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| Alternative
Identity (Four point edge) Biosculpt (Four+ point edge) Company Rank (Two+ point edge) Contacts (Two+ point edge) Criminal Record (varies) Dependant (Varies) Duty (One+ point flaw) Enemy (Two+ point flaw) |
False
ID (Two+ point edge) Gun Nut (Four point edge) Hidden Account (Two point edge) Hunted (Six+ point flaw) Icon (Two point flaw) Illicit Account (Six point edge) Imprisoned (Two point flaw) Legal Powers (Two+ point edge) |
Library
(Four point edge) Lover (Four point flaw) Sensei (Four point edge) SINless (Four point edge) Sleeper (Four point flaw) Special Ops (Six point edge) Teacher (Six point edge) Tragic Loss (Two point flaw) |
Alternative
Identity (Four point edge)
You have an extra identity and as far as the databanks are concerned the other
identity is a real person. You may have a bank account or driving licence for
this other you. The retina and finger prints may be set up to match yours or
not, its your choice. If the prints are yours, it may prove interesting if a
print scan is ran, as there is equal chance of either ID showing up.
Alternatively, the prints might be fictional in which case you would need an electronic hand or eye to fool a scanner. This item is included if opted for, however, it is illegal equipment and is obvious when used. Note that you cannot take this edge if your have the SINless edge. It is possible to buy more than one alternative identity, just pay the point cost again.
Biosculpt
(Four+ point edge)
You have had considerable cosmetic surgery. You may not even look like your
original ethic group or sex! Unless you have the extra ID or Alternative Identity
edge, then your records will have been updated. Note that your level of attractiveness
stays the same, so if your were beautiful, you will be after the bodyjob too.
The referee may modify the intelligence tests by adding perception, interview or psychology skills to the test. If your original persona had obvious quirks, then they may give you away!
Contacts
(Two+ point edge)
You have friends in the right places. You can ask them for a favour every now
and again. Sometimes they cannot be reached, other times the come up with the
info dead quick.
Below is a list of categories with the point cost on the left hand side. A name is given to show their relative position and the bracketted number is their streetwise or facilites skill rating. A contact will not have any ability outside their field, so don't ask your cop friend about the ins and outs of ICS' mainframe.
| Street
Contacts:
2. Busy Body (8)
|
Business
Contacts:
2. Typist (8)
|
Police
Contacts:
2. Beat cop (8)
|
| Net
Contacts:
2. Dweeb Runner
(8) |
Media
Contacts:
2. Hack (8) |
Tech
Research:
2. Lab Tech (8)
|
A contact does not sit by the phone or wait for your email to arrive. They have other things to do and may not always be available. Their availability affects their point cost. The ref will roll this value when you attempt to contact them.
| Rarely | x½ | 2 or less on a D10 |
| Uncommon | x1 | 4 or less on a D10 |
| Often | x1½ | 6 or less on a D10 |
| Mostly | x2 | 8 or less on a D10 |
Remember that you contacts might want a favour from you one day. Also, if they screw up they might tip off the people you were investigating. Characters with the contacts skill may spend "skill x 2" in points to buy a contact from the above table.
Company
Rank (Two+ point edge)
This edge corresponds to rank gained within a corporation, the police force
or the military. Having corporate rank costs two points per level and the ranks
are:
Junior corporate (2); Manager (4); Senior manager (6); Senior executive (8); Executive manager (10).
Each rank inferrs +1 to social tests to those who recognise and respect the corporation. Streetscum will probably ignore the your rank, although to rival megacorp staff you have half your bonus. Corporate rank can only be maintained if you are actively working for the company and paying the corresponding social costs.
Police and military rank costs three points per level. These rankings are different as the rank can be kept even after you leave the service. These organisations are slightly less predatory than megacorps. Each rating grants +1 to social tests were the person's rank is recognised. The ranks are as follows:
Squaddy (3); Sergeant / Squad NCO (6); Sergeant Major / Company NCO (9); Captain / Major (12).
The above rankings are available to you, although you can advance up the social ladder through roleplaying.
Crimal
Record (Varies)
You have been convicted of a crime and have a file kept on you by the security
services. This will hamper your chances of getting a regular job (two point
flaw).
Some crimes are more heinous than others and as such may carry a +1 bonus (or penalty) when searching for grey-employment. A convicted murderer will probably be shunned by regular employers, but as a hitman it could be seen as an advantage. This is a one point flaw. Ironically, a decker with a record may turncoat and join Sentinel (the net cops) as a security specialist.
A three point version of this flaw means you have been in and out of custody for a long time. You will have a long file and the police will have scans of your finger, retina and DNA.
Keep in mind that the security services do have a file on you. There video capture software will see you face and may report it to the cops. This is a flaw and not an edge as you have been caught - and that is not a good advert of your abilities. As a rule of thumb non-violent crimes (tax evasion, hacking, speeding) will not involve your biometrics (finger prints, retina pattern or DNA) being on file. For violent or sex crimes it is a certainty and you can forget about owning a gun (legally anyway).
Dependant
(Varies)
You have to look after someone who you love dearly. It could be your child,
brother, sister or an elderly parent. You cannot just drop everything and go,
they depend on you to look after them. As with other duties, your dependant
that does not always need you is worth less flaw points. Use the table for Duty
(below) to calculate the point cost.
Duty
(One+ point flaw)
You owe an company or patron a responsibility. Perhaps your employer might want
a favour doing, or maybe your younger brother needs help. Whoever and whatever
the reason, the chance of you being called in action per adventure is:
The frequency of duty calling affects the quirk's cost as below.
| Rarely | One | 2 or less on a D10 |
| Uncommon | Two | 4 or less on a D10 |
| Often | Four | 6 or less on a D10 |
| Mostly | Six | 8 or less on a D10 |
Enemy
(Two+ point flaw)
You have really upset someone and they are out to get you, just as soon as they
have the chance. You may even not know who they are. How many peoples' fingers
you trod on to climb the ladder?
Pick the strength of your nemesis and as with other quirks, the frequency of their appearance alters the worth of the flaw. Unless the ref is in a bad mood, the frequency roll is made once per senario.
| Rarely | x½ | 2 or less on a D10 |
| Uncommon | x1 | 4 or less on a D10 |
| Often | x1½ | 6 or less on a D10 |
| Mostly | x2 | 8 or less on a D10 |
Unlike the Hunted flaw, once this person is out of the way (dead?), the score has been settled and you can rest easy (at the ref's sadistic discretion).
False
ID (Two+ point edge)
Somehow someone has popped a set of false records into the government's files
for you. The nature of the false ID determins its basic cost:
| Cost | Type |
| 2 | Net Number account, House or Vehicle Registration. |
| 4 | Weapon registration (from pistol to rifle). |
| 6 | Corporate zone security pass (specify area). |
| 8 | Single Identity Number (SIN). |
| 10 | Police / Legal powers. |
The chance of failure alters the cost of the ID. The referee will roll this once a month, unless a rigourous security check is made against the ID.
| Dodgy | x½ | 2 or less on a D10 |
| Poor | x1 | 4 or less on a D10 |
| Good | x1½ | 6 or less on a D10 |
| Excellent | x2 | 8 or less on a D10 |
For an extra point someone (or a program) will alert you if the ID has been blown. You will receive an email or telephone call within 3D4 hours (of course if you're in hiding, you probably won't get it until it's too late).
Gun
Nut (Four point edge)
That time on the range and virtual combat sim was money well spent. Maybe you
taught yourself shooting holo targets with an tag-gun? Whatever, you gain +1
in any firearm skill (pistol, SMG or rifle). Pickup skill points can increase
this at normal skill cost despite the firearm skill not being in your character's
pickup skills.
Hidden
Account (Two point edge)
You have a bank account under a false name and address. It cannot be traced
to you unless you are caught using it. Bear in mind that there are a lot of
cameras around today, best use it carefully. A different version of this edge
is a blind account. These accounts are held only by an account number and have
no details connected to you. These accounts are often held in orbital banks
or data havens.
Hunted
(Six+ point flaw)
Rather than making an enemy of just one person, you have earned the wrath of
a whole organisation. The base cost is listed below, but their frequency of
appearance alters the final cost.
As with the Enemy flaw, the frequency of their appearnace alters the cost of the flaw. Typically, the ref will make a test once per senario. Unless you have done sometime really stupid to attract attention.
| Rarely | x½ | 2 or less on a D10 |
| Uncommon | x1 | 4 or less |
| Often | x1½ | 6 or less |
| Mostly | x2 | 8 or less |
When you are the hunted, your only option is to hide and cover your tracks. Make one to many mistakes and your hunters will be on to you.
Icon
(Two point flaw)
You wear some badge, motif or even a whole look which marks you as a member
of a group. It could be a streetgang colour, cult symbol or gay pride T-shirt
- wearing your old school tie doesn't count. You also stick by your groups dogma
and won't choose to hide things away. Whatever the motif, your affiliation is
instantly recognisable (at least to those in the know).
Illicit
Account (Six point edge)
This is like the hidden account edge, except this account is not with a straight
bank and cannot be traced (easily anyway). Your account is not with a normal
bank. You have managed to get one hidden in MPC's private banking system or
may be one of the lucky few with an account with the Mafia. Why shouldn't the
families own banks, they most things.
Imprisoned
(Two point flaw)
You have spent some time inside for a crime you may, or may not, have committed.
Alternatively you may have been institutionalise due to a mental breakdown (battle
fatigue or cyberpsychosis even). You will have a criminal record or notes on
your medical file if you were "under medical supervision".
Legal
Powers (Two+ point edge)
You are a member of a law enforcement body; either the police, a private security
firm or a government agent.
Library
(Four point edge)
You have a large collection of books or computer files. They could be on any
subject from military computer systems to the occult. Whatever their subject,
they add +2 to related information research rolls (if you have time to read
them).
Lover
(Four point flaw)
This is someone you care deeply for. You probably live together and could well
be married (if you believe in it). You would not leave this person and would
do anything to get them back. If they are kidnapped or killed and you do nothing
to help, you do not gain any EXP for the rest of the adventure.
Sensei
(Four point edge)
You have had martial arts training and gain +1 in an unarmed combat skill of
your choice. You may spend some of your pickup skill points to increase this.
SINless
(Four point edge)
Your birth was never recorded or perhaps your records have recently been erased.
If you have no SIN then no files will be kept on you, officially you are a blank
(which is illegal). This is somewhat of a double edged sword, although no files
exist on you, neither will you be able to open a bank account or register for
insurance.
Sleeper
(Four point flaw)
You're a spy for someone. You are in deep cover and wait for your call. You
have to keep it a secret and be ready when you are called. Transnationals, Governments
and the security services all employ them. Who do you work for?
Special
Ops (Six point edge)
You did a tour with a special ops team. It could have been the cops or military
on a cyborg hunting team or hit squad (in which case your character MUST have
a security history - cop, merc or spy). Failing that were you a terrorist, helping
the cause along with a few kees of plastique? You may pick either demolitions
+2 or heavy weapons +2. Note that this flaw doesn't help you find the gear,
only set it up.
Teacher
(Six point edge)
A friend or relative took an interest in you and shared some of their worldly
experience with you. You may gain +2 in any knowledge skill (subject to referee's
discretion).
Tragic
Loss (Two point flaw)
Someone close to you, sibling, parent, friend or lover, died horribly in a fire,
in a crash or perhaps they became another murder statistic. This really effected
you and you may hold yourself partly to blame. There are not many days when
you do not think of them.