Hindrances

Most negative qualities can be converted:

Astral Beacon: Major Hindrance. The astral signature of a character with the Astral Bea- con quality is like, well, a beacon—highly visible on the astral plane. The signature also lasts twice as long as it would without the Astral Beacon quality and others assensing it receive a –1 to the threshold of their As- sensing Test for gathering information about it. Only characters with a Magic rating may take this quality.

Elf Poser: Minor hindrance.

Gremlins:

Ork Poser:

Sinner: A National Sin is a minor Hindrance. A major hindrance is either a Criminal or Corporate SIN.

The character has what is called a National SIN. The character’s parents were legal citizens of a nation (such as the UCAS or CAS) and he has been a citizen of that nation from birth. He has the right to vote, qualify for passports issued by his nation, enlist in the na- tional military, or work in the national government. A Na- tional SIN is required for any national security clearance or any form of national military career. A character with a National SIN pays fifteen percent of their gross income in taxes. He is also in no way connected to any of the megacorporations. The main drawback to having a legal National SIN is the character is in the system. The nation in the player character’s background has the character’s biometric data (DNA, fingerprints, retinal scans) on file, and that biometric data is shared with law enforcement agencies through the Global SIN Registry. This makes it much easier to track a character should a job go side- ways. Also, nations typically sell the personal information tied to the character’s SIN to corporations. Those with a legal SIN get nearly three times as much spam as those who don’t have a SIN or rely on fake SINs, and the spam messages they receive are disturbingly tailored to their preferences (based on their buying and browsing habits).
CRIMINAL SIN

The character has a Criminal SIN (either Corporate or National); his Criminal SIN replaces any previous SIN. At some point in his life, the character was arrested and served time for a felony-level offense and was branded a criminal for the rest of his life. He is legally required to broadcast his Criminal SIN at all times; failure to do so is a felony and can lead to re-incarceration. He is shunned by law-abiding society. Law-abiding citizens will, if they must, deal with a SIN- less character before they’d have any interaction with a known criminal. With his Criminal SIN, the character will experience prejudiced views, suspicion, and/or open hostility from most people with SINs. He will often be denied entry to certain locations (high-end stores, car dealerships, museums, galleries, etc.) and will have dif- ficulty finding legal employment. He can expect to be brought in and held up to 48 hours for questioning any- time a crime is committed in his area. The judicial sys- tem in 2075 is more an assembly line than institution of justice. Suspects are treated as guilty unless proven in-nocent, plausible circumstantial evidence is often suffi- cient for conviction, and sentencing has more to do with the judge’s mood than the crime. In this environment it’s likely the cops will be more interested in closing the case than solving any crime; they may try to pin crimes on the character with the Criminal SIN whether or not she had anything to do with it. Some degree of “adjusting” facts and “interpreting” witness accounts to support alle- gations is common; fabricating evidence, if only to meet conviction productivity goals, is not rare. Magic users tend to receive much harsher treatment from the judi- cial system than mundane criminals. If the character is a magic user with a Criminal SIN, he is registered with local law enforcement. He can expect regular—but usually not scheduled—checks to confirm he lives and to ensure he is not using forbidden spell formula, foci, or other magi- cal gear. The nation or corporation that issued the Crimi- nal SIN will keep close tabs on the character, if he fails to update residential information or appears in any way to be trying to evade their oversight, he is subject to arrest. He is also required to pay a fifteen percent tax on his gross income to the entity that issued his Criminal SIN.

The character has the Corporate Limited SIN; he has somehow gained a position in a megacorporation from the outside. He may have been hired as a wageslave (or been the minor child of a person hired as a wageslave), or perhaps brought in by someone in the megacorp who saw advantage in his skill, talent, area of expertise, or some other useful attri- bute. Under most circumstances the Corporate Limited SIN replaces any National SIN. His Corporate Limited SIN becomes part of the Global SIN Registry, to which law enforcement agencies and security corporations alike have access. Many of these Corporate Limited SINs record whether or not the character is Awakened. The Corporate Limited SIN allows the character to be employed by the megacorp under most circumstances, and it replaces any National SIN that the character may have had previously. With the Corporate SIN, the char- acter can be gainfully employed by the issuing megacor- poration as a wageslave, a low-ranking member of the corporation’s security services, or an enlisted member of the corporation’s military. Though he could have a secret-level security clearance to perform his duties, he cannot rise to a leadership position, become an of- ficer, or be part of the megacorporation’s Special Forces (such as the Red Samurai). As a group, characters that possess Corporate Limited SINs are believed to either know something valuable about the inner workings of the megacorporation or have a skill set rival megacorps would want; as such they are considered valid targets for extraction, even if they are no longer active with the corporation. Characters with the Corporate Limited SIN experience prejudice and hostility from those in the shadows who are SINless. The SINless believe the cor- porations deliberately keep them poor and powerless so they can be exploited. The character with the Corporate Limited SIN may find himself being personally blamed for his corporation’s actions—protesting he has no real authority and no connection with the actions in question usually does little good. To the SINless and neo-anar- chists the character with the Corporate Limited SIN has sold out and chosen a corrupt and oppressive system over his own people. The character pays twenty percent of his gross income in taxes to his megacorporation.

Spirit Bane: Minor hindrance. A character with a Spirit Bane really torques off a certain type of spirit (p. 303). Whether the charac- ter has a reputation for harming this sort of spirit or something about her aura enrages them, spirits of the type affected by the Spirit Bane are likely to harass the character when she is in their presence, and they may be reluctant to obey or perform favors for the character or her friends. If spirits of this type are ordered to attack a party that includes the character, these spirits will single her out and attempt to destroy her first. Affected spirits will always use lethal force against these characters with the Spirit Bane quality. If the character with Spirit Bane tries to summon or bind this spirit, she suffers a –2 dice pool modifier for the attempt. If the summoner tries to banish a spirit of this type, the spirit receives a +2 dice pool modifier for resisting her attempt. Watchers and minions do not count for Spirit Bane, as they are constructs that are not summoned like normal spirits.
This quality may only be taken by magic users. Magic users may possess this quality for a type of spirit that is not a part of their magical tradition.

Hindrances

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