Possible house rules for 3.0 edition shadowrun. Comment with any suggestions or ideas! (Note- some old posts might get updated with new stuff, check often!)
Thursday, December 30, 2010
The Best Flaws
Favors (-1): Someone has done you some favors in the past and now you owe them. Hooray for backstory! Now you have a contact that's not quite a contact, but is likely to be a source for missions!
Day Job (-1 to -3): This should be an edge! You mean I get money to put in some hours somewhere. This should probably be restricted to individuals with SINs or something because you get cash AND build points, and can quit whenever you want!
Hunted/Background Trouble/Enemies/Dark Secret: What a motivation! You need to hide out, you need to do missions to defeat the evil enemy that's been huting you, or every day is a fight to stay alive. Holy mission supply, Batman, the GMs should LOVE these flaws.
Inaptitude (-2): You have to spend 1 of the points you get back buying the actual skill I suppose, but otherwise it's free points so long as you apply it to a skill you're never going to really use anyway. Cheese!
Allergy (Phobia/Intolerance/etc): A GM can spice up any mission just by adding in the thing you're allergic to! It brings depth to missions now that it's sunny out. Of course, if you just cheese it out and take allergy to gold it's kind of weak, but then some critters with the wealth power pay in gold, so maybe even that will come up...
Weirdness/Trouble Magnet (-1/-2): The mission is going too well? They've walked past all your security features with their improved invisibility spells and rutheneum and are about to walk out unschathed? But wait! Someone else is breaking in to steal the same item, and they tripped the alarms! Need a mission hook? The johnson just happens to be the ex-girlfriend who never forgave you for the abortion you made her get. (Weird, huh?) These add tons of fun to any mission. (For more details see the post about this in particular).
Sensitive System (-3, -2 for mages): Double the essence cost of cyberware. The important thing is that it's the exact same cost for mages as bio-rejection. Why ever choose bio rejection? And how much cyberware is your mage going to have anyway? (Whether or not it affects bioware is a GM call)
Dependant (variable): You have someone who shows up and wasters your time, takes your money, and needs your constant care! It's a motivation! It's a mission source! It's a target for your enemies! (It's a chance to use Limit Break!) GMs should love this also!
Astral Impressions (-2): It makes you easier to track astrally. Of course, that will be quite the benefit when you get captured and the other mage has to find you! Everybody wins!
Pacifist/Soft Hearted/Lifesaver: For the GMs who prefer non-evil campaigns, this is just a way of fitting into the campaign world and doing what your team and job will probably prefer anyway.
Amnesia (less than 5), Flashbacks (-4): Great way for a GM to reveal your backstory over time! (If you wrote the backstory yourself that is!)
For those of you who did take special backstory flaws (hunted, enemies, amnesia, etc), the GM should award something special for finally overcoming the flaw through play- perhaps extra karma, or some special RP award. It's not everyday you can finally clear your tarnsihed name!
Thursday, December 16, 2010
The Worst Flaws
Blind (-6, -2 for mages): You can't see. Bad enough when it comes to everyday life, but add in your inability to read computer screens (and spellbooks!) and the fact that there isn't much of a way to suppliment this in the system (mages needs to see to cast spells!) and you've got a recipe for disaster! Maybe if you're a rigger/decker and you can still "percieve" in the matrix/car it's not so bad, but damn!
Borrowed Time (-6): Well, you're going to die soon, whenever the DM decides. Maybe you're old, maybe you're sick (FOXDIEEEEE!), but either way, the GM can pull out his magic button and say "And then you die." Now granted, he can do that anyway, but nothing says "I'm only going to play this one session" like Borrowed Time!
Para/Quadraplegic (-3/-6): Okay, okay, so you're a rigger/decker and never leave the house. You've raped the flaw. Otherwise you're wheeling around in your wheelchair (or rigging a wheelchair) just to get from A to B. Forget disguises (Look, another guy in a wheel chair who can't apply his own makeup!), forget B&E, your shadowruns better be all about running guys down with a chair that has spikes on it or something, because if you took this and you're not a decker, you're an idiot.
Total Pacifist (-5): It's not bad enough that you can't kill people, but you go into anguish when your teammates kill people? Jinx! Your player can't control them! Sure, that's the flaw, but what group doesn't have a kill-happy maniac?
Hung out to Dry (-4): Almost always taken by people who also don't have the social skills (or a million social penalties) to maintain contacts anyway. What better way to say "You're going to have to kick mimesis' ass to get me into the game" than hung out to dry, especially for a replacement character who doesn't already at least know the group. You can't have an NPC introduce them- they have no contacts! Almost ban-worthy!
Cranial Bomb (-6): Nice. You've got a guy with a bomb in his head and it could go off whenever. This is basically borrowed time except that NPCs can use it to manipulate you! Good luck getting it removed!
Mysterious Cyberware (-3): Half the value of Cranial Bomb- and it's almost always a cranial bomb anyway. If you're not a mage you're usually cybered out, and in either case you need every last piece of essence. Even if the GM makes it something that could be beneficial (against the purpose of making it a flaw) it's certainly something that's just a kick in the balls mission's invitation.
Police Record (-6): You have a criminal SIN, must live in a halfway house, and have a parole officer checking in on you all the time? I thought Day Job was rough! What? He also knows your contacts and how to reach you at all times? Why not travel with a cop and be done with it! At least the cop has something to lose! If you get through 3 missions with this guy then he must be a shadowrider setting you up because there's no way the police are that stupid!
Amnesia (-5): Yeah, right, like I'm going to make your character for you, and like you're going to play a random character without knowing his skills. Who the hell takes this?
Large (+4): What? An edge on this list? Of course! Why? Because the only people who take this edge are trolls (or meta-trolls) and those things are big enough! When you can't fit in a car, you can never blend in anywhere, and there's no reason why people aren't always suspicious of you (and thus your team), you've paid points to be a pain in the ass. But then, you're large...
Monday, December 13, 2010
Amnesia
What a great way for the player to avoid a backstory. What a great way for the GM to get even with him for it!
When making up a backstory for a player who has amnesia, you must consider the source of the amnesia.
Repressed Memories: Something horrible happened to the character and was repressed by the subconscious. Less likely with eiditic memory.
Head Injury: Some head injury happened and removed a bunch of the character's life.
Magic Involvement: Somone has erased the character's memory.
Drug Addiction: The character has lost large parts of his memory of the course of alcoholism or extreme drug use.
Cyberware/Bioware: Certain cyber and bioware inhibits the brain's abilities to make memories, and this could be the cause of amnesia.
Disease: The character could be old or have dementia or some other disease that may cause amnesia.
Each of these carries a certain implication: A head injury implies a terrible accident (or combat), while repressed memories indicate a horrible past. Magic means that someone wanted to keep that past a secret, and Drug addiction means the character was/is an addict. Cyberware would have to be intentional or impanted by a company, and may still be there! And diseases, well, they're trouble on their own!
If the player isn't going to choose a source, you can choose one for him. And therein you've provided your own backstory hook.
Some character's aren't happy with their amnesia backstory. Of course, you can remind them that they were free to create their own backstory (even having chosen amnesia!), and their failure to do that was an invitation for you to make your own. Plus, many sources of amnesia represent a troubled past (memory wipe, repressed memory, drug addiction, implanted cyberware) or a troubled present (disease, drug addiction).
Also, eiditic memory might inhibit disease or drug addiction from being a source, forcing you to go with another (maybe worse) option. Eiditic memory might also prevent repressed memories, forcing memories to be wiped via magic or "accident".
Keep in mind PC's day jobs and other details when making backstories. Police and many other corporate jobs to background checks on characters, so the player would be aware of his past if it was something that would show up on a background check, and if they have the same identity, and accident would show up in medical history, as would existing cyberware (hello mind wipe!).
Sometimes you can be a little too cruel, GM, but this should be an encouragement for a PC to write his own backstory, even if the character has amnesia!
Removing Flaws and Buying Edges
By the current system, removing a flaw typically replaces it with a similar (or worse!) flaw instead. This usually does not make sense.
So here's a mechanical system for replacing flaws and getting additional edges.
Losing Flaws:
Certainly flaws should be removable through in-story events (such as character driven missions). Otherwise, a PC should be able to remove his flaw by paying twice the karma cost that the flaw provided in build points.
A caveat to this (which makes it harder to lose larger flaws) is that flaws that are RANKED must be bought down, much like skill ranks are bought up.
So, if you have hunted:6. It takes 12 points to buy this down to hunted:4, then 8 points to buy down to hunted:2, then 4 points to remove: 24 points in general. Expensive, but worth it!
Gaining Edges:
In the same way, edges should be purchasable for twice their build point cost in good karma, and like flaws, should be bought up from 0.
Example: High Pain tolerance would be insanely expensive (2*1 for 1 box, 2*2 for 2nd box, 2*3 for 3rd box, etc).
Certainly edges and flaws are MUCH better to take at character creation, cost-wise, but then, so are skills and ability scores!
Saturday, December 11, 2010
Web Edges/Flaws Enhancement
Venus' Blessing/Curse of Venus
These are opposites of each other. Curse of venus (COV) tends to increase your TNs with people you wish to attract, while Venus' Blessing (VB) decreases your TNs for people you wish to attract. COV makes it easier to attract people you don't want.
Thus you can't have both. Regular VB does as it says. COV only works to attract attention you don't want.
Innocense/Scapegoat
Obviously opposites, can't have both. When making group opposed checks to see who is attacked, blamed, etc, people with innocense get +1 to their total roll, scapegoat gets -1. Innocense gets +1 die in social skills to avoid getting out of trouble (negotiations with police), scapegoat gets -1 die.
Cyclic Magic (+/- 3,6)
As a flaw, you get -1 half the time, +1 half the time, and +2 (penalty) at the "peak". (Double for 6 pt). As an edge you get -1 half the time, +1 half the time, and -2 (bonus) at the "peak". (Double for 6 pt).
This flaw is highly problematic. For long cycles (decades, years, etc) it may mean a huge flaw on your magic user ALL THE TIME, while other times he gains mad bonuses and is unstoppable. For short cycles (day v night), runners usually sit out during their "down time" and cast spells (quickened, summon spirits, etc) during their "up time", gaining all benefit and no flaw. Thus this flaw should be rewritten. Instead of modifying the TN, this modifies the number of dice you have for magical tests (at peak either granting or taking away 2 dice). The 6 point version is not available (for double bonus).
Elemental Ties (+/- 2,4)
Hermetic mages gain +1 DIE when summoning or communicating with spirits, or casting spells of their specific element. As a flaw you get -1 DIE. The 4 point doubles this. The TN boosts are too much. (considering with elemental ties you'll mainly only cast those spells- an aspected elementalist would wreck this trait).
Blatant Magic(-1)/Continual Blatant Magic (-2)
These are 2 ranks of the same trait. At rank 1, your spells are obvious to observers when cast, no test is needed by them. At rank 2, your spells are obvious while sustained to observers. This may not help identify the spell, but can tell that the spells are present.
Bard's Toungue -1/-2
The character's test is to avoid blurting out embarrasing information of which he is aware, such as "we're here to rob you" or "we know your secret", etc. This does not help you accidentially say
crazy precognative things. For -1 the secret is embarssing or uncomfortable (I wet my pants), for -2 the secret is potentially damaging (I broke into your factory yesterday).
Danger Sense +? (I say +6)
This has you make a perception test based on the remoteness of danger, but has no score cost and is very vague. TN is 6 to avoid a hidden combat action that can happen within 1-2 rounds (sniper bullet), TN is 8 to avoid walking into an ambush or other action that can happen within 3-4 rounds. TN is 10 to avoid walking into a trap or something that can happen within the next few minutes (a johnson who will set you up), and TN is 14 to avoid something that can happen in a few hours (don't accept this mission!).
This perception test is mental, gains no benefit from cyerware or magical enhancmenents to perception, only your intelligence dice are used. Traits like perceptive and aptitude do not improve this roll.
Friday, December 10, 2010
Wierdness Magnet/Trouble Magnet
The often abused Wierdness and Trouble Magnet flaws have no strict mechanics behind them (thus making them somewhat of "throwaway"). Here are some suggestions on how to keep them fair.
The most obvious way is to include "weird" events that can take place, and roll a check to see whather or not it happens.
Following is a possible list of "weird" and "troublesome" events. Roll a number of dice equal to the weirdness quotent (WQ) and a number of dice equal to the trouble quotent (TQ).
WQ = number of party members with weirdness magnet.
TQ = number of party members with trouble magnet.
The number of successes determines the severity of the weirdness and the trouble. No successes means nothing weird or troublesome happens. The chart below has events based on troubleness (1 to 6 ratings), and weirdness (1-6). If something both weird and troublesome happens, try to combine them into one event, though having 2 seperate events is fine. Sometimes things happen to an individual instead of the party, though the individual woes can be party woes. People without these traits shouldn't be individually targeted, but any individual with the flaws are fair game to the expanded trouble.
R1 weird
· You get a phone call-wrong number.
· A team member pocket-dials you by accident
· You see an ex lover who wants to chat you up.
· The weather is unseasonably hot or cold
· You see a dollar bill with a string around it, it pulls away as you approach.
· You are approached to buy girl scout cookies or something.
· Witness an odd conversation
R2 weird
· You are a store’s 1,000,000th customer.
· Your Johnson meets you at a weird place (restaurant with no lights, etc)
· You see skywriters writing conflicting messages in the sky
· You see a bi-racial couple that’s unusual (troll+gnome, etc)
· Something odd runs by you (10 midgets chasing a grown man dressed as a baby,etc)
· Witness an argument
R3 weird
· The weather is drastically unusual for season/area (snow in florida)
· Low rent areas experience a power outage.
· No one is on the streets when it should be packed.
· Witness a fist fight
· Hear about a strange figure on the news (like a serial killer or something)
· Learn that the winning lottery numbers are somehow relevant to you (like your birthday)
R4 weird
· The streets are packed when they should be empty.
· An impromptu concert or similar event happens near your target.
· A strange man stops you and tells you something true but secret about yourself.
· A kid follows you around and copycats you.
· Witness a gun fight
· You pass somoene on the street who looks almost exactly like a teammate.
· People keep saying things that other people said earlier that day- causing deja vu.
· Some other johnson is meeting another shadowrunning team at the same venue as you are meeting your johnson at.
R5 weird
· There’s an eclipse or other odd astral phenomenon
· Witness a traffic accident.
· A wannabe tries to join your shadowrunning team.
· A mentally disabled person (rain man) repeats parts of your “secret” conversation to you.
· Witness a magic duel
· You pass someone on the street who looks almost exactly like you
R6 weird
· Two planes crash into each other.
· The city (even higher level lifestyles) experience a temporary power outage.
· Someone is sleeping in your bed.
· Witness a spirit duel
· Witness a hostile interaction between people that are very rare for area (like a bunch of clowns shooting each other)
· Win the lottery
R1 trouble
· Your parked car is blocked by something and can't easily be gotten out.
· You accidentially dial the wrong number during an important call.
· Someone bumps into you on the street- possibly while unning, which may make you trip.
· Your persuer happens to guess the right direction to chase you in when you try to lose him.
· Someone you need to deal with is racist or predjudiced against you.
· Some random people try to start a confrontation with you.
· Someone has vandalized your vehicle or home.
R2 trouble
· You get pulled over by police for a minor infraction.
· While casing a place you are caught in the background of someone else's pic/video.
· During a getaway, your route is blocked by a parade or other odd event.
· Your cell phone or other device rings or makes a noise at an inopportune time.
· You trip or cause some small scene that makes people notice you when trying to be secretive.
· The place you're in contains something you're allergic to or phobic to. (Or intolerant, etc).
· Someone tries to steal something from you
R3 trouble
· Your car gets a flat tire or runs out of gas.
· A place that was supposed to be empty is full of people for some reason. (Like a concert)
· Your computer just now shows that it recently caught a virus.
· Your day job asks you to come in by surprise while on a mission.
· Someone with you has the gremlins flaw.
· Someone tries to rob/pickpocket you.
· A random person notices your gun and may cause a scene.
· The weather is troublesome for your purposes (foggy, heavy rain, etc)
· A protestor throws paint or something at you (throws a pie in your face, etc)
· Reporters run up and question you about some current event in the area.
R4 trouble
· Your phone is blowing up from telemarketing calls and wrong numbers making it hard to place calls.
· You forgot to charge the battery to something and it runs out early.
· You hit someone with your car or vehicle.
· Endangered creatures form a nest near your house, keeping people around at all times.
· An unrelated crime happens to the place you're trying to do a mission at, increasing security.
· Police join in your "escape" scene.
· The target just happens to be paranoid about your race/class/gender etc
· Some unrelated decker just happened to be waching the area where you were when you did something illegal.
· The place you're at (restaurant, bank, etc) gets robbed while you're there, possibly becoming a hostage situation.
R5 trouble
· By random chance, your group radio frequency is the same as the enemy's- who doesn't happen to be talking at the time.
· Something left at a squatter lifestyle is gone- having been stolen.
· Someone breaks into your house.
· A strange EMP temporarily knocks out your electronic equipment.
· The target just happens to have weapons or security measures you aren’t prepared for.
· One of your contacts is in the target’s structure, and can be captured by him, or already is.
R6 trouble
· Someone you've wronged just happens to be around the corner.
· The place you need to break into has a bunch of people who know you or can ID you.
· You get blamed for something you didn't do, but you have no alibi for that time period.
· Your car gets destroyed/towed/stolen/booted, etc and you discover this when you need to make a quick getaway.
· Vandals or someone sets off alarms at the place you’re at during your mission. They may have done this on purpose to screw you.
· You've accidentially left a small piece of equipment at a crime scene.
· Get struck by lightning
Tuesday, December 7, 2010
Friendship
Flaw: Friendship (-1)
Your character is good friends with another PC. (Both should have the flaw).
You must make a willpower(4) check to go into any situation that screws your friend over (like ratting him out to the law, leaving him there to take the heat, etc).
You also get a +2 TN penalty to lie to, cheat, befuddle, etc the other PC.
This may be taken multiple times between PCs.
In a group of 6 PCs, if they are all friends, each PC will gain 5 build points and the game will run smoother.
Trust Manuvers
A trust manuver is a manuver that can be performed by 2+ shadowrunners for additional benefit. They're called trust manuvers because those benefits can be catastrophic if one of the runners betrays the other in some way. (Much like in the prisoner's dilemmah).
Each manuver has a trust rating of 1-8. The rating represents how much you can screw over another PC if attempting this manuver, and thus, how much trust you should have together before attempting.
Back to Back R1: 2+ characters put their backs together when surrounded by enemies and shoot (or use melee) at those around them. This provides people attacking them a +1 TN penalty to hit them due to their combined increased field of view.
Betrayal: Any member involved in this can auto-dodge 1 ranged attack / round, forcing it to hit the other person instead.
Lie Breaker R8: One PC (called the blocker) uses a mind control spell on the other (called the liar), who engages in conversation. Because of the willing mind control link, enemies who can't detect the spell get +force TN penalties to detect lies, assess the PC, or even read their mind.
Betrayal: The blocker can exert the mind control over the liar with no saving throws, or choose not to let him go later.
Astral Shield: R4: An astrally projecting PC (called the shield) can spend his action actively defending another PC (called the target). He can jump in the way of spells, spirits, and other astrally aware abilities, allowing them to affect him instead, using his higher spell defense, willpower, spell pool, and other abilities to absorb the damage better.
Betrayal: The blocker can stop guarding the target, granting all who target him a -2 TN bonus to target him with such attacks, as he doesn't bother to guard against them.
False Fight: R3: 2 PCs may engage in a "pretend" fist fight, with the attempt of distracting or deceiving an enemy. Their blows do no damage, but may appear to based on the bluffing ability of the fighters. Enemies get a +1 TN penalty to percieve other things going on during this, and a +1 TN penatly to see through the ruse as the PCs fight.
Betrayal: PC's may choose at any time to stop pulling punches, dealing full damage to the other PC, who loses the benefit of his combat pool for the round- against everybody.
Good Cop Bad Cop: R1: 2 PCs interrogating may assist each other, one using a bullying or intimidate skill to suppliment the other's diplomacy skill (or vice versa).
Betrayal: A PC may intentionally flub their own roll, instead of adding successes, decreasing them, and providing the other PC (as well as himself) +1 TN penalties when interrogating this person, who no longer takes them seriously.
Team Spotters: R2: Multiple shadowrunners may provide a synergy bonus to the primary shadowrunner's ability to use perception, see through illusions spells, etc. Each additional shadowrunner provides +1 die to the perception test, and using this manuver with any number of shadowrunners decreases the perception TN by 1. The other spotters do not make their own perception tests, instead everyone shares the result of the primary's.
Betrayal: Any shadowrunner involved can provide distractive information, eliminating all bonus dice and changing the bonus TN to a +2 TN penalty. The DM rolls all bonus dice in secret because none of the involved are aware who (or IF) the penalty was removed.
There may be others, as the GM sees fit. NPCs will rarely (if ever) provide teamwork benefits with other PCs.
Another benefit from Friendship comes in the new rules for instruction. Team members can take ranks in instruction to save karma costs when it comes to teaching each other skills, allowing multiple team members to have skills. Only the first person to have the skill pays full karma, so if multiple people team up with this, they can drastically reduce karma costs for each other when it comes to skills.
Sunday, December 5, 2010
New Edges/Flaws
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.