New Edges & Flaws
Attribute Specializations
Attribute Specializations are a special kind of Edge/Flaw. As opposed to skills,
attribute specializations are inseperable from their respective attributes.
Whereas skills replace rolling attribute dice altogether and can actually qualify
as a whole conglomeration of elements of attributes, attribute specializations
are singular and very specific. Each attribute may only have one specialization.
Points and dice of attribute specialization may only be used for their specific
respective tests. The number of points spent on each Attribute Specialization
is equal to the number of dice which may be added or subtracted from those specific
tests, unless their mechanics are otherwise indicated. (Read
more...)
Physical
Distinctive Accent
Value: -1
There is something about the character's voice
that makes them stick out whenever they speak. Though the accent might
not necessarily be distinguishable in a loud, crowded room, one-on-one
they'll definitely give themself away.
Mental
Paranoid
Value: -2
Pretty self-explanatory. Though they say "paranoia
is a way of life" for shadowrunners, this is serious. This Flaw causes
you to sometimes make bad judgement calls due to your perception that everyone
is out to get you, that everything is a trap, and that nothing can be trusted.
+2 to any Social situation requiring trust of an individual, +4 to trust
strangers.
Perfectionist
Value: -1
You can be anal retentive at times. Everything must go according to plan...your
plan...or else. You are often obsessive about everything you come into contact
with. You systemize things (no matter how chaotic they are to everyone else)
and when something breaks with your system, there is trouble. This Flaw goes
well with the Control Freak. +1 to all TN's when something significant is out
of place in your "plan."
[Options: 1) This modifier can be on a sliding scale, with the modifier being higher when more major things are out of place. 2) Take a -1 when everything is going as planned.]
Control Freak
Value: -1
You must have control at all times. Though this
often drives you into the position of a leader, people often get annoyed
with you because you demand on maintaining this control. You are the one
that likes to drive, lead the group into combat, make decisions, etc. +1
to all TN's when you aren't in some semblance of control.
Self-Control
Value: 2
You have learned over the years to control yourself.
If you are easily riled, you've learned not to release your anger...if
you desire something, you've learned not to be distracted by it until you
have the free time to deal with it. -2 to any appropriate Willpower test.
Suicidal
Value: -3
For whatever reason, your character has a Death Wish. He'll take unnecessary
risks because he doesn't care about his own life, he can't spend very long on
down time because is favorite game is Russian roulette, and he's exactly the
kind of guy to run across the street without looking both ways. Any dangerous
action requires a Willpower (6) Test, requiring at least two successes for "common
sense" to kick in. At least once per session roll a Willpower (4) Test. No successes
means that the character kills herself. However, even one success averts her
death at least until the next session.
Social
Irresistible
Value: 2
You are helplessly attractive. You have classic good-looks and you know it.
People can't help but fawn over you most of the time. -2 to any target number
when dealing with people that could be attracted to you. (Yes, anyone. Homophobes
be gone!)
Favors
Value: -1
Someone did something major for you in the past and you owe them, big time.
That person may call on you for favors at any time regardless of the risk factor.
Well Connected
Value: Variable
Requiring a qualifier, the Well Connected Edge is a version of Friends Abroad
and ...In High Places. The character has extensive contacts in a particular
area or field. For example a Well Connected/Puyallup Edge may be worth 1, while
Well Connected/Seattle would be worth 3, and a Well Connected/UCAS (though extremely
broad and unlikely) would be worth 6. However, it is not dependent upon geographic
boundaries; for example a character might have a Well Connected/Music Industry
Edge, having contacts at several record labels and in several big name bands,
etc.
Magical
Guardian Spirit
Value: 6
Someone, or something out there has selected the character as their ward. Anytime
she is in extreme danger, this mysterious protector appears (though invisibly),
tossing up the equivalent of a Barrier (6) spell in order to protect her from
harm.
For more Edges and Flaws, try here...