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Edges and Flaws |
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ATTRIBUTE EDGESBonus Attribute Point
Exceptional Attribute
SKILL EDGES AND FLAWSAptitude/IncompetenceValue: +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
Computer Illiterate
Illiterate
Lightning Calculator Literate
Technical School Education
Uneducated
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TalentsThese 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
Crack Shot
Tech Wiz
Mechanical Aptitude
Jack of All Trades
Home Ground
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. |
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Adrenaline Surge
Allergy
Bio-Rejection
Blind
Borrowed Time
Catlike Balance
Value: +2
Childlike Physiology
Color Blind
Deaf
Deep Sleeper
Value: -1
Distinctive Features
Value: -1
Double Jointed
Dwarf-Looking
Elf-Looking
Value: +1
High Pain Tolerance
Infirm
Keen Sense
Value: +1
Large
Value: +4
Lightning Reflexes
Light Sleeper
Value: +1
Low Pain Tolerance
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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
Missing Ear
Value: -1
Missing Eye
Value: -2
Missing Foot
Value: -2
Missing Hand
Value: -2
Missing Leg
Value: -3
Natural Immunity
Night Blindness
Night Vision
Obese
Value: -2
Ork-Looking
Value: +1
Paraplegic
Poor Sense
Value: -1
Quadriplegic
Quick Healer
Resistance to Pathogens
Resistance to Toxins
Sensitive System
Sensitive Neural Structure
Short
Short of Breath
Steady Hands
Stunning Beauty
Toughness
Unthinking Reflexes
Versatile Sleeper
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Water Sprite
Weak Immune System
Will to Live
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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.
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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.
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.
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.
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.
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 | ||
| Value | Monthly Salary | Min Hours/Week |
| -1 Point | 1,000 nY | 10 hours |
| -2 Point | 2,500 nY | 20 hours |
| -3 Point | 5,000+ nY | 40+ hours |
| Type | BP Value | Flaw Value |
| Above Avg. | 60 BP | -1 |
| Average | 50 BP | -2 |
| Weak | 40 BP | -3 |
| Very Weak | 30 BP | -4 |
| Helpless | 20 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.
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.
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.
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.
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.
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 levelsMild, Moderate and Severeas 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.
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.
| Value | Starting Cash |
| -1 | 3d6 x 200¥ |
| -2 | No starting cash |
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.
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