Shadowrun
Shadowrun Play => Character creation and critique => Topic started by: incrdbil on <05-25-14/1705:48>
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Just got through with Stolen Souls. I'm immediately incorperating some of this info into a hacker I'm bringing back from 4e. It used to be he hated technomancers. Now he realizes that was wrong; --technomancers are obviously just the unwitting pawns of their secret masters, the CFD infected.
I'm wondering what the proper negative quality is to relay this unrelenting hate. I thought about prejudice, but that doesn't work really work.. Prejudice implies an unfair or problem causing hatred that others may be offended by. I'm looking more for a condition that implies hate. You cant be prejudiced against Bug Spirits, or Toxic Shamans, and the CFD infected certainly are boogeymen, and equivalent threats
He's a decker, so his fear of becoming infected will factor into this. The level of hate is going to be notable, and some paranoia is going to be part it.. Maybe not fly into rage and kill on site, but his attitude will be any walking head case should be killed immediately, and anyone infected should be put out of their misery quickly, given perhaps a short amount of time to settle their affairs. If he met someone on a mission he found to be a head case, he might not abandon the mission, but he would try to kill them if possible, maybe with some slight risk to the mission, and afterwards would try to do it.
So, trying to assign a cost, I'll take inspiration from prejudice.
The cost basis for the group, I'll use the same: large group 5, specific 3. Prejudice creates levels of severity of Biased, Outspoken, and Radical, with penalties on negotiation tests on all social tests.
For Hatred, I'm thinking the level of hate should be
Moderate the character suffers the same negotiation penalty as the Radical level of Prejudice. 0 points.
Strong The character will never negotiate with the subject of the hatred. They must make a Willpower Save with a Threshold of 1 to not immediately insult, berate, and confront the subject. (This may be modified if the subject of their hatred outnumbers them, or is significantly more powerful., likewise, a subject of their hate in a weakend or vulnerable condition may impose a penalty.) 2 Points
Enraged. The character must make a Willpower save with a threshold of 1, or they attack the subject of their hatred on sight, subject to modifiers as described above. 5 Points.
As for the Paranoia.. When confronted by something that would trigger his fear, he must take some form of protective action, aggressive action, or avoid the subject completely unless he makes a Will save with a threshold of 1. Value-- 3 points.
So, I'm thinking He'll get 5 points for his hatred of the head cases (specific group, moderate hatred) and 3 Points for his paranoia of becoming infected --if I take it.
Any suggestions? Are the point values too much, or do you have better suggestions for the effect of hatred?
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Well - is this actually a 'disadvantage' to the character. If you hate someone that everyone hates, and are frightened of something you'll never see, how often does that make things awkward for you?
You could actually use 'distinctive style' for this. Roleplay your guy with high levels of paranoia, with a habit of making it very clear that he suspects YOU* of being an agent of, or under the control of THEM.
People would certainly remember the crazy guy.
* Where YOU is anyone he is dealing with that he doesn't know, and anyone who he does know that is doing something different to normal, or disagreeing with him
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Well - is this actually a 'disadvantage' to the character. If you hate someone that everyone hates, and are frightened of something you'll never see, how often does that make things awkward for you?
Hmm, it would have to come up enough to be a problem--somewhat distracting on runs, or causing him run ins with others. (He kills a head case whose friends didn't know he was a head case, then he'd have some explaining to do.) and that might forced the head cases to be involved too constantly.
The paranoia could be fun, and needing far less in terms of support from the adventure/GM.