Professional Documents
Culture Documents
Minimum Attributes
Augmented Attributes
Skills
Linked Attributes
Linked Attributes are the attributes that are tied to a skill by default. An
overview of active skills and their linked attributes can be found on p.151, SR5.
Drugs, items, powers, etc. that provide bonuses or other effects to tests
involving skills linked to a specific attribute (e.g. the PuSHed and Qualia
geneware) always apply their bonuses to all tests involving skills linked to those
attributes, even if they are rolled in a test with a different attribute than the
linked. Conversely, these bonuses don't apply for tests where the dice pool
includes the specified attribute, but not a skill linked to it.
Example:
The PuSHed geneware grants a +1 modifier to Logic-linked skill tests.
The Computer skill is linked to logic, thus even when making a data search
test (Computer + Intuition) the bonus from PuSHeD applies.
The Gunnery skill is linked to agility, so even when making an attack with
a remote controlled mounted weapon (Gunnery + Logic) the bonus from PuSheD doesn't
apply.
Qualities
One thing that makes the character fun to play are qualities. The following
qualities have been clarified, changed, or banned for usage on the RunnerHub. As a
general note, negative qualities must have a negative impact on your character.
Attempts to work around this and come out with no negative impact are very likely
to be denied by the sheet team.
Metagenetic Qualities
General
Freaks
GMs may decide to not apply a character's social penalties from metagenetic
qualities ('Freaks', p.123, Run Faster) in certain situations (e.g. when their
abnormal looks would be beneficial in intimidating somebody). However, this should
be the exception rather than the norm.
Positive Qualities
Biocompatibility
Fade to Black
I C U
Note that you need to have visual sight on the target in the physical world to
get the bonus.
Made Man
The free crime syndicate group contact has a connection rating of 4 and a
loyalty of 3.
For mechanical purposes, treat the group contact the same as an individual
contact. See also notes on group contacts.
Otaku to Technomancer
For mechanical purposes, treat the group contact the same as an individual
contact. See also notes on group contacts.
Prototype Transhuman
Characters with this quality count as Special Characters, with all of the
restrictions listed in that section applying.
The chosen bioware cannot be of 'used' grade.
When assensing the protoype transhuman, the prototype implants are treated as
if they were deltaware (i.e. require 5 hits to detect).
The prototype implants cannot be removed, or upgraded by implant grade or
rating.
Redliner
The strength and agility bonus applies to all of the character's cyberlimbs.
Keep in mind that the augmented attribute maximum also applies to cyberlimbs
(see Augmentation section).
Fame
Restricted Gear
This quality requires explicit sheet team approval and may be denied without
further comment.
In general it is more likely to be approved when used for flavorful gear that
ties well into a character's background, whereas attempts to simply use it to
maximize a character's power are very likely to be denied.
Either way, the sheet team always has final say whether the quality may be used
or not.
Quick Healer
This quality only applies to healing tests made on the character with the
quality, whether performed by the character themselves or somebody else.
It does not apply to healing tests made by the character on somebody else.
Negative Qualities
Addictions
Aged
Elves and Dwarves live for hundreds of years, while Orks and Trolls live a
fraction of the human lifespan. A character's age must be adjusted accordingly, and
Elves and Dwarves may not be pre-Spike Baby ages.
Albinism
Albinism is not compatible with Distinctive Style. You may take a distinctive
style for something other than being an Albino though.
Asthma