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environmental quirks

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)
4. Fixer (12)
6. Broker (16)
8. Crime Boss (20) 

Business Contacts:

2. Typist (8)
4. Top Secretary (12)
6. Junior Executive (16)
8. Senior Executive (20) 

Police Contacts:

2. Beat cop (8)
4. Sergeant (12)
6. Special Agent (16)
8. Regional Chief (20) 

Net Contacts:

2. Dweeb Runner (8)
4. SysOp (12)
6. Data Broker (16)
8. Elite Decker (20)

Media Contacts:

2. Hack (8)
4. Reporter (12)
6. Newshound (16)
8. Editor in chief (20)

Tech Research:

2. Lab Tech (8)
4. Blacktech (12)
6. Doctor (16)
8. Prof (20) 

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 x 2 or less on a D10
Uncommon x1 4 or less on a D10
Often x1 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 x 2 or less on a D10
Uncommon x1 4 or less on a D10
Often x1 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 x 2 or less on a D10
Poor x1 4 or less on a D10
Good x1 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 x 2 or less on a D10
Uncommon x1 4 or less
Often x1 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.


Mental Physical Environmental Resources Supernatural