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- All contents Copyright November 1992
- Steven D Warble 3519 Sollers Pt Rd Balto, Md 21222 410-288-5941
-
- EDGES IN SHADOWRUN
-
- Edges and flaws are the equivalent of Ars Magica's Virtues and
- Flaws or GURPS Advantages and Disadvantages. The EDGES column
- replaces the race column in character generation, all races being
- equal in a well run campaign. All regular NPCs can have up to 3
- pts of Edges as long as they are balanced by Flaws, PCs and their
- NPC equivalents can have up to 7 points of Edges as long as they
- are balanced by Flaws. The number of points put into the Edge
- attribute equals the number of 'free' edge points that do not need
- to be balanced out by flaws (ie an Edge of 3 would mean that the PC
- can have three points of Edges with no Flaws, and an additional 4
- points of Edges balanced by Flaws).
-
- PHYSICAL EDGES
-
- 1 POINT EDGES
- Versatile Sleeper: You can fall into a deep sleep virtually at
- will, regardless of distraction or discomfort. You will always be
- well rested and do not suffer additional fatigue for long periods
- of activity as you cat-nap whenever possible.
- Keen Vision: You gain a -1 to the target number of any visual
- perception rolls.
- Light Sleeper: You waken immediately, even from the deepest
- sleeps, and have no penalty for the first few rounds of action.
- Even while asleep you can make perception rolls to see if nearby
- noise or movement awakens you.
- Hardy Constitution: You gain a -1 to the target number of any
- healing rolls you make. This does apply to medical treatments and
- magic healings as your body's natural abilities aid in the
- treatments.
- Sharp Ears: You gain a -1 to the target number of any hearing
- perception rolls.
- Immunity: The character has complete immunity to any one type of
- fairly common disease or toxin, due to natural resistence or prior
- exposure. This does NOT cover chemical agents or tailored biowar
- agents unless the GM wishes to be nice. The specific immunity must
- be stated when bought, and this Edge may be purchased multiple
- times for different immunities.
- Alcohol Tolerence: You have a well developed ability to drink
- alcohol. This gives you a -2 bonus to all sobriety rolls and a
- general immunity to hangovers.
-
- 2 POINT EDGES
- Light Touch: You have very good manual dexterity, and gain a -1 to
- the target number of all rolls requiring fine manipulation, such as
- pickpocketing, most B/R skills, etc
- Heat Resistant: You have a high tolerence for heat and humidity.
- You never suffer fatigue penalties for environmental heat below 130
- degrees Farenhait. However, you must still make an effort to
- conform to the environment or suffer normal penalties (ie no
- wearing full body armour in the sahara).
- Cold Resistant: As above except covering environmental cold, down
- to 0 degrees Farenhait. Again, you must attempt to conform (no
- short sleeves in the Artic), but you could wear lighter thermal
- gear than anyone else and even be fully exposed for SHORT periods
- (a few minutes tops) with no ill effects.
- Combat Reflexes: You have extremely fast reactions to danger,
- getting +1d6 reaction on the first round of combat and a +1 on all
- other rounds.
-
- 3 POINT EDGES
- Light Drinker: You require half as much water as a normal person,
- and are twice as resistent to the effects of dehydration.
- Light Eater: You require half as much food as a normal person, and
- are twice as resistent to the effects of hunger.
- Ambidextrous: You are equally dextrous with either hand, and can
- use a weapon in each hand with only a 1 point penalty to each.
- Note that if two firearms are being used, they must both be fired
- at the same or adjacent targets, unless they are being fired wild.
-
- 5 POINT EDGES
- Needs No Sleep: Character exists on about 2 hours of sleep per
- day, with no disadvantages. They therefore have the equivalent of
- almost an extra 6 hours per day to work or study, and make
- excellent night guards.
-
- PHYSICAL FLAWS
-
- 1 POINT FLAWS
- Missing Ear: You have a missing ear and/or nerve damage that
- prevents a cybernetic replacement. You have a +1 penalty to all
- hearing T#s and cannot tell what direction a sound came from.
- Missing Eye: You have a missing eye and/or nerve damage that
- prevents a replacement. You have very bad distance sense, a +2
- penalty on T#s in ranged combat, and a +1 penalty on T#s in melee
- combat. You also have a blind side where you can be approached
- without being seen.
- Obese: You are immensely fat. You gain 1 extra body die to roll
- to initially resist damage, but suffer a +3 penalty to resist or
- recover from fatigue.
- Fragile Consttution: You are sickly, and have a +2 penalty to
- resist fatigue, poisons and diseases, and a +1 point penalty on all
- healing rolls, including medical and magical treatments.
- Deep Sleeper: You sleep deeply, not being disturbed by loud noises
- or movement around you. You mus generally be shaken or wounded to
- awaken before you are ready. You gain a +3 penalty for a full
- minute when awoken, and always have a +1 penalty for the first half
- hour you are awake each day.
- Corrected Vision: You must wear glasses or contacts to correct
- visual problems. While wearing them your vision is normal, but if
- they get lost or broken you are treated as having Poor Eyesight (2
- point Flaw) until replaced.
- Legal Addict: You are addicted to a legal substance such as
- alcohol, tobacco, sugar or caffeine. Your addiction causes minor
- health problems in the short run and may be eventually fatal.
- Without your chosen substence, you may be irritable, nervous, or
- lethargic. You will attempt to consume your substance whenever
- possible.
- Alcohol Weakness: You get drunk fast and easily. You suffer a +4
- penalty on all sobriety rolls.
-
- 2 POINT FLAWS
- Poor Eyesight: You have bad eyes that are uncorrectable with
- modern medecine. You gain a +3 penalty to all rolls that require
- vision for over a foot or so if near sighted, or anything within 15
- feet of you if far sighted. Note that Poor Eyesight does NOT
- influence visual sensations through direct hook ups such as data
- jacks or rigger sensors.
- Poor Hearing: You have bad hearing that cannot be corrected with
- modern medecine. You have a +3 penalty on all hearing rolls, and
- generally cannot understand speech if it is mumbled or there is
- background noise. This does not affect audio sensations through
- direct link ups.
- Mute: You cannot speak, due to injury, defect or trauma. You must
- use sign language and rudimentary grunts to communicate.
- Illegal Addict: You are addicted to an illegal but relatively safe
- substance such as marijuana or perscription pain killers. This
- will cause minor short term health problems, financial
- difficulties, and fines or short incarcerations if you are caught.
- This can also represent addiction to an illegal activity such as
- gambling or visiting prostitutes.
-
- 3 POINT FLAWS
- Arthritis: Your joints are stiff and painful, and sometimes lock
- up on you completely. You have a +1 penalty to all rolls that
- require physical movement and a -2 penalty to reaction rolls. On
- any botched rolls, your joints lock up and require rest or medical
- or magical healing as a light wound to recover.
- Junkie: You are addicyed to an illegal and possibly deadly drug
- such as heroin or cocaine. This will cause severe health and
- financial problems, as well as a certainty of arrest if caught.
-
- 5 POINT FLAWS
- Blind: You are completely blind and your vision cannot be restored
- through any known medical or magical treatment known. This does
- not prevent visual sensing through direct hook ups such as data
- jacks or rigger sensors. Some mystical physical adept groups may
- have blind fighting skills that help offset this liability to some
- degree.
-
- 7 POINT FLAWS
- Diseased: The character suffers from some form of incurable
- disease, whether a variant of leprosy or AIDS or whatever. While
- the disease is not easily contagious most people will still react
- as if it is and shun the character or drive him away. The disease
- does interfere with healing, giving the character a +3 penalty on
- all healing rolls, even medical and magical. In addition, the
- character suffers from a variety of minor symptoms, ailments and
- disfigurements as assessed by the GM and player.
-
- MENTAL EDGES
-
- 1 POINT EDGES
- Carefree: You are unshakably happy and optimistic. This gives a
- -
- 2 bonus to save on all effects that cause fear, dispair, or loss of
- morale. You also gain a -2 bonus on all social skills except with
- people of angry or straight-laced disposition.
- Strong Willed: You gain a -2 bonus to save on all attempts at
- coercion and intimidation, including those caused by magic.
- Common Sense: You are sensible and rational. Once per game the GM
- is allowed to alert you when you are about to do a foolish or
- dangerous thing.
- Free Expression: You have the ability to express yourself
- artistically, whether through painting, poetry or some other art.
- Combined with a good skill level, this character could be a great
- artist.
- Perfect Pitch: You can sing perfectly in pitch and tune even
- elaborate musical instruments by ear.
-
- 2 POINT EDGES
- Absolute Direction: You have an unfailing ability to determine
- true north, and with alittle concentration, you can exactly retrace
- your movements even several days in the past.
- Absolute Timing: You have a perfect sense of time, and always know
- how long it has been since any given thing happened, down to the
- second. In addition, your sense can act like an alarm clock,
- awakening you or alerting you at a certain time.
-
- 3 POINT EDGES
- Fast Learner: You pick up skills and knowledges fast and easily.
- When buying skills, you traet them as one level lower for cost.
- You begin the game with an extra 5 points of skills.
- Jack of All Trades: You can generalize easily from one skill to
- another, attempting things others would find impossible. On the
- skill web, you gain half the normal penalty for utilizing similar
- skills.
- Visual Memory: You have a near perfect memory for places and
- events. When trying to remember something, an INT roll vs T# 5
- allows basic visualization, while a success vs T# 8 allows perfect
- recall of even minute details. This ability does not extend to
- photographic recall of everything you have ever read.
- Night Reader: You tend to stay up late reading and studying odd
- interests, with no detriment to your day job. Each run you gain an
- extra experience point to put into a skill of your choice which was
- NOT used in the adventure.
-
- 4 POINT EDGE
- Mastered Knowledge: You are an expert at a certain field of
- knowledge, specified when this Edge is chosen. When rolling for
- anything in that field, you have a -3 bonus. This does cover
- Magical Theory, but does not cover any other magical skills.
-
- 1 POINT FLAW
- Obsessed: You have an obsession with a certain behavior or object,
- and will become upset if this is threatened. Examples are keeping
- yourself clean and germ-free, always sitting with your back to the
- wall, having your lucky belt buckle on, etc
- Personal Goal: You have a personal goal, public or secret, which
- you consider more important than the parties goal and will pursue
- whenever possible. This could be pursuit of wealth, knowledge,
- vengence, etc
- Honourbound: You have a minor code of ethics which are
- occasionally restrictive to your actions, but which you try never
- to break. Examples are never killing a woman, never lying to a
- priest, etc. You will generally have several smaller prohibitions
- or a single large one, like never lying, period.
- Poor Memory: You have a poor memory for a single type of thing,
- such as names, faces, etc. You must make a INT roll vs a T# of 8
- to be able to dredge up any details on your problem area, and have
- a general +1 penalty to all knowledge skill rolls due to mental
- fog.
- Finicky: You are very particular about certain things, like
- quality of food, piety or personal manners, and object when your
- version of what is right is violated. If you are the violent type,
- you might even start fights.
- Short Attention Span: You cannot concentrate for long, and boredom
- is your worst enemy. You must treat all knowledge skills as 1
- level higher when trying to improve them, and must make a Will roll
- to pay attention to anything for more than a couple of minutes.
- Uncommon Phobia: You have a fear of an uncommon thing or event,
- and tend to avoid or run away from the object of your fear. If
- unable to escape, you might even attack or suffer a breakdown.
- Examples are fears of graveyards, the open sea, high places, etc
- Compulsion: You suffer from some form of compulsive behavior which
- is bizarre but non-life threatening. This could be hand washing,
- coupon clipping, lieing, or any other ordinary action taken to
- extremes.
- Superstitious: You are very superstitious, always on the look out
- for black cats and four leaf clovers. If you feel you have done
- something unlucky, you will have a +1 penalty to all rolls for the
- rest of the day or until you regain your luck.
-
- 2 POINT FLAWS
- Common Phobia: You have a fear of some common every day event,
- such as nighttime, firearms, women, etc
- Over-Confident: You constantly over estimate your own abilities
- and under estimate those of others. The GM will constantly feed
- you distorted information to support your views.
- Bloodlust: Once you attack someone, you won't stop until they are
- down. In lethal combat, you will always make sure your targets are
- dead before moving on. "The only good enemy is a dead enemy" is
- your motto.
-
- 3 POINT FLAWS
- Terror: Some common object or event causes you to run in terror.
- If unable to escape you will suffer a breakdown until either you or
- the object is removed.
- Fury: Some specific action or insult causes you to go berserk.
- When confronted with this action, make a Will roll vs a T# of 9 or
- attack the person who offended you. This can be as simple as a
- punch or as deadly as a full auto attack, but if the offender
- resists you are more than willing to escalate the conflict.
- Noncombatant: You are incapable of attacking another being. You
- cannot learn any combat skills, and must make a Will roll vs a T#
- of 9 to do anything which would hurt someone.
- Combat Paralysis: You freeze during dangerous situations. You
- cannot react during the first round of combat and must make a Will
- roll vs a T# of 5 in each subsequent round. Once you make the
- roll, you are free to react normally thereafter.
-
- SUPERNATUARL EDGES AND FLAWS
-
- 1 POINT EDGE
- Animal Empathy: Animals love you, and you treat them well in
- return. Wild animals will let you approach them, and trained guard
- dogs will let you by on a successful Charisma roll vs a T# of 5.
- Even attack animals will not attack you on a successful roll,
- unless their master is nearby commanding them. Even then, they
- will hesitate for a number of rounds equal to your successes. Note
- that if you attack an animal or its packmates, your empathy is
- blown.
-
- 2 POINT EDGES
- Latent Magical Ability: You have the ability to become a full mage
- or shaman if circumstances conspire to bring out this ability.
- Though this power is well hidden, a particularly sensitive mage or
- shaman might be able to detect it.
- Magic Resistent: You are innately magically resistent, gaining a
- -
- 3 bonus on all magic saves. However, even benefical magic must
- overcome this resistence, so don't count on magic healing.
- Lucky: You are uncommonly lucky, random chance just happening to
- favor you. The exact details are up to the GM, but you should have
- at least one lucky break per adventure.
-
- 4 POINT EDGE
- Spirit Warder: You have a free willed spirit of some type attached
- to you. It has your best interests at heart, but probably
- disagrees as to what they should be. The more powerful the spirit,
- the more contrary it is.
- Magic Immune: You have a phenomenal resistence to magic, gaining
- a -6 bonus to all saving throws. Again, this makes benefical magic
- less helpful. This ability is always accompanied by some physical
- trait such as a birthmark or two different coloured eyes.
-
- 1 POINT FLAW
- Magical Air: Something about you is inherently odd and magical.
- Even normal people can tell you are unusual, and will suspect you
- of being a mage even if you are not.
- Magic Susceptability: You have a +3 penalty to all magic saving
- throws. Note that this actually helps benefical magic aid you.
- Offensive to Animals: Something about you causes animals to react
- badly to you. Dogs growl and slink, cats run, and other animals
- flee or attack you. Normal people will detect something odd about
- you.
-
- 2 POINT FLAWS
- Haunted: You have attracted the wrath of a minor free willed
- spirit, which will accompany you and cause you discomfort and
- distraction. Astral combat will drive this spirit away, but cannot
- kill or bind it, and it will always return.
-
- 3 POINT FLAW
- Unlucky: You are just plain unlucky. Exact effects are up to the
- GM, but you should have at least one disaster befall you per
- adventure.
-
- SOCIAL EDGES AND FLAWS
-
- 1 POINT EDGES
- Social Contacts: You know a great many people in a certain field
- of activity (mercenaries, mages, jewellers, etc) and can always
- find a friendly contact. This only works for a given nation or
- ethnic area, but can be picked multiple times.
- Reputation: You have a generally positive and well known
- reputation in the nation or ethnic area of your choice. The
- details of the reputation are up to the player and GM.
-
- 2 POINT EDGE
- Authority: You have a position of minor authority, such as a
- policeman, minor beaureaucrat, or leiutenent of a gang.
- Gossip: You have a network of gossips that report to you all the
- juicy goings ons. You must pick one field of activity and one
- national or ethnic area. Information from this gossip is not
- always correct, but is constant and free.
-
- 3 POINT EDGE
- Leadership: You have a position of authority and power, such as
- gang leader, police leiutenent, or corporate executive. Your
- actions are monitored, but you do have access to a certain level of
- resources and money.
-
- 1 POINT FLAW
- Bad Reputation: You have a bad reputation in a certain national or
- ethnic area. You may be known as a coward, a cheat or a cold-
- blooded killer. This reputation may or may not be true, either way
- it is hard to shake.
- Expenses: You pay a sizable amount of your income on items that do
- not give you any physical gain. This can be frivolous spending,
- religious tithes, outstanding debts, or protection money. Either
- way, between 25% and 50% of your money is gone.
- Duty: You owe loyalty to someone or thing, whether a religious
- leader, a corporation, or a yakuza boss. This duty is sometimes
- inconvinient and sometimes unpleasent, but cannot be easily
- avoided.
- Semi-illiterate: You can read and write, but just barely. It
- takes you a good minute to work through even simple sentnces, and
- things such as books are impossible for you.
-
- 2 POINT FLAW
- Infamous: You are cursed and hated, or jeered and mocked, by your
- peers. What you did to deserve this is up to you and the GM to
- decide.
-
- 3 POINT FLAW
- Illiterate: You are completely illiterate, and cannot read or
- write even a simple sentence, though you may know how to block
- letter your name. Macic and decking are pretty much out.
-
- BACKGROUND EDGES AND FLAWS
-
- 1 POINT EDGES
- Well Traveled: You spent much of your life on the road, and
- learned how to pick up on local custom and dialect easily. You
- know how to appear non-threatening to the local populace and how to
- spot rip-offs easily.
- Close Family Ties: You have several relatives with whom you are
- very close. They will not hesistate to do you favors when called
- upon, but will also occasionally call upon you.
- Family Influence: For better or worse, your family is well known
- and respected, or feared. While you can expect little material aid
- from your family, the family name will often get you credit and a
- bit of extra influence.
-
- 2 POINT EDGES
- Blackmail: You have access to damaging evidence of the wrong
- doings of a person or organization, and are using it for material
- or monetary gain. The people involved would love to see you dead,
- but must be careful about their attempts to retreive the evidence.
- The more powerful the blackmail victum, the harder and sneaker
- their attempts to do you in.
- Mentor: An older and more experienced person has taken an interest
- in you. They are probably in a similar field of endevor as you,
- and can often offer advice, training, and additional contacts.
- Sometimes they may need a favor from you.
-
- 3 POINT EDGE
- Protection: You are under the personal protection of someone
- powerful and influential, such as a yakuza boss, powerful mage, or
- street gang. This makes most people careful of how they treat you,
- but might make you a target for your protectors enemies.
-
- 1 POINT FLAWS
- Enemies: You have an enemy who wants to cause you trouble or kill
- you. While not a constant threat, this enemy will appear regularly
- to do you harm.
- Dark Secret: You have a past history which would ruin you if
- discovered. Examples are a crime you committed, an accident you
- caused, or a former criminal record.
- Infamous Family: Like influential family in Edges, but more likely
- to cause hatred and distrust than anything else. While your family
- may still be powerful, its influence willalways have a negative
- effect on you.
-
- 3 POINT FLAW
- Outlaw: You are a notorious wanted criminal. Your face is
- frequently shown on TV, your retina patterns are in the govt
- computers, and a large enough reward is offered to make even your
- family think about turning you in. Though no one is currently
- hunting you, as soon as you show your face hunters will come out of
- the wood work. You could also be an outlaw from a relatively large
- and powerful criminal group like the mafia or yakuza.
-
- MAGICAL EDGES AND FLAWS
-
- 1 POINT EDGES
- Adept Student: You gain a -2 bonus when learning spells from a
- teacher.
- Book learner: You gain a -2 bonus when learning spells from books.
- Inventive Genius: You gain a -2 bonus when inventing new spells.
- Special Circumstances: You have a natural affinity for certain
- circumstances and gain a -1 bonus when casting spells in them.
- Examples include during storms, when touching the target, when
- casting vs elves, etc
- Deft Art: You are extremely adept at one type of spell casting
- (combat spells, health spells, etc) and when casting such spells
- you get only half the penalties for any environmental or
- situational difficulties.
- Focus: You start the game with a 1 point power focus, the details
- of which must be worked out with the GM.
-
- 2 POINT EDGES
- Quiet Magic: Your magic requires only soft whispering or other
- noises to perform instead of a normal speaking voice.
- Side Effect: Your magic produces a minor, but pleasant or useful
- side effect whenever spells are cast. Examples are a pleasent
- scent, interesting light effect, or a feeling of light heartedness.
-
- Under some circumstances, this effect may be detrimental.
- Subtle Magic: Your spells require no overt gestures to cast, and
- can therefore be cast very stealthily.
- Fast Caster: You are extremely fast with your spells. If your
- first action in a round is spellcasting, you may roll an additional
- +1d6 Reaction.
-
- 3 POINT EDGES
- Enduring Magic: Your spells tend to last longer than anyone elses.
-
- When counting successes to increase duration, increase your number
- of successes by 50%, rounding up.
-
- 4 POINT EDGES
- Elemental Aptitude: You have a knack for summoning elementals of
- a certain type, and for casting spells related to that type. Pick
- one type of elemental to be attuned to.
- Living Magic: You have the rare ability to drain fatigue from
- others to power your spells. The donors must be willing, and you
- still make all drain rolls, just they can take any fatigue results.
-
- Multiple donors may be used simultaneously, but all must be within
- your magic rating in meters.
- Silent Magic: You can cast spells without any spoken words or
- noises.
-
-
- 1 POINT FLAW
- Deleterious Circumstances: You have a +2 penalty on all spell
- casting in certain unusual circumstances, such as when near a
- dragon, fling, or targeting a virgin.
- Minor Magic Deficiency: You have problems with one form of magic
- (combat spells, manipulation spells, etc), and suffer a +2 penalty
- with those spells. In addition, those spells are treated as if
- they were one level higher when attempting to learn or advance
- them.
- Necessary Condition: For you magic to work at all, you must
- perform an easy but unusual activity, such as hop on one foot,
- spit, spin around, etc
- Warped Magic: Your magic is always accompanied by a minor,
- annoying, unpleasent side effect, such as harsh noises, foul odors,
- smelly slime, or a tendency to become edgy after casting magic.
- This side effect gets worse as the power of the spell increases.
- Fetish Magic: You must use a fetish of some sort to cast all of
- your spells.
-
- 2 POINT FLAWS
- Deleterious Circumstances: You have a +2 penalty on all spells in
- common circumstances, such as at night or when inside a building,
- or you have a +5 penalty in uncommon circumstances, such as when in
- a graveyard or casting at wild animals.
- Lack of Control: You must spend one action gathering your thoughts
- after casting a spell, or suffer a +2 penalty on your next spell.
- This penalty is cumulative for each action of recovery missed.
- Magic Restriction: Your magic does not work at all in certain rare
- situations, such as when touching an animal, when used against
- children, etc
- Short Lived Magic: When calculating successes to increase spell
- duration, your successes are divided in half.
-
- 3 POINT FLAW
- Magic Addiction: You are addicted to the rush magic use gives you.
-
- After casting a spell, you must make a Will roll vs the level of
- the spell. If you fail, you must immediately cast another spell
- of equal or higher level. You will continue to cast spells until
- you make your Will roll or until you are drained into a coma.
- Weak Aura: Your ability to resist magic can never be used to aid
- another, only yourself, due to an inability to project it.
- Painful Magic: Your spells cause you much pain. Whenever you fail
- a Drain resistence roll, make a Body roll vs the level of the spell
- or suffer a light wound.
- Poor Reader: You do not read very well, and suffer a +3 penalty to
- any attempts to learn spells from written formulae.
- Slow Caster: Your spells take longer to cast then normal. Each
- spell takes 2 actions to cast instead of one.
-
- 4 POINT FLAW
- Material Components: You require expendable fetishes to cast any
- spells. These fetishes are not terribly expensive or rare, but
- only a limited number may be carried with you.
-
- 5 POINT FLAW
- Magic Restriction: Your magic does not work at all in certain
- common situations, such as when inside a building or at night.
- Major Magic Deficiency: You are completely unable to cast a
- certain type of spell, such as health or illusion spells.
-
- 6 POINT FLAW
- Personal Magic: Your magic abilities are so tied to you that you
- suffer a +2 penalty to affect anyone besides yourself with magic.
- Also, you cannot Astrally project, but you can still assence. This
- does not prohibit Astral Quests, however.