Disadvantages

Negative Qualities can be found in Shadowrun 77-80. As was the case with Postive Qualities, amost all of the Negative Qualities listed in the Shadowrun books have an equivelent Disadvantage in the GURPS.
In the case where there isn’t an exact match, combining Disadvantages will get the result your looking for.
For those few Qualities that are unique to the Shadowrun world , I have created them and made available based off similiar disadvantages already alvailable.
For a full decription on any of the listed Disadvantages please see their respective original publisher. Page references will be listed for your convenience.

Addiction

See GURPS 122
This is the Disadvantage Addiction.

Allergy

See GURPS 158
This is the Advantage Susceptible.

Astral Beacon

See GURPS Shadowrun 00
This is the new Limitation Strong Signature -10%/-20%.

Bad Luck

Varies
This is the Disadvantage Unluckiness (G160) or Cursed (G129).

Codeblock

See GURPS 164
This is the Quirk Incompetence applied to Computer Operation or Computer Programming.

Combat Paralysis

See GURPS 127
This is the Disadvantage Combat Paralysis.

Elf Poser

See GURPS Shadowrun 155
This is the Disadvantage Social Stigma with a new classification; Elf Poser.
You are not an Elf but have gone through great lengths to appear so. Cosmetic surgery, contacts, prosthetic ears, etc.
You may be subject of jokes, criticism, ridicule and even racism in some situations when anyone finds out the truth.

Gremlins

-5/-10/-15 points
Anyone with Gremlins seem to inavertingly cause anything to malfunction when they touch it. Calls are filled with background noise, messages never arrive, commlinks mysteriously shutdown, cybervisors randomly static, etc.
The disadvantage applies whenever dealing with any tech TL5 or higher. At -5 a natural roll of 17-18 count as a critical failure. At -10 a natural roll of 15-18 count as a critical failure. At the -15 a natural roll of 13-18 count as a critical failure and may even attack others on a Very Good NPC Reaction. Each level of Resonance adds a +1. Gremlins are believed to be some type of Sprite but are completely immune to all types of known methods of affecting Sprites.

Incompetent

See GURPS 164
This is the Quirk Incompetence.

Infirm

Varies
This is any combination of the following Disadvantages; Terminally Ill (GURPS 158), Bad Back (GURPS 123), Chronic Pain (GURPS 126), etc.

Low Pain Tolerance

See GURPS 142
This is the Disadvantage Low Pain Threshold.

Ork Poser

See GURPS 155
This is the Disadvantage Social Stigma with a new classification; Ork Poser.
You are not an Ork but have gone through great lengths to appear so. Cosmetic surgery, contacts, prosthetic horns, etc.
You may be subject of jokes, criticism, ridicule and even racism in some situations when anyone finds out the truth.

Scorched

See GURPS 16
This is the Disadvantage Reduced Will with the new Modifier Accessibility (Cyber Defense) -20% (GURPS Shadowrun 00).

Sensitive Neural Stucture

See GURPS 161
This is the Disadvantage Vulnurability. Neural attacks are considered “Occassional” on the Vulnerability Table.

Sensitive System

Varies
Use Disadvantages like Chronic Pain (GURPS 126), Dependency (pain medication) (GURPS 130), Slow Healing (GURPS 155), Unfit (GURPS 160), & Wounded (GURPS 162) to reflect a poor immune system. Also use the Modifier Essence Interference (GURPS Shadowrun 00).

Simsense Vertigo

-10 points
This is a new Disadvantage. Characters receive an extra –2 modifier to all tests when interacting with AR, VR, or simsense.

SINner

See GURPS 100
This is the Advantage Zeroed.

Spirit Bane

-5/-12/-20/-28 Points
This is a new Disadvantage. This is the opposite of Spirit Affinity (GURPS Shadowrun 6). Something about the character adjetates the selected spirits. They’ll not help unless they have to and harrass if given the opportunity. If in a combat situation, they will single out the characer and attempt to maul and kill. Spirit Bane may be taken by anyone and may be selected multiple times for various spirits.
Spirit Bane provides a -1 per level to any skills and reaction rolls dealing with the specified Spirit type. See Spirit Empathy (GURPS 88) as well.

Uncouth

Varies
Any number of Social Disadvantages such as Callous (GURPS 125) as well as No Sense of Humor (GURPS 146).

Uneducated

Varies
The Disadvantages Low TL (GURPS 22) and Social Stigma (Uneducated) (GURPS 155) can be used to reflect an Uneducated Character.

Weak Immune System

See GURPS 158
This is the Disadvantage Susceptible. Use the Very Common for Disease.

Disadvantages

GURPS Shadowrun 4th Edition Quietlyscheming