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.
We have a spell savants, let’s have the opposite..
Bonus: 5 karma
REQUIREMENT: You must be mage or aspected mage
Not everybody get’s to be a doctor. And other people can’t figure out the self-check out lane. You’re kind of in the latter with magic. When you want to learn a new spell, you must spend 8 karma to do so.
You learn spells by spending 5 karma. Let’s play with that!
Cost: 5 karma
You’re a quick study. Either from a book or from a spirit, you learn quick, not wasting time dallying between runs. When you want to learn a new spell, you only spend 3 karma to do so.
Who else rolls paychecks to stay off the Streets? Let’s do that for Shadowrun.
Peter and Paul
Cost: 10 karma
Sometimes you have to rob Peter to pay Paul. When you’re on the streets, this might be literal, but sometimes it’s from your future self. When you switch from hot/cold Sim to AR or the otherway, or you switch from Astral to physical or from physical to Astral, you may do so as a simple action. If you do so decrease you initiative by 10.
If you can split the pot, how about taking a penalty for doing it!
Bonus Karma: 5 or 10 karma
Some people can talk, walk, and chew bubble gum at the same time. You… not so much. When you have to split a dice pool for an action, you take a -1 (5 karma) or -2(10 karma) penalty to each separate dice pool when you assemble the pool. This penalty stacks with all other penalties you have for the roll.
Ok, I lied. One more Shadowrun idea! How about a positive quality for those who like to do things the hard way.
Cost: 10 or 20 karma
There is always two ways to fix a problem: the easy way and YOUR way. You might be a smart man, but you don’t show it. You might be a strong headed lady who likes to run through obstacles because its the most painful way to get it done. Either way, you like to do things rough. For 10 karma, when you assemble your dice pool and you take at least a -4 to the pool, you gain a +1 bonus to the dice pool. For 20 karma, you get the previous and when you assemble your dice pool and take a -10 to the dice pool, you gain a +2 dice to the dice pool. These bonus dice are added regardless of the test type.