Daily Punch 7-12-17 You Got A History negative quality for Shadowrun 5e

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.

 

 

Thoughts?

Daily Punch 7-4-17 Basic Errors negative quality for Shadowrun 5e

How about some shadowrun fun?

 

Basic Errors
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.

 

Thoughts?

Daily Punch 6-14-17 Muscle Memory spell for Shadowrun 5e

Let’s move onto the active skills in Shadowrun
Muscle Memory

(Mental)

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Type: M Range: Self
Duration: S Drain: F+1

Coach
(Mental)

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Type: M Range: T
Duration: S Drain: F + 3
You know Kung-Fu.  When you cast this spell, you can choose one active skill and you gain temporary ranks in the skill for as long as you sustain the spell.  Muscle Memory focuses the spell on yourself, and Coach is the same spell focuses on another individual in range.

Thoughts?

Daily Punch 6-13-17 Quick Learner spell for Shadowrun 5e

How about being able to learn quick with a spell?

 

Quick Learner

(Mental)

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Type: M Range: Self
Duration: S Drain: F
Fast Teacher
(Mental)

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Type: M Range: LOS
Duration: S Drain: F + 1
Sometimes you got to learn quick or you end up dead fast.  When you cast this spell, you can choose one knowledge skill and you gain temporary ranks in the skill for as long as you sustain the spell.  Quick learner focuses the spell on yourself, and Fast Teacher is the same spell focuses on another individual in range.

Daily Punch 6-12-17 Skill Adapter for Shadowrun 5e

I was running a game this weekend, and I had a player run into some trouble when no one could drive the boat, and everybody was a mage. Let’s work on this…

DEVICE                                             AVAILABILITY                             COST
Skill Adapters (Rating 1-6)              Rating x 4                        Rating x 30,000¥

Skill Adapters: Modeled after the trode system of neural link, skill adapters are a system of trodes placed over the body to override the users normal impulses to implement any skill downloaded into the system.   While not nessasasrly the most attractive implementation as wires run the length of the users body, this system allows a user to link with a  communications device and upload a activesofts for use without affecting the essence of the user. Activesofts of up to the rating of the skill adapter can be used with the device.
Wireless: With the skill adapter’s memory cache expanded, all the skills you use with it receive +1 to the relevant inherent Limit (Physical, Mental, or Social).

Daily Punch 4-20-17 Arm Bar/Gun to the Head positive quality for Shadowrun 5e

Love clinching, but hate not being able to shoot some easily?  Lets fix that…
Arm Bar/ Gun to the Head

 (–5 KARMA)

Some people like to shoot from a mile away.  You’ve always been a fan of just putting a gun to the head and pulling the trigger.  But people are get uppiey and struggle.  You’ve mastered the art of grabbing someone and hurting them up close.  When you are in a clinch, you do not take a penalty on using a firearm as long it is not a longarm firearm.