1)

Talented/Untalented (+2/-2)
Similar to aptitude, inaptitude: choose one skill which you have at least one rank in, you get either +1 die or -1 die for all tests related to that skill. If this brings you below 1 die than you cannot use that skill anymore. This may be taken multiple times for multiple skills.

Not Quite Awake (+6) Non awakened characters only.
You are not awakened. However, you may become awakened at a later point, by spending either 30 points of good karma (for a full magicican), or 25 points of good karma (for an adept or aspected magician). Becoming awakened later provides you with no spell points to spend on automatic spells or spirits or foci, though adepts will gain 1 point worth of adept powers. At the time of awakeneing, you gain a magic rating equal to your current essence -1 (you must have an essence of at least 2.0 to do this, and your bio index must be at least 2 less than your essence). This is clearly more expensive in the long run, but allows you to build a character who becomes a mage later. You may spend your initial build points on magical skills, but will be unable to use them until you awaken (and if you become aspected or adept, you might not be able to use them even then). At the time you awken you decide if you follow a shamanistic or hermetic tradition, if appropriate.

Knowledge Aptitude: (+2)
This is the aptitude ability but for a knowledge skill, reducing the TN of a specific knowledge roll by 1.

Running Hot/Running Cold (-2/+2)
Running hot characters have higher than normal body temperatures, and characters with thermographic vision get a +1 bonus on rolls to see them when stealthing. Running cold characters are the opposite, causing a -1 penalty on rolls to detect them using thermographic vision.

I prefer it Hot/Cold (+1)
I prefer it hot characters suffer no penalties for being in tropical climates, but a +1 TN penalties when in very cold areas (like a michigan winter), even when dressed warm. They have to be very over-bundled to deal with it. I prefer it cold characters are just the opposite, wearing no coat in winter without much problems, but suffering a +1 TN penalty in tropical climates as they aren't usted to the heat, and need many fans or personal air conditioners to get around this. This does not protect them from fire, cold damage, or extreme temperatures (in a volcano, in the arctic circle, etc).

Weather Wuss (-1)
The charcter suffers a +1 TN penalty to rolls in inclement weather: heavy rain, icy roads, snow, fog. In extreme weather this increases to +2 (hurricanes, blizzards, etc). This is in addition to any natural modifier the weather causes for everyone. They just can't handle bad weather well.

Homesick (-2)
The character suffers a +1 TN penalty to any roll while not in his home city. This flaw doesn't take effect until he has been out of town for more than 24 hours, a quick trip out doesn't bug him, but after that, he's homesick. After 1 week, this penalty increases to +2, where it stays until he comes home.

Almost MPD (+2/-2)
These people hear voices. It almost constitutes a multiple personality, as the voice has a personality not their own, but it never takes over their body. As a flaw, this voice is always giving them bad advice and making them paranoid, giving them a +1 TN penalty on social skills with new people, performing acute or complex tasks, and concentrating.
As an edge, the voice is helpful, helping people work out problems or see thing from other points of view, granting +1 die on social skills to persuade, lie, disguise, or remember something (such as knowledge skills).
Both the flaw and the edge provide +1 die to resist mind reading attempts.

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