I'll probably put up a new post tomorrow or Sunday, just to keep things moving along. Daredevil can narrate an entrance before then if he wants. Also, if anyone wants to put this negative quality on, have a look.
Pent Up
Karma - 6
Some people are just a little bit tightly wound. A person with this quality is not just a little bit tightly wound. Their normal state isn’t too bad when there’s no stress, but how often is that? For a runner, pretty rarely (as determined by wound penalty or edge spent) and so they often have to take some extra steps to properly unwind and gain the full benefits of their relaxation.
The player and GM should work together to decide the cost of the indulgence in time, nuyen, or penalty, or possibly a mix as appropriate to the proposed nature. Adjudicate carefully for mixes, and don’t stack the penalties for time. The extended duration at high levels should be more than enough given how this works,
Whenever the character plans (or does) rest enough to heal or recover Edge and has injuries enough to have an injury penalty or any spent edge, the character has to indulge at the proper level or higher or make an Intuition+Willpower roll. The base difficulty is 1, but for every level of indulgence below what the character should be at, raise the difficulty by 2. Failure on the roll penalizes the character as per the 10 point Insomnia negative quality. A Glitch should cause the costs to rise unexpectedly, and a Critical Glitch considers the character to fail all Intuition+Willpower rolls for this quality until they have indulged at the proper level twice.
Indulgence Table:
1-2: The indulgence is fairly tame at this level of stress. If the cost is levied in time, it should take no more than one healing instance for Stun damage. In nuyen, probably no more than 25 nuyen. A penalty should be only -1 in a limited circumstance for a few days or an equally short term increase in Public Awareness. This is fairly mild, after all.
3-4: This level of stress really requires some serious unwinding. For time, it should be one or two hours before qualifying, regardless of how resting it may be. In nuyen, it should probably run from 50 nuyen to just over 100 nuyen. A penalty should either be a widely applicable -1 with a small situation where it runs to -3 and last three day after the indulgence. Alternatively the character should see a drop in Street Cred by a point for anyone that would have known about the character based on Public Awareness for over half a week.
5-6: Be you a hooding runner, or the blackest of hats, this level of stress calls for just a bit too much indulging. For time, the indulgence should be four or five hours if it will allow healing to take place during it, or at least one and a half without. Nuyen should probably run no more than 200 nuyen without there being something else to show for the indulgence. A penalty should be ruinous to a normal person (say -4 dice) for just under a week after in a good number of circumstances. Alternatively, choose a group about the size of the one gained by Local Fame. For just over a week after, the character should suffer a penalty of two dice and one limit for aggressive or runner-like social interaction.Having seen this kind of overindulgence, it’s hard to take the character seriously.
7+: When you’re this stressed, you need some really excessive indulgence. In terms of time, the character should be a day late on healing, or about a day and a half over depending on if the activity discounts healing or allows it, respectively. The total nuyen indulgence should be at most 350 nuyen total for no additional gain or 25% if there is. A penalty should keep all but the best from doing much (-7 dice) for a week and a half after. Alternatively choose two groups, each about the size granted by Local Fame. These people treat the character’s social limit as 2 lower and dice pool as 3 lower for any social interaction not primarily about the character’s indulgence for two weeks.