Thread:Eureka Enderborn/@comment-25597877-20151119214736/@comment-26084195-20151120042526

Positive QualitiesPositive qualities have a BP cost, like everything else. Characters maynot spend more than 35 BP on Positive Qualities. AdeptCost: 5 BPAdept characters use their magic in a radically different way thanother Awakened characters, by channeling magic through their bodiesand minds; they do not cast spells or conjure spirits, nor do they typicallyhave access to astral space (see the Astral Perception adept power,p. 195). Instead, adepts develop powers that improve their physical andmental abilities.A character with this quality is an adept and starts with a Magicattribute of 1, which can be increased like any other attribute up to amaximum of 6 + initiation grade (see Purchase Attributes, p. 82). Acharacter with this quality cannot take the Magician, Mystic Adept, orTechnomancer qualities.Characters with the Adept quality get a number of Power pointsduring character creation equal to their Magic attribute. These Powerpoints are used to buy specific adept powers (see p. 195). AdditionalPower points can be gained by increasing the character’s Magic attributethrough the expenditure of Karma. Note that the Magic attributecannot be raised above the natural maximum of 6 without initiation(see Initiation, p. 198).The adept is fully described on p. 195 of The Awakened Worldchapter; a sample adept character appears on p. 104.Though this quality is inexpensive, gamemasters should be carefulnot to allow it to be abused. It should only be taken for characters thatare intended to be played as adepts. AmbidextrousCost: 5 BPThe character can use and handle objects equally well with bothhands. The character does not suffer any modifiers for using an offhandweapon (see p. 150). When using two weapons at once, however,the character must still split his dice pool. Animal EmpathyCost: 10 BPA character with Animal Empathy has an instinctive feel forhandling animals of all kinds. The character receives a +2 dice poolmodifier for all tests involving the influence or control of an animal(including riding). Characters with this quality become more sensitiveto the animal’s point of view, and are typically reluctant to harmor show cruelty to an animal. This quality does not affect a character’sinteraction with sentient critters, such as sasquatches, naga, or dragons. AptitudeCost: 10 BPA character with the Aptitude quality is a prodigy in one particularskill. Characters with this quality may improve one Active skill onepoint above its natural maximum to a 7. Note that this doesn’t actuallyincrease a skill that’s currently at Rating 6; it just opens the door for having level 7. Astral ChameleonCost: 5 BPWith the Astral Chameleon quality, the character’s astral signatureblends into the background of astral space more quickly. All signaturesleft by the character last only half as long, and others assensingthe signature receive a –2 dice pool modifier. Only characters with theAdept, Magician, or Mystic Adept qualities may take this quality. BlandnessCost: 10 BPThis character blends into any crowd. He is average in height,weight, and appearance, and has a distinct lack of distinguishing physicalcharacteristics or mannerisms. Anyone attempting to describe thecharacter cannot come up with anything more precise than “he waskinda average.”Individuals attempting to shadow or physically locate the characterthrough social means or in even slightly crowded settings receivea –2 dice pool modifier on all tests made during such attempts. Themodifier does not apply to magical or Matrix searches. CodeslingerCost: 10 BPA codeslinger is particularly adept at performing a particularMatrix action and receives a +2 dice pool modifier to that Matrixaction. Only Matrix actions with an associated success test apply;Codeslinger does not apply to actions that do not require a successtest, such as Jack Out. Codeslinger may only be taken once. Double JointedCost: 5 BPA Double Jointed character has unusually flexible joints and canbend and contort his body into extreme positions. The character receivesa +2 dice pool modifier for Escape Artist Tests (p. 133). At thegamemaster’s discretion, the character may be able to squeeze intosmall, cramped spaces where less limber characters couldn’t fit. ErasedCost: 5BP or10BPBetter than SINless—the character with this quality officiallydoesn’t exist and never did; someone or something actively works toremove her traces from the system. Maybe it’s an elite hacker who owesher a favor or an AI she befriended, but the end result is that her datatrail and records vanish from all but the most secure systems shortlyafter being entered. For 5 BP, criminal SINs and unwanted data disappearwithin a week. For 10 BP, any SIN, undesirable credit history, orpersonal information on the Matrix that she wishes is burnt after 24hours. Obviously, the eraser will preserve any data the character wishespreserved and that is vital for her to function in society. Note that vanishingdata may prove an unwanted complication if the character isin custody or doing prison time (the Man may “forget” she is there). Exceptional AttributeCost: 20 BPThe Exceptional Attribute quality allows a character to possessa natural Physical or Mental attribute at a level above the metatypemaximum. A character with this quality has one attribute with a naturalmaximum one point higher than his metatype would normallyallow (for example, a human character would have one attribute with anatural maximum of 7). This also increases the augmented maximumfor that attribute as appropriate. This quality may only be taken once. First ImpressionCost: 5 BPA character with the First Impression quality slides easily into newsituations, groups, cities, and jobs. Whenever attempting to fit into anew environment—such as infiltrating a group or trying to meet contactsin a new city—the character gains a +2 dice pool modifier on anySocial Tests during the first meeting. This modifier does not apply tosecond and subsequent encounters. Focused ConcentrationCost: 10 BP per rating (max rating 2)A magician character with Focused Concentration has a naturallystrong ability to concentrate. This allows him to channel mana moreefficiently, making him less susceptible to Drain. A character with thisquality gains a +1 dice pool modifier per rating point for all DrainTests. Only characters with the Magician or Mystic Adept qualitiesmay take Focused Concentration. GutsCost: 5 BPA character with Guts is not easily frightened. He receives a +2dice pool modifier on tests made to resist fear and intimidation, includingmagically induced fear from spells or critter powers. High Pain ToleranceCost: 5 BP per rating (max rating 3)High Pain Tolerance enables a character to better shrug off the distractionof pain from his concentration. A character who possesses thisquality can ignore one box of damage per rating point when calculatingwound modifiers (see Wound Modifiers, p. 163). So a character withthis quality at Rating 2 can take 4 boxes of damage without suffering awound modifier. This quality may not be used with the Pain Resistanceadept power, pain editor bioware, or damage compensator bioware. Home GroundCost: 10 BPHome Ground provides a character with a +2 dice pool modifierfor all Active Skill Tests made within the character’s home turf. AnyKnowledge skills relevant to the people, places, or things within thisarea receive a +4 dice pool modifier.The character’s home turf is a particular location with which thecharacter is intimately familiar. The location must either be a smallarea—no larger than a large building or small neighborhood—oran environment encountered infrequently during the campaign. Forexample, in a Seattle-based campaign, the desert would be an infrequentlyencountered region and could be considered home ground.The desert would not be a suitable home ground for a campaign setin the magic-soaked Mojave. Gamemasters must approve all homegrounds in their campaigns. Human-LookingCost: 5 BPA metahuman character with the Human-Looking quality can“pass” for human in most circumstances. Human NPCs respond withneutral attitudes toward such characters when making Social Skill Tests(see p. 130). The character may suffer increased animosity from metahumanNPCs who are prejudiced against humans and who mistakehim for human (or think that he is trying too hard to “look human”).Only elves, dwarfs, and orks can take the Human-Looking quality. LuckyCost: 20 BPThis quality allows a character to possess an Edge attribute onepoint higher than his metatype maximum. (For example, a humancharacter could raise his Edge to 8.) Note that this does not actuallyincrease the character’s Edge, it just allows him to do so; the Karmacost for improvement must still be paid (see Character Improvement,p. 269). This quality may only be taken once. MagicianCost: 15 BPA character with this quality is a magician and starts with a Magicattribute of 1. This may be increased like any other attribute, up to amaximum of 6 + initiation grade (see Purchase Attributes, p. 82). Acharacter with this quality cannot take the Adept, Mystic Adept, orTechnomancer qualities.Magicians can cast spells and conjure spirits (see The AwakenedWorld chapter for more information, p. 176). The Combat Mage,Occult Investigator, Radical Eco-Shaman, and Street Shaman samplecharacters on pp. 99, 106, 107, and 111 are examples of magicians.Each magician follows a specific magical tradition that defines hisworldview and how he perceives and manipulates magic. Two commontraditions—hermetic and shamanic—are described in this book, butplayers can also devise their own (see Traditions, p. 180). Magiciansmay also have a mentor spirit (see Mentor Spirits, p. 200) that confersits own benefits or penalties; players should note these, especially whenchoosing spells.Magicians also have astral perception and the ability to astrallyproject (see The Astral World, p. 191).Though this quality is inexpensive, gamemasters should be carefulnot to allow it to be abused. It should only be taken for characters thatare intended to be played as magicians. Magic ResistanceCost: 5 BP per rating (max rating 4)For every 5 BP spent on Magic Resistance, a character receives1 additional die for Spell Resistance Tests (see p. 183). The MagicalResistance quality, however, works even against beneficial spells suchas Heal. Mentor SpiritCost: 5 BPThis quality is only available to characters with either theMagician, Adept, or Mystic Adept quality. The character has a patronmentor spirit (see Mentor Spirits, p. 200) that guides him in his practiceof magic and provides certain advantages and disadvantages. Acharacter may only ever have one mentor spirit. Murky LinkCost: 10 BPAny ritual sorcery (p. 184) directed against the character receivesa –3 dice pool modifier. Note that this quality may work against thecharacter in some circumstances, such as when friendly magicians wantto use ritual sorcery to locate or aid the character. Mystic AdeptCost: 10 BPMystic adepts are a hybrid between magicians and adepts. Mysticadepts choose whether to dedicate their individual Magic attributepoints toward somatic adept powers (gaining 1 Power point per Magicattribute point allocated) or towards Magic skills such as spellcastingand conjuring instead.A character must purchase this quality in order to be a mysticadept and starts with a Magic attribute of 1. This may be increasedlike any other attribute, up to a maximum of 6 + initiation grade (seePurchase Attributes, p. 82). A character with this quality cannot takethe Adept, Magician, or Technomancer qualities.Like adepts, mystic adepts do not have access to astral space unlessthey purchase the Astral Perception adept power. Mystic adepts maynot astrally project.Though this quality is inexpensive, gamemasters should be carefulnot to allow it to be abused. It should only be taken for characters thatintend to explore their nature as mystic adepts. Natural HardeningCost: 10 BPSomething about this character’s neural structure makes him resistantto feedback. This quality gives the character 1 point of naturalbiofeedback filtering, which is cumulative with a Biofeedback Filterprogram or complex form (see p. 233). Natural ImmunityCost: 5 or 15 BPCharacters with Natural Immunity have an innate or developedimmunity to one single disease or toxin. This quality is available at twolevels. If purchased at the 5 BP level, the character is immune to a singlenatural disease or toxin. If Natural Immunity is purchased at the full15 BP level, the character is immune to a single synthetic (artificiallycreated) disease or toxin. Natural Immunity does not affect diseases ortoxins which are magically based, such as HMHVV.The player and gamemaster must agree on the disease, drug, orpoison to which the character is immune. It must be something thecharacter would have a reasonable chance of coming into contact with.The character can take one dose of the agent every (12 – Body) hourswith no ill effects. If the character ingests more than a single dose duringthat period, he takes damage as normal, but recovery time is halved.Note that characters with Natural Immunity to a disease may stillinfect other characters with the disease, even though they are not sufferingany ill effects from it. Photographic MemoryCost: 10 BPA character with Photographic Memory rarely forgets anythinghe has experienced. The character can instantly recall faces, dates, numbers,or anything else he has seen or heard. When making MemoryTests (see Attribute-Only Tests, p. 61), the character gains a –1 thresholdmodifier to the test. Quick HealerCost: 10 BPA Quick Healer recovers from damage more quickly than othercharacters. The character receives a +2 dice pool modifier to allHealing Tests made on/for/by him, including magical healing. Resistance to Pathogens/ToxinsCost: 5 or 10 BPA character with Resistance to Pathogens/Toxins can fight offtoxins and drugs more easily than other characters and receives a +1dice pool modifier to Resistance Tests. This quality comes at two levels;at 5 BP the character is resistant to either pathogens or toxins, not both.If the character purchases this quality at 10 BP, he is resistant to both. Spirit AffinityCost: 10 BPCharacters with Spirit Affinity are naturally attuned to one typeof spirit (see Spirits, p. 302). These spirits find the character interesting,will be drawn to him, and are more inclined to assist the character. Incertain situations, they may be reluctant to attack the character, usinga nonlethal power if forced to attack regardless.This quality may be taken by any character, not just magicians;magicians may possess this quality for a type of spirit that is not partof their magical tradition. TechnomancerCost: 5 BPTechnomancers can access and manipulate the Matrix throughtheir own sheer force of will (see Technomancers, p. 239). Known asotaku prior to the Crash of 2064, technomancers have emerged amongall walks of life since the advent of augmented reality.A character must purchase this quality in order to be a technomancerand will start with a Resonance attribute of 1. This may be increasedlike any other attribute, up to a maximum of 6 (see PurchaseAttributes, p. 83). A character with this quality cannot take the Adept,Magician, or Mystic Adept qualities.Technomancers have a living persona—their Matrix alter ego—with its own separate set of attributes that govern virtual actions inthe Matrix. The Resonance attribute, combined with certain other attributes,determines how strong (or weak) the persona is. ToughnessCost: 10 BPCharacters with the Toughness quality shrug off damage moreeasily than others. Such characters gain a +1 dice pool modifier to theirBody when making Damage Resistance Tests.Will to LiveCost: 5 per rating (max rating 3)For each rating point in Will to Live, the character gains 1 additionalDamage Overflow Box (see p. 163). These additional boxes onlyallow the character to sustain additional damage before dying; they donot raise the threshold at which the character becomes unconsciousor incapacitated. They also don’t affect wound modifiers from damagethe character has taken. Negative QualitiesNegative qualities provide bonus BP that can be used toward thecost of attributes, skills, qualities, and other resources and abilities.Characters may not earn more than 35 BP from purchasingNegative Qualities. AddictionBonus: 5 to 30 BPA character with the Addiction quality is addicted to alcohol,drugs, BTL chips, or a similar substance with a detrimental effect on thecharacter’s health (note that nicotine, caffeine, and sugar do not count).The value of this quality depends on how severe the addiction is: Mild,Moderate, Severe, or Burnout. Additional addiction rules, including listingsof drugs and roleplaying guidelines, can be found on pp. 256–259.Mild (5 BP): The addiction is omnipresent but not blatant orintrusive; it may not even be recognized or acknowledged. At this stageit is easier to seek help, but very few recognize their addiction as somethingneeding help at this stage. Addicts experience cravings at leastonce a week (if not every few days), but can ignore them if necessarywithout too much difficulty. The addict suffers a –2 dice pool modifierto Willpower and/or Body Tests to resist the craving.Moderate (10 BP): The addiction at this stage is marked and difficultto overcome. Addicts experience cravings at least once a day (ifnot more), and they are more difficult to ignore. The addict suffers a –4dice pool modifier to Willpower and/or Body Tests to resist the craving.Severe (20 BP): The addiction is out of control. The addict experiencesconstant cravings (at least twice a day), suffering a –6 dicepool modifier to Willpower and/or Body Tests to keep from giving in.Burnout (30 BP): This is the same as a Severe addiction, exceptthe addict has been in this state for some time and is experiencingthe tell-tale signs of habitual use on his body. Reduce the character’sEssence by 1 to reflect a loss of health from abusing his body. If thecharacter does not kick the habit soon, he will continue to lose Essenceat a rate determined by the gamemaster until he dies. AllergyBonus: 5 to 20 BPA character with the Allergy quality is allergic to a substance orcondition. The value of this quality depends on two factors. First, determinewhether the substance or condition is Uncommon (2 BP) orCommon (7 BP). Then determine the severity of the symptoms: Mild(3 BP), Moderate (8 BP), or Severe (13 BP). Add the appropriate pointvalues to find the final value. For example, the value of an UncommonModerate Allergy is 10 (2 + 8) points. Astral BeaconBonus: 5 BPThe astral signature of a character with the Astral Beacon qualitysticks out like a sore thumb on the astral plane. All signatures left by thecharacter last twice as long, and others assensing the signature receivea +2 dice pool modifier. Only characters with the Adept, Magician, orMystic Adept qualities may take this quality. Bad LuckBonus: 20 BPThis character is cursed—his own luck often turns against him.Whenever this character uses Edge, roll 1D6. On a result of 1, the Edgeis spent, but it has the exact opposite effect intended. For example, if acharacter hopes to gain additional dice, instead he loses that many dicefrom his dice pool. If a character spends Edge to go first in an InitiativePass, he ends up going last. If a character spent Edge to negate a glitch,Bad Luck turns it into a critical glitch. CodeblockBonus: 5 BPA character with the Codeblock quality always has trouble witha particular Matrix action. He receives a –2 dice pool modifier any timehe attempts that type of Matrix action. Codeblock only applies to Matrixactions with an associated test; it does not apply to actions that do notrequire a test (jacking out, for example). Gamemasters should not allownon-hackers to apply Codeblock towards hacking actions that they arenever likely to take. Combat ParalysisBonus: 20 BPA character with Combat Paralysis freezes in combat situations.On the character’s first Initiative Test in combat, the characteronly rolls half his Initiative attribute. On the second and subsequentInitiative Tests, however, the character rolls his normal Initiative.The character also receives a –3 dice pool modifier on Surprise Tests.Finally, the gamemaster should apply a +1 threshold modifier to anycomposure tests (see Composure, p. 138) the character must make incombat situations. Elf PoserBonus: 5 BPElf Posers are human characters who want to be elves. This desireprompts them to associate with elves as much as possible, talk likeelves, and alter their appearances so that they resemble elves. Realelves consider them an embarrassment, many humans think of themas sellouts, and even the other metatypes generally consider posers tobe pathetic.Characters with this quality who have undergone cosmetic surgeryto get “elf ears” and “elf eyes” may successfully pass as elves andavoid any negative Social skill modifiers associated with being a nonelf.If an elf discovers the character’s secret, however, the elf is likely totreat him with contempt and hostility (see the Social Modifiers Table,p. 131). An outed elf poser may also face stigma from other humansas “race traitors,” if those humans harbor any prejudice against elves.Only human characters may take the Elf Poser quality. GremlinsBonus: 5 BP per rating (max rating 4)Characters with the Gremlins quality never seem to get along withtechnology. Devices malfunction inexplicably in the character’s hands,software constantly crashes whenever he uses it, components becomeunusually fragile at his touch, and wireless links suffer faltering connectionsand odd interference.For every 5 BP gained in this quality, reduce the number of rolled1s necessary to get a glitch (p. 62) by 1 whenever the character is attemptingto use a moderately sophisticated device (late 20th centurytechnology or later). For example, a character with a dice pool of 8 andGremlins Rating 2 (10 BP) would trigger a glitch if two or more 1sresult from the test. The gamemaster may also require the character tomake a test for operations that would otherwise succeed automatically,simply to see whether or not a glitch occurs.When describing the effects of a Gremlin-induced glitch, gamemastersshould play up the notion of a particularly weird mechanicalor electronic malfunction. For example, if a Gremlin-plagued characterglitches while shooting a pistol, the clip might inexplicably fall out ofthe gun, or the slide might jump off the rails and go flying into thedistance. Similarly, if the character was using a commlink to access arestricted node, the language interface might suddenly convert intoLithuanian for no apparent reason. Note that Gremlins is a Negative quality—its effects should behindering to the character (and entertaining to others). Gremlinsshould not be used as an “offensive ability,” where a character causeshis opponent’s high-tech toys to fall apart merely by touching them.Consider Gremlins to be a curse on the character—if he wants thetechnology to fail, then it should be more likely not to.This effect only applies to external equipment and does not affectcyberware, bioware, or other implants. IncompetentBonus: 5 BPA character who is Incompetent possesses a total lack of knowledgeor ability with a certain Active skill. If this quality is taken,the player must specify an Active skill in which the character isIncompetent. Incompetent may not be applied to Language orKnowledge skills.The character is treated as having a skill level of “unaware” for thatparticular skill (see the Skill Ratings Table, beginning on p. 119 formore information). In some cases, a Success Test may be required toperform certain tasks that most people take for granted. Charactersmay not possess that skill, nor may they default on it. Gamemasters arefree to reject any choices that would prove irrelevant or exploitative inactual play (ie. such as Incompetent: Pilot Aerospace in a campaignwhere characters are street-level gangers).Incompetent may be purchased more than once, choosing a separateskill each time. InfirmBonus: 20 BPThe Infirm quality represents a character with substandard physicalfitness. Infirm characters could be old or simply quite ill, or they may beindividuals in poor health who neglect their physical well-being, such as“couch potato” hackers or magicians.The cost for learning or improving Physical skills is twice normal(including at character creation) for Infirm characters, and they maynever learn any Physical skill groups. Additionally, Infirm charactersare treated as “unaware” in any Physical skills that they do not possessat Rating 1 or higher (see Skill Ratings, p. 118), and they may notdefault on skill tests for that skill. The quality does not affect performancein Physical skills the character possesses. Low Pain ToleranceBonus: 10 BPCharacters with Low Pain Tolerance are particularly sensitive topain; they incur a –1 wound modifier for every 2 boxes of cumulativedamage, instead of the normal 3 boxes. Ork PoserBonus: 5 BPInfluenced by Goblin Rock or over-hyped orxploitation trends,an Ork Poser is an elf or human character who alters his appearance toappear as an ork. Various cosmetic biomods—tusk implants, steroids,larynx alterations, etc.—allow the character to successfully pass as anork. Ork posers are an embarrassment to many orks, and an ork who discoversthe secret may treat the character with hostility. Other orks, however,might be willing to let the character join the “family”—providedhe passes an appropriate hazing ritual to prove his “orkness,” of course.An outed ork poser may also face stigma from other humans or elves as“race traitors,” if those humans/elves harbor any prejudice against orks.Only humans and elves may take the Ork Poser quality. PacifistBonus: 5 or 10 BPThe Pacifist quality makes a character unusually principled andhumane for the dark streets of 2070. If the quality is taken at 5 BP, thecharacter actively avoids needless violence and will not kill unless inself-defense (and even then, she will do so as humanely as possible).Such characters cannot participate in premeditated murders or wetworkand are compelled to dissuade their fellow shadowrunners fromembarking on such operations.If the quality is taken at 10 BP, the character has severe moralqualms about any violence and will refuse to harm any living creaturethat possesses more intelligence than a gnat, regardless of the provocation.If she does, she is overcome by a deep depression, during the onsetof which the character refuses to do anything other than eat, sleep andgo about her daily routine. Such a state typically lasts several weeks, butmay vary at the gamemaster’s discretion.Some individuals respect the restraint of Pacifist shadowrunners,while others consider them useless wimps. ScorchedBonus: 5 BP (10 BP for hackers/technomancers)A Scorched character had a nasty experience (or experiences) withBlack IC or BTLs in the past, suffering near-permanent effects. Thecharacter receives a –2 dice pool modifier to any Willpower-relatedtests made when facing Black IC or BTLs. This does not includeDamage Resistance Tests, but does apply to tests to jack out, log off,resist the effects of Psychotropic IC, or resist addiction. Sensitive Neural StructureBonus: 5 BP (10 BP for hackers/technomancers)A character with a Sensitive Neural Structure has a particularlydelicate nervous system, making him more vulnerable to neuraldamage from BTLs, Black IC, dumpshock, and other damaging formsof simsense. When resisting damage from Simsense, the character receivesa –2 dice pool modifier. Sensitive SystemBonus: 15 BPA character with the Sensitive System quality has immuno-suppressiveproblems with implants. Double all Essence losses caused bycyberware implants. This quality does not affect Essence losses forbioware. Simsense VertigoBonus: 10 BP (15 BP for hackers/technomancers)Characters who suffer from Simsense Vertigo experience feelingsof disorientation whenever they work with augmented reality,virtual reality, and simsense (including smartlinks, simrigs, and imagelinks). Such characters receive an extra –2 dice pool modifier to alltests when interacting with AR, VR, or simsense. SINnerBonus: 5 or 10 BPThe character was born with or somehow acquired a legal SystemIdentification Number, or SIN (see Identification, Please, p. 266). Thismeans the character’s real identity, personal history, biometric data,credit records, medical history, travel history, etc. are stored and accessiblein numerous databanks. This does not mean the character isrequired to use that SIN, merely that a legal record of him does exist(and may serve as a detriment some day).At 5 BP, the character has a standard SIN and is a bona fide citizen of the nation orextraterritorial megacorp of his choice. At 10 BP, the character has a criminal SIN, meaningthat the character also has a verifiable criminal record on file, and likely served prison timein the past. As many law enforcement agencies share their data, this means that character ismore likely to be identified if linked to a crime. Spirit BaneBonus: 10 BPA character with the Spirit Bane quality really torques off a certain type of spirit (seeSpirits, p. 302). These affected spirits are likely to harass the character when he is in theirpresence and they may be reluctant to obey or perform favors for the character or his friends.If ordered to attack a party that includes the character, these spirits will single the characterout first in an attempt to destroy him.This quality may be taken by any characters, not just magicians, and magicians may possessthis quality for a type of spirit that is not part of their magical tradition. UncouthBonus: 20 BPUncouth characters are antisocial or sociopathic and have a difficult time interactingwith others. The cost for learning or improving Social skills is twice normal for Uncouthcharacters (including at character creation), and they may never learn any Social skill groups.Additionally, Uncouth characters are treated as “unaware” in any Social skills that they donot possess at Rating 1 or higher (see Skill Ratings, p. 118). The gamemaster may requirethe character to make Success Tests for social situations that normal people would have noproblems with. UneducatedBonus: 20 BPAn Uneducated character has grown up far away from the modern sprawl and is thusignorant of modern society in general, possessing only a rudimentary knowledge of reading,writing, and arithmetic. This quality is fitting for characters who grew up in primitive societiesor back-to-the-land anti-technological communes (for example, Amazonian primitives,Luddite collectives, or NAN pinkskins). This quality also applies to certain sentient paracrittersthat have developed their own primitive society (such as shapeshifters, naga, and merrow).Characters with the Uneducated quality are considered “unaware” in Technical,Academic Knowledge, and Professional Knowledge skills they do not possess (see SkillRatings, p. 118), and they may not default on skill tests for those skills. The gamemaster mayalso require the character to make Success Tests for ordinary tasks that the typical sprawldwellertakes for granted. Additionally, the Karma cost for learning new skills or improvingexisting ones in these categories is twice normal (including at character creation), and thecharacter may never learn skill groups belonging to these categories. Weak Immune SystemBonus: 5 BPA character with the Weak Immune System quality is more susceptible to infection bydisease than normal. The character gains a –2 dice pool modifier to any tests for resistingdiseases. Weak Immune System often results from immuno-suppression treatments used incybersurgery and bio-genetic procedures, so it’s reasonable to believe that characters thathave undergone extensive body modification are more likely to acquire this quality.

And once again, if you have any other ideas for a quality (being born into a rich family, being able to read super fast), pitch it to me and I'll tell you the cost and effects.