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 Qualities

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Storyteller

Storyteller


Character : Storyteller, Game Master, Narrator
Liczba postów : 579
Join date : 16/07/2015

Qualities Empty
PisanieTemat: Qualities   Qualities Icon_minitimeSob Sie 01, 2015 11:47 pm

Pozytywne

Broadened Auditory Spectrum (Ultrasonic) (Shapeshifter: Canine)
This quality enables the character to hear outside the range of normal metahuman hearing. They can either hear ultrasonic, high-frequency sound (including ultrasound emitters) or infrasonic, low-frequency sound. The character must choose which kind of frequency they can hear upon selecting the quality, and the quality may be selected twice, once for each frequency. They cannot choose or control any particular frequency within the selected spectrum. This ability allows the character to make a Perception Test to detect communication or sounds within his chosen frequency band and adds +1 to the limit of Perception Tests involving sound. As this kind of hearing can be considered always on, noises inaudible to others may sometimes distract or deafen the character. This quality results in minor visible changes to the size and structure of the outer ear.
Broadened Auditory Spectrum is incompatible with any earware (p. 453, SR5).

Low-Light Vision (Shapeshifter: Canine)
The character possesses eyes that provide natural lowlight vision and enable her to see normally in light levels as low as starlight. Low-light vision cannot be combined with eye replacement.

Vomeronasal Organ (Shapeshifter: Canine)
The character’s nose contains additional olfactory organelles that augment her sense of smell, granting a higher sensitivity and contrast by sending neural signals not only to the accessory olfactory bulb but also to the amygdala and hypothalamus. This enhances a metahuman’s innate ability to discern and react to individuals by scent, and also to detect basic emotional responses such as fear, anger, or lust. A character with this quality can also identify individual people and animals by their smell. Add a +2 dice pool modifier to any Perception Tests based on smell and a +1 dice pool modifier to all Social Tests when the character can smell her target. Strong odors and intense background smells (e.g., garbage, spicy foods, etc.) may diminish this ability or even confuse it, and the character may experience extreme discomfort when confronted with overwhelming odors (e.g., large crowds or offensive smells). To reflect distraction or discomfort, impose a –1 dice pool modifier to all tests in these situations (though a respirator can reduce these penalties by filtrating the air). Thanks to the neural connections between vomeronasal organs and the brain’s behavioral centers, tailored pheromones provide twice their normal bonus against characters with this quality. If the character also possesses an adrenaline pump (p. 459, SR5), other people’s smells of fear, anger, and lust may trigger the pump. In these cases, the character should make a Composure (2) Test (p. 152, SR5).

Natural Weapon (Bite: DV [STR + 1]P, AP–1) (Shapeshifter: Canine)
(Only in canine form)

Shift (Metahuman Form) (Shapeshifter: Canine)
Type: M Action: Complex
Range: Self  Duration: Special
This power allows the critter to take on the shape of a specific animal or metahuman, and back to its original form. The critter’s attribute ratings carry over to the new form, as do any purely internal deltaware implants; non-deltaware implants are automatically rejected during the change, causing (total Essence cost of implants x 10, round down)P damage—the character does not recover the Essence from implants lost in this fashion. Purely cosmetic alterations such as piercings and tattoos are lost as well, though this does not injure the critter. When in their new shape, the creature gains access to all non-paranormal abilities innate to that race, including Armor, Natural Weapons, and Enhanced Senses, if any. The creature retains all of its paranormal powers in its new form. Once the critter uses the shift power, it remains in its current form until it decides to shift back. The critter does not suffer a –2 penalty for sustaining this power. This power only affects the creature’s physical form, not its clothing or equipment; the process of the change destroys most fabrics.

Movement (x2/x6/+3) (Shapeshifter: Canine)
(Walk/run/sprint. Walk normalny, jak u człowieka. Run szybszy (człowiek ma x4). Sprint lepszy, bo zamiast +1 za każdy hit/sukces, to +3.)

Astral Chameleon 10
With the Astral Chameleon quality, the character’s astral signature blends into the background of astral space and is difficult to detect. All signatures left by the character last only half as long as other astral signatures. Any individuals assensing astral signatures left behind by a character with this quality receive a –2 dice pool modifier for the Assensing Test. Only characters with a Magic rating and capable of leaving astral signatures may have this quality.

Spirit Champion 14
Something you did had a lasting, positive effect on the astral plane, and the whole spirit world is talking about it. Characters with this quality may spend (Force x 5) drams of reagents when performing a Summoning Test to receive a +1 dice pool modifier, in addition to any reagents spent to set the limit for the test. Also, Binding Tests require only (Force x 20) drams of reagents, and the summoner receives a +1 dice pool modifier.

Negatywne

Addiction (Moderate) (alcohol) 9
A character with the Addiction quality is hooked on chemical substances, such as street drugs (novacoke, bliss, tempo); technological or magical devices, such as better-than-life (BTL) chips or foci; or potentially addictive activities such as gambling or sex. Physiological  Addictions affect the Body’s functions,  producing pain, nausea, shakes, and other side effects that can impair the runner, particularly during withdrawal. Some possible effects of psychological Addictions include paranoia, anxiety, insomnia, poor concentration, mood disorders, and depression. For specific rules on Addiction Tests, Withdrawal Tests, and staying clean, see p. 414.
The bonus Karma value of this quality depends on how severe the addiction is. Levels of addiction include: Mild, Moderate, Severe, or Burnout. Addictions get worse over prolonged periods of time without treatment. Each level of Addiction has a starting dosage level that tells the character how much of a substance or activity they must use for a craving to be sated. This level can be increased if the character has augmentations. The more severe a character’s Addiction, the more substance or time devoted to the activity he needs to satisfy his cravings.
At the lower end of the spectrum for the Addiction quality (Mild, Moderate), it is easier to hide the effects of an Addiction. At the most severe levels (Severe, Burnout), there are noticeable physical and mental signs of Addiction. These signs negatively impact his Social Tests even if he is not suffering the effects of withdrawal.
Moderate (9 Karma)/1 dose or 1 hour of habit-related activity: A craving at the Moderate level occurs roughly every two weeks. If the character experiences withdrawal, he suffers a –4 to all Mental-attribute-based tests (if psychological dependency) or –4 to all Physical-attribute-based tests (if physiological dependency) until the craving is satisfied.
Koszt wykupu: 18
Pozwolenie od MG: Brak

Addiction (Moderate) (cigarettes) 9
Jak wyżej.
Koszt wykupu: 18
Pozwolenie od MG: Brak

Driven 2
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.
Dotyczy: Kobiety, Lilli Lehndorff. Romans.
Koszt wykupu: 4
Pozwolenie od MG: Brak

SINner (National) 5
There are four types of SINs that fall under the SINner (Layered) quality: National SIN, Criminal SIN (either Corporate or National), Corporate Limited SIN, or Corporate Born. Individuals with SINs are required by law to always broadcast their SINs. A legal SIN is required for all legal purchases. This makes them very useful things to have, so those who are SINless generally get by with the use of fake SINs (p. 367) just so they can participate in society.
NATIONAL SIN
At the 5 Karma level, the character has what is called a National SIN. The character’s parents were legal citizens of a nation (such as the UCAS or CAS) and he has been a citizen of that nation from birth. He has the right to vote, qualify for passports issued by his nation, enlist in the national military, or work in the national government. A National SIN is required for any national security clearance or any form of national military career. A character with a National SIN pays fifteen percent of their gross income in taxes. He is also in no way connected to any of the megacorporations. The main drawback to having a legal National SIN is the character is in the system. The nation in the player character’s background has the character’s biometric data (DNA, fingerprints, retinal scans) on file, and that biometric data is shared with law enforcement agencies through the Global SIN Registry. This makes it much easier to track a character should a job go sideways. Also, nations typically sell the personal information tied to the character’s SIN to corporations. Those with a legal SIN get nearly three times as much spam as those who don’t have a SIN or rely on fake SINs, and the spam messages they receive are disturbingly tailored to their preferences (based on their buying and browsing habits).
Koszt wykupu: 10
Pozwolenie od MG: Brak
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