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.
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 | False weapon registration. |
4 | Net Identity Number account. |
6 | Corporate zone security pass. |
8 | Single Identity Number (SIN). |
10 | Police / Legal powers. |
A false SIN is similar to a National Insurance number, except it is possible to set up back accounts with a set of ID papers and matching SIN. Note that a false SIN is not the same as an alternative identity. Having false legal powers means you have a false ID with one of the many security agencies out there. Better make sure you do not get caught though!
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.
Gun Nut (Four point edge)
That time on the range and virtual combat sim was money well
spent. Or did you teach yourself shooting holo targets with an
airgun? Whatever, you gain +1 in any firearm skill (pistol, SMG
or rifle). Pickup skill points can increase this.
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).
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.
A two point version means you have juristriction in your city and may arrest suspects. You may also apply for a search warrant or search suspious persons. You can carry a firearm, but may not kill unless in self defence. A local cop has this sort of level of legal power.
A four point version gives all the above powers plus one of the followsing: ignore some civil rights (ie: search warrants); have a licence to kill or have international legal powers. Most corporate security can only enforce its powers within its own property. So don't piss the corpcops off on their turf!
A six point edge means you get all of the above powers. This level of legal power is rare, so far only Interpol and to some extent Sentinel (the Net police) have this much sway.
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.
Poor (Four point flaw)
Either you did not start out with much or various outgoings have
swallowed your money. You loose $1000 and this flaw may be taken
more than once.
Resources (Four point edge)
You have made a tidy profit recently and are quite flush. Each
purchase of this edge gives you an extra $1000 cash.
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.