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.