The new Edges and Flaws system is fairly obviously derived from White Wolf's Storyteller system of Merits and Flaws, which in turn inherits from Ars Magica's system of Virtues and Flaws. The calibration of an Edge's or Flaw's worth relative to the other systems is difficult; in general, Edge points buy you less than Virtue and Merit points did, and Flaws are worse. I interpret this to be a game balance call on the part of the designers at FASA. (After all, in Storyteller, it's really trivial to have huge amounts of money at character creation time, since money isn't a very large factor. In Shadowrun, it's much more important.)

Edges and Flaws

ATTRIBUTE EDGES

Bonus Attribute Point
Value: +2
A player can gain 1 bonus Attribute Point for his or her character. The bonus Attribute Point can be added to any Mental or Physical Attribute.
A bonus Attribute Point can be used to raise the character's starting Attribute above the Racial Modified Limit (see Exceptional Attribute below and Improving Attributes, p. 244 of SR3). Only one Attribute per character may be increased in this manner, and only one bonus point can be applied to any single Attribute.

Exceptional Attribute
Value: +2
A player can increase the Racial Modified Limit for one of the character's Attributes by 1.
This increase also affects the character's Attribute Maximum for that Attribute only. (Attribute Maximum is equal to the Racial Modified Limit x 1.5, round up). For example, if the Racial Modified Limit of a human character's Body is raised to 7, then the Body's Attribute Maximum Rating would be 11.
Player characters can take Exceptional Attribute only once per Attribute. This cannot be used to raise Essence, Reaction, Magic or Resonance.

SKILL EDGES AND FLAWS

Aptitude/Incompetence
Value: +4/-2
Aptitude or Incompetence reflect expertise or ineptitude in a particular skill.
A character with Aptitude for a skill gains a -1 target modifier to all tests made with the skill. A character with Incompetence receives a +1 target modifier to all tests made with the skill.
Characters can have Aptitude or Incompetence only in skills that they can use. The character cannot use Aptitude or Incompetence when defaulting to that skill.
Characters may take Aptitude or Incompetence only once for any single skill. Gamemasters may also wish to limit characters to one Aptitude, but should allow player characters to be incompetent in as many areas as the player wants. It is strongly recommended that the gamemaster consider carefully before allowing any player character to take an Aptitude in any Combat, Magical, or Computer skill, as these can easily disrupt the balance of a game.
If possible, gamemasters should try to highlight characters areas of Aptitude and Incompetence at least once per game session.

College Education
This character attended and learned a substantial amount about a diverse group of academic subjects. The modifier for defauling for Academic Knowledge Skills is only +1 to a skill, +2 to a specialization, and +3 to the Attribute. This Edge can be combined with Technical School Education.

Computer Illiterate
Value: -3
A character with the Computer Illiterate flaw has extreme difficulty working with computers and other electronic devices. Such characters have trouble performing such simple tasks as using an unfamiliar telecom, sending e-mail or programming a trideo recorder.
During game play, the character receives a +1 modifier to all tests that involve a computer or other electronic device in any way, shape or form (for example, a mage with this Flaw would suffer this modifier when attempting to read another mage's electronic hermetic library). Additionally, the gamemaster may require the character to make Success Tests (Target Number 4) to complete tasks that most people in 2061 take for granted (this can be used to add dramatic tension or comic relief to a game).
Even techno-junkies such as riggers and deckers may have this Flaw, because simsense technology, icon-oriented Matrix programming and the boom of reality filters and sculpted systems have greatly reduced the level of technical know-how needed to rig or deck.

Illiterate
Value-1
An Illiterate character cannot read (any character who grew up on the streets or in an isolated rural area may never have learned). Such characters cannot take most Technical or Knowledge skills and must rely on other characters to translate written information for them. Illiterate characters can use computer programs that rely on icons rather than written commands and instructions; however, such characters receive a +4 target modifier to all computer-relatedd tests and cannot have a Computer Skill higher than 1.
Charcters may not take both the Illiterate Flaw and any Education Edge. Through roleplaying, a character can replace the Illiterate Flaw with the Uneducated Flaw.

Lightning Calculator
Value: +1
You have an exceptional talent for mental arithmetic, and are dangerous at the poker and blackjack tables due to your ability to estimate odds on the fly. Gain -2 to all appropriate target numbers.

Literate
Value: +1
Characters with the Literate edge have spent more time reading than most people in the Sixth World. Such characters automatically recieve proficiency with Reading and Writing at the same level as they can converse in the language.

Technical School Education
A character with this edge attended a tech school and got enough out of it to understand a substantial amount about a diverse group of technical subjects. The character's modifiers for defaulting for any Background Knowledge Skill Test are only +1 to askill, +2 toa specialization and +3 to the Attribue. This Edge can be combined with the College Education Edge.

Uneducated
Value: -2
An Uneducated character knows only the basics of reading, writing and arithmetic. During character creation they receive Intelligence x 3 free points in Knowledge Skills, and may not begin play with Academic or Background Knowledge Skills. They may also only know one language.

Characters may not take Uneducated with any other Education Edge. This character may improve their skills normally, but must always use an instructor and cannot learn skills on their own. The first time a new Academic or Background Knowledge skill is learned, the cost is doubled.

ATTRIBUTE EDGES/FLAWS
Bonus Attribute Point
Exceptional Attribute
SKILL EDGES/FLAWS
Aptitude/Incompetence
College Education
Computer Illiterate
Illiterate
Lighting Calculator
Literate
Technical School Education
Uneducated
Crack Pilot
Tech Wiz
Mechanical Aptitude
Jack-of-Trades
PHYSICAL EDGES/FLAWS
Adrenaline Surge
Allergy
Bio-Rejection
Blind
Borrowed Time
Catlike Balance
Childlike Physiology
Color Blind
Deaf
Deep Sleeper
Distinctive Features
Double Jointed
Dwarf-Looking
Elf-Looking
High Pain Tolerance
Infirm
Keen Sense
Large
Light Sleeper
Lightning Reflexes
Low Pain Tolerance
Missing Arm
Missing Ear
Missing Eye
Missing Foot
Missing Hand
Missing Leg
Natural Immunity
Night Blindness
Night Vision
Obese
Ork-Looking
Paraplegic
Poor Sense
Quadriplegic
Quick Healer
Resistance to Pathogens
Resistance to Toxins
Sensitive System
Sensitive Neural Structure
Short
Short of Breath
Steady Hands
Stunning Beauty
Toughness
Ugly as Sin
Unthinking Reflexes
Versatile Sleeper
Water Sprite
Weak Immune System
Will to Live
MENTAL EDGES/FLAWS
Absent Minded
Amnesia
Bravery
Clear Thinker
Combat Monster
Combat Paralysis
Common Sense
Compulsive Liar
Confused
Curiosity
Don Juan
Flashbacks
Focused Concentration
Greed
Homicidal
Impulsive
Kleptomania
Lecherousness
Lifesaver
Martyrdom
Masochism
Megalomania
Oblivious
Overconfident
Overly Focused
Pacifist
Perceptive
Perfect Time
Phobias & Delusions
Photographic Memory
Pyromania
Sadism
Sea Legs
Sea Madness
Sense of Direction
Short Attention Span
Shy
Speach Impediment
Sociopath
Soft-hearted
Suicidal
Total Pacifist
Vindictive
SOCIAL EDGES/FLAWS
Animal Empathy
Bad Reputation
Blandness
Braggart
Connected
Curse of Venus
Dark Secret
Day Job
Dependent
Distinctive Style
Eerie Presence
Elf Poser
Extra Contact
Extra Enemy
Friendly Face
Friends Abroad
Friends in High Places
Good Reputation
Human Looking
Hung Out to Dry
Innocence
Liar
Piercing Gaze
Scapegoat
Uncouth
Venus's Blessing
FATE
Nine Lives
Trouble Magnet
Weirdness Magnet
MAGICAL EDGES/FLAWS
Astral Chameleon/Astral Impressions
Blatant Magic
Continuous Blatant Magic
Cyclic Magic
Elemental Ties
Focused Caster
Initiate Outcast
Karma Drain
Limited Force
Magical Loner
Magic Magnet
Magic Sensitivity
Oracular Ability
Precognition
Visions
Danger Sense
MATRIX EDGES/FLAWS
Matrix Addiction
Simsense Vertigo
Spike Resistance
BACKGROUND
Enemies
Background Trouble
Corporate Sellout
Hunted
Hidden Past
Favors
Hidden Police Record
Criminal Reprobate
Poverty
MISC. EDGES AND FLAWS

Talents

These Aptitudes are worth considerably more than the number of Aptitudes required to purchase bonuses with all the separate skills. However, I think that these work well as package deals.

Crack Pilot
Value: +6
You have an Aptitude with all vehicle piloting skills, including Hovercraft, Bike, Car, Motorboat, Sailboat, Winged Craft, Rotorcraft, Vector Thrust, and LTA. This does not apply when defaulting other skills off the piloting skills.

Crack Shot
Value: +6
You have an Aptitude with all aimed firearms skills, including Pistols, Longarms, Automatic Weapons, and Airguns. This does not apply when defaulting other skills off the firearms skills.

Tech Wiz
Electronic Aptitude Value: +6
You have an Aptitude with all matters related to computers and electronics, including Computer, Computer B/R, Computer Theory, Electronics, Electronics B/R, Electronics Theory, and Cybertechnology B/R. This does not apply when defaulting off these skills to related ones.

Mechanical Aptitude
Value: +6
You have an Aptitude with working with mechanical devices, including Lockpicking, Aircraft B/R, Ground Vehicle B/R, Boat B/R, and any other such skills that are introduced as part of the campaign (plumbing, clockwork). This does not apply when defaulting other skills off the repair ones.

Jack of All Trades
Value: +6
You are widely experienced, and can generally fake any skill test as if you actually have one dot in an appropriate skill a single spot away on the Skill Web. You must purchase actual skills normally.

Home Ground
Value: +2
Home Ground provides a character with a -1 target modifier for all Active Skill tests made within the character's home turf. Any Knowledge Skills using the Home Ground Edge apply a -2 target number modifier.
The charcter's home turf is a particular location with which the character is intimately familiar. The location must be either a small area--no larger than a single building--or an environment that is encountered infrequently during the campaign. For example, in a Seattle-based campaign, the desert would be an infrequently encountered environment and could be considered home ground for a displaced desert nomad character. The desert would not be a suitable home ground in a campaign based in the magic-soaked Mojave, however. Gamemasters must approve all home grounds in their campaigns.

For a decker character, a home ground might be a particular computer system--a Matrix Host the decker knows extremely well, for example. In this case, the character would receive the -1 target modifier for all tests made while in that system. Favorite data havens, particularly the Denver Nexus, also make suitable home grounds for decker characters. Many corporate deckers have the Home Ground Edge in their corporate systems.
All home grounds must be fixed locations--characters cannot move them around. If a charcter's home ground is destroyed, the character loses his Home Ground Edge.

PHYSICAL EDGES AND FLAWS

Adrenaline Surge
Value: +2
Adrenaline Surge enables a character to react more quickly than normal during combat situations. A player character with this Edge may use it any time in combat.
When employing Adrenaline Surge, the character uses the Rule of Six for Initiative (p.32, SRII) but receives a +1 target modifier on Combat Test and Perception Tests made in combat situations. Once a character uses Adrenaline Surge, he must use it for the remainder of the combat or until the danger has passed.
Characters whose Reaction or Initiative is already enhanced by cyberware, bioware, or magic (including shapeshifters and physical adepts) may not purchase Adrenaline Surge.

Allergy
Value: See Table
A character with the Allergy Flaw is allergic to a substance or condition. To calculate the value of an Allergy, decide whether the substance or condition is Uncommon or Common, then determine the severity of the symptoms--Mild, Moderate, or Severe. Consult the Allergy Table and add together the appropriate point values. For example, the value of an Uncommon Moderate Allergy is -3 points.

CharacteristicValueDescription
Uncommon-1 pointThe substance or condition is rare. Silver
and gold are examples of Uncommon
substances.
Common-2 pointsThe substance or condition is common. Plastic,
sunlight and pollutants are examples of Common
substances
SeverityValueDescription
Mild-1 pointSymptoms are discomforting and distracting
Apply a +1 target modifier to all tests made
while a character experiences the symptoms.
Moderate-2 pointsContact with the substance produces intense
pain. Apply a +2 target modifier to all tests. Add 2 to the Power of weapons made
from this substance when they are used against
a character with a Moderate Allergy
Severe-3 pointsThe character recieves a Light wound for every
minute he touches or remains exposed to the
substance. Add 2 to the Power of weapons
made from this substance when they are used
against a character with a Severe Allergy.
Deadly-4 pointsThe character recieves a Light wound for every
round he touches or remains exposed to the
substance. Add 2 to the Power of weapons and stage up the damage one level
made from this substance when they are used
against a character with a Severe Allergy.

Bio-Rejection
Value: -5 (-2 for magically active characters)
The immune system of a character with Bio-Rejection is especially sensitive to foreign tissue and material, and the bodies of suchy characters reject all cyberware implants. Any organ or limb replacements must be cloned from the character's own cells.
For magically active characters (magicians and adepts), Bio-Rejection costs only -2 points. Shaman characters whose totoems carry cyberware Essence penalties (such as Egle or Unicorn) cannot take the Flaw of Bio-Rejection. Characters cannot take both Bio-Rejection and Sensitive System.

Blind
Value: -6 (-2 for magically active characters)
A character with the Blind Flaw receives a +6 target modifier for all visual-based tests. Cyber-replacement eyes cannot correct the Blind Flaw.
Magically active characters with the Blind Flaw may still use astral perception as a form of sight. Such characters receive a +2 target modifier for visual tests based solely in the physical world. However, the Blind Flaw costs only -2 points for such characters. Characters with the Blind Flaw cannot take Color Blind or Night Blindness.
Individual gamemasters and players must determine if this Flaw affects the actions of specific characters jacked into rigs or the Matrix. Simsense works by directly stimulating the vision and hearing centers in the occipital lobe of the brain, so if this Flaw is caused by a nerve defect, it may not affect a character who is rigging or decking. However, if the Flaw is caused by a brain disorder, it can make rigging and decking impossible.

Borrowed Time
Value: -6
A character with the Borrowed Time Flaw may die at any time. The character might have a fatal illness, be infected with a slow-acting poison or have a deadly implant such as a cortex bomb. in any case, the character's life span can be measured in months.
Whenever a character takes the Borrowed Time Flaw, the gamemaster secretly rolls 3d6. The result indicates the number of game months before the character dies. When the character's time is up, he dies--nothing can save him. Give the character a dramatic death scene.

Catlike Balance Value: +2
You have an innately perfect sense of balance. You are able to land on your feet from a fall almost every time. You have two extra dice to roll on all balance-related matters.

Childlike Physiology
Value: -4
Not only is your character is much smaller than normal for their metatype; subtract 1 from your Body attribute and racial maximum, but you have the appearance and proportions of a pre-teen child. You have trouble seeing over many objects, and lose 1 from your Running multiplier. Other characters who are not children treat you socially as a child. In general they will not respect your opinions or follow your suggestions. Apply a +1 target number to the relevent social tests. Your appearance can be used to your benefit however. Parents, teachers, and anyone who cares about children will be sympathetic to your plight. Apply a -1 TN to these situations.

Color Blind
Value: -1
A character with the Color Blind Flaw sees the world in black, white and shades of gray. The character receives a +4 target modifiier for any tests in which distinguishing between colors is important, such as sifting through the tangle of colored wires in a bomb to find the one that will disarm it.
Note taht Color Blind results from a neural dysfunction and cannot be cured with cyber-replacement eyes. Characters cannot take both Blind and Color Blind.

Deaf
Value: -3
A character with the Deaf Flaw cannot hear. The character cannot make Hearing Tests, and receives a +4 target modifier for any tests in which hearing is a factor (such as Surprise Tests).
The Hearing Flaw cannot be cured with cyberware. Individual gamemasters and players must determine if this Flaw affects the actions of specific characters jacked into rigs or the Matrix. Simsense works by directly stimulating the vision and hearing centers in the occipital lobe of the brain, so if this Flaw is caused by a nerve defect, it may not affect a character who is rigging or decking. However, if the Flaw is caused by a brain disorder, it can make rigging or decking impossible.

Deep Sleeper Value: -1
You sleep heavily, though you do not necessarily snore, have a +2 to all TN's for being woken up, and suffer a +1 to all TN's for up to half an hour after waking (though your morning coffee, hot shower, or a jolt of adrenaline can clear this up pronto).

Distinctive Features Value: -1
These must be something you cannot hide without great difficulty— a sixth finger, tattoos all over your face, a missing ear— and a reason you aren't going to have this corrected as soon as you've got the nuyen for cosmetic surgery.

Double Jointed
Value: 1
A Double Jointed character has unusually flexible joints and can bend and contort his or her body into extreme positions. The character receives a -1 target modifier for Athletics (Escape Artist) Tests. At the gamemaster's discretion, the character can squeeze into small, cramped spaces through which less limber characters cannot pass.

Dwarf-Looking
Value: 1
A human, elf or ork character with the Dwarf-Looking Edge can “pass” for a dwarf in most circumstances, though some disguise techniques would be an asset. In order to purchase Dwarf-Looking, a character must also take the Short Flaw.

Elf-Looking Value: +1
A human character with the Elf-Looking Edge can "pass" for an Elf in most circumstances, though making their ears properly pointed will require good cosmetic surgery. An excellent Edge for competent Elf Posers.

High Pain Tolerance
Value: 2 per box
High Pain Tolerance enables a charcter to resist the effects of damage to a limited degree. FOr every two points, the character can resist the effects of one box of physical or mental damage, starting at Light and moving up.
In all other respects, High Pain Tolerance uses the same rules as the adept power Pain Resistance (see p. 170, SR3).

Infirm
Value: -1 to -5
The Infirm Flaw represents a character's deteriorating physical fitness. Infirm characters need not be old or ill--they may simply be individuals who neglect their physical well being, such as "couch potato" deckers or magicians.
The Infirm Flaw may range from -1 to -5 points. For every Infirm point, reduce the Attribute Maximum of the character's Physical Attributes by 1. If the character's Attribute Maximums fall below the Racial Modified Limit then this new number acts as both the Attribute Maximum and the Racial Modified Limit.

Keen Sense Value: +1
You have -1 to all Perception target numbers with a particular sense.

Large Value: +4
+1 to Body and Strength, both the stats and the maxima. The character is quite large and robust for their subspecies, and tends to stand out in a crowd of them. Humans with this Edge may find Ork-Looking a useful accompanying Edge; Trolls with this Edge are truly frightening.

Lightning Reflexes
Value: 2, 4 or 6
For every 2 points spent on Lightning Reflexes, a character receives a +1 bonus to his Reaction Rating. Players cannot purchase more than 6 points of Lightning Reflexes (+3 Reaction bonus). This bonus is used only in Surprise Test situations and is not compatible with the Combat Sense adept power (see p. 169, SR3)
Because they are only used in surprise situations, the extra dice are not used when rolling Initiative, but they are cumulative with any Reaction bonuses from cyberware, biotech or magic in Surprise Tests.
Gamemasters should carefully monitor the use of Lighting Reflexes in their games to prevent the creation of chracters with superhuman Reaction Ratings.

Light Sleeper Value: +1
You seem to sleep with one eye open, and become wide awake immediately when woken. -2 to all TN's to waking up.

Low Pain Tolerance
Value: -4
Characters with Low Pain Tolerance are particularly sensitive to pain. When calculating Wound-related target modifiers for such characters, increase their Wounds by 1 level.

Note that for all of the Missing [part] Flaws, these do not apply if you can easily have the part replaced with clonal tissue or cyberware. Come up with a reason why your character cannot get the piece taken care of with modern technology— perhaps it was lost to a fragmentation mine covered with a mutagenic virus, or was bitten off by some kind of nasty magical creature or spirit and all attempts at replacement have been rejected. At the game master's option, you might be able to get a cyber or clonal replacement after a great deal of effort (perhaps involving getting a major corp to owe you a favor, or tracking down the spirit, slaying it, and performing a major Astral Quest).

Missing Arm Value: -3
You have only one arm; in addition to the penalties of Missing Hand, your balance is thrown off and you lose one die from your Combat Pool and gain a +1 penalty to actions involving keeping your balance.

Missing Ear Value: -1
You cannot locate the direction of sounds, and you often miss things said to your deaf side. +1 to all hearing TN's.

Missing Eye Value: -2
You have no depth perception, and have a blind side on which people can approach unseen. Take a +2 penalty to all ranged attacks. If you want to take this Flaw twice, use Blind instead.

Missing Foot Value: -2
You have an artificial (strapped on) or peg foot; lose two dice from your Combat Pool, lose one point from your Running multiplier, and gain a +2 penalty to actions involving keeping your balance. If you take this Flaw twice, it is only worth one Flaw point the second time.

Missing Hand Value: -2
You can only use one hand for climbing, combat, and other such activities. Take a +2 to +4 penalty on any such actions.

Missing Leg Value: -3
You can get around on crutches, but cannot run, and your Combat Pool is cut in half. If you want to take this Flaw twice, use Paraplegic instead.

Natural Immunity
Value 1 or 3
Characters with Natural Immunity (1) have an innate or developed immunity to a single natural disease or toxin. The disease or toxin in question cannot affect the character. However, this level of Natural Immunity provides no protection against man-made toxins and biowarfare agents.
Natural Immunity (3 allows a character to take one type of drug or poison, including man-made toxins and biowarfare toxins, without ill effects.
In both cases, the players and gamemaster must agree on the drug or poison to which the character has natural immunity, and it must be something with which the player character would plausibly come into contact. The character can take one dose of the drug or poison every (Body/2 ) days with no ill effects. If the character ingests more than a single does in the time allotted, he or she takes normal damage from ]the poison but begins to recover after (Body/2) days (if the character lives that long)

Night Blindness
Value: -2 (-1 for riggers or deckers)
Night Blindness makes a character effectively blind at night or in darkness. In Full Darkness or Minimal Light conditions (see p. 232, SR3), the character receives an additional +2 target modifier for visual-based tests cumulative with the standard darkness modifiers. Characters cannot take both Blind and Night Blindness.
This flaw does not apply when rigging because rigged vehicle sensors have image-intensifying capabilities and automatically adjust the brightness level of simsense visual stimulai to match the brain's visual capability. It also has no real impact in the Matrix. Riggers and deckers purchase this Flaw at -1

Night Vision
Value: 2 (1 for riggers or deckers)
Night Vision provides human charcters with improved night vision. This means human characters with this Edge have the metahuman ability of low-light vision (see perception Modifiers on p. 232, SR3)
This flaw does not apply when rigging because rigged vehicle sensors have image-intensifying capabilities and automatically adjust the brightness level of simsense visual stimulai to match the brain's visual capability. It also has no real impact in the Matrix. Riggers and deckers purchase this Edge at 1

Obese Value: -2
Your character is extremely fat. Gain one point of Body, but lose one point from your Running multiplier and suffer a +2 to all target numbers regarding athletic motion. This is common among couch potato mages and riggers. Only a -1 for people who take Paraplegic and -0 for those who take Quadriplegic.

Ork-Looking Value: +1
A human character with the Ork-Looking Edge can "pass" for an Ork in most circumstances, though their teeth aren't quite tusks and they need to hide their round ears under their hair.

Paraplegic
Value: -3
Paraplegic charcters are paralyzed from the waist down. Such charcters can perform physical tasks that do not require the use of their legs and can move around via wheelchair, but the Paraplegic Flaw reduces their Combat Pools by half (round down). The Paraplegic Flaw has no effect on a charcter's abilities wthin the Matrix or in astral space, so full Hacking and Astral Combat Pools can be used.
Characters with the Paraplegic Flaw can and often do become highly effective deckers, magicians and riggers.

Poor Sense Value: -1
You have +1 to all Perception target numbers with a particular sense.

Quadriplegic
Value: -6
Quadriplegic characters are paralyzed from the neck down and cannot perform physical tasks of any kind. The Quadriplegic FLaw does not affect a character's Attributes or use of Mental Skills. Use the character's Physical Attributes for calculating abilities such as Reaction per standard rules. If desired, a character with the Quadriplegic Flaw may take the Infirm Flaw as well.
Characters with the Quadriplegic Flaw require permanent Hospitalized lifestyles and the attention of hired medical attendants or programmed robot drones to perform physical tasks with cybertechnology or magic. Characters cannot take both Quadriplegic and Paraplegic.
The quadriplegic FLaw has no effect on a character's abilities within the Matrix or in astral space, so full Hacking and Astral combat Pools can be used.

Quick Healer
Value: 2
A character with the Quick Healer Edge recovers from damage more quickly ]than other chracters. Reduce the target numbers for the character's Healing Tests by 2 after applying all other modifiers. The target number cannot be reduced to less than 2.

Resistance to Pathogens
Value: 1
A character with Resistance to Pathogens has a vigorous immune system that fights off diseases and infections. The character gains 1 additional Body die when resisting hte effects of disease.

Resistance to Toxins
Value: 1
A character with Resistnace ot TOxins can fight off toxins and drugs more easily than other characters. The character gains 1 additional Body die when resisting the effects of drugs and toxins.

Sensitive System
Value: -3 (-2 for magically active characters)
A character with the Sensitive System Flaw has immuno-suppressive problems with implants. However, these effects are less severe than those of the Bio-Rejection Flaw. The character must double all Essence losses caused by cyberware implants.
If a character with this Flaw is magically active, Sensitive System costs only -2 points. The penalties are the same as for a non-magical character, and the player must also deduct any Essence loss due to this Flaw from the character's Magic Rating. Characters cannot take both Bio-Rejectiona dn Sensitive System.

Sensitive Neural Structure
This character has a particularly delicate nervous system and is more vulnerable to neural damage from BTLs, black IC, rigger dump shock and other damaging forms of simsense. Whenever a character with this Flaw resists these types of damage, reduce the character's effective Willpower Rating by 1 for a -2 Flaw and by 2 for a -4 Flaw. Willpower may not be reduced below a minimum of 1 die this way.

Short
Value: -3
Your character is much smaller than normal for their metatype; subtract 1 from your Body attribute and racial maximum. You have trouble seeing over many objects, and lose 1 from your Running multiplier. Humans, Elves, and Orks with this flaw may take a +1 Edge, Dwarf-Looking.

Short of Breath
Value: -2
You have difficulty performing strenuous tasks because you cannot breathe properly; medical science has yet to find a cure for your asthma-like ailment. Because your lungs only pull in a fraction of the air you need for serious exertion, any time you attempt such, make a Body (4) roll or be unable to perform any action on the next round while you catch your breath.

Steady Hands
Value: +2
A character with this Edge has unusually tremor free hands, and can even compensate for a shakey environment. The character may ignore one point of situational movement based penalties from an unsteady environment, or alternatively may ignore 1 point of penalties from wounds with a Will(6) test. Note while this is similar to "Chew the Pain" combat option, the Edge allows the character to perform this without sacrificing an action to do so.

Stunning Beauty
Value: +2
The character - through nature or biosculpting - is blessed with such good looks that their fine facial features are actually distracting to the viewer. This raises the social TNs of anyone dealng with the character due to distraction. Those attracted to the character's gender will most likely feel strongly attracted to him/her, though mages and others with alternate realities may not be so stricken. Anyone viewing the character will be distracted by their appearance however.

Toughness
Value: 3
Characters with the Toughness Edge shrug off damage more easily than others. Such characters gain 1 additional Body die for Damage Resistancve Tests only. (This bonus die is cumulative with natural dermal armor, so a troll with Toughness is really tough)

Unthinking Reflexes
Value: +3
Your reflexes are so fast, you react without thinking. Whenever you are surprised or startled, make a Reaction (4) roll. Even one success indicates that you react reflexively on the phase in which the startlement happens, independent of your Initiative roll: choose one type of action (dodging, blocking, attacking, shooting, running) which you are most likely to do, though the game master may override this if you have showed other choices in the past. (If you have been fully aware of someone making a startling move, you may follow your planned course of action.) This can, however, lead to blowing a joking friend's head off if your reflexes are ready for an assassin's strike.

Versatile Sleeper
Value: +1
You've mastered the art of catching quick catnaps; perhaps you were in the military. You can fall asleep at will, any place, any time; you can get the equivalent of a full night's sleep without having to occupy a large block of time with continuous unconsciousness. This goes well with Light Sleeper and Cat shamans.

Water Sprite
Value: 1 (per ability improvement)
A character with this Edge takes to water like a fish. The abilities granted to such a character are listed below.

Ability Improvement per Edge Point
Holding Breath Underwater +20 seconds (see Drowning, Companion p. 47, for base seconds)
Swimming
Distance Increase Character gains +0.1 when multiplying his Swimming Rate; see Swimming, Companion p. 47.
Fatigue Character gains +1 to the rate of Fatigue (normally Body/2); see Swimming.
Treading Water
Fatigue Character gains +1 minute to determine the time between Swimming Tests (normally Strength in minutes); see Treading Water, Companion p. 48.
Taking Damage The character gains -1 to the target number for the Damage Resistance Test; see Treading Water.
Floating
Success Character gains a -1 modifier to all Buoyancy and Treading Water Tests except for tests made to resist Damage; see Floating, Companion p. 48.
Length of time Character gains +1 Body for determining the length of time the character can float; see Floating.

Weak Immune System
Value: -1
A character with the Weak Immune System Flaw is more susceptible to infection by disease than his or her BOdy Attribute suggests. Reduce the character's Body dice by 1 during tests made to resiste diseases (the Body dice cannot drop below 1 on Resistance Tests). Weak Immune System is triggered by the immuno-suppression treatments used in cybernetic and bio-genetic proceedures--consequently, it most often afflicts chracters who whave undergone considerable cyberware modifications.

Will to Live
Value: 1 to 3
FOr each point spent on Will to Live, acharacter gains 1 additional Damage Overflow Box. These additional boxes only allow the character to take additional damage before dying. They do not raise the threshold at which the character becomes unconscious or incapacitated, nor tdo they affect target modifiers based on the character's injuries.

MENTAL EDGES AND FLAWS

These first three mental Flaws have relatively large point values because they are especially dangerous to shadowrunners.

Absent-Minded
Value: -3
You don't actually forget your Knowledge skills, but details like names, addresses, and the last time you ate continue to escape your mind. In order to remember more than your name and home address, you need to make an Intelligence roll (target number varying with the obviousness and simplicity of the information— remembering your favorite restaurant is a 4, remembering where the meet with the Johnson is requires a 6, and the details of complex plans can be an 8 or 10).

Curiosity
Value: -3
Your natural curiosity is strong enough to override your common sense, even if you possess that Edge. To resist the temptation to investigate mysteries, make a Willpower roll. Resisting "I wonder what's in that cabinet?" requires only a 4, but "I'll just peek into the Renraku mainframe— no one will notice!" requires an 8.

Short Attention Span
Value: -3
Your parents left you at home all day with the electronic babysitter, and you don't understand why you can't change the channel on the real world. Keeping watch, listening to complex orders, following the plot of a story, or performing other such tasks that require continued attention are usually not within your ability. Raising Knowledge Skills costs double the Karma for you.


Amnesia
Value: -2 to -5
A character with Amnesia has lost some or all of his memory. (Such memory loss can be caused by neurological damage, magic, drugs, or brainwashing) The severity of the character's Amnesia is determined by the selected point value of the Flaw (between -2 and -5). A character with -2 Amnesia cannot recall who he is or anything about his past, but retains the use of his skills and abilities he has learned. Gamemasters should create character sheets for characters with -5 point Amnesia, so that the player character does not know his character's abilities, Attributes, and so on until he acts.

Bravery
Value: +1
Characters with the Bravery Edge are not as easily frightened as most people. The character recieves a -1 target modifier on tests made to resist fear and intimidation, including Fear caused by spells and critter powers

Clear Thinker
Value: +1
You have a -2 bonus or others a +2 penalty when attempts are made to confuse, befuddle, lie to, or fast talk you.

Combat Monster
Value: -1
These characters become irrationally vicious in combat situations, not stopping until all opponents are killed or disabled, and it takes them at least 3 Combat Turns to break off a fight. The character can make a Will (6) Test to shorten this time per success to a minimum of 1 Turn.

Combat Paralysis
Value: -4
Characters with this flaw 'freeze up' in combat situations. On the character's first Initiative roll during any combat, assume the result is the minimum the character can roll with his initiative dice. This applies to all forms of Combat. The character also receives a +2 TN modifier on Surprise Tests.

Common Sense
Value: +2
The only thing common about common sense is it's uncommonness - Any time a character with Common Sense is about to do something the gamemaster deems foolish, the GM must warn the player with a remark, such as: "You might want to reconsider that."

Compulsive Liar
Value: -2
A Compulsive Liar can almost never tell the truth. They suffer from an overwhelming urge to distort the truth. Whenever asked a question, the character must roll Willpower[6]. One success indiciates a mild deception, two successes indicate a refusal to answer one way or another, and three or more successes means that the character manages to forcibly tell the truth if he desires to do so. Zero successes means the character answers with the exact opposite of the truth as he knows it.

Confused
Value: -1
The world seems to be a very distorted and twisted place, and you are often left confused. Sometimes, things just don't make sense. Mostly, this is a roleplaying Flaw, but you should gain penalties to your target numbers when suffering from overwhelming sensory input, such as in a crowd or loud nightclub. This Flaw can work equally well on brainless thugs who just don't bother making sense of the world and reclusive geniuses who fail to find a pattern in the wealth of information they can perceive.

Don Juan
Value: -1
Your character considers himself quite the ladies man (or herself quite the bombshell), and indulges in every opportunity to flirt with the opposite sex. Anytime the character encounters a member of the opposite sex with a Charisma of 3 or better, you must make a Willpower check (TN = their Charisma) to avoid attempting to seduce the person. On a failed check, the character must use whatever skills or abilities s/he has in an attempt to seduce the individual. This might be an Etiquette skill, Negotiation or a one of its concentrations (fast-talk, bribe?, seduction, etc.), it could even be magic (i.e., control emotions, control thoughts)! This of course might bring up some moral issues. The player should role-play how their character deals with it. If the player does a good job, award them a one point karma bonus (for good roleplaying) at the end of the adventure.

Flashbacks
Value: -4
Flashbacks are vivid memory-based sensory hallucinations that are experienced by characters when triggered by specific stimuli. For instance, a character who was mauled by a wolf when a child, might experience flashbacks of the attack whenever they see a wolf. Whenever exposed to such stimuli, the character must make a Will(6) Test, failure causes the flashback to incapacitate the character for 1d6 minutes. The character cannot take any useful action during that time.

Characters with Flashbacks should work with the GM to devise a specific trigger condition - sight, smell, sound, taste, idea, etc.. - and the condition should be something that the character will encounter a few times during a game, somewhere between too common - the character experiences flashbacks all the time, and too rare - the character may never experience any.

Focused Concentration
Value: +2
Characters with Focused Concentration Edge can ignore outside distractions when concentrating upon a task. Whenever the character takes a simple action to focus, they may ignore 1 point worth of situational penalties on that task. This can apply to technical skills, such as electronics or biotech (the medtech ignoring bullets to stitch up a wound), or to combat skills (the sniper lining up the shot while being rained upon). Note that while this sounds similar to aiming, it also takes a simple action that could instead be spent aiming, so does not unbalance combat. This is more useful to non-ranged combat skills.

Greed
Value: -1
Perhaps it is because the character was born poor, or maybe too rich, or maybe just because; whatever the reason, the character is greedy. The character wants money, wants wealth in any form, wants to be filthy, dirty, rotten, stinking rich! Anytime someone offers the character money for any reason: bribe, payment for a shadowrun, whatever, the character must make a Willpower check (TN 6) to resist the temptation. If the payment offered is small compared to the character's current wealth, then the check is made at a -1 to -2 modifier. If the payment offered is greater than the character's current wealth, then the check is made at a +2 to +6 modifier!

Homicidal
Value: -4
A homicidal character is the last one you want working with you. At every point where the character has a weapon or other means to inflict death and sees someone they must make a Willpower[6] Test or engage in their homicidal compulsions. Each success buys the character another hour until they must make the test again. This flaw will very rapidly bring a character to his/her death in the armed world of Shadowrun.

Impulsive
Value: -2
Impulsive characters tend to leap into dangerous situations without thinking about the possible consequences. Whenever confronted with a potentially dangerous situation, the character must make a Will(6) Test to avoid blindly jumping into the thick of things.

Kleptomania
Value: -1
Your character likes to steal. This is done for thrills rather than greed (unless your character is also greedy). You will steal anything that interest you, from virtually anyone. You might have all sorts of rationales to explain your behavior (you weren't stealing, just borrowing!). To avoid this compulsion to steal, you must make a Willpower check (TN 4). This is at a +2 penalty if the item interests you, and at a +4 if the item is valuable and your character is Greedy as well.

Lecherousness
aka: Sex-Fiend, Nymphomaniac
Value: -2
Your character likes members of the opposite sex, a lot! (This could be same sex if the character is homosexual, or both if bisexual!) Anytime your character encounters a member of the opposite sex with a Charisma of 3 or better, your character will flirt. You must make a Willpower check (TN 2 + their Charisma) to avoid attempting to seduce the person. On a failed check, the character must use whatever skills or abilities s/he has in an attempt to seduce the individual. This might be an Etiquette skill, Negotiation or a one of its concentrations (fast-talk, bribe?, seduction, etc.), it could even be magic (i.e., control emotions, control thoughts)! This of course might bring up some moral issues. The player should role-play how their character deals with it. If the player does a good job, award them a one point karma bonus at the end of the adventure.

Life Saver
Value: -1
While you are not a complete Pacifist, you consider killing to be the last resort, and will only do so when it is obvious that a person cannot be brought to justice or in self-defense; even then, you do so in as humane a means as possible. You have a firm conviction in your beliefs, and will attempt to exhort your teammates to avoid wetwork contracts against all but the most heinous of criminals.

Martyrdom
Value: -1
Martyrdom compares favorably to Danger Addiction. A character afflicted with Martyrdom must seek every opportunity to cast away their life for the furtherance of a personal cause. They may make a WIllpower[6] test to avoid doing so immediately, or they may make an Intelligence[6] test to apply themselves to a longer-range goal that will bring their deaths further down the road. For each success, they may stave off their urge to die for the cause for 1 day.

Masochism
Value: -1
A Masochist enjoys the infliction of pain upon themselves. Whenever possible, they seek to have themselves in a painful situation. The more painful or exotic, the better. In order to avoid injuring themselves, they must pass a Willpower[6] test.

Megalomania
Value: -2
The extreme version of overconfidence, the megalomanic personality cannot except the possibility that anyone is better than they are. Whenever confronted with a situation in which they seem to be beaten, they must undertake some action to subjugate the other -- from threats, bullying and posturing to outright violence.

Oblivious
Value: -2
Oblivious characters often fail to notice things (a result of either a short attention span, or some other perceptual problem). Such characters receive a +1 target modifier on all Perception Tests, including Astral Perception Tests. The Flaw does not affect combat modifiers for vision or range.

Overconfident
Value: -1
You have an exaggerated sense of your own abilities, and do not hesitate to meet challenges that would leave more sensible people quailing in their boots or heading for a fortified position. You can always find fault in others to blame for your failure. If you are a charismatic individual, you may be able to infect others with your overconfidence.

Overly Focused
Value: -1
Characters whom are Overly Focused tend to focus on minutia of whatever they are dealing with and become oblivious to things outside their area of concentration. This functions as a mild form of the oblivious flaw. Such characters receive a +1 target modifier on all Perception Tests including Astral Perception Tests that do not deal with the area they are focused upon. This Flaw does not affect combat modifiers for vision or range.

Pacifist
Value: -2
A Pacifist character refuses to take the life of another except in self- defense, and even then they kill as humanely as possible, or look for ways to get by without killing. Such characters cannot participate in premeditated murders or assassinations and are compelled to dissuade their fellow shadowrunners from killing unnecessarily. Some runners respect the restraint and ideals of Pacifist shadowrunners, while others consider them useless wimps. Characters may not take both Pacifist and Total Pacifist flaws.

Perceptive
Value: +3
Characters with the Perceptive Edge notice small details and clues that others may miss, and receive a -1 target modifier on all Perception Tests, including Astral Perception Tests. However, the Perceptive Edge has no effect on detection spells or the use of sensors via a neural interface. The Perceptive Edge does not affect vision modifiers in combat, except with regard to whether a target remains completely hidden from them or only partially hidden via a successful Perception Test.

Perfect Time
Value: +1
A character with this Edge has an innate sense of timing that allows them to always know the current time to the minute. Prolonged periods of isolation, unconsciousness or the application of mind-benders such as drugs or chips can throw off the character's sense of time, but the character quickly recovers his or her Perfect Time when such conditions are removed.

Phobia, Delusion, Compulsion, Obsession, Hatred, Intolerance
Value: -1 to -5
A character with one of the above mental afflictions suffer from deep-seated feelings activated by specific triggering conditions. The value of this flaw is determined by two conditions. First, whether the condition is Common (-2), Uncommon (-1), or Rare (-0). Second, by determining the severity of the reaction when the condition is encountered.

ConditionValueDescription
Rare0 pointsThe triggering condition is extremely rare, specific and only occassionally encountered. For example: dogs barking, cats hissing, fire elementals, dragons, lightning.
Uncommon-1 pointThe triggering condition is relatively rare. For example: weather (storms, high winds), common animals (dogs, cats, insects) or specific sounds or smells.
Common-2 pointsThe triggering condition is commonly encountered. For example: Sunlight, magic, technology (technophobe), the outdoors, crowds, and specific metahuman races.
SeverityValueDescription
Mild-1 pointThe character is distracted from the task at hand by the mental affliction. Apply a +1 target modifier to all tests made while so distracted.
Moderate-2 pointsThe character's reaction is seriously distracting. Apply a +2 modifier to all tests made while the character is faced with the condition. Directly confronting the condition requires a successful Willpower[4] Test.
Severe-3 pointsThe character collapses, runs away, or goes berserk (depending on the mental flaw) any time he encounters the triggering condition and fails to make a successful Willpower(6) test. Even if the test succeeds, the character still suffers a +2 target number penalty to all tests.
Example: Barry, a Trollish Physical Adept, has been on the receiving end of discrimination one too many times. He is Intolerant of injustice, and tends to interfere when a bunch of humans gang up on an Ork, when a bunch of Orks gang up on a human, or when corrupt Lone Star officers begin brutalizing innocents. Such injustice is Uncommon in the world of Shadowrun, and he must make a Willpower (4) roll not to interfere in such troubles; if he fails to interfere, he is at +2 to target numbers as he watches. This is worth 3 points of Flaw.

Photographic Memory
Value: +3
A character with Photographic Memory has total recall, and never forgets anything he or she experienced. The characters perfect recall means that if the player forgets something their character experienced, the gamemaster must remind the player of that information. Photographic Memory is especially useful for deckers as it enables them to remember complex security codes and other equally useful information without having to download it.

Pyromania
Value: -1 to -3
Pyromaniacs are driven by a compulsion to set things on fire. At the -1 level of this flaw, they show an unhealthy fascination with fire, using explosives, flamable liquids, and flame weapons at every opportunity, especially when inappropriate or unwise. In order to use something other than fire to solve a problem, they must make a WIllpower[4] test. At the -3 level of this flaw, they must make a Willpower[6] test every single time they are confronted with something even remotely flamable and anything that might be used to create a fire either on their person, another person, or anywhere in their immediate surroundings.

Sadism
Value: -1
A Sadist likes to inflict pain on others. Whenever confronted by a situation where they might hurt another, they must make a Willpower[6] test to avoid doing so.

Sea Legs
Value: -2
After 24 hours on land without setting foot on a boat, a character with Sea Legs must make a Will (4) Test and achieve at least 2 successes, otherwise the character must instantly look for ways to get back to a ship or boat, even if it means dropping whatever they are doing at the time. Target numbers for all tests increase by +1 for each failure on the Will (4) Test, except for subsequent Sea Legs Tests.

In addition, the character must make another Will(4) test every time the Character's Intelligence in hours passes, with a +1 TN modifier if the previous test was successful and a +2 test if the previous test failed. The GM keeps track of how many failures the character has rolled.
The tests end as soon as the character spends time on water in hours equal to the number of failures rolled. If more than 24 failures are rolled, the 25th failure means the character must spend 2 days on water, the 26th 3 days, etc..
Sea Legs can manifest in many ways from the shakes, stuttering, forgetting things, general malaise, extreme boredom, a qeasy feeling, cramps and other physical pains and so on. This flaw should only be used by characters who spend time extensive time on the water such as pirates or smugglers. Runners who never even see the water should not be allowed to take this flaw.

Sea Madness
Value: -4
Whenever a character with this flaw spends 24 hours or more at sea with no sight of land, they must make a Will(4) Test and achieve at least 2 successes or they will slowly begin to go mad. They will look for ways to get back to land, even if it means jeopardizing the mission or trying to take over the boat. The character remains well aware of his or her surroundings but begins to fear that others will dump him overboard or leave him out to sea, or that the boat will sink. As the madness worsens the character will sabotage his own companions and in extreme cases even try to kill them. The character's only goal is to get to land where he will be safe, and he will do anything to achieve it.

After the initial Sea Madness Test, the character must make another one every intelligence hours with a +1 modifier if the previous test was successful and a +2 test if the previous test failed. The GM keeps track of the failures and the character continues to make tests for as long as land is not visible to them. The character will not believe electronic instruments.
After the character sees land, the madness passes in a number of hours equal to the number of failures rolled. The 25th failure means the madness does not pass for 2 days, the 26th means 3 days, and so on... This flaw should only be used by characters who spend time on water such as pirates or smugglers. Runners who never encounter the water should not be allowed to take this flaw.

Sense of Direction
Value: +1
A character with Sense of Direction always knows where true north lies, never gets lost and can always retrace their path. Sense of Direction doesn't help a character whom has been transported somewhere while unconscious or if they are unable to see or otherwise sense their surroundings.

Shy
Value: -1
You a naturally shy person, and prefer to avoid most social situations if you can. Increase your target numbers for Social activities with strangers by +1, or +2 if you are the center of attention.

Speech Impediment
Value: -1
You have a stammer or some other speech impediment that hampers verbal communication. Your TN's for communication and some Social rolls can go up by 2 under appropriate circumstances.

Soft-hearted
Value: -1
You cannot bear to witness suffering, and causing it can bring you nights of nausea and days of sleepless grief. It may be that you empathize too strongly, or merely that being in the presence of such intense emotions drives you to distraction. Whenever you must witness suffering, difficulties of all rolls are increased by one for the next hour.

Sociopath
Value: -2
The Sociopath characters have no use for others and seek to avoid contact whenever possible. They must pass a Willpower[4] test to engage in conversation with anyone, and suffer a +4 penalty to their target number in any social or charisma tests

Suicidal
Value: -4
Another flaw not recommended for characters who intend to live past their first game. A suicidal individual has given up any desire to live. Any time they have posession of a weapon, or are confronted by a potential deadly situation, they must pass a Willpower[6] test or act to end their life immediately with whatever comes to hand.

Total Pacifist
Value: -5
A character with the Total Pacifist flaw cannot kill any living being that possesses more intelligence than an insect (including insect spirits which are reasonably intelligent if alien) regardless of the situation or provocation. If the character does so, they suffer from intense regret and depression for 2d6 weeks and lose a point of Karma. During this time, the character refuses to do anything other than eat, sleep and go about their daily routine.

While this flaw is rare among shadowrunners, a few shamans that follow a pacifistic or healing oriented totem - such as Snake, exhibit this tendency. Characters cannot take both Total Pacifist and Pacifist.

Vindictive
Value: -2
Characters with the Vindictive Flaw are especially vengeful and go out of their way to correct any slight against them, no matter how small. The retribution varies with the slight and individual, but is almost always greater in scale. An insult might be returned with a coldly delivered threat or a punch to the face, while an injury almost always calls for the death or maiming of the offending individual. Vindictive characters carry grudges until they avenge the perceived wrong they have suffered. They can be loyal and capable comrades, but cross them once and you are on their hit lists forever.

Social Edges & Flaws

Animal Empathy
Value: +2
A character with Animal Empathy has an instinctual feel for animals and receives a -1 TN modifier for all tests that involve influencing or controlling an animal (including riding). The character will be reluctant to harm animals. Animal Empathy has no effect on sentient creatures, such as Dragons or Naga.

Bad Reputation
Value: -1 to -4
Bad Reputation gives a character a dark stain on their reputation - whether or not it is deserved - and it makes everyone react negatively to the character. The character receives a +1 target modifier on all Social Skill Tests. Increase the modifier by +1 for each point of Bad Reputation the character takes, up to a maximum of 4. For example, a character who takes -4 points of Bad Reputation receives a +4 TN modifier.

Blandness
Value: +2
Blandness prevents anyone describing a character from coming up with anything more precise than "He was kinda average" and helps a character blend into any crowd. Anyone attempting to track or physically locate the character receives a -1 target modifier on all tests made during such attempts. The TN does not apply to magical or Matrix searches.

Braggart
Value: -1
Bragging might be as much a part of piracy and shadowrunning as the sea and the sprawl, but this Flaw means that the character doesn't know when enough is enough. No matter what, the character with this flaw will claim that what they did was better, tougher and just that much cooler than anything anyone else has ever done. THe character will also falsely claim to have done things if doing so means they can one-up another pirate, crew or runner. The character must make an Intelligence(6) Test with 2 successes to back down from a story or boast.

Connected
Value: +3 or +5
A character with the Connected Edge choses one contact and one type of merchandise - that contact can then buy and sell that contraband at a price that always benefits the player character. The 3-point Edge allows for either buying or selling, but not both. The 5-point Edge allows for both buying and selling at the best price for the character. Gamemasters should figure the buying price at Street Value and the selling price with no Street Index markup. This Edge can be used by regular shadowrun teams as well as gangs, smugglers or pirates. It may be bought more than once, with each time applying to a different contact and contraband type. This edge may also be purchased during game with the GM's permission. The contact involved should be developed via the story and Karma equal to the Edge cost paid.

Curse of Venus
Value: -1
You are very attractive to people whom you do not wish to attract (+-3 to appropriate target numbers). People whom you detest are constantly getting crushes on you, and tend to overlook your rejection of them. On the other hand, people you wish to attract or endear tend to think you are vain and shallow (±1 to appropriate target numbers).

Dark Secret
Value: -2
The Dark Secret flaw indicates a secret the character possesses whose revelation would bring dreadful consequences. Such a character may have committed a horrible crime, may be the missing heir of a murdered crime family, or may have worked for an organization such as the Universal Brotherhood or the Black Lodge, just to name a few possibilities. Every two or three game sessions, the GM must orchestrate an event that threatens to expose the secret and forces the character to work to conceal it. If this secret is exposed, the Flaw may be replaced with a corresponding level of Bad Reputation at the GM's discretion. The character may attempt to redeem themselves, possibly involving the rest of the group and creating an entirely new adventure.

Day Job
Value: -1 to -3
A character with a Day Job Flaw has a "real" job other than shadowrunning which burdens him or her with responsibilities and time requirements, but may provide certain advantages as well. A day job can be a convenient "cover" for a shadowrunning sideline, offer a means to laundry money, provide a network of non-shadow contacts, a little extra cash, and and can help deflect suspicion if law-enforcemnent people investigate the character.

DAY JOB TABLE
ValueMonthly SalaryMin Hours/Week
-1 Point1,000 nY10 hours
-2 Point2,500 nY20 hours
-3 Point5,000+ nY40+ hours
The Game master should feel free to adjust the monthly salaries for day jobs and restrict the character's spending or choice of jobs. You can include associated job expenses (vehicle, lifestyle, etc) with the salaries to explain low salary values.

Dependent
Value: varies
A character with the Dependent flaw has a loved one who depends on him or her for support and aid from time to time. Dependents may include children, parents, a spouse, a sibling or an old friend. Meeting the needs of a dependent should take up a fair amount of the character's time, as well as some of the character's money. The value of the dependent as a flaw is determined by how many Build Points the dependent was created with. (cf. SRC, p31)
TypeBP ValueFlaw Value
Above Avg.60 BP-1
Average50 BP-2
Weak40 BP-3
Very Weak30 BP-4
Helpless20 BP-5

Distinctive Style
Value: -1
The Distinctive Style Flaw indicates that a character has a flair for the dramatic in dress, behavior and speech, and simply can't stand not being recognized for his or her work. Understandably, this makes the character dangerously memorable at times. The character must choose a way to display this style, for example, by cultivating a distinctive appearance (costumed superhero anyone?) or by leaving a calling card (like a literal playing card, the Joker for example). Whatever type of flair a character selects, it must enable other individuals to easily remember and pick out the character.

Any individual who attempts to track or physically locate the character receives a -1 target modifier on all tests made during such attempts. The target modifier does not apply to magical or Matrix searches. Note this is different from Distinctive Appearance in that the character has a need to be noticed, and so makes pains in their dress and appearance or behavior to that effect.

Eerie Presence
Value: -1
You may be physically unexceptional, but there's just a creepy aura about you; choose how it manifests, whether people are simply uneasy around you, if they get the feeling you exude waves of invisible slime, if menace and evil hang over your head like smog, et cetera. You possess a +2 penalty to Social rolls around most people, though friends may grow to overlook your magical air and some people— often magically active, though many enlightened, self-assured people also possess such capabilities— may automatically overlook it. People with Eerie Presence can seldom detect this presence in other people.

Elf Poser
Value: -1
Elf Posers are Humans who want to be elves. This obsession causes them to assume an elven persona, associate with elves, talk like elves, and even alter their appearance to resemble elves where possible. Characters who receive elective cosmetic surgery to get "elf ears" and "elf eyes" may successfully pass as elves and avoid any negative Social Skill modifiers. However if an elf discovers the character's secret, the elf treats him or her with contempt and Hostility (see Social modifiers Table, p. 94 SR3). Elf Looking is a good edge for a competent Elf Poser.

Extra Contact
Value: +1
For each point spent on Extra Contact, the character receives 1 additional Level 1 Contact. This Edge provides extra contact points for Burned-Ice games as I use an Additional Contacts rule.

Extra Enemy
Value: -1
For every point received from the Extra Enemy Flaw, the character receives 1 additional enemy during character creation (see Enemies, p. 68 SRC)

Friendly Face
Value: +1
The Friendly Face Edge allows a character to easily fit in with new environments from groups of people, cities, to jobs and other new situations. The character gains an additional -1 to any Social Skill Tests (see the Social Modifiers Table, p. 94, SR3) whenever they enter a new social environment.

Friends Abroad
Value: +3
A character with Friends Abroad starts with a contact in a foreign land (some country outside of where the campaign is taking place, so in most cases outside of Seattle as Seattle is the default setting for Shadowrun) and has a knack for making friends everywhere they go. At the GM's option, the extra contact may reside in any major city other than the home city of the campaign. The character must make efforts to maintain this contact - from regular meetings on the Matrix (virtual shopping or online entertainment) to occasional visits or hosting when the contact is in town. The character must indicate how they intend to maintain the contact and obtain the GM's approval. If the character fails to appropriately maintain the contact, they lose the contact permanently. In addition, the character may make new contacts in any foreign land they visit. To do so the player chooses the individual contact and as before, finds a way to cultivate and maintain that contact. The character follows the Contact Upkeep Rules (pg. 60 SRC) but must communicate frequently with the foreign contact for one year first.

Friends in High Places
Value: +2
Characters with the Friends in High Places Edge have important, influential contacts - such as megacorporate VP or government officials. From time to time, such contacts can provide considerable help to a character - much more than a regular contact can provide. These contacts will not risk their own positions to help a character, but will do anything short of that, in return for the character's help from time to time. A character who abuses his or her high-ranking contact's trust can quickly lose this Edge. At the GM's discretion, a character can have an even higher placed contact, such as a megacorporate CEO with a well-conceived background between the two of them created by the player. Such individuals rarely have anything to do with lowly shadowrunners and friendships with such immensely powerful individuals often carry substantial risks as well as benefits.

Human Looking
Value: +1
A metahuman characters of a race other than human with the Human-Looking Edge can "pass" for human in most circumstances. Human NPCs respond with Neutral attitudes toward such characters on Social Tests. (p. 92 SR3). IN addition, human NPCs do not roll on the Racism Table (pg. 92, SR3) when interacting with Human-Looking characters unless they realize that the character is some other metahuman type. Only elves, dwarves and orks can take the Human-Looking Edge. Trolls are simply too large, and any metahuman variants should not be able to take this edge.

Hung out To Dry
Value: -4
For a reason chosen by the gamemaster, the character's contacts suddenly dry up - no-one will talk to him or her. The character can try to fidn out what happened, or simply get on with their life. Resolve the effects of this Flaw with roleplaying. If desired the resolution of this Flaw can become the subject of an entire campaign. Such a sotry line can provide an opportunity for the character to redeem his or her reputation among the character's contacts (spending karma along the way to pay off the Flaw), or further antagonize them until they become Enemies (see pg. 68) and the character ends up with a permanent Bad Reputation Flaw (pg. 25)

Innocence
Value: +1
For some reason, everyone considers you pure and innocent, though not necessarily naïve. You have a saintly quality that is hard to put a finger on, but others tend to see it in you; you are trusted, even if you are not trustworthy. You tend to receive lesser punishments for wrongdoing and are liked by most; you get a great deal less hassling on the street than most.

Good Reputation
Value: +1 to +2
A character with this Edge enjoys a Good Reputation that makes others trust and respect them - whether they deserve it or not. For each point spent on Good Reputation, the character receives a -1 target modifier for Social Tests.

Liar
Value: -2
The character lies and sounds insincere even when they're telling the truth. They just have liar written all over their face. Every time a character with this Flaw speaks to someone, the GM rolls 1d6. On a result of 1, the character is assumed to be lying by the person they are addressing. On any other result, the addressee behaves normally.

The next time the character meets the person who "caught him lying" (whomever got a 1 on the GM roll), the person refuses to believe teh character on a result of 1 or 2. If they fail this 1d6 roll again, the following time it's a 1, 2 or 3 with the chance for being caught lying increasing by 1 after each failed encounter. Once this number reaches 6, that person will no longer deal with the character and assumes that the character is completely untrustworthy. A contact in this situation is lost forever. No amount of contact upkeep can remove the stigma of lying. The GM determines if the character becomes an Enemy. Eventually, the GM may award the character the Hung Out To Dry Flaw.

Piercing Gaze
Value: +2
By gazing intently at someone, you make them feel uneasy, as if their inner secrets were on display. Those with ulterior motives, uneasy consciences, nervous dispositions, and those who are lying must make Willpower rolls against your Charisma or suffer a +2 penalty to all Social rolls as they fidget.

Scapegoat
Value: -1
For some reason, you just seem to be the guilty party; even when you're asleep, you look like you're up to something. People seldom trust you, even if you've done nothing wrong, and you are often singled out for special attention.

Uncouth
Value: -2
A character with the Uncouth Flaw has no social graces and suffers a +2 modifier on Social Skill Tests (especially Negotiation and Etiquette tests). This Flaw is common among street muscle types, and many professional shadowrunners consider it the mark of an amateur.

Venus' Blessing
Value: +1
You gain a -2 to Social rolls with sexually compatible characters in appropriate situations. People are often attracted to you; at times, this can be put to good use, at other times it's an annoyance.

Fate

Bad Karma
Value: -5
A character with Bad Karma lives under the weight of some previous karmic debt, this bad karma results in the character needing to earn twice as much karma before receiving a new Karma Pool point.

Nine Lives
Value: +6
You must have earned some very good karma in your last life, because something is taking care of you in this one. You get nine chances at life. Any time that an event occurs that would kill you, fate intervenes. The mechanics of this are up to the game master: they may quietly divert you from a dire fate before it happens and mark off one life, or they may simply allow you to mark off one life and reroll any roll that would kill your character. After eight of these are up, you're on your own.

Weirdness Magnet
Value: -1
Whenever weird shit comes down, it happens in your neighborhood or to you directly. Spirits seem to find you absolutely fascinating for reasons they can't or won't describe, and paranormal animals keep popping up in your neighborhood. You keep getting Elvis shamans as free contacts. Not-quite-sane street people seem to consider you a valuable confidante.

Trouble Magnet
Value: -2
Perhaps you were a very evil person in a previous life; you cannot seem to escape the vicissitudes of the world. Gang wars seem to break out around you, and trouble happens in your general vicinity and neighborhood, if it doesn't seek you out directly. If you're in a bad neighborhood, it's gangs and muggers; if you're in a good one, it's intrigue and happenstance occurrences that piss off powerful people. Thugs will cross the street to get in your way. Surviving this kind of trouble may get you a reputation as a badass.

When multiple characters with Weirdness Magnet or Trouble Magnet group together, sum the number of Flaw points devoted to this magnetism. This is the level of the Flaw that the group has. Thus, three people with Trouble Magnet should regularly run into lethal danger; two with Trouble Magnet and two with Weirdness Magnet will be in similar amounts of trouble, but it will be somewhat less lethal and somewhat more bizarre.

Magical

People taking Priority D on magic may take Magical Edges and Flaws without any other sort of magical ability. These Edges and Flaws will go away if your Essence drops below 1.0. The social penalties associated with that should be an excellent replacement for the Flaws, and the sources of such Flaws might show up rather upset with you that you're no longer connected to them.

Astral Chameleon/Astral Impressions
Value: +2/-2
These Edges and Flaws reflect how well an Awakened character's astral signature sticks out on the astral plane. The Astral Chameleon Edge means that a charcter's astral signature blends into the background of astral space more quickly; treat each astral signature left by the character as if its Force was 1 less. In addition, the character's astral signature is harder to read and recognize; add +2 to attempts by other characters to assense the signature.
The astral signature of a character with the Astral Impressions Flaw sticks out like a sore thumb on the astral plane. All signatures left by the character last as if their Force were 12 higher; subtract -2 from attempts to read the chracter's astral signature.
Only awakened charcters may take this Edge/Flaw.

Blatant Magic
Value: -1
Your magic is always obvious whenever you cast spells, though you may sustain them normally. Perhaps your totemic mask appears at the drop of a hat— often regarded as a good thing by shamans— or glowing signs and sigils appear in the air when you cast your spells.

Continuous Blatant Magic
Value: -2
As Blatant Magic, but it continues while you sustain spells.

Cyclic Magic
Value: +3, +6, -3, -6
You experience a harmonious effect from particular astrological phenomena, whether it be the position of the sun in the sky, the phase of the moon, or the motion of the sun in the zodiac. For every three points of Edge or Flaw, your target numbers for magic are adjusted by 1 for roughly half the time, are adjusted by 2 at the peak of the cycle, and adjusted by 1 the other way at the nadir. (Thus, a person with 3 Edge points in solar cyclic magic might get a -1 bonus during the day, -2 for two minutes at precisely noon, and a +1 penalty for the two minutes surrounding midnight, while a person with annual cyclic magic might get a bonus in the months surrounding winter and a doubled one on Midwinter's Day.) This occurs most often in Hermetic mages, with their ties to astrological cycles, but has also turned up among the Germanic mages who follow the icons.

Danger Sense
Value: +?
You have a sixth sense that warns you of danger. When danger threatens, the game master should have you make a perception check against a target number based on the remoteness of the danger.

Elemental Ties
Value: +2, +4, -2, -4
Hermetic mages only. Your magic resonates strongly with a particular element, in harmony or disharmony. For each two points in the Edge or Flaw, you have a permanent one-point bonus or penalty with respect to dealing with spells and elementals of that particular element. With respect to the metaplanes, it only aids in understanding the geography of that particular plane, and does not help in the usual tests made on Astral Quests.

Focused Caster
Value: +2
A magician with Focused Caster Edge can more easily sustain spells in the face of distraction. The character receives only a +1 TN modifier when sustaining spells, and can simultaneously sustain a number of spells equal to his or her Intelligence Rating +1. Focused Concentration still does not allow the magician to perform any Exclusive Actions while sustaining spells, nor does it allow a magician to sustain an Exclusive spell (pg. 160, SR3) while performing another magical activity. Only Awakened Characters may take this Edge.

Initiate Outcast
Cost: -3
A mage character can not form an astral contact, and can not join any magical group, even one S/he attempts to form. She can still initiate alone and associate with groups socially, professionally, or ritually, however.

Karma drain
Cost: Variable
This slows karma growth. Add twice the flaws value to the amount of karma that must be earned before the character adds a point to her karma pool. (bad karma is the 5 point version of this)

Limited Force
Cost: Variable
The magican cannot channel astral energy greater than a certain force. The maximum castable force of spells is Magic Rating minus rating of flaw. The same limit applies to foci rating.

Magical Loner
Cost: -2
A mage character can not participate in ritual sorcery with other mages of any type, due to interference and magical incompatablitiy.

Magic Magnet
Cost: -3 points
Character is a (para?)naturally occuring magnet to directed magical activity. As such, all target numbers to effect the individual by another magical individual are reduced by 1 point (-1 to all -their- success tests). Yes it does help in healing, but it also makes absolutely every other spellcasting easier as well. It does NOT make a person easier to hit with a Weapon Foci, but it DOES help in all aspects of a ritual casting.

Magical Resistance
Value: +1 to +4
Each point spent on Magic Resistance gives the character an additional die on Spell Resistance Tests. This Edge prevents the character from being Magically Active, and the Spell Resistance dice must be rolled even against beneficial spells. Awakened characters (even those with very minor abilities) cannot take this edge. Characters with Magical Resistance are never considered "willing subject" for spells with the "requires a voluntary subject" modifier. Such spells automatically fail when used on magic resistant characters. Magical Resistance affects all spells and magical effects, good or bad.

Magic Sensitivity
Value: +2
You tend to notice when magic is occurring around you.

Oracular Ability
Value: +3
Life, for you, is filled with signs and portents; pigeons sitting above a door, clouds in the sky, and reflections in puddles of spilled water stand out to you with significance. Recognizing the meaning of such things requires a Special Skill, Omen Interpretation. Your teammates will quickly learn to duck when you say, "I've got a bad feeling about this."

Poor Link
Value: +2
Ritual sorcery of any kind directed against the character receives a +2 target modifier for the Link Test portion of the ritual. Note that this Edge works against a character when friendly spellcasters are utilizing Ritual Sorcery - such as when a friendly magician wants to use ritual sorcery to locate or aid the character.

Precognition
Value: +4
You have an uncontrolled ability to catch glimpses of the future. When and how your visions come to you, and what they relate to, are up to the game master, as well as whether they are the future as might-be or will-be. You may have developed some rituals that can occasionally induce such premonitions, such as reading Tarot cards, drinking yourself into a stupor, painting, or meditating with the stereo turned up to 110 dB.

Spirit Affinity / Spirit Bane
Value: +2 / -2
Spirit Affinity and Spirit Bane indicate a whether particular kinds of nature spirits like or dislike a character. Spirit Affinity causes spirits of a particular kind to find the character interesting, and draw them to her. Once there, they will be more inclined to do favors for the character (if she is a shaman) or may even occasionally do small favors unasked. When attacking the character, spirits of that kind may be reluctant to attack and will likely use a non-lethal power. Spirit Bane on the other hand causes spirits to harass the character when they are in their Domain, and spirits of that kind will be reluctant to do favors for the character or his friends. When confronted as an opponent, spirits of the kind specified for that character's Spirit Bane will target him first, and attempt to destroy him.

Visions
Value: +2
Similar to Precognition, but the nature of the visions you experience is usually allegorical, and are always related to your own life. Like Precognition, you may have rituals that increase the probability that you will have visions. The Dream Interpretation Specialization of Psychology may be very useful to you.

MATRIX EDGES AND FLAWS

A wide range of edges and flaws (as presented on p. 15, SRComp) may affect a character’s Matrix use. In addition to Matrix edges and flaws such as Codeslinger and Jack Itch, the Attribute edges may affect a user’s Hacking Pool. Flaws such as Simsense Vertigo, Blind, Deaf and Gremlins may prevent a character from using the Matrix at all, while Home Ground or Sensitive Neural Structure may affect how the character uses the Matrix.

Codeslinger / Codeblock
Value: +2 / -1
A character with the Codeslinger Edge is adept at performing a particular system operation. She may choose one type of system operation during character creation, whenever she performs that specific system operation, she receives an extra die for the System Test. On the other hand, characters with Codeblock always have trouble with a particular system operation. They lose one die whenever making any test required by that operation. Codeslinger can only be taken once. Only characters able to Deck may take Codelbock.

Cracker / Choker
Value: +4 / -2
A chararcter with the Cracker Edge has an edge with a particular System Test. They may choose one type of test: (Access Tests, Control Tests, etc..) during character creation and whenever a system operation that requires that System Test, they receive an extra die for the test. Likewise, Choker Flawed characters have difficulty with a particular System Test and roll one less die whenever they perform a System Operation that requires that System Test. Characters may not have both the Cracker and Codeslinger Edges. Cracker can only be taken once. Otaku cannot have the Cracker Edge. Only characters capable of decking may take the Choker Flaw.

Jack Itch
Value: -1
The psychosomatic condition popularly known as "jack itch" causes the character to feel a subtle itch every time they use their datajack(s), chipjack(s) or even external smarrtgun links. This itch is impossible to scratch and over time grows more and more unbearable, until the character is forced to jack out for relief. A character with jack itch can only stay jacked in for (Willpower) minutes before they begin to itch and adds a cumulative +1 to the character's target number for each (Willpower) minute duration. When the modifier reaches +8, the character goes into a frenzy and jacks out screaming. Once a character has unjacked, the ghost itch remains for some time: reduce the modifier by 1 every (Willpower / 2) minutes.

Matrix Addiction
Value: -2, -4 or -6
   As many computer users have learned over the past century, immersing one’s self into a virtual reality can be quite addictive, leading to obsessive and anti-social behaviour. This hazard is particularly heightened by the realistic nature of many Matrix systems and the use of hot ASIST interfaces.
   A character with the Matrix Addiction flaw is addicted to spending time in the Matrix. On a basic level, the character attempts to jack in as much as possible, often for a length of time considered unhealthy. The character becomes adept at finding excuses for spending time online and easily becomes cranky if deprived of Matrix access. Because the character spends so much time in the Matrix, he or she also tends to let their real-life social skills lapse.
   Matrix Addiction comes in three severity levels—Mild, Moderate and Severe—as indicated on the Matrix Addiction Table (p. 26, SRComp).

Severity Value Description
Mild -2 The character must spend a minimum of 4 hours per day online or suffer a +1 modifier to all target numbers. Each day the character is deprived of his online time, the modifier increases by 1, to a maximum +8.
Moderate -4 The same as mild, except the character must spend a minimum of 6 hours per day online. Additionally, the character must succeed in a Willpower (6) Test to jack out (this test is not required if the character is under attack from gray or black IC), or spend at least another hour online (at which point he may make another Willpower Test).
Severe -6 The same as Moderate, except the character must spend a minimum of 8 hours per day online. Also, the character suffers a +1 target number modifier to all tests involving Charisma or Charisma-linked skills in the real world.

Natural Hardening
Value: +4
This character's neural structure is naturally resistant to neural feedback, giving the character 1 effective point of natural Hardening, which has exactly the same and cumulative effect with a cyberdeck's Hardening.

Scorched
Value: -1
A "Scorched" character had a bad encounter with psychotropic Black IC (pg. 49 Virtual Realities 2.0) sometime in their past and suffered near-permenant effects. The exact type of IC and lasting effects are determined b the gamemaster. Characters with this Flaw automatically suffer the effects of the psychotropic conditioning and do not get to make Willpower Tests to ignore the effect.

Simsense Vertigo
Value: -2 (-4 for riggers or deckers)
Characters with Simsense Vertigo suffer feelings of disorientation when they use cyberdecks, vehicle control rigs, entertainment simrigs, smartlinks, display links or any other simsense technology. Such characters receive an additional +1 modifier to all target numbers and a -1 modifier to Initiative when operating any simsense-related device.

Spike Resistance
Value: +2 or +4
Spike Resistance imbues a character with increased resistance to high simsense spikes and harmful forms of ASIST - such as black IC or rigger dump shock. When such characters resist these types of simsense-related damage the character's effective Willpower is +1 for the 2-point edge and +2 for the 4-point edge. This Edge can only be taken by riggers, deckers or Otaku.

Background

The notion in the Shadowrun Companion that a character should have more enemies because they had more starting nuyen just doesn't make sense; we're ignoring it.

Enemies
Value: -1 to -6
Each point in Enemies is another purchase point for buying Enemies with. If you choose to buy many small Enemies rather than one large one, you should end up in more trouble than having simply gotten one large one if ever they have cause to network.

Background Trouble
Value: -1
Somewhere in your past, you've left problems that could lead to difficulties if ever you go back where you left the trouble. You might have a relatively large organization gunning for you, but insufficiently motivated to chase you to your current location.

Corporate Sell-out
Value: -6
The character sold out to a corporation (or government, the Mafia, the Yakuza, a secret organization, etc.) and now works for that organization. The character has no choice in what shadowruns s/he takes. The character will be given an assignment by his/her employer who will expect them to carry it out, regardless of personal consequences or danger. The character gets one free contact, a Mr. Johnson who is the character's contact with the corporation for which s/he works. If the character is caught, the corporation will likely let him/her hang (or worse). The character most likely has a cortex bomb implanted to encourage loyalty, other measures such as tracking signals, ritual tissue samples, etc. might also have been taken by the "employer" to make sure their "employee" stays on the job. This disadvantage has the potential to be really nasty should the game master choose to make it so. However, if the character completes a number of assignments successfully, performing well on each, the game master may decide that the corporation begins to value the character as a special operative. Future assignments may pay better, provide better backup, etc. although certain special assignments may be even more dangerous. The character has no way out of this arrangement, except to run, at which point they gain a 6 point Hunted flaw instead as the corporation sends other assets after him/her! If more than one character in a group should sell out, the game master is free to rule that all such character's sell out to the same organization. Otherwise the game master will have a difficult time explaining how individuals from several organizations came to be working in the same team, as well as coming up with likely adventures for such a group.

Hidden Past
Value: -1
Either you're trying to keep your own past secret, or there's something about it you yourself are not aware of. Either way, respectable amounts of trouble may ensue when it's uncovered that you're not just any orphan, you're the illegitimate grandchild of a megacorporate CEO, or you were once a charter member of the Humanis Policlub.

Hunted
Value: -2, -4, or -6
This character's Enemies are aggressively hunting them down, for every Enemy killed, a new one takes its place with a starting rank equal to that of the previous Enemy, when he, she or it died. The life of hte Hunted never gets easier, only harder. A 2 point flaw gives the character a Rank 3 Enemy, or adds 1 point to an existing Enemy. A 4 point Flaw gives the character a Rank 4 Enemy, or adds 2 points to an existing Enemy, and a 6 point Flaw gives the character a Rank 5 Enemy (subject to GM approval) or adds +3 points to an existing Enemy.

Favors
Value: -1
Someone did something major for you in the past and you owe them, big time. They can call on you for favors which may be fairly dangerous.

Pirate Family
aka: Nomad Family, Gang Family
Value: 3 (see text)
This Edge can only be taken by players who want to play chracters born and raised to the pirate life. The character has extended family in multiple ports who will come out of the woodwork to aid or annoy (as families tend to do) the character in various places around the world. These "relatives" do not count as contacts; instead, they are considered Friends of Friends and can hook the characters into and out of situations in ports and cities utterly unfamiliar to the characters. These "relatives" go beyond blood kin to include anyone who had any contact whatsoever with the family in the past: blood pacts between pirate crews, contacts held by a family member, family friends, mentors and other elders (and, of course, the families of all these assorted people).
In a crative gamemaster's hand, this Edge can become more of a curse. If gamemasters prefer to use Pirate Family to annoy rather than help characters they can make this Edge a Flaw or reduce its initial Edge Cost to 1. Examples of negative uses of this Edge include an extrememly disreputable or cutthroat family member who left many dead in his wake and whose actions cause problems for the character in ports around the world; having to deal with a family member's unpaid debts; or the character finding out that he or she is betrothed to someone in an arranged marriage made when the character was a baby.

Hidden Police Record
Value: -3
A character with the Hidden Police Record Flaw has fought the law and lost somewhere in the past and thus generated a criminal record on file with various law-enforcement agencies, but managed to ditch their past life.
Lone Star and most corporate security departments will have an old record of the character's face, prints and cyberware, plus a description of his or her modus operandi somewhere on file. While the file may not be in their current database of suspects, a simple search will turn it up. At which point, this flaw turns into the Criminal Reprobate flaw.

Criminal Reprobrate
Value: -6
A character with the Police Record Flaw has fought the law and lost. The character's resulting police record has a number of effects.
First the character may only have street level contacts (corp types don't hang with ex-jailbirds). Second, most corporate security departments will have a record of the character's face, prints and cyberware, plus a description of his or her modus operandi. Third, Lone Star has copies of the character's records, names, numbers and so on. Lone Star patrolmen recognize the character and harass him or her on sight. Fourth, the character has a criminal SIN, and has to call his or her parole officer every two days and check in with him once a week. The parole officer knows where the character lives, knows his or her usual contacts, and can legally break down the character's door any time he wants.
If the character's record is expunged or the character sucessfully ditches his or her past life, the gamemaster may replace the Police Record Flaw with Hidden Police Record, Hung Out to Dry, Bad Reputation, Extra Enemies, or another FLaw(s) of equal point value.

Poverty
Value: -1 to -2
Not everyone is born rich, your character was born dirt poor! You have less starting cash than normal. Normally, a character has 3d6 x 1,000¥ in Starting Cash (cf. p47 SRII). By purchasing this disadvantage, the character starting cash is reduced. Note that this money cannot be spent during character creation (this is Starting Cash, the amount the character has on their credstick when play begins), and this disadvantage in no way affects Resource money.
ValueStarting Cash
-13d6 x 200¥
-2No starting cash

Miscellaneous

Partially Registered Equipment
Value: 4
A character with Registered Equipment has all the permits needed to legally possess and carry restricted security gear and Class B cyberware within the UCAS (or primary country of his or her campaign), but no Military or Class C cyberware. Of course, these permits raise the suspiciouns of fellow shadowrunners and others who mistrust the authorities. As long as the character carries his or her permits, however, he or she will not be arrested for possessing the illegal items which fall under the catagory. Of course, that may not stop the authorities from finding gear and cyberware not covered by the character's permits.
To purchase the Partially Registered Equpment Edge, a character must have a valid SIN and be registered as a citizen in the country where the campaign takes place.

Registered Equipment
Value: 6
A character with Registered Equipment has all the permits needed to legally possess and carry restricted foci and Class C cyberware within the UCAS (or primary country of his or her campaign). Of course, these permits raise the suspiciouns of fellow shadowrunners and others who mistrust the authorities. As long as the character carries his or her permits, however, he or she will not be arrested for possessing the illegal item. Of course, that may not stop the authorities from closely watching the character. Furthermore, the authorities can claim that the character has violated the law with the registered equipment and cancel the permits without warning.
To purchase the Registered Equpment Edge, a character must have a valid SIN and be registered as a citizen in the country where the campaign takes place.

State-of-the-Art Equipment
Value: 2, 4, 6
The State-of-the-Art (SOTA) Edge enables characters to possess state-of-the-art weapons, vehicles and equipment unavailable to most runners. This Edge can easily disrupt the balance of a game. Gamemasters should carefuly consider its use in their games and prohibit it if they choose. Gamemasters may also find the optional Availability rules (see p. 90 SR Companion) useful for controlling the use of bioware and cyberware in their games.
Players may purchase 2-point, 4-point and 6-point versions of State-of-the-Art Equipment. A 2-point SOTA-E provides a character with access to Availability 12 gear. A 4-point Edge provides access to Availability 15 Security Grade gear. A 6-point Edge provides access to Security and Military gear of any availability.
To prevent players from using this Edge to create virtually invincible characters, gamemasters may require any character who possesses State-of-the-Art Equipment to also have a Flaw such as Extra Enemy, Hung Out To Dry, or Corporate Sellout.

State-of-the-Art Model
Value: 2, 4, 6
The State-of-the-Art (SOTA) Model Edge enables characters to possess state-of-the-art bioware and cyberware unavailable to most runners. This Edge can easily disrupt the balance of a game. Gamemasters should carefuly consider its use in their games and prohibit it if they choose. Gamemasters may also find the optional Availability rules (see p. 90 SR Companion) useful for controlling the use of bioware and cyberware in their games.
Players may purchase 2-point, 4-point and 6-point versions of State-of-the-Art Model. A 2-point SOTA-M provides a character with access to Availability 10 bioware and cyberware and implant technology. A 4-point Edge provides access to cultured bioware and beta-grade implant technology. A 6-point Edge provides access to similarized bioware and delta-grade cyberware of any Availability.
State-of-the-Art Model does not affect the standard costs of bioware and cyberware.
To prevent players from using this Edge to create virtually invincible characters, gamemasters may require any character who possesses State-of-the-Art Model to also have a Flaw such as Extra Enemy, Hung Out To Dry, or Cortex Bomb.
Isle Of Shadows