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Attributes

Minimum Attributes

Physical and Mental attributes at a rating of 1 are not allowed, unless


permanently augmented to a higher rating.

Augmented Attributes

Anything that increases an attribute above its natural rating is considered an


augmentation. This includes cyberware, bioware, magic, adept powers, drugs, and
anything else that adds to a character's attribute rating.
The maximum augmentation bonus to any attribute is +4, even when combining
different forms of augmentation, unless the description of the ability, power or
item explicitly says otherwise.

Magic Attribute and Essence Loss

If a character's magic attribute reaches 0, they are permanently burned out.


This means that they have lost their magical abilities and cannot raise the magic
attribute above 0 again (see p.250, SR5 and errata).
During character creation any special attribute points or karma used to raise
the magic attribute have to be applied before reductions from essence loss are
applied to the magic attribute.
After character creation (i.e. in play) the karma cost for raising the magic
attribute is based on the current magic attribute, after any reductions from
essence loss have been applied.

Resonance Attribute and Essence Loss

If a character's resonance attribute reaches 0, they are permanently burned


out. This means that they have lost their resonance and cannot raise it above 0
again (see p.250 SR5, errata).
During character creation any special attribute points or karma used to raise
the resonance attribute have to be applied before reductions from essence loss are
applied to the resonance attribute.
After character creation (i.e. in play) the karma cost for raising the
resonance attribute is based on the current resonance attribute, after any
reductions from essence loss have been applied.

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

Metagenetic qualities can only be taken during character creation by characters


with the SURGE quality. They are not regular qualities, but a fundamental part of
that character. Therefore it's not possible to buy new positive metagenetic
qualities or buy off negative ones in play, unless explicitly stated otherwise in
the quality's description.
The only exception to this are extraordinary events that cause a mutation of
the character (GM discretion). Such changes should always be discussed with TD
first.

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.

Specific Metagenetic Qualities

See Special Characters section.

Positive Qualities
Biocompatibility

Can only be taken at Character Creation.

Fade to Black

Keep in mind that a Hide action only targets a single persona.

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

Can only be taken at Character Creation.


To have the full flavor of a former Otaku it's also recommended to have a
datajack and a character age roughly between 20 to 35 years old. However, this is
not mandatory.

Prime Datahaven Membership

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).

Strive for Perfection

The advantage only applies when using firearms.


The advantage halves the penalty for any called shot. When combined with other
ways to reduce the penalty, the penalty is halved after the other reductions have
been applied.

Fame

Limited to the Local and National fame levels.

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.

Banned Positive Qualities

Better to be Feared than Loved (from Chrome Flesh).


Born Rich (from Run Faster).
Erased (from Run Faster).
Friends in High Places (from Run Faster).
Privileged Family Name (from Run Faster).
Revels in Murder (from Chrome Flesh).
Trust Fund (from Run Faster).

Negative Qualities
Addictions

Addictions to non-restricted items, such as gambling, alcohol, smoking, etc.


are not handled using the addiction quality, but a lifestyle cost increase in the
form of the Dependents quality.
Addictions to simsense (cold- and hot-sim) as well as skillwires are not
enforced on RunnerHub, and therefore aren't allowed as subjects for the addiction
quality.
Please see the section on Addictive Substances for more information about the
effects of the addiction quality.

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

Asthma is not compatible with Allergy: Pollutants, or similar cases. This is


subject to sheet team approval.

Code of Honor: Like a Boss

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