TheMonkeyCannon

Edges and Flaws

Jun 6th, 2023 (edited)
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  1. >>Edges<<
  2. Large
  3. Value: +4
  4. +1 racial bonus to Strength, and 1 extra die for Intimidation(physical). The character is quite large and robust for their subspecies, and tends to stand out in a crowd of them. Trolls with this Edge are truly frightening.
  5.  
  6. Ork-Looking
  7. Value: +1
  8. A human character with the Ork-Looking Edge can “pass” for an Ork in most circumstances, though their teeth aren’t quite tusks and they need to hide their round ears under their hair.
  9.  
  10. Elf-Looking
  11. Value: +1
  12. A human character with the Elf-Looking Edge can “pass” for an Elf in most circumstances, though making their ears properly pointed will require good cosmetic surgery. An excellent Edge for competent Elf Posers.
  13.  
  14. Catlike Balance
  15. Value: +2
  16. You have an innately perfect sense of balance. You are able to land on your feet from a fall almost every time. You have two extra dice to roll on all balance-related matters.
  17.  
  18. Light Sleeper
  19. Value: +1
  20. You seem to sleep with one eye open, and become wide awake immediately when woken. –2 to all TN’s to waking up.
  21.  
  22. Versatile Sleeper
  23. Value: +1
  24. You’ve mastered the art of catching quick catnaps; perhaps you were in the military. You can fall asleep at will, any place, any time; you can get the equivalent of a full night’s sleep without having to occupy a large block of time with continuous unconsciousness. This goes well with Light Sleeper and Cat shamans
  25.  
  26. Keen Sense
  27. Value: +1
  28. You have –1 to all Perception target numbers with a particular sense.
  29.  
  30. Lightning Calculator
  31. Value: +1
  32. You have an exceptional talent for mental arithmetic, and are dangerous at the poker and blackjack tables due to your ability to estimate odds on the fly. Gain –2 to all appropriate target numbers.
  33.  
  34. Venus’ Blessing
  35. Value: +1
  36. 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.
  37.  
  38. Innocence
  39. Value: +1
  40. 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
  41.  
  42. Exceptional Skill
  43. Value: +2
  44. 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.
  45.  
  46. Bilingual
  47. Value: +3
  48. The character can speak two languages fluently. They start with 2 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 these languages.
  49.  
  50. Part of a Scene
  51. Value: +2
  52. 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.
  53. Possible scenes: Urban Brawl Fans (Specific Team), Particular Culture (e.g. local Irish), Media.
  54.  
  55. Fame (1-5 pt. edge)
  56. Value: +1 to +7
  57. 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 can use this fame in 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 (their album just went super platinum last year).
  58. 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. Johnson's 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.
  59. Use the table below to decide how famous the character is.
  60. Area of Fame
  61. 1 Limited Area (Town, District)
  62. 2 Small City Size Area (e.g. Portland)
  63. 3 Metroplex Sized Area (e.g. Seattle, Denver)
  64. 4 Country Wide Area (UCAS, NAN)
  65. 5 Global!
  66. Group
  67. -1 niche market (famous among mountaineers)
  68. 0 narrow audience (fans of reality survival shows, people that watch late night public access shows)
  69. 1 wide appeal (musician in popular genre, guest host on popular TV show)
  70. 2 household name (pop star, movie star, simsense legend)
  71. Marty O'Raferty is an investigative reporter for Channel 47 News in New Orleans. He is known through out New Orleans and the Louisiana state (Fame 3), but he's not the regular on-air reporter so he's not immediately known (0 points). 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 doesn’t leave him much time for his second job as a shadowrunner, which is where he finds the leads for all his best stories!
  72.  
  73. High Tech Equipment
  74. Value: +2
  75. 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.
  76.  
  77. State of the Art (1-3 pt. edge)
  78. Value: +1 to +3
  79. The character has access to a single piece of high availability equipment during character generation from one particular area. This only applies in character generation and must be explained 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:
  80. Level 1 Availability 10
  81. Level 2 Availability 11
  82. Level 3 Availability 12
  83. State of the art can be taken for the following areas: Small Arms, Heavy Weapons, Ammunition, Armor, Electronics and Communications, Computers and Programs, Vehicles, Foci, Pharmaceuticals, Bioware, Cyberware, and any others the GM chooses.
  84. This edge can be taken multiple times for different types gear.
  85.  
  86. Bounty Hunter
  87. Value: +2
  88. 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.
  89.  
  90. Spell Library
  91. Value: +1 to +10
  92. 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.
  93.  
  94. Magical Sense
  95. Value: +2 for magically active, +4 for mundane
  96. 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.
  97.  
  98. Jack of all Trades
  99. Value: +6
  100. You are widely experienced and can fake it with the best of them. you suffer half the penalty, rounded down when defaulting. In addition you may apply dice pools and bonus dice without penalty, and can default on tests with a TN of 10 or lower (before the modifier for defaulting)
  101.  
  102. Vehicular Aptitude
  103. Value: +3
  104. The PC has the intrinsic ability to figure out the controls of any type of vehicle, even if the vehicle is fairly unfamiliar to them. Reduce all modifiers by half when defaulting within the vehicle branch of the Skill Web. Pools and bonus dice may be used normally when defaulting between vehicle skills (but not when defaulting to the attribute)
  105.  
  106. Mechanical Aptitude
  107. Value: +3
  108. A motor is a motor and a tool is a tool. Choose a subset of B/R skills. Reduce all modifiers by half when defaulting between those B/R skills. Pools and bonus dice may be used normally when defaulting between related B/R skills (but not when defaulting to the attribute)
  109. Firearms B/R: Rifles, Pistols, Shotguns, Heavy Weapons
  110. Vehicles B/R: Cars, Bikes, Motorboats, Sailboats
  111. Aircraft B/R: Lighter than Air, Fixed Wing, Rotorcraft, Vectored Thrust
  112. Weaponry B/R: Clubs, Polearms, Edged Weapons, Whips
  113. Technology B/R: Computers, Electronics, Cybernetics
  114. This edge can be taken multiple times and applies to a different subset each time
  115.  
  116. Speed Reading
  117. Value: +1
  118. A PC with Speed Reading can tear through a full page of text in about 5 seconds, although there’s no guarantee that they will actually remember everything they read. When attempting to recall a specific bit of information from something they’ve read, or locate a specific phrase or subject while in the process of reading, the PC should roll their Intelligence against a target number determined by the GM based on criteria such as the length of the text, its complexity, and the obscurity of the information the PC is seeking.
  119. A PC with Speed Reading and Photographic Memory can recall anything they have read with an Intelligence Check TN 4.
  120.  
  121. >>Flaws<<
  122. Missing eye
  123. Value: –2
  124. You have no depth perception, and have a blind side on which people can approach unseen. Take a +2 penalty to all ranged attacks. If you want to take this Flaw twice, use Blind instead.
  125.  
  126. Deep Sleeper
  127. Value: –1
  128. You sleep heavily, though you do not necessarily snore, have a +2 to all TN’s for being woken up, and suffer a +1 to all TN’s for up to half an hour after waking (though your morning coffee, hot shower, or a jolt of adrenaline can clear this up pronto).
  129.  
  130. Poor Sense
  131. Value: –1
  132. You have +1 to all Perception target numbers with a particular sense.
  133.  
  134. Distinctive Features
  135. Value: –1
  136. These must be something you cannot hide without great difficulty— a sixth finger, tattoos all over your face, a missing ear— and a reason you aren’t going to have this corrected as soon as you’ve got the nuyen for cosmetic surgery.
  137.  
  138. Absent-Minded
  139. Value: –3
  140. 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).
  141.  
  142. Curiosity
  143. Value: –3
  144. 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.
  145.  
  146. Curse of Venus
  147. Value: –1
  148. 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).
  149.  
  150. Scapegoat
  151. Value: –1
  152. 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.
  153.  
  154. Eerie Presence
  155. Value: –1
  156. 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 TN penalty to etiquette and negotiation 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. However you also recieve an extra die for all intimidation tests. People with Eerie Presence can seldom detect this presence in other people.
  157.  
  158. Weirdness Magnet
  159. Value: –1
  160. 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.
  161.  
  162. Trouble Magnet
  163. Value: –2
  164. 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.
  165.  
  166. Blatant Magic
  167. Value: –1
  168. 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.
  169.  
  170. Continuous Blatant Magic
  171. Value: –2
  172. As Blatant Magic, but it continues while you sustain spells.
  173.  
  174. Background Trouble
  175. Value: –1
  176. 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.
  177.  
  178. Hidden Past
  179. Value: –1
  180. 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.
  181.  
  182. Favors
  183. Value: –1
  184. 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.
  185.  
  186. All Thumbs
  187. Value: -1
  188. 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 don’t let them hold the missions sensitive data chip!)
  189.  
  190. Lack of Balance
  191. Value: -2
  192. The character suffers a +2 TN for all balance related and knockdown tests.
  193.  
  194. Obesity
  195. Value: -2
  196. 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.
  197.  
  198. Dull Reactions
  199. Value: -1 to -5
  200. The character is very slow to react and receives -1 die per point to reaction tests to a minimum of 1 die.
  201.  
  202. Illness
  203. Value: Variable
  204. The character suffers from an illness that hasn't 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!
  205. - Severity
  206. 0 Mild Character suffers a light wound for each missed treatment
  207. 1 Moderate Character suffers a moderate wound for each missed treatment
  208. 2 Serious Character suffers a serious wound for each missed treatment
  209. 3 Deadly Character suffers a deadly wound for each missed treatment
  210. 4 Fatal Character dies if they miss a treatment
  211. Alternatively characters who fail to get treatment may suffer the effects on a number of flaws. The number of points of
  212. 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
  213. the illness flaw and fails to receive treatment they will get 8 points of flaws. This may be used in combination with the
  214. damage effects.
  215. - Treatment Period
  216. -1 Monthly
  217. 0 Weekly
  218. 1 Daily
  219. 2 Twice Daily
  220. Cost of Treatment
  221. 0 10 Nuyen
  222. 1 100 Nuyen
  223. 2 1000 Nuyen
  224. Other Modifiers
  225. +1 Treatment is rare with an availability of 8/12 days
  226. +2 Illness is incurable by current technology
  227. +Various Treatment has side effects*
  228. Side effects could as flaws with a rating equal to the number of flaw points.
  229. Dr Faulks suffers from a Muscle Wasting Disease that leaves him in serious pain and unable to move easily (Serious effect
  230. +2) if he doesn't take the drugs he needs every day (daily treatment +1). Trouble is the meds cost him 100 Nuyen per shot
  231. (100 Nuyen per dose +1) and the condition is currently incurable (Incurable +2). The total flaw if worth 6 points.
  232.  
  233. Will to Die
  234. Value: -1 to -5
  235. 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
  236.  
  237. Foreigner
  238. Value: -2
  239. The character starts the game with a language that is not the main language of the region. They also can't spend any skill points to have the dominant language at character generation. Techebo-san has just come over from Japan to Seattle but is unable to speak a word of English.
  240.  
  241. Squeamish
  242. Value: -1
  243. The character can stand the sight of blood or guts etc. They must make a willpower (6) roll. With no successes they faint, with one success they suffer +2 TN, with 2 or more successes they suffer a +1 TN. Each effect lasts for D6 minutes (rule of six applies).
  244.  
  245. Dwain Dibbley
  246. Value: -1
  247. 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?)
  248.  
  249. Infamous
  250. Value: -1 to -5
  251. 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.
  252.  
  253. Limited Availability
  254. Value: -1 to -6
  255. 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.
  256.  
  257. Ritual Sample
  258. Value: -3
  259. 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.
  260.  
  261. Stained Aura
  262. Value: -2
  263. 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
  264.  
  265. Random Fire Hits Bob
  266. Value: -2
  267. 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.
  268. 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.
  269.  
  270. Bad Timing
  271. Value: -2
  272. 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.
  273.  
  274. No sense of time
  275. Value: -1
  276. The character often loses track of time and doesn't realize what the time is. This flaw often makes them turn up late to meetings.
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