Saw a few of these kind of qualities, so I would like to propose a generic one to cover all the bases.
That Damn Good(Skill
Others are lucky, you’re just good
• Cost: 12 Karma
• Game Effect: Choose a skill with which you have at least one rank in and is not directly combat related. When you perform a test with that skill, you gain a point of Edge that must be spent on that test, or it goes away.
Been a while, but we’re diving into Shadowrun 6e. Here is something I think needs to exist.
Practice Makes Perfect
You spend the time putting in practice, and you just get quicker, better, and no longer requiring as much luck!
• Cost: 8 Karma
• Game Effect: Choose an edge action. That edge action costs one less.
Watching Complex Action and they did a show about interrupt action. Let’s put one more idea out there based on that!
Last Ditch Effort
Cost: 10 Karma
You always come through in a clutch. When you take an interrupt action and it reduces your initiative below 0 before you normal action in an initiative pass, you may still take your normal action at your pre-interrupt action initiative. You may not take any interrupt actions after your initiative has been reduced to zero. If you’ve already acted in an initiative pass and your initiative is reduced to zero by an interrupt action, you do not get an action in the next pass.
Let’s flip the Shadowrun coin for being settled in the 6th world.
Bonus: 5 karma
You hate all this magic, tech, and spirit crap. You just want a simple life where dragons belong in books! When you resist a power from a creature or person, and the power isn’t a magic spell, attack in the physical roll, or hacking attempt, you have a -2 dice pool penalty on the resistance roll.
Played some Shadowrun over the weekend, and the players encountered some spirits. How about being ready to handle the 6th world in all it’s glory!
In the 6th World
Cost: 10 karma
You don’t need to be welcomed to the 6th world, you’ve lived here all you life! You’re ready for what is about to be thrown at you. When you resist a power from a creature or person, and the power isn’t a magic spell, attack in the physical roll, or hacking attempt, you gain a +2 bonus on the resistance roll.
I had a friend who wanted to have a character how had a real bad history like a shadowruner hunter for the Azzies in Shadowrun. I like the idea, but feel bad rep doesn’t go far enough. How about something new…
You Got a History
Bonus: 6 Karma per level
Some people did things that can’t get better. Some people blow up people on accident. Some poison the well and don’t look back. Well you’re looking back, and you don’t like what you find. And neither do other people. Whatever you did, your start play with 3 points of Notoriety (p. 372) per level of this quality. You can remove this using normal karma rules for buying off a quality as you do more and more good out in the community paying out your debts to society.
How about some shadowrun fun?
Bonus: 5 Karma
Some people are good at the hard stuff, but choke when they get simple. A character with Basic Errors suffers no penalties to clutch actions, but attempting to do an action when unhurried such as driving on easy roads or doing a simple computer search for dinner must attempt an edge check. If if the character does not get three successes, then the character fails the simple action resulting in a critical glitch. How often this occurs is up to the GM, but should not occur more than twice per session.