Simon Wentworth (order #1132857) 9new qualities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .116Vomeronasal OrganCost: 10 BPThe character’s nose contains additional olfactory organellesthat augment her sense of smell, granting a higher sensitivity andcontrast (sending neural signals not only to the accessory olfactorybulb, but to the amygdala and hypothalamus as well). Thisenhances a metahuman’s innate ability to discern and react toindividuals by scent, as well as detecting basic emotional cues(fear, anger, lust) from smells. A character with this quality canalso identify individual people and animals by their smell and canrecognize clues to a person’s emotional state based on body odors.Add a +3 dice pool modifier to any Perception Tests based onsmell and a +2 modifier to any Test involving social interaction.Strong odors and intense background smells (ie. garbage,spicy foods, etc) may diminish this ability or even confuse it, andthe character may experience extreme discomfort when confrontedwith overwhelming odors (i.e. large crowds or offensive smells).To reflect distraction or discomfort, add a –2 dice pool modifierto all tests (though a respirator can reduce these penalties by itsrating). Thanks to the neural connections between vomeronasalorgans and the behavioral centers of the brain, tailored pheromonesprovide twice their normal bonus against characters withthis quality. If the character also possesses an adrenaline pump (p.338, SR4), the pump may be set off by other people’s smells offear, anger, and lust. In these cases, the character should make aComposure (1) Test.Webbed Hands and ToesCost: 5 BPThe character has webbed hands and toes similar to a seal,duck, or frog. This adds +2 dice to all Swimming Tests, but inflictsa –1 dice pool modifier to any fine manipulations using thewebbed hands.Negative Metagenetic QUALITIESThe following introduces a number of new negative qualitiesthat may be taken by characters who have already taken theChangeling quality (p. 73). The gamemaster is free to allow thesequalities to be used by other characters if appropriate to theirbackground—escaped labrats, victims of flawed gene therapies,mutations due to genetic infusions, mutants, etc.AdiposisBonus: 15 BPThe character is clinically obese due to metabolic or geneticdysfunction and possesses more than 30 percent body fat. Becauseof her massive weight and abdominal girth, she is slow to reactand cumbersome. Reduce her Walking and Running rates (seeMovement, p. 138, SR4) by half (round down). Additionally, thecharacter receives a –3 dice pool modifier to all physical activitiesincluding combat (and Dodge), and becomes out of breathmuch faster than a healthy person. Use half the character’s BodyAttribute when determining the number of Turns before the characterstarts taking Fatigue damage (p. 155, SR4). Because adiposisis metagenetic in nature, it cannot be fully countered by Dietwareor Slimworms (pp. 62 and 71 respectively, Augmentation), thougheach treatment reduces the dice pool modifiers by 1, to a minimumof –1.Astral HazingBonus: 10 BP (for non-Awakened characters),15 BP (for Awakened characters)A character with this quality has expressed metagenes thatsomehow catalyse and feed on the character’s darker emotions andnegative feelings, disturbing the character’s aura and any ambientmana in her vicinity. For reasons not yet understood, the characterbecomes an aspected domain in her own right and taints astralspace around her wherever she goes; a generator of tainted astralbackground count (similar to a cyberzombie).This astral haze affects all attempts to cast magic on, at, or inthe vicinity of the character. Whatever the ambient mana conditionsare, the character always stands at the heart of a Rating 4background count (see p. 117, Street Magic) that extends a numberof meters from her body equal to her Essence; this backgroundcount also impairs her own actions if the character is Awakened. Ifshe remains in one place for long, the background count expandsby one meter in every direction every two or three hours (at thegamemaster’s discretion).BerserkerBonus: 10 BPCharacters with the berserker quality have a very littleself-control and are prone to falling into a primal rage caused byhormonal or psychic imbalance. Unlike the Berserk adept power(p. 175, Street Magic), the character has no control over this suddenfury. The gamemaster may choose to trigger the Berserker rageat any point when the character becomes emotionally agitated—though he should call for a Composure (3) Test (p. 130, SR4) tosee whether the character can repress the urge.While enraged, the character is subject to frenzied bloodlustand will attack foes (and even friends) without regard for his ownsafety. The Berserker rage adds +1 to all of the character’s Physicalattribute ratings, but lowers his Mental attribute ratings by 1 (toa minimum of 1) for the duration of Willpower x 1D6 CombatTurns.If the character has an adrenaline pump (p. 338, SR4), theberserker rage always triggers the bio-implant.BioluminescenceBonus: 5 BPThe character produces the pigment luciferin and the enzymeluciferase in her hair and/or skin, creating a “cold-light” green-toblueglow via a chemical reaction. Though too weak to observein normal light, it is bright enough to spot, locate, or target thecharacter in partial light or full darkness, negating visibility modifiers.The glow is sufficient to enable a character with low-lightvision to see as if in daylight.Cephalopoidal SkullBonus: 10 BPThe character has a kraken-like head consisting of a nacre-likesubstance instead of bone and a pallium-like ectoderm that ends intiny tentacles covering the shoulders and upper thorax. The skulland the upper torso are soft, imposing a –3 dice pool modifierwhen resisting damage in this region.A Cephalopoidal Skull inflicts modifiers on social interaction(see Freaks sidebar, p. 110).Runner’s <strong>Companion</strong>
Simon Wentworth (order #1132857) 9Critter SpookBonus: 5 BPSomething about the character’s presence or smell seemsthreatening to animals and paranormal critters. Any animalswithin 5 meters of the character will react with fear and hostility(apply a –2 dice pool modifier to attempts to control, soothe, orpacify them). If drawn into combat, the critters will go out of theirway to attack this character first.Cyclopean EyeBonus: 10 BPInstead of two eyes, the character possesses a single huge eyedirectly above the nose, with the same natural vision abilities of hermetatype. Because she lacks binocular vision cues, such as stereopsisand parallax, accurate hand-eye coordination is complicated(such as catching a basketball). In game terms, characters witha Cyclopean Eye receive a –1 dice pool modifier for all CombatTests and all technical and physical skill tests that require precision(at the gamemaster’s discretion).Cyclopean characters lack the cerebral lobe development andneural connections to process binocular vision cues, and so cannotcompensate for this Negative quality with a cybereye.DeformityBonus: 5 or 25 BPA character with genetic Deformity has abnormal and asymmetricalfacial and body features. Given that many characters withthis quality have misplaced sensory organs (for example, both eyeson the left side of the face or the nose centered on the forehead), thecondition is known on the streets as a “Picasso” (5 BP for a severefacial deformity). Significant physical deformities are sometimescalled a “Quasimodo” (25 BP for a severe physical deformity).Even in 2070, characters with this quality who do not hidetheir abnormalities will suffer social marginalization (doublethe modifiers offered in the Freaks sidebar, p. 110). Dependingupon whether the deformation affects sensory or motor functions,the character receives a –2 dice pool modifier to Perception(Picasso Face) or –1 dice pool modifier to Physical Active Tests(Quasimodo). These deformities are too extensive to be correctedwithout (severe) biosculpting (p. 129, Augmentation) or correctivegene therapy (p. 88, Augmentation). If the quality is not boughtoff with Karma first, complications arise during surgery that causethe doctors to halt the procedure.Extravagant EyesBonus: 5 BPThe character’s irises, whites, or possibly even entire eyestake on an unusual color. For example, a character may developbright green irises, both eyes may turn light silver, or one eye mayturn white and one black. Many onlookers will simply assume thecharacter has cybereyes. Altered eye color has no effect on thecharacter’s vision. This effect is incompatible with cybereyes orbioware eyes.Runner’s <strong>Companion</strong>FeathersBonus: 5 BPThe character sprouts feathers that replace her regular bodyhair or cover other parts of her body. These feathers may be fineand downy (and water-resistant to a degree, like a duck’s) or fluffyand vibrant. Feathers offer no protective value and are incompatiblewith the Unusual Hair and Scales Metagenetic qualities.Insectoid FeaturesBonus: 5 BPThe character possesses insectoid features such as compoundeyes, mandibles or insect wings (butterfly or dragonfly-type).Though the modifications are merely cosmetic (the character cannotfly, compound eyes have no effect on the character’s vision andare in normal eye sockets), the resemblance to insect spirit fleshforms usually creates a hostile reaction that might provoke an attack(at the gamemaster’s discretion). If drawn into combat, peoplemay attack this character first (to remove the apparent threat).Insectoid Features can seriously affect social interactions (seeFreaks sidebar, p. 110).Mood HairBonus: 5 BPMood hair changes colors according to the character’s emotionalstate (for example, it may turn deep red when the characteris agitated). Because the character’s emotional state is clearly visibleand cannot be hidden, add a +2 dice pool modifier for allJudge Intentions Tests (p. 130, SR4) against the character if theperson is aware of this fact.Mood Hair is incompatible with any hair modification andthe Feathers and Scales qualities.NeotenyBonus: 10 BPNeotenous characters have halted during development andretain the physical traits of a child or adolescent (up to a 13-yearold) even though they are legally adults. They are usually quiteshort and may have underdeveloped sexual attributes (thoughthis is not the case with metavariants). Given the absence of certaintraits common to adults (height, body and pubic hair, facialchanges, deeper voice, and so on), they can easily be mistaken forchildren or teenagers. Gamemasters may modify certain SocialTests depending on how an NPC will interact with the character.People often underestimate children, which may give a neotenouscharacter an advantage.The character’s lack of physical development reduces hisdefault Physical Condition Monitor to 6+ (Body/2, roundedup) boxes, and may result in social modifiers (see Freaks sidebar,p. 110).NocturnalBonus: 10 BPA character with this quality has an abnormal circadianrhythm. Instead of a typical diurnal human bio-cycle, the characterhas the opposite—she normally sleeps during the daytime andis active at night, though a crepuscular schedule (so-called twilightactivity) is also possible. All Mental attributes are reduced by 1during daylight hours.117new qualities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .