Edges And Flaws
From Nighthawks Shadowrun Wiki
- 1 ATTRIBUTES
- 2 SKILLS
- 3 PHYSICAL
- 3.1 All Thumbs (1 pt. flaw)
- 3.2 Lack of Balance (2 pt. flaw)
- 3.3 Burned out Neural System (3 pt. flaw)
- 3.4 Easily Bruised (2 pt. flaw)
- 3.5 Dull Reactions (1-5 pt. flaw)
- 3.6 Sensitive Vision (1 pt. flaw)
- 3.7 Essence Loss (2 pt./level flaw)
- 3.8 Sight Defect (1 pt. flaw)
- 3.9 Obesity (2 pt. flaw)
- 3.10 Illness (Various pt. flaw)
- 3.11 Will to Die (1-5 pt. flaw)
- 4 MENTAL
- 5 SOCIAL
- 5.1 Status (1-5 pt. edge)
- 5.2 Side Kick (2 pt. edge)
- 5.3 Gang (4 pt. edge)
- 5.4 Made Man (10 pt. edge)
- 5.5 Buddy (10 pt. edge)
- 5.6 Followers (25 pt. edge)
- 5.7 Out of Town Contacts (2 pt. edge)
- 5.8 Legal SIN (3 pt. flaw)
- 5.9 Hidden Identity (1 pt. edge)
- 5.10 SIN less (2pt. edge)
- 5.11 Dwain Dibbley (1 pt. flaw)
- 5.12 Shifty (2 pt. flaw)
- 5.13 Part of a Scene (2 pt. edge)
- 5.14 Code of Honour (1-3 pt. flaw)
- 5.15 Contribution for the Cause (1-5 pt flaw)
- 5.16 Servitude (2 pt. flaw)
- 5.17 Fame (1-5 pt. edge)
- 5.18 Infamous (1-5 pt. flaw)
- 5.19 Provided Life Style (Various pt. edge)
- 5.20 Permanent Life Style (Various pt. edge)
- 5.21 Conformist (1 pt. flaw)
- 6 MATRIX
- 7 GEAR
- 7.1 Out Dated Tech (1-5pt. flaw)
- 7.2 Limited Availability (1-6 pt. flaw)
- 7.3 Custom Designed Cyberware (2 pt. edge)
- 7.4 Custom Built Weapon (2 pt. edge)
- 7.5 Anachronistic (4 pt. flaw)
- 7.6 High Tech Equipment (2 pt. edge)
- 7.7 State of the Art (1-3 pt. edge)
- 7.8 Dodgy Cyberware (1+ pt. flaw)
- 7.9 Dodgy Bioware (1+ pt. flaw)
- 8 PROFESSIONAL
- 8.1 Legal Permits (1 pt. standard, 3 pt. security, 6 pt. military)
- 8.2 Battle Hardened (2 pt. edge)
- 8.3 Undercover (5 pt. flaw)
- 8.4 Cop Gone Bad (5 pt. flaw)
- 8.5 License to Kill (4 pt. edge)
- 8.6 Company Man/G-Man (2 pt. edge)
- 8.7 Bounty Hunter (2 pt. edge)
- 8.8 Licensed Pilot (1 pt. edge)
- 8.9 Thaumaturgy License (2 pt. edge)
- 8.10 M.D. (2 pt. edge)
- 9 MAGIC
- 9.1 Ritual Sample (3 pt. flaw)
- 9.2 Novel Spell (1-3 pt. edge)
- 9.3 Spell Library (1-10 pt. edge)
- 9.4 Newly Awakened (10 pt. flaw)
- 9.5 Ungoblinized (5 pt. flaw)
- 9.6 Magic Group (4 pt. edge)
- 9.7 Exceptional Spell (2 pt. edge)
- 9.8 Stained Aura (2 pt. flaw)
- 9.9 Magic Loss (2 pts./level flaw)
- 9.10 Magical Sense (2pt. edge for magically active, 4 pt. for mundane)
- 9.11 Astral Vision (4 pt. edge for magically active, 8 pt. for mundane)
- 9.12 Initiated (2pt. edge/level 1, 4 pt. edge/level 2)
- 9.13 Burnt Out (5 pt. flaw)
- 9.14 Noticeable Spell Casting (2 pt. flaw)
- 10 MISCELLANIOUS
- 11 METAGAME
Old Wound (1-2 pt. flaw)
The character has an old wound. This causes the character to start the game with 1D6 Stress points on an attribute per flaw point. This flaw can be taken on multiple attributes. <Stress points on an attribute???>
Sensei (1-3 pt. edge)
One of the characters contacts or buddies is also their teacher in a certain skill (e.g. Karate). The teacher begins the game knowing the skill at two levels higher than the character (Level 1 edge) and an extra 1 level for each additional edge point. This edge can be taken multiple times for the same contact.
Unique Martial Art (2 pt. edge)
A short bald Chinese man has taught you to wax on and wax off and now you know a martial art that is unique to you and a select few others (such as the evil other student who went bad). The character may start the game with a martial art designed form the Cannon Companion rules with the G Ms approval.
Unskilled (1-5 pt. flaw)
The character starts the game with a limit to the rating of skills they may take equal to 6 minus the flaw rating. This is not compatible with exceptional skill.
Exceptional Skill (2 pt. edge)
The character may start with one skill at level 7. The character still has to pay the extra points to get the skill to 7 after paying for this edge. This edge may be taken on multiple skills but only once per skill.
All Thumbs (1 pt. flaw)
The character is at +1 TN on all manual dexterity tests. Trolls are often subject to this flaw. The character is also prone to drop/break small delicate items (so dont let them hold the missions sensitive data chip!)
Lack of Balance (2 pt. flaw)
The character suffers a +2 TN for all balance related and knockdown tests.
Burned out Neural System (3 pt. flaw)
The characters nervous system has been severely damaged. The character may not use any ASSIST technology, rigging, decking, data jacks etc. This can be corrected by a 30,000 Nuyen Surgical procedure. Such procedures are very rare and this cant be bough at character generation.
Easily Bruised (2 pt. flaw)
The character is very susceptible to damage. The character has a -1D on all body resistance tests against Physical/Stun attacks (not disease or drugs).
Dull Reactions (1-5 pt. flaw)
The character is very slow to react and receives -1D per point to reaction tests to a minimum of 1D.
Sensitive Vision (1 pt. flaw)
The character is very susceptible to glare and bright lights. Double all TN for glare and flash effects. This flaw cant be bought with cyber eyes and flare compensation.
Essence Loss (2 pt./level flaw)
The character has suffered a severe trauma or even a vampire attack and has lost a number of points of essence equal to this flaws level.
Sight Defect (1 pt. flaw)
The character has an untreated sight defect such as short-sightedness or long-sightedness. This can be easily corrected with spectacles or latter in the game the character in the game may elect to have minor cosmetic surgery to correct the vision. For short-sighted add +1 TN at medium range, +2 TN at long and +3 at extreme. For longsighted add +1TN at long, +2 at Medium and +3 at short. No target number modifiers apply if the character is astrally perceiving or is wearing spectacles.
Obesity (2 pt. flaw)
The character is seriously obese and suffered a -1 to their quickness rating, but +1 dice when resisting melee stun attacks. The character also receives a +2 TN of test that the GM deems appropriate, e.g. certain social tests or athletics.
Illness (Various pt. flaw)
The character suffers from an illness that hasnt been cured. To construct the cost for the illness the character must choose from three categories: severity, treatment period and treatment cost. Illnesses may be cured after character generation but at a cost of 5000 Nuyen multiplied by the point cost of the flaw plus finding a doctor who can do it!
|0||Mild||Character suffers a light wound for each missed treatment|
|1||Moderate||Character suffers a moderate wound for each missed treatment|
|2||Serious||Character suffers a serious wound for each missed treatment|
|3||Deadly||Character suffers a deadly wound for each missed treatment|
|4||Fatal||Character dies if they miss a treatment|
Alternatively characters who fail to get treatment may suffer the effects on a number of flaws. The number of points of laws taken in this way must be equal to 1.5 x the cost of the flaw in total. e.g. If a person takes 5 point of severity for the illness flaw and fails to recieve treatment they will get 8 points of flaws. This may be used in combination with the damage effects.
Cost of Treatment
|+1||Treatment is rare with an availability of 8/12 days|
|+2||Illness is incurable by current technology|
|+Various||Treatment has side effects*|
- Side effects could as flaws with a rating equal to the number of flaw points.
Dr Faulks suffers from a Muscle Wasting Disease that leaves him in serious pain and unable to move easily (Serious effect +2) if he doesnt take the drugs he needs every day (daily treatment +1). Trouble is the meds cost him 100 Nuyen per shot (100 Nuyen per dose +1) and the condition is currently incurable (Incurable +2). The total flaw if worth 6 points.
Will to Die (1-5 pt. flaw)
The opposite of Will to Live, the characters body overflow maximum is reduced by a number of boxes equal to the rating of the flaw. Overflow can be reduced to a minimum of 0. Piper has a will to die level 3 and a body of 4. He may only take 1 box of physical overflow before dying
Sociopath (2 pt. flaw)
Your character shows no feelings or emotions when it comes to killing. In fact killing is such a normal act to the character, they must make a willpower (4) test not to kill a person if it seems the coldly logical thing to do.
Cyber Psychosis (2 pt. flaw)
Your cyberware makes you very prone to depression and withdrawal from society. The character must make a will power (4) test with +1 TN for each point of essence under 3 to avoid the symptoms each day.
Bilingual (2 pt. edge)
The character can speak two languages fluently. They start with both languages at a rating equal to their intelligence rating and the associated read/write skill at half their intelligence rating. They also have a perfect accent when speaking the second language.
Multilingual (4 pt. edge)
As bilingual the character speaks multiple languages fluently. The character gets Intelligence x 4 points to distribute amongst languages and gains the read/write skills for each language at half the value of the language skill. This edge must be justified in the characters background.
Gift for Tongues (2 pt. edge)
The character picks up languages very quickly. When defaulting to understand an language they half the TN penalties. The also can learn languages at -1 karma cost (minimum of 1).
Foreigner (2 pt. flaw)
The character starts the game with a language that is not the main language of the region. They also cant spend any skill points to have this language at character generation. Techebo-san has just come over from Japan to Seattle but is unable to speak a word of English.
Squeamish (1 pt. flaw)
The character can stand the sight of blood or guts etc. He must make a willpower (6) roll. On no successes they faint on one successes they suffer +2 TN. Each effect lasts for D6 minutes (rule of six applies).
Trivia Wiz (1-2 pt. edge)
The character seems to have the ability to recall are numbers of useless facts and trivia and probably could make a living by going to pub quizzes. For 1 point the character is a trivia wiz in a particular area e.g. sports. For 2 points the character is and all round trivia wiz and probably can name all the capitals of ever country in the world. When making an intelligence test to recall a trivial fact the character receives a -4 to the TN.
Status (1-5 pt. edge)
The character has a certain status within an organization. Examples range from 1 point (So youre a made man in the mob), to 5 points (youre the right hand man to a Yakuza Oyabun). This edge may be combined with Day Job with the additional bonus that the income from the day job is multiplied by the level of the Status edge. This however does come with some draw backs. With status comes responsibility and the character may also be a target by their subordinates who want their position.
Mr. Fitzpatrick works for the Mafia as a lieutenant (Status 2). He spends about 20 hours a week on Mob business, doing shakedowns, watching out for yakuza etc (Day Job 2). This earns him 4000 Nuyen a month (2000 Nuyen x 2 for Status).
Side Kick (2 pt. edge)
The character starts the game with a side kick or, some useless street urchin who feels its there destiny to walk in the footsteps of the character. Worse thing is the character is to good to get ride of them. The Side Kicks will often get the character into trouble but could be worth something (someone else to shoot at?). The side kick starts the game with no skills or attributes above level 4 and only a little gear. This may of course be combined with the dependant flaw (Holey Rusted Metal Mr. Johnson!). (How are skills determined? And could they maybe be treated like an ally spirit in that they earn no karma and have to have it donated by the PC to raise skills??? which would make this a flaw really)
Gang (4 pt. edge)
The character is part of a gang (with the same benefits as the gang resource in SR II). The gang is a third tier gang but this can be increased for 2 points for second tier and 4 points for first tier gang.
Made Man (10 pt. edge)
Youre a vouched for member of an organized crime syndicate and as such can call on its resources (in a similar way to the gang edge) and demand a certain respect in your area (Well hello Mr. Genelli, here have this drink on me!). This edge may ideally be combined with Day Job to show the amount of time the character spends doing his duties and Status.
Buddy (10 pt. edge)
The character starts with at true friend, a level 3 contact or buddy as detailed in the SR III main rulebook.
Followers (25 pt. edge)
The character has a following and starts out with a set of followers as detailed in SR II.
Out of Town Contacts (2 pt. edge)
The character starts the game with two contacts in another city. The character may not have seen them in some time and it may take some time to catch up with them.
Legal SIN (3 pt. flaw)
The characters legal SIN number is still active and your name and details appear on numerous databases through out government and corporations. This can be a serious liability for shadow runners who rely on anonymity. Corporations, police and government will easily be able to I.D. the character from their pictures, finger prints etc. This flaw may be removed by later wiping the SIN (see Sprawl Survival Guide).
Hidden Identity (1 pt. edge)
Most characters automatically start the game with a rating 6 SIN identity wipe (see Sprawl Survival Guide). With the edge the character has a particularly water tight SIN wipe with a rating of 8.
SIN less (2pt. edge)
The character has never had a SIN number and their details do not appear anywhere on the matrix. This is often the case of characters born into gangs in Z class areas or in countries or areas where SIN numbers arent used.
Dwain Dibbley (1 pt. flaw)
The character has no sense of fashion (tres chic means what?). The character dresses completely randomly and has a +1 TN on all social tests involving the characters appearance (anyone seen my new green golfing pants?)
Shifty (2 pt. flaw)
The character has a naturally shifty appearance or demeanor. Add +2 to all etiquette tests and other appropriate social tests based on trust. This flaw only applies when dealing with a contact that doesnt know the character. Once the character has worked with a contact for some time then they are unaffected by the flaw (unless the character really is shifty
Part of a Scene (2 pt. edge)
The character is part of a particular social scene, crowd or community. The character can use this to act as a contact and source of information, although only with a limited knowledge base. The character may also be able to get limited support in some situations from there community. Like a contact this edge requires an upkeep cost equal to that of a level 1 contact.
Possible scenes: Urban Brawl Fans (Specific Team), Particular Culture (e.g. local Irish), Media.
Code of Honour (1-3 pt. flaw)
The character follows a strict code of honour which the character strongly believes in. The points cost of the flaw dictates the severity of the code. If broken the next 10 x cost of good karma the character earns is used to pay for this flaw.
Techebo is a ninja and has sworn a level 3 code of honour to the local Oyabun. He always does as his master asks (through his own free will) even if it means his own death!
Contribution for the Cause (1-5 pt flaw)
The character must give up 20% of there earnings x the level of the flaw to an organization or person. They may then decide how to use the money (if you are real nice to them they may even buy you something nice with the money youve given them). Many shadowrunners often find themselves paying 20% of their earnings to the local mafia to keep them of their backs. Failure to pay can result is drastic consequences does swimming with the fishes mean anything?
Servitude (2 pt. flaw)
The character owes allegiance to a person or organization. When they say jump the character has to jump. Examples include being a member of the mafia, yakuza, triads, humanis policlub etc. If the character fails to obey an instruction from the organization then this flaw is converted to an extra enemy and hunted flaw equal to 4 points or more.
Fame (1-5 pt. edge)
The character is famous, not just in the shadows but to the general public. Maybe the character was a character on a trid show, a news presenter or urban brawl player. The character game use this fame is social situations and gets extra dice equal to his fame rating added to any social tests. This edge can vary from 1 point (a former small team urban brawl player only known by a core of loyal fans) to 5 points (there album just went super platinum last year).
Fame can be combined with the edge Day Job. This amount of money earned by a day job is multiplied by the level of the Fame edge. Note that fame can be as much as a problem as it is a help. Not many Mr. Johnsons will hire someone who is so well known, and other runners may not want to work with such a famous character. Also if the character is very famous they need a good reason why they would be running the shadows at all
Use the table below to decide how famous the character is. Level Area of Fame 1 Select Group, Limited Area (Town, District) 2 Small City Size Area (e.g. Portland) 3 Metroplex Sized Area (e.g. Seattle, Denver) 4 Country Wide Area (UCAS, NAN) 5 Global! Marty ORaferty is an investigative reporter for Channel 47 News in New Orleans. He is known through out New Orleans and the Louisiana state (Fame 3). He spends about 40 hours a week working (Day Job 3) at the new station and earns 15000 Nuyen a month (5000 Nuyen x Fame 3). This doesnt leave him much time for his second job as a shadowrunner, which is where he finds the leads for all his best stories!
Infamous (1-5 pt. flaw)
The character is infamous in the eyes of the generally public, hated for some reason or another. The character receives a TN modifier equal to the flaw cost on any social skill in situations where his infamy is recognized. This can vary from 1 point (Your that urban brawl player the one who always cheats ) to 5 points (Your that murdering humanis policlub member I saw the documentary on last night get him!). The area their infamy covers is the same as the area for the fame edge above.
Provided Life Style (Various pt. edge)
Some one pays for your up keep and lifestyle, but they usually want something in return whether its to clean your room once in a while (for all of those teen deckers hacking from their bedrooms) or something more serious this edge can be combined with flaws such as Servitude. The cost of this edge is a third of the cost of the Permanent Life Style edge as shown below. But remember your land lord may well be inclined to kick you out or worse if you dont do X, Y, and Z, and all by Wednesday!
Permanent Life Style (Various pt. edge)
The characters has a permanent life style which costs a number of points equal to the lifestyle points from the Sprawl Survival Guide, or 5 for Squatter, 10 for Low, 15 for Medium, 20 for High, 30 for Luxury. This points value can be modified by life style edges and flaws (Sprawl Survival Guide).
Conformist (1 pt. flaw)
The character has a tendency to go along with what everyone else is doing and will rarely attempt to got against the majority. The character must succeed in a willpower (6) test to go against the trend.
Lost deck (6 pt. flaw)
The character has been created a Decker but has lost their deck. This lost deck doesnt require any starting resources. The character may not start with a deck, any programs, or components.
Flawed Utilities (2 pt. flaw)
Your utilities have been designed to be useless on a certain government or major (AAA) mega corporate system e.g. Renraku. This flaw can be fixed by spending a base time of 1 week of programming and a computer (6) test per program.
Secure Drop/Bulletin Board (1 pt. edge)
You maintain a hidden bulletin board or secure drop on someone elses host. Of course it goes to say that they will be fragged at you if they find it.
Flawed Deck (6 pt. flaw)
Your deck has been designed to be useless on a certain government or major (AAA) mega corporate system e.g. Renraku. This can be fixed with 6000 Nuyen a base time of 120 working days and a computer B/R (6) test.
Out Dated Tech (1-5pt. flaw)
The character may start the game only with equipment of a rating equal to 6 minus the level of this flaw. This is not compatible with the edge High Tech Equipment.
Limited Availability (1-6 pt. flaw)
The character may not start the game with any equipment of availability 8 minus the level of the flaw. Gangers often take this. This is not compatible with any State of the Art edge.
Custom Designed Cyberware (2 pt. edge)
The character has some sort of unique custom built cyberware. Something unusually which is a rare sight on the streets and isnt covered in the standard design specs. Examples could include a retractable spur that comes out of their chest! A cyber gun designed to fire backwards out of the elbow instead of the hand. Note this piece of cyberware may be difficult to repair as street docs will not recognize it
Custom Built Weapon (2 pt. edge)
The character has had a weapon custom built and designed for him, or hes stolen from someone else! The character can start the game with a unique weapon designed using the rules from the Cannon Companion.
Anachronistic (4 pt. flaw)
The character is completely baffled by modern technology. They may start with no modern technical based skills and when ever the character attempts to use (or default to) or learn a modern technical skill they are at +2 TN. Shape shifters, Gnomes and Ewoks often have this as a flaw.
High Tech Equipment (2 pt. edge)
The character may start with one piece of equipment at a rating of 7. The character may still only choose equipment which is of an availability of 8 or less unless they have the State of the Art edge. This edge may be taken for multiple pieces of equipment but only once per piece.
State of the Art (1-3 pt. edge)
The character has access to high availability equipment from character generation in one particular area. This only applies in character generation and must be explaining in the characters background. The GM may require the character to take associated flaws to balance this edge e.g. cortex bomb, hunted etc). Each level gives the character access to the following availability gear:
Level 1 Availability 10 Level 2 Availability 14 Level 3 Availability 18 Level 4 Availability Unlimited
State of the art can be taken for the following areas: Small Arms, Heavy Weapons, Ammunition, Armour, Electronics and Communications, Computers and Programs, Vehicles, Foci, Pharmaceuticals, Bioware, Cyberware, and any others the GM chooses.
This edge can be taken multiple times for different gear.
Dodgy Cyberware (1+ pt. flaw)
The character has one or more faulty or damaged pieces of cyberware. They may have been previously damaged or just a flawed model. For each 1 essence of damaged cyberware (rounded up) the character gets 1 flaw point. Each piece of cyberware effected starts the game with 1D6 stress points. Whispers new Alpha Grade wired reflexes level 3 fell of the back of a lorry before being installed (literally). The essence cost for the cyberware is 4 and so he gets 4 flaw points and 1D6 stress points on the wired reflexes.
Dodgy Bioware (1+ pt. flaw)
The character has one or more faulty or damaged pieces of bioware. They may have been previously damaged or just a flawed model. For each 1 essence index of damaged bioware (rounded up) the character gets 1 flaw point. Each piece of bioware effected starts the game with 1D6 stress points.
Legal Permits (1 pt. standard, 3 pt. security, 6 pt. military)
The character or their fake ID has legal permits for gear. Note a character must justify if they have legal permits for military grade gear.
Battle Hardened (2 pt. edge)
The character has seen his fare share of firefights and combat, so much so that his is now far more clear headed than most people in battle. The GM may offer advice and extra time to decide on actions during combat.
Undercover (5 pt. flaw)
Youre a reporter, cop, G-man or company man, undercover in the shadows looking to infiltrate them to gain information. Your loyalties truly are to your employer and after a set amount of time your handler will call you in. Its obvious that if this is found out you will probably at the lest be killed Through role playing this may be converted to the Cop Gone Bad flaw.
Cop Gone Bad (5 pt. flaw)
You were once an undercover operative for some organization but began to like it too much. You are now actively hunted by the organization which hired you with the intention of bringing you in (best case scenario) or much, much worse. Shadowrunners may also have a hard time believing youve gone bad after all no one ever leaves the company!
License to Kill (4 pt. edge)
A government or corporation has given the character a license to kill. If the character kills a persons in the line of duty, then the government/corporation will look the other way and even actively get the character off the hook. Of course this does not apply if another government/corporation captures you
Company Man/G-Man (2 pt. edge)
The character works as an agent for one particular corporation or government. That corporation has wiped the characters SIN and send a good stream of work the characters way, but beware, rival corporations may have the character as a marked man in their books, at best not doing business with him, at worst killing him on sight!
This edge ideally is combined with the following: License to Kill, Legal Permits (Security), Servitude (to the Corporation/Government), Ritual Sample or Cranial Bomb, Extra contact (Mr. Johnson).
Bounty Hunter (2 pt. edge)
You (or a fake I.D.) hold a legitimate bounty hunter permit. You have permits to carry and use non-automatic pistols, shotguns and security grade cyberware. You may also detain persons who have a legitimate bounty on their head (e.g. escaped felons, suspects who have jumped bail etc). You also often receive work from local and federal government courts. This edge may however make other shadow runners a bit twitchy around you
Licensed Pilot (1 pt. edge)
The character or a fake I.D. has a legitimate license to pilot a category of aircraft e.g. Fixed Wing, Rotor etc. To qualify for this edge the character must have a relevant skill.
Thaumaturgy License (2 pt. edge)
The character or a fake I.D. has a legitimate license to practice thaumaturgy (magic) for purposes such as magical healing and security. To qualify for this edge the character must have a relevant skill.
M.D. (2 pt. edge)
The character or a fake I.D. has a legitimate license to practice medicine. To qualify for this edge the character must have the relevant skills (Biotech 5+ and other medicine skills).
Ritual Sample (3 pt. flaw)
Someone (an enemy, a contact, a corporation) has a ritual sample from you, and if you cause them any problems they are going to use it.
Novel Spell (1-3 pt. edge)
The character starts the game knowing a new spell (created using the spell generation rules in Magic in the Shadows). The edge costs 1 per 2 force points of the spell.
Spell Library (1-10 pt. edge)
The character starts the game with 1-10 (edge points cost) force points of unlearned spell formula. These spell formula have a maximum rating of 6.
Newly Awakened (10 pt. flaw)
The character has only just awakened into a magician or adept. Although they must pay to be a magician/adept, they can start the game with no magical skills, knowing any spells, or with any bonded foci. They start with 0 Force points and can not buy them during character generation.
Newly awakened physical adepts must buy their powers at a cost of 10 good karma per magic point. This again can only be done after character generation during game play. (This seems amazingly harsh for 10 points. You'd need to complete 8 runs to have enough to get your starting powers... and do them without powers!!!)
Ungoblinized (5 pt. flaw)
The character must pay the cost to be an Orc/Troll or associated meta variant but has not yet goblinized. This event occurs at the GMs discretion usually at a time of great stress and instantly causes a deadly physical wound.
Magic Group (4 pt. edge)
The character starts the game as a member of a magical initiatory group. The base cost of 4 points is modified as below.
Streets -1 Squat 0 Low 1 Medium 2 High 4 Luxury 8
1-2 0 3-7 1 8-13 2 14-22 3 10-60 4
Other Group accepts all traditions +1 Each stricture the group has -1 Group is illegal and hunted -1
Exceptional Spell (2 pt. edge)
The character may start with one spell at level 7. The character still has to pay the extra points to get the spell to 7 after paying for this edge. This edge may be taken on multiple spells but only once per spell.
Stained Aura (2 pt. flaw)
The character has performed some terrible act which has strained the character aura. The character has a personal background count of 1, which works against them and effects only them. The metamagic technique of cleansing can remove this or some act of atonement dictated by the GM
Magic Loss (2 pts./level flaw)
The character at some point has got on the wrong side of a bullet or popped too many stims and has lost magic points. For each level of flaw the character loses 1 point of magic.
Magical Sense (2pt. edge for magically active, 4 pt. for mundane)
The character has a sixth sense about the presence of magic (spells, spirits, foci, astral phenomenon). The character can roll an essence (8) test target number 8 (-1 per 2 force points of effect) to sense something is there.
Astral Vision (4 pt. edge for magically active, 8 pt. for mundane)
The character (even a mundane) can perceive the astral plane. It takes 10 minutes of meditation (make a willpower (4) test and divide the base time by the number of successes) to switch to astral perception. Once perceiving the character is dual natured but cant effect anything on the astral plane, although they can be attacked and effected.
Initiated (2pt. edge/level 1, 4 pt. edge/level 2)
The character starts the game as an initiate. The character must pay for the cost of this initiation from either spell/foci points or through starting character points, as well as paying the cost of this edge. This edge can be combined with the magic group edge to reduce the cost on initiation. Ordeal may only be taken if the leave the character with a long last effect e.g. a geas, or oath, not meditation.
(I think what you have to do to initiate in the first place is cost enough...)
Burnt Out (5 pt. flaw)
The character has just had too much cyberware implanted or has lost too much magic. The character can never initiate and must start the game with in addition to this flaw 2 points of Magic loss either through the above flaw or via cyber/bioware.
Noticeable Spell Casting (2 pt. flaw)
The character is very obvious when he casts spells. Other characters are at -2 TN to notice this character spell casting. (This is a geas)
Random Fire Hits Bob (2 pt. flaw)
The character is just plain unlucky. Any time the GM decides to roll randomly to see who is attacked this character has double the chance of all others.
Piper and Whisper are both in an alley when a thug with a pistol ambushes them. The GM decides to determine who the thug attacks randomly and would normally flip a coin, but because Piper has the Random fire hits Bob flaw the GM rolls a D6, on 1-2 the thug attacks whisper on 3-6 Piper.
Bad Timing (2 pt. flaw)
At any opportunity where a character can suffer from a case of bad timing roll 1D. On a result of 4 of more the bad timing occurs.
No sense of time (1 pt. flaw)
The character often loses track of time and doesnt realize what the time is. This flaw often makes them turn up late to meetings.
Mysterious Flaws (1-10 pt. flaw)
The character has the rating of this flaw x 0.75 points worth of unknown flaws, which the GM can determine and implement later (What do you mean he has a ritual sample from me!).
Mysterious Edges (1-10 pt. edge)
The character has the rating of the edge x 1.5 points (rounded up) worth of edges which are unknown to him and are for the GM to decide upon later in the game.
Investment in the Stock Market (1-5 pt. edge)
The character may begin with 10,000 Nuyen x edge rating of their starting resources invested in stocks and shares. The value of the stocks varies by the below table each month (roll 2D6). The GM may also add modifiers to this based on other events such as shadowruns! If the character does not have a SIN then he must use a contact to broker the deal for a 10% commission. These rules may also be used for characters in game who want to invest.
1 Bankrupt!/Hostile Takeover (-20D %, character may owe creditors money!) 2 Rapid Plunge (-10D % and -2 on next months roll, company looses 1 corporate rating) 3 Loss of Confidence (-8D%, -1 on next months roll) 4 Product Fails (-6D %) 5 Shaky Month (-4D %) 6 Damaging Rumour (-2D %) 7 Stable (No change) 8 Beneficial Rumour (+2D %) 9 Good Month (+4D %) 10 New Product Launch (+6D %, Dividend payout of 1D % of investment in Nuyen) 11 Corporate Growth (+8D %, +1 on next months roll, Dividend payout of 2D % of investment in Nuyen) 12 Take Over Bid (+10D % and +2 on next months roll, company gains 1 corporate rating, Dividend payout of 3D % of investment in Nuyen) 13 New Ownership (+20D %, company taken over by larger corporation, Dividend payout of 4D % of investment in Nuyen)
Other Modifiers +1 Foiled shadowrun against corporation +1 Successful shadowrun against rival -1 Successful shadowrun by rival -1 Shadowrun foiled by rival +1 Successful extraction -1 Company employee extracted by rival -1 Executive assassinated -1 Product sabotaged -1 to -3 General market crash
In Debt to Loan Sharks (1-5 pt. flaw)
The character owes money to some rather unscrupulous individuals. These individuals charge 20% interest per month on the loan. If the character misses one payment the shark may be negotiated with, two and hell send the boys around. This flaw may then be converted into equal point flaws such as hunted. The character does not get this extra money at character generation, they just owe it.
1 pt. 5000 Nuyen 2 pt. 10000 Nuyen 3 pt. 20000 Nuyen 4 pt. 35000 Nuyen 5 pt. 50000 Nuyen
Game Log (1 pt. flaw)
The player must keep detail notes of everything that goes on in the game both to his character and to others.
Sketches (1 pt. flaw)
The player must make sketches of his and all of the other players characters in the game.
Character Journal (1 pt. flaw)
The player who plays this character must after each game write a personal journal based on the characters experience in the game.
Book Monkey (1 pt. flaw)
This player seems to bring every single book required for the game but has a severe spinal problem from carrying them.
Rules Lawyer (1 pt. flaw)
The player is an expert and knows one set of rules inside out and can answer any question the players or GM has. E.g. decking, rigging.
GM Assistant (1 pt. flaw)
The player often handles tasks for the GM such as decking intrusions.
Supporting Cast (1 pt. flaw)
The character assists the GM by role playing other peoples contacts.
Food (1 pt. flaw)
The player always brings stacks of food to the game for everyone else!
Venue (1 pt. flaw)
The player often hosts the game at his house. Give them a break and an extra character point. This flaw may be modified by life style.