Shadowrun Penumbra: Edges and Flaws

   Most of the edges and flaws were originally “Advantages and Disadvantages” that made a series of adjustments to the priority system for SR1, effectively treating the “A” priority as 5 build points, the “B” as 4, and so on. Each advantage cost a level from a priority and each disadvantage boosted one. Naturally enough, those costing two or three levels were quite powerful and the system was overly granular. They were changed to accommodate a point-buy system at 6 points per priority level in 1994. This allowed for weaker Advantages and Disadvantages and most of the more extreme advantages were toned down a bit and reduced in price. When the 2’nd edition Shadowrun Companion appeared in 1996 the list got renamed to “Edges and Flaws” and a few items got added, revised, or renamed to maintain compatibility for transferred characters. It hasn’t changed much since then. A much better formatted version is available in the character-creation PDF for our local games, but a couple of the players have requested posting them (and some other material I may get to later) online for easy access – so here they are.

General Rules

   1) A 60-point base character may not expend more then 66 points on his or her basic setup – Resources, Skills, Attributes, Magic and Race. Any additional points from Flaws must be spent buying Edges. In general, the basic character setup may not be upgraded by more then 10%. Thus a 30-point character would be restricted to 3 points of upgrades.

   2) No more then six points may be spent on any single edge, or be gained from any single flaw. Edges and Flaws with noted limits may not be taken more then once to exceed those limits. Similarly, the same or similar flaws cannot be stacked to get more then six points from a particular problem. For example, taking several minor phobias simply increases the rating from “uncommon” to “common” – for +1 point.

   3) Characters may take up to (Point base/6) points worth of flaws without penalty. Beyond that point their value is halved. Flaws that are required, or encouraged, by the GM are exempt from halving. Commonly exempted flaws include Detailed Background, Record Keeping, and various “Heroic” Quicks and Compulsions. Racial modifiers are automatically exempt.

   4) Most flaws can be bought off, and some edges can be added, after character creation. This requires appropriate roleplaying events, the expenditure of karma equal to ten times the “value” of the edge/flaw, whatever procedures the GM deems necessary, and the permission of the GM. Of course, the GM can simply award edges and flaws as he wishes.

   5) Some items can be bought with either resources or points. Simply use whatever method best suits your character.

   6) General Flaws are rated according to how often they come into play (Uncommon -1, Common -2, Very Common -3, Constant -4), and the severity of their effects (Mild -, Moderate -1, Severe -2, and Lethal -3). The maximum is, of course, -6; anybody with a constant lethal flaw starts off dead. The value of flaws may vary from character to character; blindness might be no hindrance at all to an adept with some special enhanced senses, a modest nuisance to someone with astral sight, some trouble for a decker or rigger, or a severe hindrance for a warrior.

Common Edges And Flaws :

Accursed; A general flaw. This could involve the enmity of some vastly powerful entity, some permanent spell (REALLY rare) or (For awakened types) suffering from a strange geasa, transformation, or critter style “weakness”. It can also be used to represent things like hereditary madness (Sp).

Addiction; A general flaw. Rated according to just how bad the cravings and effects are, and as to how often you have to take it. You can be “addicted” to drugs, raw power, bloodshed, medications, sex, food, and many other things (Sp).

Adrenaline Surge; Reroll initiative 6’s, “+1” to target numbers when used, not while decking/rigging or with other enhancements (2).

Allergy. A general flaw. Exposure to some item/situation/ effect causes problems for you. Mild reactions are typically +1 to target numbers. Moderate; +2, including resisting damage from such items (due to pain). Severe; As moderate, plus 1 box of damage per minute of exposure. Lethal; +4 to target numbers and the stimulus acts as a poison (Sp).

Ambidexterity; No target number penalty for using off hand (1), may use two weapons without penalties but must split dice normally (2), +1 per +1 base die with the second weapon, secondary dice may not exceed primary weapon dice (Sp)

Amnesia; Know skills and abilities but not past (-2), doesn’t get to see their own character sheet (-5) (Sp).

Arcane Affinity; You gain extra arcane energies from particular circumstances. +1 die on all tests using any one/two/ three magical skill(s) for each that applies; Season, Week, Location, and type of Terrain. 2/3/4 points (Sp).

Astral Chameleon/Impressions; -1 to signature force ratings and +2 to target numbers to assense it. “Impressions” is a flaw which reverses these modifiers (2).

Astral Hazing: You generate your own low-level background count, normally rated at Essence/2 or Magic/2 after a few hours to build up (-5).

Astral Sight; User must be at least magically latent (3)

Attribute Bonuses/Penalties; Character gains a bonus – or takes a penalty – on any one attribute in some specific situation. This costs +/- 1 per point, with a maximum of +/- 2 points. The cost of this edge is doubled if the modified value exceeds normal limits (1/2).

Bad Karma; Character needs double the “usual” karma to increase his/her karma pool (-5)

Berserker; Sample composite Edge/Flaw; Includes Combat Monster, Attribute Bonuses/Penalties (+2 Str, +2 Bod, -1 Int when in combat or in a rage), having to make Int rolls to avoid attacking friends who get in the way (-3) and High Pain Tolerance-III (Only while in a rage, -2 points). Net; -3+3-3+6-2. Included as an example of how to build what you want; not recommended as a simple edge, since it would let you exceed the usual point limits without penalty (1).

Bestial Nature; Roll Will(6) to avoid giving in to instincts if a strong stimulus comes up (-6).

Biorejection; You cannot use cyberware and may only use cultured bioware. This is only a -2 flaw for the magically active, 0 if already suffering from some similar restriction (-5).

Blandness; You blend into crowds. +1 on the target numbers of all attempts to track, shadow, or physically locate you (2).

Bloodthirsty; Take no prisoners – or get rid of them as soon as they’re no longer useful – shoot to kill, disdain stun weapons – and generally be lethal. This usually gets you killed eventually (-3).

Bonus Contacts; Extra L1/L2/L3 Contact, 1/2/3 points. +1-2 for extremely influential/powerful contacts, +1 for far-flung contacts (EG; In other countries), “Floating” contacts – L1 only, available once per adventure – cost 2 points each. It requires a Chr check, at a GM-set target number, to locate a specific type of “floating” contact. Bonus contacts can also be used for mentors and such (Sp).

Bonus Dice; You get extra dice in some situation(s). Uncommon/Common/Very Common situations cost a base of 1/2/3 per die. If the impact of the roll is usually Minor/Major/ Vital add 0/1/2. If the roll is usually actively opposed by another roll add +1. Half cost (rounded up) for knowledge skills. Often bought for skill groups (Sp).

Borrowed Time; You are inevitably going to die in 3D6 months (-6)

Combat Monster; It takes you 3 turns to stop fighting if you try to stop before winning. Make a Willpower (6) roll to reduce this time by 1 turn per success (-3).

Combat Paralysis; First initiative roll is minimal. +2 surprise penalty (-4)

Common Sense; The GM should warn you when you’re being overly foolish (2).

Competent; You have a reputation for getting the job done – for a price. Anyone attempting to hire you will offer at least twice the fee they’d otherwise consider, will likely be accommodating, and is unlikely to try and cheat you (3).

Connected; You have a contact that will either buy or sell (For 2 points) or both (5 points) some type of item at the “best” price (Street or Base) for the character (Sp).

Cranial Bomb (or any similar control system); This comes in a lot of variants, but basically someone owns you (-6).

Cursed Karma; Roll 1D6 when spending karma. On a “1” the result is the opposite of what you were trying for (-6).

Cybertolerance/Biotolerance; Your body adapts unusually well to cyberware/bioware . Reduce all cyberware essence costs/ bioware body index costs by 20% (3).

Danger Sense; You can “feel” danger whether or not you have any reasonable way to detect it. This requires a successful magic roll with a target number of six, you must be at least magically latent to take this edge (3).

Dark Secret; You will be in deep trouble if this gets out. You will have to spend time and effort every little bit to conceal it (-2).

Day Job; You have a job – and a paper trail. The responsibilities and problems that this causes are Minor/Major/ Extensive for -2/-3/-5 points. Salaries of 1250/2500/6000 NY/Month cost 0/1/2, jobs that supply slightly/moderately/ extremely useful perks/contacts cost an extra 1/2/3 points. Note that many corporate jobs pay less cash and more in perks such as provided housing, health, and day care (Sp).

Dedication; You’re fanatically fixated on a particular ideal or philosophy. Half the karma cost of developing associated skills and abilities. Other items cost 50% extra. Failing to live up to your beliefs and goals will cost you 50-100% of karma earned during the offending session. Such paths must be discussed in detail with the GM, and often leave those who follow them with very little freedom. Fanaticism is like that (5).

Delusions; The world that you live in does not quite agree with the one that most people live in. The GM will distort the information you’re give appropriately. A general flaw, and very dangerous (Sp).

Detailed Background; Your contacts have names and descriptions, you have a family, some history, motivations, habits, interests, a personal description, where they live – and some background on where you got your equipment/training – written up for the GM. This will probably take several sessions, GM’s should put up with the delay (-4).

Dice Penalties; You have a hard time with some rolls. This can only be applied to skills/rolls you normally make without penalty; you can’t get points for penalties on things you don’t use. Per -1 die on common/very common rolls -1/-2 points. Extra -1/-2 per die for rolls of great/vital importance, and extra -1 if this forces the character to roll in otherwise automatic situations. (EG; Computer Illiterates have a hard time with many common situations). Reduced knowledge skills are worth half as much – if that. Idiocy is easy (Sp).

Direct Purchase; You needn’t pay karma/force points to bond any foci bought during character creation; their enchanter bonded them directly to you. Of course, the enchanter knows all about them (3).

Distinctive; -1 bonus to track, tail, or physically locate (-1).

Dual Natured; You are permanently astrally active. If you’re also Blocked you are present in astral space but cannot perceive it. Not available if your type is already dual natured (-6).

Educated/Uneducated; “+/- 1” to knowledge skills multiplier per +/- point spent. Maximum of +/- 5 points. Those with penalties of -2 or more can’t take academic skills, and get no background skills. Illiterate characters get an extra -1 point, but no R/W skills. If specialized in a particular field (Linguistics, Physical Sciences, Etcetera) add 1.5 to the multiplier per point spent (Sp).

Enemies. Minor/Major/Outrageous enemies are worth -1/-2/-3. If they’re truly dedicated to “getting you” they’re worth twice that. Watchers, Rivals, and would-be “owners” are only worth half as much (Sp).

Enhanced Sense; Often low-light sight vision, but use your imagination (2).

Enhanced Special Attribute; Body Overflow, Stun Monitor (Normal penalties), Stun Monitor (Vrs Drain only, with no penalties); 1/1, Physical Monitor (Normal penalties) and Reaction +1 per 2. Physical Monitor (No penalties) and Magic Rating +1 per 3. Essence +1 per 4. These can also be reduced by irreversible damage of various types, but such flaws are only worth half as much as the edges are (Sp).

Essence Loss; You loose one essence point per month. While you can replace lost “essence” by draining it from others, you can not raise your score more then two points above your base and you must fulfill the usual requirements of the essence drain power (-5).

Exceptional Attribute; Increase race-modified limit by +1 or +2 points (2/5).

Extra Spell Force Points; 3 per point expended (1-6).

Flashbacks; Willpower (6) to avoid 1d6 minutes of incapacitation. Confer with the GM to come up with appropriate triggers. This can be used to represent a wide variety of disorders (-4).

Focused Concentration; Penalty for sustaining spells is reduced to +1 to target numbers per spell, instead of +2 (2).

Freakish; Very Weird Looking/What IS That?/MY GOD KILL IT! gets your character -2/-4/-6 points (Sp).

Free Time; Character has had up to three free months to work on projects before entering play. Lifestyle costs apply (2).

Freeware; You get something for free. Minor/Notable/Major Items cost 1/2/3 points, a group of related items costs 4. Alphaware and high security items cost +1 point. Betaware costs +2 points (Sp).

Geneware; You have .5/1 BI points worth of innate bioware. It’s free and doesn’t take stress or show up as artificial. Reducing the BI costs to cultured levels costs +1 point, reducing your BI costs +1 point per -.5, and side benefits (Such as “Menemonic Enhancement” that boost your initial knowledge skills and/or reduce the cost of learning spells, cost +1 or +2 points – if the GM permits them) (2/3).

Ghoul; You’re infected – and have come through fairly well. This can also be used to set up various other “modified” characters (6).

Good Looking/Ugly; Opposite sex NPC’s start off “friendly”, -2 social target numbers versus opposite sex, -1 versus same sex. As a flaw they start off “suspicious” and you get reversed target number modifiers. 2 points as an edge, -2 as a flaw (Sp).

Good Reputation; -1/2/3 on your social skill target numbers; 1/2/4 (Sp).

Gremlins; Technical gear breaks down on you on a 2D6 roll of 2 whenever you use it. For -1 it operates at a -1 penalty until you bang on it, for -2 it quits until you bang on it, for -3 it gets a -2 modifier until repaired – and for -4 it ceases to work until it gets extensively rebuilt (Sp).

Has A Life; You gain one point of karma per month automatically (3).

High Pain Tolerance; Ignore the penalties for one box of damage – both physical and mental – per level. Costs 2 points per level (Sp).

Holy Man; This isn’t simply being a priest of some sort; that’s covered by Memberships and Reputations. This is a fervent or fanatic belief in something – possibly even yourself – sufficient to grant you magical bonuses. Characters may elect to gain a potency pool, at one die per point expended, or to increase the effective forces of any spells they cast at +1 per 3 points expended (Sp).

Home Ground; Pick a particular location – or rarely- encountered environment – and get a -1/-2 to active/ knowledge skill target #’s while you’re there (2).

Human-Looking; Elves, Dwarves, and Orks only. No metavariants. Character appears human, and so does not suffer from prejudice (1).

Human Mindprint; Gives an “alien” character – such as an insect spirit – a comprehensible mind. Character cannot “Summon”, “Share Minds”, or “Consume” other spirits and will not be trusted by his or her “Original” type (5).

Hung Out To Dry; Character starts with no contacts. -4 Illiterate; Only get (Int*4) initial knowledges and no “academic” knowledges, +4 to computer target numbers, max computer skill 1 (-3).

Immunity; Agent or Effect Is Uncommon/Common/Very Common 2/3/4, effects are Mild/Moderate/Severe -1/0/1 (Sp).

Inability; A general flaw. There are things that you just can’t handle. Ignore them if you can; you’ll need to roll for normally- automatic actions, anything which normally requires a roll automatically fails (Sp).

Increased Target Numbers; You have a hard time with some rolls. This can only be applied to skills and rolls you can normally make without penalty; you can’t get points for penalties on skills that you don’t use. Per +1 to targets on common/very common rolls -1/-2 points, 0/-1/-2 on rolls of minor/moderate/ vital impact. Penalties on uncommon rolls or knowledge skills are worth little or nothing (Sp).

Impulsive; Willpower (6) to avoid jumping into things (-2).

Infirm; Reduce physical attribute maximums by 1 to 5 to gain the same number of points (Sp).

Initiate; Character starts off as a L1 initiate. L2 +5, L3 +6, -2 to the cost of any particular level if the character accepts an ordeal (Asceticism, Familiar, Geas, and Oath only). Each level taken counts as a separate edge (4+).

Innate Weapons; Per Razors/Spurs 1/2. Retractable or Inobvious (+1), Exotic (Damage is from venom, electricity, etc. +2 points) (Sp).

Jack Itch; Chip, Data, and Smartgun `jacks make you itch. +1 to target numbers per (Will) minutes connected. This fades gradually once you disconnect (-1).

Jonah; You bring bad luck. Reduce the karma pools of everyone (including enemies) within 12 meters by -2 (1 minimum). Your entire group will attract occasional bad breaks for no good reason (-6).

Legal Defense; Level 1/2/3 for 2/4/6 points. “+2” to target #’s for prosecution, investigation, and official interference per level, half that for immediate stuff. L1 includes things like a “private detectives” licence, L2 legal enforcement powers, and L3 something like a security agency license. You’re likely to end up owing your backers some rather large favors however (Sp).

Legal Problems; A general flaw. Common legal “problems” include being property, youth, being wanted, having no legal rights, being a known “suspicious character”, and so on (Sp).

Liar; You alienate your contacts at a great rate. They usually “last” for about 12 meetings and will not deal with you thereafter (-2).

Lifestyle; The character doesn’t have to pay for his lifestyle. A “Free” low / medium / high / luxury / hospitalized lifestyle costs 1/2/3/5/6 points. Supporting up to 4 dependents costs an extra point (Sp).

Longevity; You age very slowly for your racial type. Characters with this ability may be very elderly; such age can be represented by various other edges and flaws (1).

Low Pain Tolerance; Extra -1 penalty for wounds, per monitor affected (-4).

Luck; Increase initial karma pool by 2/3/4 for 2/4/6. User may roll for a “lucky break” (GMO Target) using 1/2/3 dice up to three times per session (Sp).

Magical Talent; Requires magic 6/D+. Inherent ability to cast a single spell (Force Max = Magic, Base Skill = Int, Can use magic pool. 2/3/4 points depending on the spell). Conjure Watchers (Base Skill = Magic, normal rules, 3), Conjure any one type of Elemental or Nature Spirit (Skill = Magic, normal rules, 5 points), Physical Adept power (Cost * 4) points (6 maximum), invoke a single, GM-selected, Thaumaturgic effect once per day, 3-6 points depending on the effect, employ a single Witchcraft subeffect (Skill = Magic) 5 (Sp).

Magic Resistance; +1 die / 2 points to resist spells. Half cost if uncontrolled (Can’t be shut off. User cannot accept “voluntary” spells or be magically active) (Sp).

Makes Friends Easily; Half the karma cost of “buying” new contacts (3).

Mana Focus; May sustain spells without target number penalty by temporarily binding one point of your magic rating into doing so (3).

Membership; Character belongs to some organization. This ranges from a -6 flaw to a +6 edge depending the on the group. Possible membership benefits include Funding, Equipment, Use of Facilities, Medical Care, Backup (Physical, Arcane, or Legal), Training, Extra Contacts (+1-2 each), and Social Advantages. Difficulties may include Enemies, Dues, Magical Strictures, Assorted Duties, being On File, Reporting (Or turning in interesting stuff), Beliefs, and assorted Special Requirements (-1-2 points each) (Sp).

Miser; Character must make a Will (6+) check to spend money, or otherwise expend resources. They’re often greedy as well (-3).

Mysterious Past; You have implanted cyberware, compulsions, odd associates/family, or something similar, that you don’t know about and which will doubtless give you trouble in the future (-3).

Natural Armor; Obvious, but useful. +1/2 Impact and Ballistic (3/5)

Natural Hardening; You get 1/2 points of innate hardening for (4/6)

Night Terrors; You cannot really rest. Roll 1D6-3 each morning and start off with that much stun damage. Such “damage” cannot be regained without at least two hours sleep and another roll (-2).

No Identity; You have no records or local history at all. Most characters with this flaw also have “Hung Out To Dry”, many throw in “Amnesia” as well. It will be very easy for you to disappear (-2).

Obligations; Dependents, debts, duties, oaths, owing plenty of large favors, ongoing expenses, etc. These are enforced somehow – whether by internal drives or by large men named Guido. Uncommon/Common/Very Common -1/-2/-3, Minor/ Major/Severe Obligations grant an extra 0/-1/-2 points, extra -1 if it’s an easy “plot hook” for the GM (Sp).

Oblivious; +1 to all perception target numbers (-2).

Offensive; A general disadvantage. You annoy people. This may be limited to particular groups, but a few people seem to be able to annoy animals, aliens, and AI’s as well, and some can even do it through the mail or just while attempting to make contact (Sp).

On File; Some group has fairly decent records on you. Such a group may be benign (-2) or hostile (-4), and can be of little (A school, +2), Moderate (A Corp, 0), or Great (Megacorp, Government Agency, +2), size and/or influence. Not ALWAYS bad, but… (Sp).

Package Deal; You get a GM-set list of benefits and limitations. For example, undercover cops get police contacts, training, gear, some special legal privileges, and a salary. On the other hand they have to meet minimum standards, obey the law, fill out reports, and so on. Such packages cost 2 points. Special packages cover things like a rigger who escaped some losing battle with his tank intact or corporate special enforcers. Big benefits, big problems, costs a base of 5 points (2/5).

Paraplegic; Paralyzed legs. Half combat pool (-3).

Perceptive; -1 target number bonus on all perception rolls (3).

Perfect Time Sense; You don’t need a watch (1).

Photographic Memory; You don’t forget things. +1 point to add 1/2 the points in this edge to your knowledge skill multiplier, +2 to also reduce the cost of learning knowledge skills by 2, and +3 to also reduce the cost of learning new spells by two karma points (2+).

Physical Limitation; A “Generic” flaw. Includes various sensory impairments, such as blindness, deafness, color/”night” blindness, and so on. Compensating factors will, as always, reduce the points you get for taking physical limitations (Sp).

Poor Link; Ritual sorcery targeting you gets a +2 target number (2).

Primitive; You may not start with any technical skills or gear, and must pay +2 karma per level to learn technical skills (-3).

Psychological Quirk; Common/Very Common/Constant appearance for -1/-2/-3 base, Mild/Moderate/Severe results/ restrictions are worth an extra -1/-2/-3. Examples include Honor, Delusions, Compulsions and/or Obsessions, Chivalry, Greed, Amnesia, Flashbacks, Pacifism, Vindictive, Braggart, Elf Poser, Etc. Failure to abide by quirks reduces your karma awards. “Lost” karma automatically goes towards buying them off. Quirks also include phobias and such. While these have a greater effect at any given moment, they can be temporarily overcome without karma penalty via Int or Wil rolls. Phobias cause target number penalties when invoked (Mild; +1. Moderate; +2, Must roll to confront stimulus), and Severe (You’re useless. +2 to your target numbers even the effect is “resisted”). Certain quirks will provide minor bonuses/penalties to social rolls. “Positive” traits – Chivalry, Heroism, Etc – gets a bonus on “social” target numbers equal to 1/2 the value of the flaw. “Negative” traits – braggart, elf poser, etc – can produce similar penalties (Sp).

Public Identity; This can be helpful at times, but it’s usually a hindrance. People know who you are and where to find you (-3).

Quadriplegic; You’re permanently paralyzed and must be constantly hospitalized (-6).

Rapid Learner; Gain one extra karma point per session. Spirits may take this edge, thus gaining one point per session (5).

Record Keeping; You keep notes on events, NPC’s, and so on, for the GM and the other players. Since this is helpful, it’s worth (-2).

Reduced Target Number; You have an easier time with some rolls. Uncommon/Common/Very Common rolls cost a base of 1/2/3 per -1. If the impact of the roll is usually Minor/Major/ Vital add 0/1/2. If the roll is usually actively opposed by another roll add +1. Half cost (rounded up) for knowledge skills. Limit of -4 (Sp).

Registered Equipment; You’re legal and have all relevant permits. This is rare in the shadows (6).

Reputation; +/-1 on all social target numbers per point gained/spent on this flaw/edge. Maximum of -2 bonus, +4 penalty. Can alsobe used for obnoxious habits, a soothing voice, etc, etc, etc (Sp).

Scorched; You’ve been afflicted with psychotropic IC (-1).

Seeker; Lets a Hermetric mage or similar character follow a “totem” in the form of a “path” or philosophy. Take the totem modifiers and summon the nature spirits it gives an advantage on. If you want to get more complex then this, design something in consultation with your GM (4).

Sense Of Direction; You never get lost (1).

Sensitive System; Double cyberware essence costs (Or body index of bioware). Only -2 for magical characters (-3).

Simsense Vertigo; Simsense bothers you. +1 to target numbers and -1 to initiative when using such a item (including smartlinks). -2 for most characters, -4 for riggers or deckers (Sp).

Slow/Fleet Of Foot; +/- 1/2 to running multiplier for (+/- 2/5).

Spendthrift; You cannot hang onto money (-3).

Spirit Affinity/Bane; One type of nature spirit likes/dislikes (-2) you, and will probably remember you from summoning to summoning (2).

Split Personality; Requires magic 6+. You have (1D6/2) “extra” full personalities. Their skills, mental quirks, spells (If any) and even attributes (2x +1, 2x -1, limits apply) may vary, but must be advanced separately. You can switch back and forth with a Will (6) check – but may not roll more then once an hour, and may not spend karma on it. Your GM is entitled to call for such a roll to resist switching whenever he feels it’s appropriate. 6 points, -2 per NPC – and perhaps even hostile – personality you also host (Sp).

State Of The Art; You have access to advanced equipment. Reduce effective availability ratings by (3*Rating), 2+ permits access to betaware, 4+ permits access to deltaware, 6+ allows cybermancy and experimental gear (Or whatever you can talk the GM into) (Sp).

Status; You have Local/Citywide/National influence. Define the type of influence you have (Public Opinion, Legal, Political, Etc) and buy a skill in it. Common for reporters, rock stars, etc. This has a side benefit; it’s hard to make you quietly vanish; 2/4/6 (Sp).

Summoner; Treat spirits as if their force was (1/2/3) less then it actually is. Covers both summoning and banishing. 2/4/6 points (Sp).

Superior Surgery; Reduce the essence cost of one cybersystem by 20%. This is not cumulative with Cybertolerance (1).

Tactician; You can call for a break (2-5 minutes) to get a more detailed description of the area and to plan group strategy up to three times per session – even in the middle of a firefight. This also adds +2 points to the karma pool of any group the character joins (2).

Talisman; You bring good luck. You, and any friends within 12 meters get a +2 bonus on your karma pools (6).

Unlucky. In ways both small and large, the fates make your life miserable. No specific game effects, expect the GM to pick on you. Don’t complain that it’s unfair; you’re the one who took this (-5).

Unusual Background; You begin with access to exotic skills and/or equipment (4).

Vampire; This, like Berserker, is a composite edge, and is not available during character creation without special permission from the game master. Note that a vampire using its special abilities must expend essence points – albeit often in fractions of a point – to power them. They also have powerful instincts and are socially unacceptable. As usual for a composite flaw, if the character already has some of the flaws involved he or she must take additional flaws to compensate (6).

Vehicle Empathy; Any vehicle you’re directly controlling gets a -1 on it’s effective handling score (2).

Other Edges And Flaws :

   Various sourcebooks list quite a few more Edges and Flaws, but the vast majority fall under Attribute Bonuses/Penalties, Bonus Dice, Dice Penalties, and Increased, or Reduced Target Numbers. They deal with computer use, various types of system operations, resistance or the lack thereof to pathogens, toxins, or damage, educational modifiers to knowledge skill categories, healing injuries, athletics (and it’s minor specialities), resisting psychic attacks, dealing with animals and even simply fitting into new groups and situations. There were a group of specific edges and flaws dealing with waterborne activities, these can be covered by Geneware if anyone wants them.

Leave a comment

This site uses Akismet to reduce spam. Learn how your comment data is processed.