Qualities
From Shadowrun: Awakened
A Quality is a single ad hoc bonus (positive quality) or penalty (negative quality) a character receives that is wrapped up in a single concept, like being a magician or an alcoholic. These are part of the standard set of rules for SR4 characters and represents Edges & Flaws from previous editions.
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Game Rules Description
Qualities define special properties of a character and along with skills largely determine what they can and cannot do. Qualities in the game should also possible have a limited effect on Conversations.
Positive Qualitites
Adept - is an adept.
Aptitude - +1 to selected skill cap.
Codeslinger - +2 dice for one particular matrix action.
Exceptional Attribute - +1 to max value of selected attribute.
Focused Concentration - +1 die per level to resist drain.
Guts - +2 dice to resist fear/intimidation.
Lucky - +1 to max value of Edge.
Magician - is a full magician.
Magic resistance - +1 die per level to resist spells. Creates spell resistance test for normally irresistible spells (like Heal). Awakened character may not take this quality.
Mentor Spirit - character has a patron mentor spirit/totem that guides their magic. Provides totem modifier dice.
Mystic Adept - character is a mystic adept.
Natural Hardening - +1 point of biofeedback filtering.
Quick Healer - +2 dice to heal self or be healed by other.
Spirit Affinity - Specified spirit type is more friendly to character. May also pull punches.
Technomancer - is a technomancer.
Toughness - +1 die to Damage Resistance Test.
Will to Live - +1 Overflow Damage box per level (character bleeds out slower).
Negative Qualities
Bad Luck - using Edge has chance to backfire.
Codeblock - -2 dice to specific matrix action.
Combat Paralysis - Halve initiative attribute on first turn of combat. -3 dice on surprise tests. +1 threshhold to composure tests.
Gremlins - device use yields glitches more often. Creates success test on devices that require no success test.
Incompetent - character may not possess or default on a given skill.
Infirm - character is Incompetent on any Physical skill they do not have at chargen. Learning and raising Physical skill levels cost double karma.
Scorched - Minus 2 Willpower when facing Black/Psychotropic IC.
Sensitive Neural Structure - Minus 2 dice when resisting damaging simsense.
Sensitive System - Double essence loss from cyberware (but not bioware).
Spirit Bane - specified spirit type is belligerent toward character; always attacked first in a crowd.
Uncouth - character is Incompetent in all Social skills they don't possess at chargen; double cost of learning or raising social skills. Even character's mom thinks he's an asshole.
Technical Implementation
A single official list of available qualities will be referenced by character possessing them. Qualities such as adept, magician, and technomancer are part of the driving force behind connecting magic and The Matrix with the characters.

