Edges and Flaws
for Shadowrun characters

 

    The Shadowrun Companion introduced the idea of edges and flaws into Shadowrun. Some folks hate them- I like them, but agree that they need GM consideration and no character should have very many. The ones below are intentended to be hard to abuse- the flaws are not worth as much as the edges, in most cases.
       If used with Shadowrun's normal character creation system, they can only be chosen at character creation and flaw points must at least balance edge points. Some interesting house rules can be made by associating flaws and edges with things OTHER than character creation (mental flaws of increasing severity make a good way to handle insanity, for example). Notice that, unless written to allow it, you cannot take "multiple levels" of an edge or flaw. You can take an edge or flaw multiple times only if it is affecting different areas. See the FASA's Shadowrun Companion: Beyond the Shadows for more information.

Physical edges and flaws:

 
Long Legged: 1 point edge:
Add 1 to the character's quickness, for determining movement only.
 
Husky: 1 point edge:
Add 1 to the character's strength, for determining lifting and encumbrance only.
 
Short Legged: 1 point flaw:
Subtract 1 from quickness for movement purposes only.
 
Wasting (Kamikaze Abuse): 1 point flaw, +1 per level:
The character has, in the past, used the combat drug Kamikaze at least 4 times. S/he is not an addict (thank god), and is assumed to have gone through the "clean period", so can use kamikaze with no more risk than normal. For every flaw level, s/he has taken 4 doses, which removes the last box from both the characters physical and mental damage tracks due to "wasting". Any cyber or bioware the character has is assumed to have been installed AFTER kamikaze use, and is thus will function normally, unless of course the character abuses Kamikaze again. The maximum flaw level is, obviously, 9.

 

Skill edges and flaws:
These edges and flaws are partly intended to provide more balanced alternatives to the "competency" edge and "incompetence" flaw presented in the Shadowrun Companion.

Extraordinary Skill: 3 point edge:
The character is very skilled, and may spend 7 skill points on one skill.
 
Special Training: 1 or 2 point edge:
The character may add 1 to any skill specialization, although he need not have a "specialized" skill. This is a 2 point edge if the specialized skill is then over 8 at character creation.
 
Concentrated Training: 2 or 3 point edge:
the character may add 1 to any skill concentration. This is a 3 point edge if the skill concentration is then over 7 at character creation. This does not raise higher specializations of that concentration, however. Not available in Sr3.
 
Incomplete Training: 1 point flaw:
Reduce a characters skill by 2 when using a chosen concentration of that skill. The general skill may be one that character has a specialization or concentration in, but the character must have the general skill at least rating 3 to take this flaw. Can only be taken once for a given skill.
 

       NOTE: Conceivably, a decker could buy computer/ software at 6/8 for with the "extraordinary skill" edge and 7 skill points, then get Concentrated training in software for 3 and specialized training in decking for 2, giving him computer/ software/ decking 6/9/10. He could then take "incomplete training" in non-matrix programming, picking up a flaw point and dropping his non-matrix computer skill to 4.
    Then again, this would cost a net 7 edge points and 7 skill points....
    If the GM wishes to limit these edges, I recommend a character be allowed only 1 skill edge / flaw to apply to any single skill, and only one use of any single skill edge or flaw.

 

Magic edges and flaws:
   any character can have these, unless they specifically affect magic use. I've noted those as "Mage flaws."

 

Extra Karma: 2 point edge:
The character starts with an extra die in his or her karma pool.
 
 
Karma Drain: variable point flaw, 1 per level:
This flaw slows your karma pool growth. Add twice the flaws level to the amount of karma that you must earn before you add a point to your karma pool. (bad karma is the 5 point version of this)
 
Bad Luck: variable point flaw, 1 per level:
Another form of haunting, you more often have disastrously "bad luck". Each flaw level turns a single normal failure dice rolled in any test made by the character into a 1, making the "rule of one" come into play more often (but still only ever on failed rolls).
 
God Hates You: variable point flaw, 1 per level:
Once per game session, the GM may add levels of this flaw to opponents threat / pool for one direct use against you. This amount may not exceed the opponent's profesional rating (1-4), but may can be split between various opponents during the session.
 
Uphill Battle: variable point flaw,1 per level:
Due to a magical curse, life is an uphill battle for you. Each gaming session, the GM may increase TN's for success (not resistance) tests you make by a total amount equal to the flaws value. For example, a 6 point flaw would let theGM add 1 to the Tn of one test, 2 to another, and 3 to a third, once each game. Or the GM could add 1 to 6 tests, or 3 to two tests....
 
Creepy: variable point flaw, 1 per level:
When you engage in any social interaction, roll dice equal to the flaws level with a TN equal to your Charisma. Each success adds one to any social test TN's, for you or anybody with you- the person being dealt with "gets the creeps" or otherwise dismisses you and others with you.
 
Shut Out:1 point flaw:
you can never join a team karma pool. Not availble in Sr3.
 
Lost Magic Points: 1 point Mage flaw, +2 per level:
The character has lost magic points to some "natural" cause, either to drug use, wounds, or age. This does not affect the characters essence, and magic lost to other sources is cumulative with this loss. 1 magic point per level is lost. The character may take geas as normal.
This flaw is worth an extra 2 points for physical adepts. Can only be taken by characters who are magically active, and they must have at least 1 magic point left as starting characters.
 
Learned Geas: variable point Mage flaw, 1-4 points (grimoire 2 geas only):
The magician learned magic with a limitation, and must take a geas. Physical adepts cannot take this flaw (they use geas diferently), and physical mages must apply it to "active" magic. The flaw is worth 1 point, plus another point if the character is a "full mage", plus another point if the geas can not be shed with initiation. Particular geas may be worth an extra point, if they affect the magic (or mage) often in game play, at GM discretion. Examples of this include:
  • Using a particular active foci, or not ever using any foci at all
  • Not allocating any spell defense or sheilding dice
  • Very loud incantations or other actions that must always attract attention
  • Very heavy or fragile talismans costing more than 10,000 nuyen
  • Pacifism (cannot take points for pacifism flaw)
  • Metahuman sacrifice, for NPC's only- the sacrifice "remains" would have the character's astral "signature", and be ritual links and links for astral tracking.
  •  
Magical Loner: 1 point Mage flaw:
The character can not participate in ritual sorcery with other mages of any type. He never violates "exclusive ritual" strictures, though! Those magical characters not capable of ritual sorcery can not takethis flaw.
 
Strange Path: 2 point Mage flaw:
For some Psycho-mystical reason, the character can not form an "astral contact", and therefore can not join any magical group, even one S/he attempts to form. S/he can still initiate alone at the normal cost for doing so, and associate with intiatory groups socially or professionally. ]
 
Fragile Magic: variable point Mage flaw, 1 per level:
The character has a weak connection to magic, and could even burnout from natural causes. S/he adds the flaws level to the 2 dice rolled when checking for magic loss, making such loss more likely.
 
Robust Magic: variable point Mage merit, 2 per level:
The characters connection to magic is strong, and s/he will not loose it easily to damage, drugs, or other natural causes. S/he subtracts the edges level from the 2 dice rolled when checking for magic loss, making such loss less likely.

Written by Sebastian Weirs, aka "Mongoose". Send your comments and questions!


Shadowrun is a registered trademark of FASA Corporation. Original Shadowrun material copyright 1994 by FASA Corporation. All Rights Reserved. Used without permission. Any use of FASA Corporation's copyrighted material or trademarks in this file should not be viewed as a challenge to those copyrights or trademarks.

last updated...January 26, 1999