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...