New Edges & Flaws
The Edges & Flaws followed by a * are adapted to Shadowrun, but originally from the BubbleGum Crisis – The Roleplaying Game Sourcebook.
Flaws
Bad tempered*
Cost : -3 to -5
You're just irritable, all the time. When your temper flares, you'll risk embarrassment or financial lost (- 3 flaw) ; risk incarceration or bodily harm or financial/social ruin (- 4 flaw) ; risk life & limb (-5 flaw).
Coward*
Cost : -2 or -6
Close to the combat paralysis flaw, this one offers different degrees of cowardliness : You just lack nerve, and so tremble at anything you imagine as danger (a mostly roleplaying flaw, -2 flaw). Or, when faced with danger, you try to run as far away as possible if you fail a Willpower (6) test (-6 flaw).
Far / Lost Beloved One
Cost : -2
The character has once deeply fallen in love, but the lover is either dead or in a very far away country, which makes the character fall in a catatonic state as soon as (s)he is actively unoccupied. ‘Til the character is acting or doing something, (s)he won’t have any problems. But if (s)he is alone or unoccupied for more than 10 minutes, (s)he will fall in a depression state and become unable of doing anything, unless the situation needs to be reacted actively or quickly, but in a manner which makes the character avoid thinking at something else that the situation (e.g. for his direct survival, attack, aggression, …). If so, the character will react in 3 turns, but can reduce this by a Willpower (4) test from which each success reduce that duration by one turn, with a minimum of one turn, to react. In any other case, for doing anything else that active or reactive action (e.g. if someone tries to discuss with the character, calls him for lunch or the rendezvous with Mr Johnson) the character can escape of his depression state with a Willpower test which TN is (4 + number of × 15 minutes he’s been depressing).
Jealousy*
Cost : -1 to -2
You're jealous, that says it all. Toward the ones you "love", you are : Obsessed and watchful, and confrontative and accusatory if you're in doubt (-1), physically violent (-2).
Masochism*
Cost : - 2 to - 6
The character hates self, and will go out of his way to injure self, seeking verbal abuse (a - 2 flaw), minor to major physical abuse (- 3 and - 5 flaws respectively), even life threatening abuse (a –6 flaw).
Missing Limb*
Cost : -1 to -6
You're missing : 1 or more fingers (-1), a hand (-3, -5 if both), an arm (-4, -6 if both), which cannot be replaced by cyberware, bioware or clonal replacement. The cost can vary if the hand or arm missing is not the off-hand one.
Obsessed*
Cost : -1
The character just can’t get that special (to him/her) person or thing out of his/her mind. (S)he talks about it all the time to anyone, and will do whatever (s)he can to get that person or thing. When (s)he gets it, the character then focuses on another device or person.
One-eyed
Cost : - 2
The character has lost one eye. He has therefore no 3D vision, which implicates a +3 to all TN including 3D vision (Very important in driving and in hand to hand / melee combat). As the damage is done deep in the neural structure, no cyberware or bioware can be used to fix this.
Outsider*
Cost : - 2
You're not a local, and it's visible. First, you may attract attention. Second, you're not familiar with the place, that is, your new habitation town or country. Therefore, you are freely granted the Friends Abroad edge (the friends being necessarily in the country you're coming from), but you cannot start with any Etiquette skill relevant to any field you couldn't have had in the place where you're original or coming from ; you cannot get any additional contact at creation and do not have any. In addition, you do not know the place (yet) and can get lost, and you do not know the habits, customs, meeting places, etc. of the people here.
Personal Habits*
Cost : - 1 to -3
Due to personal habits, such as bad breath, nose picking, unpleasant body odor, emitting (minor) amounts of spittle, unnerving facial tics, etc., the character encounters social complications, which causes the character to have difficulty for negotiations, conversations, legwork, seduction, … Therefore, the character gets a +1 for level of flaw taken to all TN that imply Social skills or situations appropriate for such a factor being an annoyance (that is, not on the phone if it's not a trideo one). People finds it : annoying (a -1 flaw), disgusting (a -2 flaw), horrible (a -3 flaw).
Racism*
Cost : - 2
Apply to the character the racism modifiers in the 2nd ed. Shadowrun sourcebook when he deals with people. If one of the member of the team is of one race the character is racist about, this flaw can be worth - 3. This is especially fun when two characters of a team are racists against the race of the other.
Rare Blood Type
Cost : -1
The character has got a very rare blood type from which no pseudo-blood substitute exists, which means that if the character needs to be transfused, only blood from another people with exactly the same blood type (1 people on 10 000) will be accepted by the character immune system. This also means that this type of blood type is very searched, and some people needing some (e.g. Mafia boss or corporate CEO) won’t hesitate to pay very much money to people able to bring them some back. And this type of people (read : assassin) won’t ask the character if (s)he agrees to give his 5 litres of blood away.
This flaw costs - 1 if there is a magician in the team. If not, it can value - 3, because medikits are unusable on the character.
Shy*
Cost : - 2 to - 4
The character hates dealing with others. If he refuses to speak to new people, the Flaw is worth –2. If (s)he avoid all interactions with new people, the Flaw is worth –3. If (s)he will physically remove self from situations involving new people, the Flaw is worth –4.
Stubborn*
Cost : - 3 to - 5
The character just hates to give in – to anyone. (S)he may admit (s)he’s wrong if (s)he’s proved unconditionally to be wrong, and successes thereafter to a Willpower test. If the test fails or the character is not proved to be wrong, the character will : risk embarrassment or financial lost (- 3 flaw) until admitting (s)he’s wrong ; risk incarceration or bodily harm or financial/social ruin over it (- 4 flaw) until admitting (s)he’s wrong ; risk life & limb over it (-5 flaw). The TN of the Willpower test is 4 is the Flaw is worth – 2. The TN is 6 if the Flaw is worth – 3. The TN is 8 if the Flaw is worth – 4.
Truthfulness
Cost : - 4
The character is unable to lie, unless (s)he successes at a Willpower (5) test, except if it is necessary (in order to directly save lives e.g.) in which case no test is required. The character can’t lie if he fails, but can simply say nothing or refuse to say anything. Even if (s)he succeeds, (s)he will need to tell the truth to the people (s)he had lied to as soon as (s)he can see him (her) back again, except if the people had hurt the character badly (physically or mentally), in which case the character can admit not to tell the truth with a Willpower (4) test.
If, for any case, the character estimates he needs to lie, (s)he can do so without any test, but will then suffer a +1 to all TN requiring to think or concentrate, because the character will not feel good and won’t stop to think about it until he can reveal the truth to the people he had lied to in the precedent circumstance. If revealing the truth is impossible, (e.g. the people (s)he’d lied to is dead, or unable to be found again), the character will regret for 2 weeks within (s)he will be strictly unable to lie regardless of the situation.
This flaw, if taken with a Dark Secret, is worth - 5.
Vocal Impairment*
Cost : -1
The character’s voice is somehow damaged . When (s)he speaks, he can either only whisper, stammer or stutter. This cannot be fixed by cyberware or bioware.
Vow*
Cost : - 2 to - 4
This is a promise you must keep, no matter what. It could be to protect someone, follow an ideal, or just get that stupid Ring into that distant volcano. To fulfill your promise, you'll risk embarrassment or expulsion (- 2 flaw) ; risk bodily harm or financial ruin (- 3 flaw) ; risk life & limb (-4 flaw).
Edges
Acute sense*
Cost : X
One of the four senses of the character (smell, sound, touch, taste, sight excepted) is extremely acute. When using this specified sense, the character has a bonus of X dice to perceptions rolls or any task involving this sense.
Blind Reaction*
Cost : 2
The character can counterattack (in hand to hand only) with no negative modifiers for darkness or being obscured, even if (s)he can’t see or hear his (her) opponent.
Calculator*
Cost : 1
The character can automatically do complex mathematical operations in his (her) head without using any aids.
Favor*
Cost : 2500 nuyens
This is a One-shot contact, which owes one to the character : the character can make use of this contact only once, but the contact must do what the character asks (as long as it is appropriate).
Intuition*
Cost : 4
The character has an uncanny feel for hunches ; the gamemaster should give the character a chance to make a Perception roll whenever (s)he thinks the character might get a hunch, even if there are no perceptible clues present.
Light sleeper*
Cost : 2
The character wakes up instantly from even the lightest touch or smallest sound (No perception test required). The cost can seem low for such an edge to shadowrunners, but it is a flaw too, because the character can get some nights keeping unsleeping because of his (her) partner snoring e.g., or be awaken by the cat of the neighbour, or by the wind or rain or storm. The character will sometimes curse this edge for maintaining him awake while (s)he would need to sleep (shadowrunning with 3 hours of sleep is like exams : you’re sure to make the mistakes you wouldn’t have if you had slept).
Longevity
Cost : 1
The character has a life longevity rather longer than the normal people of his (her) race. (S)he will live for approximately 1,5 × the normal time of his race. This edge cannot be taken by elves.
Membership*
Cost : depends
The character can call upon the resources of an organisation, person, government or group – but also have responsibilities. The level of the edge depends on what the character is a member of.
Tiny gang / local group |
2 pt |
Small corp. / Big gang |
3 pt |
Lone Star or Police Department / Yakuza or Mafia / mid corp. |
4 pt |
Military / Metroplex guard |
5 pt |
Large corp. |
6 pt |
Big Eight |
7 pt |
Government |
8 pt |
Perfect Pitch*
Cost : 1
The character always know if something’s in tune, and generally find any musical related task to be one level easier than others do.
And, the best of the edges I’ve ever created :
4th World Magician
Cost : 30 (yes, thirty)
The character MUST be an elf, and hermetic magician. This is impossible otherwise. The character is born in the 4th world, and is therefore aged of about 7 000 years. His natural language is Sperethiel, and he also knows to speak Throal (dwarf) at a rank equal to his or her intelligence. He does not speaks english unless he buys it like an additional language. The character has also the Dark Secret Flaw (but does not gets the points for it), the Immunity Vs Age, Poisons, Pathogens, Diseases powers, and gets freely the skill Embroidery at a rank of 6. The character can use Life magic or Blood magic as described in the Aztlan sourcebook, but ONLY ON HIMSELF or on WILLINGLY CONSENTING people, like in the Great Ghost Dance. (S)he can NEVER use Death magic (except if killing self, Sacrifice magic). If (s)he does (for whatever reason), (s)he’ll risk to lose magic points almost like in case of a deadly wound : roll 1D6 (yes, only one), and if you do less than the magic attribute of the character, he loses definitively one magic point.
The character can also avoid people being hit by a zone spell he’s cast if they are in the zone, by pronouncing the names of all the people he wants not to be touched. Real names, that really represent the characters, not nicknames, except if the character feels this nickname truly represents his/her character.
The character cannot learn spells created in the 6th world unless he converts them like converting a spell from one tradition to another (shamanic to hermetic e.g.). See the rules in The Grimoire for converting spells. (S)he uses magic in a different way than in the 6th World and therefore will have difficulties to learn or teach magic from and to 6th world magicians, regardless of their traditions. The character knows thread magic and can use spell matrixes (See Earthdawn Rulebook ; matrixes can be used to neglect a background count's impact on your spellcasting, but you suffer 50% more drain ; thread weaving is mostly a background element, because far too powerful if used ; a file will be posted (but probably not before several months) to explain exactly how Earthdawn magic works).
The character can summon both elementals and nature spirits.
The character knows (not considered as contacts though) the 5 princes of Tir Tairngire (Lugh Surehand, Erhan the Scribe, Sean Laverty, Aithne Oakforest, Jenna Ni-Faira), Harlequin, Dunkelzahn, Lofwyr, Lady Brane Deigh’s Court (Tir Na NOg), Alachia, Aina, Umsondo, Jungle Cat, Brightlight, Liam O’Connor, ... and all the other immortal elves.
(S)he also knows about their immortality, and the secrets about the Tir nations.
It is deeply recommended that the gamemaster has an experience of Earthdawn and knows a minimum about horrors, magic in the 4th world and elven traditions in the 4th World to play this edge (Denizens of Earthdawn, The Blood Wood, and Magic : a manual of mystic secrets are useful). Nevertheless, it is VERY FUN.
This edge is very powerful. I think it is not breaking game balance, and the GM can always say that magic hasn’t reached a level high enough yet to enable the character to do things he’d judge too powerful. I think 30 is a good value for this edge, after having tested for long. The character is somehow weak at the beginning, but his potential is largely worth it. At the end of his/her shadowrunner life, (s)he will have become a living legend as powerful as the other 4th World magicians (Princes of the Tir e.g.), where his 6th World companions will have become legend runners, no more.
Kor-Skarn (homepage http://www.oocities.org/TimesSquare/Corridor/5488/). E-mail at Vehuia@yahoo.com. Revised on 13/11/00