SneakyStumpy

Shadowrun

Apr 12th, 2013
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  1.  
  2. Elf: 30 BP
  3.  
  4. BOD:1/6
  5. AGI:2/7
  6. REA:1/6
  7. STR:1/6
  8. CHA:3/8
  9. INT:1/6
  10. LOG:1/6
  11. WIL:1/6
  12. INI:2/12
  13. Essence: 6
  14. Edge: 1
  15.  
  16. Equipment
  17. Name Damage AP Mode RC Ammo Availability Cost
  18. Cavalier Deputy 5p -1 SA - 7(CY) 4R 300¥
  19. Resperator Rating 6 150¥
  20.  
  21. Augmentation
  22.  
  23. Electroshock orthoskin---(STR(-)AGI(-)BOD(-))(.25)(25,000¥)
  24. Full Synthetic Right arm-(STR(4)AGI(4)BOD(3))(.50)(23,000¥)
  25. Full Synthetic Left arm--(STR(4)AGI(4)BOD(3))(.50)(23,000¥)
  26. Full Synthetic Right leg-(STR(4)AGI(4)BOD(3))(.50)(23,000¥)
  27. Full Synthetic Left leg--(STR(4)AGI(4)BOD(3))(.50)(23,000¥)
  28.  
  29.  
  30. Positive, qualities (35 BP)
  31. Ambidextrous
  32. Cost: 5 BP
  33. The character can use and handle objects equally well with both
  34. hands. The character does not suffer any modifiers for using an offhand
  35. weapon (see p. 150). When using two weapons at once, however,
  36. the character must still split his dice pool.
  37.  
  38. Type O System
  39. Cost: 30 BP
  40. Though exceptionally rare, a few lucky people in the world
  41. have completely non-allergenic “type O” cells, meaning that they
  42. can give organ transplants to just about anyone with little chance of
  43. rejection. While the character cannot accept second-hand bioware
  44. at all, their essential cell line is already cultivated as the generic
  45. standard throughout the world. Off the rack, basic bioware is considered
  46. delta grade for purposes of interacting with a type O body
  47. (i.e., reduce Essence Costs by half, though nuyen prices remain the
  48. same). Their bodies are also filled with universally transplantable
  49. organs, so maybe they shouldn’t brag too much about this talent.
  50.  
  51. Negative, qualities (35 BP)
  52. Amnesia
  53. Bonus: 10 or 25 BP
  54. A character with Amnesia has lost some or all of her memory.
  55. (Such memory loss can be caused by neurological damage, magic,
  56. drugs or brainwashing). The severity of the character’s Amnesia is
  57. determined by the selected BP bonus offered by the quality.
  58. For 10 BP, the amnesiac cannot recall who she is or anything
  59. about her past, but retains the use of her skills and abilities.
  60.  
  61. Albinism
  62. Bonus: 10 BP
  63. Albinism is a genetic disorder, characterized by partial or
  64. complete lack of pigmentation in the eyes, skin, or hair, resulting
  65. in white hair or skin as well as pink and blue irises with bright red
  66. pupils. Due to the lack of melanin pigmentation and subsequent
  67. ultraviolet light protection, albino characters are photosensitive
  68. and prone to sunburn. All ethnicities, metatypes, and metavariants
  69. can manifest albinism.
  70. Treat albinism as a Light Allergy against sunlight (p. 80,
  71. SR4). In addition, albinos that don’t possess cybereyes are more
  72. vulnerable to flashing or glare effects—increase any appropriate
  73. dice pool modifier by one-half of the normal modifier.
  74. If using flare compensation, subtract the –2 modifier before calculating
  75. (i.e. an albino character would face a –6 modifier from a flash-pak
  76. and a –3 modifier when using flare compensation goggles).
  77.  
  78. Bad Rep
  79. Bonus: 5 BP
  80. A character with a Bad Rep has a dark and lasting stain
  81. on her reputation in the shadow community and even beyond.
  82. Something she did, or was falsely accused of doing, in the past
  83. has stuck and permanently tainted the way people perceive her.
  84. The character starts play with 3 points of Notoriety which cannot
  85. be removed or decreased except by confronting and resolving the
  86. source of the bad reputation. Only then may the Bad Rep quality
  87. be bought off with Karma.
  88.  
  89. Vindictive
  90. Bonus: 10 BP
  91. Vindictive characters are especially
  92. vengeful and go out of their way to correct any slight against them,
  93. no matter how small. The retribution varies according to the slight.
  94. A simple insult might call for a coldly delivered threat or a punch
  95. in the face, while an injury almost always calls for the blood of the
  96. offending individual. Vindictive characters will carry grudges for
  97. a long time; cross them once and you are on their hit list forever.
  98. To resist the urge to pay back a slight, a successful Composure (2)
  99. Test is required.
  100.  
  101.  
  102. Lifestyle (13LP 3,800¥/2 1,900¥)
  103. Roommate (50%)
  104.  
  105. Comforts:--------(Middle)----(+3LP)
  106. Entertainment:---(High)------(+4LP)
  107. Necessities:-----(Middle)----(+3LP)
  108. Neighborhood:----(High)------(+4LP)
  109. Security:--------(Middle)----(+3LP)
  110. Perfect Roommate-(P.Quality)-(+2LP)
  111. AI in Residence--(N.Quality)-(-3LP)
  112. Corporate Owned--(N.Quality)-(-3LP)
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