Shadowrun Edges

Edges


Animal Friendship (+2 points)
When interacting with any kind of normal (and some paranormal) animal, there is the possibility that the animal will react with increased favor. When normal animals are involved, a resisted willpower test is made against between the animal and the character. The target number depends on the type of animal and training it has recieved with a base target number of four.
+1         Animal has no reason to like character
+2         Animal has been trained as an attack animal
-1         Animal has been house trained
+4         Animal is paranormal
-1         Bribery by character
+6         Cyberware implants in animal

For every success the character obtains as the successor the animal will change its demeanor one level:
(attacking=>hostile=>suspicious=>neutral=>neutral=>friendly).
If the animal wins the test, it does not change its demeanor, unless provoked.

Dual Identity (+4 points)
The character has a full set of papers and another SIN to establish a completely valid seperate identity. This identitiy must be maintained with at least a low lifestyle, but switching between the two identities should be very easy. The second set of papers are completely valid, and reveal no special information about the character if examined.

Good Balance (+2 points)
It is rare for such a character to fall. Athletics tests performed with the specific purpose of maintaing balance are performed at a -2 Target Number.

Light Sleeper (+2 points)
Even the slightest disturbance can awaken a light sleeper. Although this can be disadvantagous under certain circumstances, the character will suffer no adverse effects of waking up, including the initial disorientation.

Obscure Knowledge(+4 points)
This edge gives the character an extra skill only obtained through this advantage. The skill starts out at the character's intellegence-2, but can be improved with Karma (treat as a general skill). Players with the obscure knowledge skill can roll it to improve their memory when remembering any peice of information that they have come into contact with. Unlike photographic memory, this allows the character only to remember facts, not situations or how to do something. The target number for these tests are at the GM's discression.

Peripheral Vision (+2 points)
With peripheral vision the character becomes more able to anticipate surprise attacks from behind or the sides. When rolling surprise checks for such situations, the character is able to roll two more dice than usual.

Sensuality (+3 points)
It is very easy for the character to seduce members of one sex of their choice. When dealing with seducing people, the charasima of the character is treated as two higher than normal.

Trilingual Background (+2 points)
The character has an extra intellegence in skill dice to add to other languages.

Wealth (+4, +5, or +6 points)
The character is one of the few in the world that actually have a bacground that involves money. The character may have disadvantages that fit within this advantage, such as extra enemies, and generally dress and act as part of the upper class than her/his peers. The base lifestyle as indicated for the level of advantage is given to the character with no out of pocket expenses to obtain the lifestyle. It is assumed that this lifestyle is kept up though the investments of the character. The pre-shadowrunning allowance is obtained by multiplying the annual allowance by the character's age, and then dividing the age by five. The older the character is, the more likely strong enemies have developed. From that point on, the character gains the full year's allowance at the first January of every year.

4 points - Well to do - House - Middle Lifestyle - 5,000/yr
5 points - Millionaire - Houses/Businesses - High Lifestyle - 20,000/yr
6 points - Dynasty - Estates/Yacht/Airplane/Businesses - Luxury Lifestyle - 40,000/yr

 

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