Edges

Animal Empathy
Category: Mental Edge
Value: +2
A PC with the Animal Empathy edge has an improved chance of successfully interacting with untamed animals. This edge is useless if the animal is already experiencing extreme emotions such as rage, protection of young, fear, etc. The odds of the edge working on animals which are extremely territorial or perpetually violent are slim to none. The edge is also useless if the PC’s intentions are adverse (i.e. they are trying to lure an animal close so they can kill it.)
To use the edge the PC rolls an opposed test pitting their intelligence against the perception intelligence of the animal (the intelligence rating after the slash) x 2. Any net successes determine how well the animal accepts the PC. The effect lasts until sudden movement, a loud sound, or some other distraction arises. If the PC manages to achieve a good number of successes for ever hours or days, the animal may become tame.

Appealing Pheromones
Category: Social Edge
Value: +1 or +2
A character with Appealing Pheromones releases an undetectable odor that causes individuals of the opposite sex to find them unexplainably more attractive. When engaging in close proximity negotiations or discussions (i.e. sitting at the same table) with members of the opposite sex, the character receives a -1 to all social skill rolls. The +1 version of this edge means the bonus applies only to members of the PC’s own race, while the +2 version applies to all races. The installation of Tailored Pheromones bioware negates the bonuses of this edge.

Catlike Balance
Category: Physical Edge
Value: +2
You have an innately perfect sense of balance. You are able to land on your feet from a fall almost every time. You have two extra dice to roll on all balance-related matters.

Clear Thinker
Category: Mental Edge
Value: +1
You have a -2 modifier when attempts are made to confuse, befuddle, lie to, or fast talk you.

Code of Honor
Category: Mental Edge
Value: +1
Unlike most shadowrunners, you possess a firm code of ethics. (You must define this as part of your character creation, though your character’s position on such issues may change over time.) You have little difficulty with most attempts to make you break your code; with respect to stronger temptations, such as torture or mental manipulations, your effective Willpower is two points higher.

Cyclic Magic
Category: Magical Edge
Value: +3, +6, -3, -6
You experience a harmonious effect from particular astrological phenomena, whether it be the position of the sun in the sky, the phase of the moon, or the motion of the sun in the zodiac. For every three points of Edge or Flaw, your target numbers for magic are adjusted by 1 for roughly half the time, are adjusted by 2 at the peak of the cycle, and adjusted by 1 the other way at the nadir. (Thus, a person with 3 Edge points in solar cyclic magic might get a -1 bonus during the day, -2 for two minutes at precisely noon, and a +1 penalty for the two minutes surrounding midnight, while a person with annual cyclic magic might get a bonus in the months surrounding winter and a doubled one on Midwinter’s Day.) This occurs most often in Hermetic mages, with their ties to astrological cycles, but has also turned up among the Germanic mages who follow the icons.

Elemental Ties
Category: Magical Edge
Value: +2, +4, -2, -4
Hermetic mages only. Your magic resonates strongly with a particular element, in harmony or disharmony. For each two points in the Edge or Flaw, you have a one-point bonus or penalty with respect to dealing with spells and elementals of that particular element. With respect to the metaplanes, it only aids in understanding the geography of that particular plane, and does not help in the usual tests made on Astral Quests.

Faith
Category: Mental Edge
Value: +1 (+3)
The character firmly believes that a higher force rules over the world and that he guides the characters in his actions.
Character gains -1 TN for willpower Resistance tests. (-2 TN for +3 value) Does not work on drain.

Fights Dirty
Category: Physical Edge
Value: +3
Your character knows how to fight dirty, throwing dirt, pulling hair, gouging eyes, he knows it all. Once per melee combat the character with "fights dirty" may force a +2 tn on his opponent.

Focused Memory
Category: Mental Edge
Value: +1
This edge allows the character to easily recall any relatively simple information that they have made a specific effort to commit to memory. For example, if a character specifically tries to remember a phone number, license plate, address, SIN or other piece of similar information, they can easily recall that information later, without having to make an Intelligence test. The player should expressly state that their character is making an effort to remember the information.

Friends in low places
Category: Social Edge
Value: +2
Other people may have contacts in the city council, the local megacorp, the yakuza bosses, your best and most favored contact is a bum, but this guy is a font of knowledge, he usually knows something about anything, from who hit the Ares compound in LA last week to a great place to flop for the night where the devil rat content is rather low.
Treat as a normal LV2 contact, but a DAMN useful one.

Innocence:
Category: Social Edge
Value: +1
For some reason, everyone considers you pure and innocent, though not necessarily naïve. You have a saintly quality that is hard to put a finger on, but others tend to see it in you; you are trusted, even if you are not trustworthy. You tend to receive lesser punishments for wrongdoing and are liked by most; you get a great deal less hassling on the street than most.

Keen Sense
Category: Physical Edge
Value: +1
You have -1 to all Perception target numbers with a particular sense.
Light Sleeper +1
You seem to sleep with one eye open, and become wide awake immediately when woken. -2 to all TN’s to waking up.
 
Lucky
Category: Character Edge
Value 2, 4, or 6
Lucky characters manage to get away with seemingly impossible things on a regular basis.
The character can reduce a target number by half the value of the edge on one die roll
per run, and only refreshes when the Karma Pool refreshes.
i.e. Dusty has a 4 point edge is attempting to shoot his pistol at a target through a wall, but has no other modifiers.
The normal TN is 4 + 8, TN 12, but with the 4 point Luck edge the TN can be reduced to 10.

Master of Improvisation
Category: Physical Edge
Value: +4
You are flexible; you can use the tools at hand to get the job done. Characters with this edge receive a +2 modifier (in placed of the +4 for having inadequate tools) and a +4 for not having the appropriate tools available. The modifier only applies to B/R skills. Additionally. This edge cannot be taken by a character who has the stubborn flaw.

Magic Sensitivity
Category: Magical Edge
Value: +2
You tend to notice when magic is occurring around you. -1 to all tests to perceive magic, including illusions.

Musical Aptitude
Category: Mental Edge
Value: +1
Characters with the Musical Aptitude edge have a keen sense of pitch, rhythm, and other aspects of music in general. The PC receive an extra die when using any musical skill or attempting to complete any music task or challenge.

Natural Leader
Category: Social Edge
Value: +2
You have a natural ability to lead and direct people effectively. Characters with this edge to receive +1 dice to all leadership skill tests even when defaulting. This edge cannot be taking with the Uncouth flaw.

Oracular Ability
Category: Magical Edge
Value: +3
Life, for you, is filled with signs and portents; pigeons sitting above a door, clouds in the sky, and reflections in puddles of spilled water stand out to you with significance. Recognizing the meaning of such things requires a Special Skill, Omen Interpretation. Your teammates will quickly learn to duck when you say, “I’ve got a bad feeling about this.”

Pathfinder
Category: Mental Edge
Value: +1
A character with the Pathfinder edge maintains a passive memory of terrain through which she has traveled, be it a road, woodland trail, sewer, etc. This allows her to run, drive, and utilize stealth more effectively because she can anticipate the obstacles encountered during her initial travels.
When a character retraces (or reverse retraces) a path through which they have traveled within the last 24 hours, apply a –1 modifier to any physical tests required for passage, due to the character's ability to remember the location of downed trees (woods), hidden drains (sewers), potholes (streets), and so on. Generally, these tests would be restricted to Athletics, Stealth, and various Driving skills, as well as Quickness tests required to determine speed, agility, and the like.

Piercing Gaze
Category: Social Edge
Value: +2
By gazing intently at someone, you make them feel uneasy, as if their inner secrets were on display. Those with ulterior motives, uneasy consciences, nervous dispositions, and those who are lying must make Willpower rolls against your Charisma or suffer a +2 penalty to all Social rolls as they fidget.

Precognition
Category: Magical Edge
Value: +4
You have an uncontrolled ability to catch glimpses of the future. When and how your visions come to you, and what they relate to, are up to the game master, as well as whether they are the future as might-be or will-be. You may have developed some rituals that can occasionally induce such premonitions, such as reading Tarot cards, drinking yourself into a stupor, or meditating with the stereo turned up to 110 dB.

Presence
Category: Social Edge
Value: +4
The character knows how to intimidate with just a stare or a particular stance. The character receives a -2TN to his intimidate check any time he attempts to Intimidate a person.

Resistance To Severe Trauma
Category: Physical Edge
Value: +1
The PCs body reacts to severe trauma with an overpowering rush of endorphins that allows the character to continue operating without feeling any pain whatsoever. Examples of severe trauma involve the sudden loss of an entire limb, an organ being shot clean out of their body, part of their skull getting bashed in, and other damage that would result from a localized Serious or possibly Deadly wound. This effect is only temporary, however, and after a number of minutes equal to their Body rating all effects of the damage will be felt and the character will lapse into shock. The PC must then be stabilized as in the same manner you would stabilize someone who had taken a Deadly wound (in other words, they’ll die in an hour if treatment isn’t received). Again, this edge only kicks in if the PC takes a sudden (not cumulative) Serious or Deadly wound to a localized section of their body.

Road Warrior
Category: Skill Edge
Value: +3
The character can shoot with a weapon while driving more easily than normal.

Character halves modifiers for shooting a weapon while driving a vehicle. (only while driving, riding shotgun and shooting is not affected by this edge)

Speed Reading
Category: Mental Edge
Value: +1
A PC with Speed Reading can tear through a full page of text in about 5 seconds, although there’s no guarantee that they will actually remember everything they read. When attempting to recall a specific bit of information from something they’ve read, or locate a specific phrase or subject while in the process of reading, the PC should roll their Intelligence against a target number determined by the GM based on criteria such as the length of the text, its complexity, and the obscurity of the information the PC is seeking.

Troubleshooter (Skill)
Category: Skill Edge
Value: +2
A character with the Troubleshooter edge had a better aptitude towards finding an effective alternate approach to solving a problem when his initial attempt fails.

After failing a test involving the skill with which Troubleshooter is associated, the character does not suffer the traditional +2 modifier for a second attempt. If the second attempt fails, modifiers begin to accumulate normally, starting with a +2 for the third attempt, +4 for the fourth and so on.

This edge is only applicable for skills that allow multiple attempts, such as Build/Repair skills, Negotiations, Sorcery when used to create a focus or design a spell, etc. It can not be used to allow repetition of tests that are immediate in nature (shooting, spellcasting, driving, etc.) unless the rules permit additional attempts. In addition, if a skill requires that the character "Take The Time" he will still have to wait through the base time established during the first failed skill roll before making another attempt. (NOTE: SRIII rules do not effectively address the issue of time lost when a skill roll fails. Traditionally, the character has to work through the Base Time before discovering that their attempt at a task was a failure. Only then can they repeat the task.)

Versatile Sleeper
Category: Mental Edge
Value: +2
You’ve mastered the art of catching quick catnaps; perhaps you were in the military. You can fall asleep at will, any place, any time; you can get the equivalent of a full night’s sleep without having to occupy a large block of time with continuous unconsciousness. This goes well with Light Sleeper and Cat shamans.

Visions
Category: Magical Edge
Value: +2
Similar to Precognition, but the nature of the visions you experience is usually allegorical, and are always related to your own life. Like Precognition, you may have rituals that increase the probability that you will have visions. The Dream Interpretation Specialization of Psychology may be very useful to you.

Credit:Collected from Dumpshock