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> Share your personally made Edge/Flaw
Wit
post Apr 1 2005, 01:34 AM
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I love the Edge and Flaw part of character design, you can add some really wild (for good or ill) aspects to your character that make game play much more interesting. But sometimes there isn't an Edge or Flaw for what you want to do, and then you get thrown onto your own imagination.

So, share some of your favorite (or most difficult/interesting to use) Edges and Flaws that you've saddled your character with.

Edge: Family Network
Cost: 3
Description: Character comes from an extensive family with members affiliated with all manner of business, both legal and shadow based. Character gets two additional level 1 contacts, and one level 2 contact. However, to protect family members, these level 1 contacts may not used during a Dangerous Situation (GM's decision). The level 2 may be used on a dice roll (1D6) of 4,5, or 6 during a Dangerous Situation. The level 1 contacts will still rat the character out, but on a (1D6) roll of 6, will warn the character about having done so.

Flaw: Quadriamputee
Cost: -8
Description: Character was involved in an accident that all 4 limbs have been amputated. In addition, damage to the character's nervous network was so severe that cyberlimbs cannot be attachted without extensive bio and genetic reconstruction.
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Shockwave_IIc
post Apr 1 2005, 02:08 AM
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~ Crippled: Flaw 1 Point
Due to a birth defect or an improperly treated accident when younger the characters Running Multiplier is reduced by 1

Might be worth more if parapegic wasn't worth 3 points

~ Natural Runner: Edge 4 Points
Due to naturally longer legs or just a natural ability the Running multiplier of these character is increased by 1. Not compatable with the increase from being a Ghoul or having Satyr Legs or is lost with the augmentation of Kid Stealth legs.
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Dawnshadow
post Apr 1 2005, 02:16 AM
Post #3


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Absolute focus (Edge, 1/3 point)

1 point: ignore minor distraction modifiers (firefight off to the side, not involving you, just nearby)
3 point: ignore distraction modifiers (including firefights going on around you)

Can lead to being blindsided REALLY easily though-- and don't bother trying to dodge, you aren't paying enough attention to everything else.
**
Uglier than Sin (Flaw, 2 point)

+2 to social modifiers on first encounter
-1 to racial modified limit for charisma

You really are so ugly the dog wouldn't play with you. GM choice if your mother got slapped at your birth.
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Smiley
post Apr 1 2005, 02:11 AM
Post #4


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Incompetent - 8 points

The PC with the Incompetent flaw cannot be left alone, even for a second. Everything he or she touches turns to shit and everything he or she tries to do somehow makes it worse for everyone else. He or she will invariably take the action most likely to make the rest of the team say, "You gotta be KIDDING me!"
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Shadow
post Apr 1 2005, 03:08 AM
Post #5


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Risk Taker -2 points

The character is drawn to risks. If there is a dangerous, risky, half baked plan to do something, this character will favor it. The character must always take the riskier of two options if presented. Willpower (6) to avoid.
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Glyph
post Apr 1 2005, 03:43 AM
Post #6


Great Dragon
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Plastic Smile (1 Point):

This Flaw gives the same disadvantages as the Ugly and Doesn't Care Flaw. In this case, it's not so much that the character is unattractive. In fact, usually it's the opposite. But the character seems like a big phony. His smile looks insincere, his careful explanations seem too pat, his smooth moves seem calculated, and so on. Even if the character is being completely sincere, he will still engender skepticism in others.
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Weredigo
post Apr 1 2005, 03:39 AM
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Natural Lifter : Edge 2 points.
-2 Modifier for non combat strength based tests
-2 Modifier to charisma checks ( Self Confidence )
+1 Modifier to Willpower checks when confronted with an "immovable object"

Due to employment with Cabinet Makers, Moving Companies, or Custodial positions the character is quite familiar with the transportation and or shifting of objects in size and wieght much greater then thier own. This also develops a "can do" attitude towards any situation, and although the opposite sex often finds this Self Confidence attractive it can also lead to " biting off more the one can chew ".

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Astelaron
post Apr 1 2005, 04:09 AM
Post #8


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This is more of a surge ability than an edge or flaw but I suppose it could pass as a Magical edge.

Immunity to Fire: Edge 3 or 4 points
works like immunity to toxins or the critter immunity to fire
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lorthazar
post Apr 1 2005, 04:58 AM
Post #9


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Adaptive Biochemistry (5 and 10 points)

For some inexplicable reason your system is not as heavily impacted by the addition of Cyberware or Bioware.

Effrect: 5 points gives a 1 point (total) reduction to the total Essence and BioIndex cost of implant cyberware. 10 points gives a 2 point (total) reduction to the total Essence and BioIndex cost of implant cyberware. Essence cost cannot be reduced below 0

Example: Alpha Wired Reflexes 1 and Alpha Smartlink II with level 1 Adaptive Biochemistry would cost .2 essence total
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JaronK
post Apr 1 2005, 05:03 AM
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Cyclops. The same as the SURGE flaw, except this comes from an injury that leaves one eye completely useless. Like all similar flaws, it can't be repaired with cyberware.

JaronK
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Wit
post Apr 1 2005, 09:44 AM
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lothazar, have you ever actually gotten a GM to allow that edge? most of the people I know consider Essence "Off-Limits." But here's an interesting variation that most GMs would probably allow. Its kinda similar to a geas.

Edge: Magically Receptive (3 levels)
Cost: open to suggestions

This edge cancels one point of missing essense (per level) when determining target numbers to cast a spell on the character.
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Demosthenes
post Apr 1 2005, 10:06 AM
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QUOTE (Smiley)
Incompetent - 8 points

The PC with the Incompetent flaw cannot be left alone, even for a second. Everything he or she touches turns to shit and everything he or she tries to do somehow makes it worse for everyone else. He or she will invariably take the action most likely to make the rest of the team say, "You gotta be KIDDING me!"

You give people points for that?

My players all have PCs with that flaw...
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Endgame50
post Apr 1 2005, 01:54 PM
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I suppose it helps keep them alive a little while longer after they paint themselves (and possibly their groups too) into a corner.
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Gem the Troll
post Apr 1 2005, 01:59 PM
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Security Blanket 2,4, or 6 points flaw
The PC has an item that is of no combat or professional value that is essential to their ability to function. If at any point the PC is seperated from said item they begin to take a TN penalty equal to one half the level of their flaw. This penalty is doubled every two hours without contact with their "security blanket." Within six hours of seperation the PC is reduced to a state of uncontrollable gibbering and is unable to perform more than the simplest task. Willpower test (every hour) TN 6 + number of hours seperated from "security blanket" to avoid the penalties.
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Backgammon
post Apr 1 2005, 04:42 PM
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Big List of Custom Made Edges & Flaws
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TheQuestionMan
post Apr 1 2005, 04:50 PM
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Extra Attribute Point(s) a lesser version of Bonus Attribute Points. Cost +1 Edge for +1 Attribute Point.
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Fortune
post Apr 1 2005, 04:53 PM
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Immoral Elf
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QUOTE (TheQuestionMan)
Extra Attribute Point(s) a lesser version of Bonus Attribute Points. Cost +1 Edge for +1 Attribute Point.

What's the difference?
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Wit
post Apr 1 2005, 08:13 PM
Post #18


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Edge: Attribute Specialist (for each attribute)
Cost: 1

Adds two points to a given attribute, but subtracts one point from another.
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mfb
post Apr 1 2005, 08:37 PM
Post #19


Immortal Elf
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Oathbound
Flaw
-1 to -4
The character has sworn an oath, be it a solemn spiritual vow, a promise, a contractual agreement, or even an off-handed affirmation that has been somehow karmically bound to the character's destiny. While the degree of seriousness associated with the oath should ideally correspond with the value of the flaw, this need not necessarily be the case. Fate is fickle.

In practical terms, so long as the character is fulfilling or acting in accordance with the oath, Good Karma is earned normally. If the character forsakes the oath, a 10% penalty per point of the Oathbound flaw is applied to all Good Karma awards, with modified values rounded down. The character must resume pursuit of the oath in order to gain Good Karma at a normal rate once more.

Characters should not combine this flaw with others. For instance, a character who has sworn to raise a younger sibling does not get points for both Oathbound and Dependent.

If a broken oath cannot be resumed, such as the event of a protected target dying, or if an oath is somehow fulfilled, the character must choose another flaw of equal value to the level of Oathbound the character possessed prior. Some ideas include Bad Karma, Cursed Karma, Hung Out To Dry, Bad Reputation, and Hunted.


Minor Celebrity
Flaw
-2
The character is, for whatever reason, someone people have heard of, usually because the character has been in the news at some point. Not everyone will recognize the character by sight, but some will. It is also easier to find information about the character. Target Numbers for Matrix searchs and Etiquette tests made to find out information related to the character are reduced by 1 point.
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Eyeless Blond
post Apr 1 2005, 11:26 PM
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QUOTE (Fortune)
QUOTE (TheQuestionMan @ Apr 2 2005, 02:50 AM)
Extra Attribute Point(s) a lesser version of Bonus Attribute Points. Cost +1 Edge for +1 Attribute Point.

What's the difference?

Um, it's actually cheaper than just buying another attribute point for two build points? I'm not sure I get it either.
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Ol' Scratch
post Apr 1 2005, 11:57 PM
Post #21


Immortal Elf
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QUOTE (Wit)
Edge: Attribute Specialist (for each attribute)
Cost: 1

Adds two points to a given attribute, but subtracts one point from another.

So, instead of going Body 3 and Willpower 6 like you were planning for 18 Build Points, you can go Body 4, Willpower 4, and Attribute Specialist for 17 Build Points? Or even better, exceed your Racial Modified Limit by doing the same thing.

O. K.
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Pthgar
post Apr 2 2005, 12:49 AM
Post #22


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Similiar to oathbound.

Moral Code: -2 points

The character has an unusual moral code that may interfear with his/her shadow activities. Example: Protect the innocent.
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Smiley
post Apr 2 2005, 01:08 AM
Post #23


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My character has one of these.

Stop people from burning a gang alive just once and you're forever branded a hippie.
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hahnsoo
post Apr 2 2005, 05:27 AM
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Here are a few:
* Ballbuster/Chauvinist (1 point Edge) - This edge gives a +2 bonus on Open Skill Intimidation tests against members of the opposite sex.
* Dwarf-looking (1 point Flaw) - This flaw can only be taken by humans. This flaw means that your character is within the lowest 5th percentile for height and weight. Other people treat your character like a dwarf even though you are human (apply all social racial penalties for being a dwarf). Real dwarves tend to treat you with derision and hostility (+2 social modifier with dwarves). Your character also requires dwarf-modified equipment to accomodate his/her size.
* Ork Poseur (1 point Flaw) - This flaw can only be taken by humans or elves. This flaw means that your character is enamored with the rising "Ork culture" (detailed in Orxploitation in SOTA:2062) and strives to be an ork as much as possible. Your character has implanted tusks, and tries to act tougher than he/she actually is. Some people may treat your character poorly due to his/her appearance and sympathies toward orks (apply social racial penalties for orks, halved). Real orks tend to treat your character with derision and hostility (+2 social modifier with orks). This modifier may be waived in certain situations (for example, if your character was a CalFree freedom fighter, the Resistance would treat you with respect).
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Wit
post Apr 2 2005, 09:48 AM
Post #25


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Got a new one.

Flaw: Nymphomania, level 1, 2, or 3
Cost: -2, -4, or -6
A character with level 1 Nymphomania must make a sexual advance toward any member of the target gender (player must choose at character creation) that the character hasn't met before, or that the character has not made an advance on in the last 24 hours (Will power, TN 6 to resist). If the character is actually taken up on his/her offer, the character is satisfied for (1 dice roll) hours, and is exempt from making sexual advances for that time.

A character with level 2 Nymphomania is bi, and must make sexual advances toward all people, using the same rules as above.

A character with level 3 Nymphomania must make sexual advances toward all people, animals, and appliances.
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