DETAILED LIFESTYLES
The rules on pp. 239-241, SR3. provide the basics for how to handle character lifestyles in Shadowrun. The alternate lifestyle rules presented here expand on that system and introduce an entire new layer of detail and complexity. This lets players rate specific aspects of their characters’ lifestyles rather than the whole lifestyle at once. These rules are optional, so players that want to keep it simple should stick with the rules in SR3
USING THIS SYSTEM
This system divides each lifestyle into sue specific categories: Area. Comforts. Entertainment. Furnishings. Security and Space. For each lifestyle, go through the lists below and pick one option from each. Add together the point values for the options you choose, then look up the total on the Lifestyle Costs Table (p. 1 18). This will tell you how much your character has to pay each month to maintain this lifestyle.
Note that several entries on the Lifestyle Costs Table are exactly equal to the basic lifestyle costs from the SR3 rules. This is intentional: if you don’t want the extra work involved in picking categories but the gamemaster wants to use this expanded system anyway, you can use the old system and have every category at the level of the lifestyle purchased. For instance, if you simply buy a Middle lifestyle for 5,000 nuyen per month, you have each of the categories at Middle.
Note also that a lifestyle can be further customized by taking Edges and/or Flaws for it, as depicted on p. 13
The rules on pp. 239-241, SR3. provide the basics for how to handle character lifestyles in Shadowrun. The alternate lifestyle rules presented here expand on that system and introduce an entire new layer of detail and complexity. This lets players rate specific aspects of their characters’ lifestyles rather than the whole lifestyle at once. These rules are optional, so players that want to keep it simple should stick with the rules in SR3
USING THIS SYSTEM
This system divides each lifestyle into sue specific categories: Area. Comforts. Entertainment. Furnishings. Security and Space. For each lifestyle, go through the lists below and pick one option from each. Add together the point values for the options you choose, then look up the total on the Lifestyle Costs Table (p. 1 18). This will tell you how much your character has to pay each month to maintain this lifestyle.
Note that several entries on the Lifestyle Costs Table are exactly equal to the basic lifestyle costs from the SR3 rules. This is intentional: if you don’t want the extra work involved in picking categories but the gamemaster wants to use this expanded system anyway, you can use the old system and have every category at the level of the lifestyle purchased. For instance, if you simply buy a Middle lifestyle for 5,000 nuyen per month, you have each of the categories at Middle.
Note also that a lifestyle can be further customized by taking Edges and/or Flaws for it, as depicted on p. 13
Limitations
Some of the categories and specific options have limitations on how they can be combined with other options in order to avoid ludicrous combinations like Area: AAA and Space.- Street. The gamemaster should use these as guidelines, but should also feel free to set his own limitations or ignore the limitations if a good explanation is provided. A gamemaster should feel justified in saying that the residents and security in an Area: AAA neighborhood would not allow someone to live there with Comforts: Street. On the other hand, a character might have a good backstory for how he squatted an abandoned warehouse (Space: Luxury) In an Area: Z-Zone. Ultimately, however, the gamemaster has final say over what will and will not be allowed.
Some of the categories and specific options have limitations on how they can be combined with other options in order to avoid ludicrous combinations like Area: AAA and Space.- Street. The gamemaster should use these as guidelines, but should also feel free to set his own limitations or ignore the limitations if a good explanation is provided. A gamemaster should feel justified in saying that the residents and security in an Area: AAA neighborhood would not allow someone to live there with Comforts: Street. On the other hand, a character might have a good backstory for how he squatted an abandoned warehouse (Space: Luxury) In an Area: Z-Zone. Ultimately, however, the gamemaster has final say over what will and will not be allowed.
Flexibility
Though this system breaks down each lifestyle into its specific components, it is not intended to be a rigid framework into which all characters’ lifestyles must fit perfectly. Both gamemasters and players should give each other a fair amount of leeway in interpreting what each character’s lifestyle includes (or not). The goal is to be able to create more vivid and fleshed-out backgrounds and settings for each character’s daily life, not to nit-pick on whether your character s trideo came with a warranty or whether or not he has to pay extra for a LiveWire magazine subscription.
Though this system breaks down each lifestyle into its specific components, it is not intended to be a rigid framework into which all characters’ lifestyles must fit perfectly. Both gamemasters and players should give each other a fair amount of leeway in interpreting what each character’s lifestyle includes (or not). The goal is to be able to create more vivid and fleshed-out backgrounds and settings for each character’s daily life, not to nit-pick on whether your character s trideo came with a warranty or whether or not he has to pay extra for a LiveWire magazine subscription.
AREA
This represents the area you live in—or more precisely, the security rating of that area. The use of these ratings is explained on pp. 108- 111, New Seattle, and some additional rules appear under Burglary on page 136. Once you’ve chosen the security rating, you can use the district write-ups in New Seattle to pick a part of town with that rating in which your character’s home is
located.
z—Street-equivalent (-1 point)
The worst area possible, inhabited by the most desperate in society. You live among the homeless, squatters, chipheads. ghouls and other societal cast-aways, metahuman or otherwise. Law enforcement never ever comes round, violence and crime are endemic and your security is entirely in your own hands.
Examples: The deepest, darkest parts of Redmond and Puyallup.
Limitations: You cannot choose higher than Middle lifestyle for the Space categoiy.
E—Street-equivalent (0 points)
Not quite as bad as a Z-rated area, but still not a place where most people choose to live. The area is filled with transients, refugees, street gangs, criminals and others who live in abject poverty. The police presence is spotty at best; they don’t involve themselves with what’s going on unless they really have to, so for security you’re better off looking to the local gang.
Examples: Most of Redmond and Puyallup.
Limitations: You cannot choose higher than Middle lifestyle for the Space category.
D—Squatter-equivalent (1 point)
Your neighborhood is a dirty, run-down business district, not a residential area. Though not home to many people because of this, those who do live here are typically low-lifes of all sorts. Crime is common, so you need to be careful about guarding yourself and your possessions.
Examples: Parts of Auburn and Everett.
C—Low-equivalent (2 points)
A residential area that has seen better times is what you call home: dilapidated buildings, poor maintenance and petty crime are all part of daily life. The cops do sometimes show their faces, at least when something fairly bad happens. Just typical part of the sprawl.
Examples: Much of Everett, Snohomish and Tacoma.
B—Middle-equivalent (3 points)
You live in a business district in one of the better parts of town. There’s some crime, like everywhere else, but at least you can walk the streets at night without having to wear body armor and pack a pistol. Not often, anyway.
Examples: Much of Auburn, Fort Lewis and Renton.
A—High-equivalent (4 points)
This is a corporate enclave or better residential area with some fairly nice houses or (relatively) well-run apartment buildings around. The cops make an effort to respond to calls, and there is often a kind of neighborhood watch to keep crime down.
Examples: Council Island, parts of Auburn, Bellevue.
Downtown and Everett.
Limitations: You cannot choose less than Low lifestyle for the Security and Space categories.
AA—Luxury-equivalent (5 points)
The neighborhood is among the best you’re likely to find, with good housing, places to go and things to do. The security presence is solid; people that look like they don’t belong are likely to be stopped. You’re unlikely to become a victim of crime in this kind of neighborhood.
Examples: Parts of Bellevue, Downtown and Tacoma
Limitations: You cannot choose less than Middle lifestyle for the Security and Space categories and cannot choose Street for the Comforts category.
AAA—Luxury-equivalent (6 points)
You live in one of the most prestigious parts of town. Private security patrols the area (in addition to the contracted city police), so crime is kept to a minimum. The neighborhood looks like a well-maintained park due to the small army of gardeners, janitors and handymen that keep it in perfect condition.
Examples: Waterfront areas of Seattle.
Limitations: You cannot choose less than Middle lifestyle for the Security category and not less than High for Space. You also cannot choose Street for the Comforts category.
This represents the area you live in—or more precisely, the security rating of that area. The use of these ratings is explained on pp. 108- 111, New Seattle, and some additional rules appear under Burglary on page 136. Once you’ve chosen the security rating, you can use the district write-ups in New Seattle to pick a part of town with that rating in which your character’s home is
located.
z—Street-equivalent (-1 point)
The worst area possible, inhabited by the most desperate in society. You live among the homeless, squatters, chipheads. ghouls and other societal cast-aways, metahuman or otherwise. Law enforcement never ever comes round, violence and crime are endemic and your security is entirely in your own hands.
Examples: The deepest, darkest parts of Redmond and Puyallup.
Limitations: You cannot choose higher than Middle lifestyle for the Space categoiy.
E—Street-equivalent (0 points)
Not quite as bad as a Z-rated area, but still not a place where most people choose to live. The area is filled with transients, refugees, street gangs, criminals and others who live in abject poverty. The police presence is spotty at best; they don’t involve themselves with what’s going on unless they really have to, so for security you’re better off looking to the local gang.
Examples: Most of Redmond and Puyallup.
Limitations: You cannot choose higher than Middle lifestyle for the Space category.
D—Squatter-equivalent (1 point)
Your neighborhood is a dirty, run-down business district, not a residential area. Though not home to many people because of this, those who do live here are typically low-lifes of all sorts. Crime is common, so you need to be careful about guarding yourself and your possessions.
Examples: Parts of Auburn and Everett.
C—Low-equivalent (2 points)
A residential area that has seen better times is what you call home: dilapidated buildings, poor maintenance and petty crime are all part of daily life. The cops do sometimes show their faces, at least when something fairly bad happens. Just typical part of the sprawl.
Examples: Much of Everett, Snohomish and Tacoma.
B—Middle-equivalent (3 points)
You live in a business district in one of the better parts of town. There’s some crime, like everywhere else, but at least you can walk the streets at night without having to wear body armor and pack a pistol. Not often, anyway.
Examples: Much of Auburn, Fort Lewis and Renton.
A—High-equivalent (4 points)
This is a corporate enclave or better residential area with some fairly nice houses or (relatively) well-run apartment buildings around. The cops make an effort to respond to calls, and there is often a kind of neighborhood watch to keep crime down.
Examples: Council Island, parts of Auburn, Bellevue.
Downtown and Everett.
Limitations: You cannot choose less than Low lifestyle for the Security and Space categories.
AA—Luxury-equivalent (5 points)
The neighborhood is among the best you’re likely to find, with good housing, places to go and things to do. The security presence is solid; people that look like they don’t belong are likely to be stopped. You’re unlikely to become a victim of crime in this kind of neighborhood.
Examples: Parts of Bellevue, Downtown and Tacoma
Limitations: You cannot choose less than Middle lifestyle for the Security and Space categories and cannot choose Street for the Comforts category.
AAA—Luxury-equivalent (6 points)
You live in one of the most prestigious parts of town. Private security patrols the area (in addition to the contracted city police), so crime is kept to a minimum. The neighborhood looks like a well-maintained park due to the small army of gardeners, janitors and handymen that keep it in perfect condition.
Examples: Waterfront areas of Seattle.
Limitations: You cannot choose less than Middle lifestyle for the Security category and not less than High for Space. You also cannot choose Street for the Comforts category.
COMFORTS
Everyone wants to live in comfort, but that is generally linked to how much money you can spend after other necessities have been taken care of. This category includes the basic necessities: food, clothing and shelter.
Street (0 points)
Comfort is where you find it, because you don’t have any to call your own. You frequently go hungry or cold simply because there isn’t any food or shelter to be found.
Examples: Public restrooms, soup kitchens, Salvation Army blankets, shoplifting.
Squatter (1 point)
You do have power, water and heating, though they come from portable sources. Your food is pretty bad. but at least it fills your stomach.
Examples: Flashlight, propane burner, military-surplus sleeping bag. processed soy or algae slop, laundromat.
Low (2 points)
You have electricity, water and other amenities in your apartment, though they might be obtained through an illegal tap and are rationed and/or prone to going out at times, so it pays to keep a backup source handy. Your food at least looks like the real thing, and frequently even tastes like it.
Examples: Running water, NutriSoy™ food, shared washing facilities, central heating.
Middle (3 points)
Water and power only go out during high-peak brownout seasons and droughts. Your food consists of both the real thing and processed soy, but the two are often almost indistinguishable. Though you have to do most things yourself around the house, you might have some technological aids to ease the work.
Examples: Well-stocked refrigerator, cleaning drone, bathtub. dishwasher, centrally controlled or automated appliances, climate control
High (4 points)
Water and power don’t go out in your home unless something unusual happens. You get good, real food on the table every day, not the ersatz-drek others eat. and your refrigerator is filled with as much of it as you and your family require. To keep the house dean, you’ve got both high-tech appliances and one or two people to do the dirty work.
Examples: Refrigerator-oven, multiple deaning drones, housekeeper and/or nanny, dust-repellant wails, excellent air and water filtration systems, grocery delivery service.
Luxury (5 points)
You have just about everything that makes your life more comfortable. You never eat anything less than the best and your kitchen is state-of-the-art. Then again, why make that kitchen dirty when there are so many excellent (and expensive) restaurants in the plex? A small staff maintains your house or apartment, and of course you have a chauffeur for your car as well.
Examples: Chauffeur, housekeepers and handymen, robotic servants, pool with hot tub and sauna, all-natural food.
Everyone wants to live in comfort, but that is generally linked to how much money you can spend after other necessities have been taken care of. This category includes the basic necessities: food, clothing and shelter.
Street (0 points)
Comfort is where you find it, because you don’t have any to call your own. You frequently go hungry or cold simply because there isn’t any food or shelter to be found.
Examples: Public restrooms, soup kitchens, Salvation Army blankets, shoplifting.
Squatter (1 point)
You do have power, water and heating, though they come from portable sources. Your food is pretty bad. but at least it fills your stomach.
Examples: Flashlight, propane burner, military-surplus sleeping bag. processed soy or algae slop, laundromat.
Low (2 points)
You have electricity, water and other amenities in your apartment, though they might be obtained through an illegal tap and are rationed and/or prone to going out at times, so it pays to keep a backup source handy. Your food at least looks like the real thing, and frequently even tastes like it.
Examples: Running water, NutriSoy™ food, shared washing facilities, central heating.
Middle (3 points)
Water and power only go out during high-peak brownout seasons and droughts. Your food consists of both the real thing and processed soy, but the two are often almost indistinguishable. Though you have to do most things yourself around the house, you might have some technological aids to ease the work.
Examples: Well-stocked refrigerator, cleaning drone, bathtub. dishwasher, centrally controlled or automated appliances, climate control
High (4 points)
Water and power don’t go out in your home unless something unusual happens. You get good, real food on the table every day, not the ersatz-drek others eat. and your refrigerator is filled with as much of it as you and your family require. To keep the house dean, you’ve got both high-tech appliances and one or two people to do the dirty work.
Examples: Refrigerator-oven, multiple deaning drones, housekeeper and/or nanny, dust-repellant wails, excellent air and water filtration systems, grocery delivery service.
Luxury (5 points)
You have just about everything that makes your life more comfortable. You never eat anything less than the best and your kitchen is state-of-the-art. Then again, why make that kitchen dirty when there are so many excellent (and expensive) restaurants in the plex? A small staff maintains your house or apartment, and of course you have a chauffeur for your car as well.
Examples: Chauffeur, housekeepers and handymen, robotic servants, pool with hot tub and sauna, all-natural food.
ENTERTAINMENT
This category gives you something to do in your home. Entertainment can take various forms, with the descriptions below giving typical examples; if you prefer to have a large library rather than electronic gadgets, for instance, you could dedde it’s equivalent to Middle-level entertainment and pay the 3 points for that.
For more information about Matrix access, see p. 35 of Matrix. Also, Target: Matrix has more specific examples of Matrix entertainment.
Limitations: As most modern entertainment requires electricity, you cannot choose more than one level higher in Entertainment than you took for Comforts. For example, if you took Middle Comforts, you cannot take more than High-level Entertainment.
Street (0 points)
You have no entertainment to speak of.
Examples: Magazine from a garbage can, BTL with a few minutes’ runtime left.
Squatter (1 point)
For entertainment, you're dependent on some (usually elderly and/or malfunctioning) devices, drinking with your homies on the stoop or going to the seedy corner bar.
Examples: Portable radio, hand-held video game, trideo in a public place, dataterm.
Low (2 points)
Your place is equipped with the basic necessities of modern living, but nothing outlandish or expensive. When you go out, it's usually to places that aren’t very expensive, such as the movies or a local bar.
Examples: Basic Matrix access (p. 35. Matrix), home stereo system, trideo, vidphone/fax, low-end simdeck.
Middle (3 points)
Your home is well equipped to entertain you. If that’s not enough, you can go out to find a lot more at any number of places catering to the middle classes.
Examples: Premium Matrix access (p. 35, Matrix), concerts, cheap telecom, simsense deck, Timberwolves season tickets.
High (4 points)
You can get more entertainment in your own home than many people see in their entire lives; you don’t have the absolute, top-of-the-iine gear, but It comes close enough to impress your friends.
Examples: High-speed Matrix access (p. 35, Matrix), highend simsense deck, expensive restaurants, exclusive nightclub membership.
Luxury (5 points)
There is just about nothing you don’t have, or can’t go and do—your home has (very nearly) everything when it comes to entertainment, and what it doesn’t have, other people are happy to provide to you when you want it.
Examples: Private dub membership, complete home entertainment center, hunting expeditions.
This category gives you something to do in your home. Entertainment can take various forms, with the descriptions below giving typical examples; if you prefer to have a large library rather than electronic gadgets, for instance, you could dedde it’s equivalent to Middle-level entertainment and pay the 3 points for that.
For more information about Matrix access, see p. 35 of Matrix. Also, Target: Matrix has more specific examples of Matrix entertainment.
Limitations: As most modern entertainment requires electricity, you cannot choose more than one level higher in Entertainment than you took for Comforts. For example, if you took Middle Comforts, you cannot take more than High-level Entertainment.
Street (0 points)
You have no entertainment to speak of.
Examples: Magazine from a garbage can, BTL with a few minutes’ runtime left.
Squatter (1 point)
For entertainment, you're dependent on some (usually elderly and/or malfunctioning) devices, drinking with your homies on the stoop or going to the seedy corner bar.
Examples: Portable radio, hand-held video game, trideo in a public place, dataterm.
Low (2 points)
Your place is equipped with the basic necessities of modern living, but nothing outlandish or expensive. When you go out, it's usually to places that aren’t very expensive, such as the movies or a local bar.
Examples: Basic Matrix access (p. 35. Matrix), home stereo system, trideo, vidphone/fax, low-end simdeck.
Middle (3 points)
Your home is well equipped to entertain you. If that’s not enough, you can go out to find a lot more at any number of places catering to the middle classes.
Examples: Premium Matrix access (p. 35, Matrix), concerts, cheap telecom, simsense deck, Timberwolves season tickets.
High (4 points)
You can get more entertainment in your own home than many people see in their entire lives; you don’t have the absolute, top-of-the-iine gear, but It comes close enough to impress your friends.
Examples: High-speed Matrix access (p. 35, Matrix), highend simsense deck, expensive restaurants, exclusive nightclub membership.
Luxury (5 points)
There is just about nothing you don’t have, or can’t go and do—your home has (very nearly) everything when it comes to entertainment, and what it doesn’t have, other people are happy to provide to you when you want it.
Examples: Private dub membership, complete home entertainment center, hunting expeditions.
FURNISHINGS
The size of your place is covered by the Space category; this one lets you pick how the place is decorated. Note that this is not related to the home’s size at all: you could have priceless art and top-dass furniture crammed everywhere in a one-bedroom apartment, or you might live in a big apartment with 700 square meters of totally empty floor space.
Street (0 points)
Furnishings?
Examples: Coat, trousers, shoes, shirt.
Squatter (I point)
You own a few bits and pieces that make your house semi inhabitable. but if a lot of friends come over they’ll have to sit on the floor. In any case, ail your furniture is ancient and continually needs minor repairs.
Examples: Mattress, mismatched chairs, upturned crates.
Low (2 points)
You own some cheap furniture, but at least you probably bought it new. You have enough of it to reasonably fill a small apartment.
Examples: Sofa, pop-star posters, complete bed. matched chairs.
Middle (3 points)
Your apartment has decent furniture in a style of your taste and you have enough to suit your needs. It’s not of any prestigious brand or designer, but it doesn’t fall apart when someone sits down on it, either.
Examples: Mass-production art. S-Kea furniture.
High (4 points)
You have all the furnishings your heart desires, enough to fill your apartment or house to capacity. What’s more, it’s of good quality and by designers who’ve already made a bit of a name for themselves.
Examples: Real wood paneling, crystal glassware, original art.
Luxury (5 points)
LOTS of furniture, all created by prestigious designers that make use of exotic materials and avant-garde styling. Alternatively, you might own precious antiques or just a verylarge amount of comfortable—if somewhat bland—modern furniture.
Examples: One-off designs, antique furniture, gold-plated faucets, works by famous artists.
The size of your place is covered by the Space category; this one lets you pick how the place is decorated. Note that this is not related to the home’s size at all: you could have priceless art and top-dass furniture crammed everywhere in a one-bedroom apartment, or you might live in a big apartment with 700 square meters of totally empty floor space.
Street (0 points)
Furnishings?
Examples: Coat, trousers, shoes, shirt.
Squatter (I point)
You own a few bits and pieces that make your house semi inhabitable. but if a lot of friends come over they’ll have to sit on the floor. In any case, ail your furniture is ancient and continually needs minor repairs.
Examples: Mattress, mismatched chairs, upturned crates.
Low (2 points)
You own some cheap furniture, but at least you probably bought it new. You have enough of it to reasonably fill a small apartment.
Examples: Sofa, pop-star posters, complete bed. matched chairs.
Middle (3 points)
Your apartment has decent furniture in a style of your taste and you have enough to suit your needs. It’s not of any prestigious brand or designer, but it doesn’t fall apart when someone sits down on it, either.
Examples: Mass-production art. S-Kea furniture.
High (4 points)
You have all the furnishings your heart desires, enough to fill your apartment or house to capacity. What’s more, it’s of good quality and by designers who’ve already made a bit of a name for themselves.
Examples: Real wood paneling, crystal glassware, original art.
Luxury (5 points)
LOTS of furniture, all created by prestigious designers that make use of exotic materials and avant-garde styling. Alternatively, you might own precious antiques or just a verylarge amount of comfortable—if somewhat bland—modern furniture.
Examples: One-off designs, antique furniture, gold-plated faucets, works by famous artists.
SECURITY
This category represents how difficult It is for others to gain access to your property. The specifics depend on what you and your gamemaster have in mind, but can be anything from locks on the doors, on-site guards, payments to the local gang, or even the fact that you benefit from the security of the bunraku parlor next-door.
The ratings given in the sections below are for tests made to circumvent the security, regardless of what you decide that security actually is. For example, If you have Squatter-level security, you could say it’s a padlock on a footlocker; for purposes of picking it, the padlock has a rating of 2, because that’s what Squatter security provides. On the other hand, with Middle security, the locks on the doors will be Rating 4; if there’s a caretaker in your building, he’ll have Intelligence 4 with which to spot intruders.
Street (0 points)
You have no security to speak of, except what you can create for yourself. That usually takes the form of scaring away would-be thieves by whatever means available, so you would do well to invest in a weapon of some kind.
Rating: 1
Examples: Looking tough, tin can on a tripwire.
Squatter (1 point)
You have a place where you can store your valuables out of reach of common thieves, but the more resourceful ones will be able to get at it with a little trouble.
Rating: 2
Examples: Simple mechanical lock, old safe, locker at the
bus station.
Low (2 points)
Although your security isn’t great, it is good enough to at least delay serious attempts at getting past It. You won’t normally be bothered by opportunistic attempts to steal your stuff.
Rating: 3
Examples: Average safe, payments to the local gang, big dog.
Middle (3 points)
Your apartment has security that will keep out casual thieves as well as the more determined ones, making it a relatively safe and secure place to live.
Rating: 4
Examples: Decent maglocks, PANICBUTTON alarm, building with a guard.
High (4 points)
You have a good system of locks and alarms on your property, and very likely a contract with a security company. All this makes it difficult for even experienced and well-equipped thieves to get in.
Rating: 6
Examples: Metahuman guards, security cameras, electrified fence. Ares Sentinel “P" patrol drones.
Luxury (5 points)
Security is so good that sometimes it just gets in your way—but better security than someone else, right?
Rating: 8
Examples: Paranormal animal patrols, automatic gun systems, guard spirits, on-site security magician.
This category represents how difficult It is for others to gain access to your property. The specifics depend on what you and your gamemaster have in mind, but can be anything from locks on the doors, on-site guards, payments to the local gang, or even the fact that you benefit from the security of the bunraku parlor next-door.
The ratings given in the sections below are for tests made to circumvent the security, regardless of what you decide that security actually is. For example, If you have Squatter-level security, you could say it’s a padlock on a footlocker; for purposes of picking it, the padlock has a rating of 2, because that’s what Squatter security provides. On the other hand, with Middle security, the locks on the doors will be Rating 4; if there’s a caretaker in your building, he’ll have Intelligence 4 with which to spot intruders.
Street (0 points)
You have no security to speak of, except what you can create for yourself. That usually takes the form of scaring away would-be thieves by whatever means available, so you would do well to invest in a weapon of some kind.
Rating: 1
Examples: Looking tough, tin can on a tripwire.
Squatter (1 point)
You have a place where you can store your valuables out of reach of common thieves, but the more resourceful ones will be able to get at it with a little trouble.
Rating: 2
Examples: Simple mechanical lock, old safe, locker at the
bus station.
Low (2 points)
Although your security isn’t great, it is good enough to at least delay serious attempts at getting past It. You won’t normally be bothered by opportunistic attempts to steal your stuff.
Rating: 3
Examples: Average safe, payments to the local gang, big dog.
Middle (3 points)
Your apartment has security that will keep out casual thieves as well as the more determined ones, making it a relatively safe and secure place to live.
Rating: 4
Examples: Decent maglocks, PANICBUTTON alarm, building with a guard.
High (4 points)
You have a good system of locks and alarms on your property, and very likely a contract with a security company. All this makes it difficult for even experienced and well-equipped thieves to get in.
Rating: 6
Examples: Metahuman guards, security cameras, electrified fence. Ares Sentinel “P" patrol drones.
Luxury (5 points)
Security is so good that sometimes it just gets in your way—but better security than someone else, right?
Rating: 8
Examples: Paranormal animal patrols, automatic gun systems, guard spirits, on-site security magician.
SPACE
This is an indicator of the size of your dwelling. Its interior decoration is not considered here, as that falls under Furnishings.
Street (0 points)
You don’t live in a building at all. but sleep in the open air.
Examples: Park bench, doorway, under a highway overpass.
Limitations: You cannot choose higher than Squatter lifestyle for the Security category.
Squatter (I point)
At least you’ve got a roof over your head to keep the rain out, but that’s about all. There’s just enough room for yourself and perhaps a guest (provided they don’t want to stay for the night, or at least not in a separate bed) but there really is no room to do anything in-doors.
Examples: Coffin hotel, cardboard box, shantytown hut. homeless shelter.
Limitations: You cannot choose higher than Low lifestyle for the Security category.
Low (2 points)
You live in a tiny apartment or studio that is not intended to be inhabited by more than one or two people. On average, these apartments have about 50 square meters of floor space and are very cramped for trolls. A shamanic lodge can be set up in the living room if you really want to. and though you can draw a hermetic circle, it’s limited to rating 2 due to the room size .Apartments like this are part of a big block of flats with at least ten floors, each of dozen or more apartments. If you’re lucky you’ve got a balcony, else you’ll have to make do with a picture window. If you have a vehicle, you can park it in a communal parking garage underneath the building, or on a large lot out front.
Examples: One-bedroom apartment, prefab DIY home, council flat, U-Stor-It™ space.
Middle (3 points)
You either have a decent-sized apartment in a large building or a small free-standing house with a garden, depending on what part of town you live in. On average, it is about 100 square meters with a moderate-sized living room, enough bedrooms for your whole family to sleep and live in (as well as maybe one or two spares) and a well-equipped bathroom and kitchen. For magicians, this is the minimum size of building in which you can set up a shamanic lodge in a room of its own. If you move the furniture aside, you can draw a rating 4 hermetic circle.
An apartment block will have a parking garage underneath the building, but unlike Low-class, it has reserved spaces for all the residents. If you have a house, you can park your vehicle on a driveway or in your front yard.
Examples: Two- or three-bedroom apartment, condominium, small single-family house.
High (4 points)
Your apartment is large and airy, or maybe you live in a moderately-sized house with a garden around it. Either has a large living room and kitchen, a study and/or dining room, at least one well-equipped bathroom and large bedrooms for your whole family and some guests. The typical size of an apartment is some 300 square meters, while a house has about 200 square meters of space. You can draw a rating 6 hermetic circle indoors if you want to.
For parking your vehicle, you have a private space underneath the apartment building, or a garage next to your house.
Examples: Typical single-family house or apartment, converted loft.
Luxury (5 points)
If you live in an apartment block, you’ve either got a multistory penthouse or most of a floor to yourself. Most luxury housing, though, consists of villas surrounded by large gardens. In either case, interior space is 750 square meters or more with more rooms than you'll ever really need, most of them as large as some low-class apartments. If you're a magician, you'll have all the room you need for a lodge or hermetic circle of almost any rating.
Examples: Villa, penthouse, large hotel suite.
This is an indicator of the size of your dwelling. Its interior decoration is not considered here, as that falls under Furnishings.
Street (0 points)
You don’t live in a building at all. but sleep in the open air.
Examples: Park bench, doorway, under a highway overpass.
Limitations: You cannot choose higher than Squatter lifestyle for the Security category.
Squatter (I point)
At least you’ve got a roof over your head to keep the rain out, but that’s about all. There’s just enough room for yourself and perhaps a guest (provided they don’t want to stay for the night, or at least not in a separate bed) but there really is no room to do anything in-doors.
Examples: Coffin hotel, cardboard box, shantytown hut. homeless shelter.
Limitations: You cannot choose higher than Low lifestyle for the Security category.
Low (2 points)
You live in a tiny apartment or studio that is not intended to be inhabited by more than one or two people. On average, these apartments have about 50 square meters of floor space and are very cramped for trolls. A shamanic lodge can be set up in the living room if you really want to. and though you can draw a hermetic circle, it’s limited to rating 2 due to the room size .Apartments like this are part of a big block of flats with at least ten floors, each of dozen or more apartments. If you’re lucky you’ve got a balcony, else you’ll have to make do with a picture window. If you have a vehicle, you can park it in a communal parking garage underneath the building, or on a large lot out front.
Examples: One-bedroom apartment, prefab DIY home, council flat, U-Stor-It™ space.
Middle (3 points)
You either have a decent-sized apartment in a large building or a small free-standing house with a garden, depending on what part of town you live in. On average, it is about 100 square meters with a moderate-sized living room, enough bedrooms for your whole family to sleep and live in (as well as maybe one or two spares) and a well-equipped bathroom and kitchen. For magicians, this is the minimum size of building in which you can set up a shamanic lodge in a room of its own. If you move the furniture aside, you can draw a rating 4 hermetic circle.
An apartment block will have a parking garage underneath the building, but unlike Low-class, it has reserved spaces for all the residents. If you have a house, you can park your vehicle on a driveway or in your front yard.
Examples: Two- or three-bedroom apartment, condominium, small single-family house.
High (4 points)
Your apartment is large and airy, or maybe you live in a moderately-sized house with a garden around it. Either has a large living room and kitchen, a study and/or dining room, at least one well-equipped bathroom and large bedrooms for your whole family and some guests. The typical size of an apartment is some 300 square meters, while a house has about 200 square meters of space. You can draw a rating 6 hermetic circle indoors if you want to.
For parking your vehicle, you have a private space underneath the apartment building, or a garage next to your house.
Examples: Typical single-family house or apartment, converted loft.
Luxury (5 points)
If you live in an apartment block, you’ve either got a multistory penthouse or most of a floor to yourself. Most luxury housing, though, consists of villas surrounded by large gardens. In either case, interior space is 750 square meters or more with more rooms than you'll ever really need, most of them as large as some low-class apartments. If you're a magician, you'll have all the room you need for a lodge or hermetic circle of almost any rating.
Examples: Villa, penthouse, large hotel suite.
corporate lifestyle..
This lifestyle is a storefront, not a proper residence to live in. The lifestyle includes a location where the character can manufacture, fence, or repair goods. The location associated with this lifestyle includes permits to sell specific legal items. Because it’s a business that can make money, the monthly cost can vary. When renting an establishment, the character should make Etiquette (Corporate) [4] test at the start of each month. Each net hit reduces the monthly cost a amount based off the time given over to the business
10 min hours per week 500 per net success for that month,
20 min hours per week by 1000 per net success for that month,
40 min hours a weak by 2,000 per net success for that month,
this representing the savvy business sense the character has while running the establishment. any skill that is appropriate to the company can be used as a complimentary skill.
min-size med for any type of business to allow for work space.
high for a shop,
luxury for a facility or medical shop or up to 3 different shops.
Add the following to the lifestyle cost for a monthly facility rental:
• General Facility: 1,000¥
• Vehicle / gunsmithing Facility: 2,000¥
• Computer/Cybernetics/Electonics Facility: 3,000¥
• rating 3 medical clinic 700¥ per month ---permit 10,000¥
• rating 5 alpha medical clinic 3000¥ per month ---permit 44,000¥
• rating 6 beta medical clinic 8000¥ per month ---permit 120,000¥
A rating of 3 is the minimum a clinic must have to get a medical permit from the UCAS or Seattle government. A permit is required to purchase equipment for a medical clinic. Also required is proof of medical staff; at least one doctor and one nurse per rating point must be under contract. and the clinic can handle up to its rating x3 doctors. and can rent those other slots out at ratting x 100 per day
This lifestyle is a storefront, not a proper residence to live in. The lifestyle includes a location where the character can manufacture, fence, or repair goods. The location associated with this lifestyle includes permits to sell specific legal items. Because it’s a business that can make money, the monthly cost can vary. When renting an establishment, the character should make Etiquette (Corporate) [4] test at the start of each month. Each net hit reduces the monthly cost a amount based off the time given over to the business
10 min hours per week 500 per net success for that month,
20 min hours per week by 1000 per net success for that month,
40 min hours a weak by 2,000 per net success for that month,
this representing the savvy business sense the character has while running the establishment. any skill that is appropriate to the company can be used as a complimentary skill.
min-size med for any type of business to allow for work space.
high for a shop,
luxury for a facility or medical shop or up to 3 different shops.
Add the following to the lifestyle cost for a monthly facility rental:
• General Facility: 1,000¥
• Vehicle / gunsmithing Facility: 2,000¥
• Computer/Cybernetics/Electonics Facility: 3,000¥
• rating 3 medical clinic 700¥ per month ---permit 10,000¥
• rating 5 alpha medical clinic 3000¥ per month ---permit 44,000¥
• rating 6 beta medical clinic 8000¥ per month ---permit 120,000¥
A rating of 3 is the minimum a clinic must have to get a medical permit from the UCAS or Seattle government. A permit is required to purchase equipment for a medical clinic. Also required is proof of medical staff; at least one doctor and one nurse per rating point must be under contract. and the clinic can handle up to its rating x3 doctors. and can rent those other slots out at ratting x 100 per day
LIFESTYLE EDGES & FLAWS
Lifestyle Edges and Flaws personalize the more particular aspects of a character’s home. They function like regular Edges and Raws (p. 15, SRComp) except that their value affects the cost of a lifestyle directly. Once the lifestyle's personalization Is complete, the player adds up the values to obtain a final modifier; that modifier, plus one, multiplies the monthly cost of the lifestyle. This result is what the character must pay each month No more than five Edges and five Raws are allowed per lifestyle—or even less if the gamemaster chooses. No matter how many Edges and Raws are taken, though, the costs of a lifestyle can never be increased or reduced by more than 50 percent of its original value.
Likewise, the gamemaster has final approval on which Edges and Raws can be chosen and should be appropriately strict when nixing combinations that fail the common sense test. At the gamemaster’s discretion, certain Edges and Raws may simply be inappropriate. You are unlikely, for example, to have a home with the Motivated Service Edge in the Z-zone areas if Redmond, |ust as you are unlikely to have a home with the Rough Neighborhood Raw in a AAA-zoned part of Bellevue. All choices should fit with the personality of the home.
Any lifestyle made permanent (by buying it at one hundred times the base price) should be bought with Edges and Flaws already determined. They modify the final price as usual; simply figure out the cost for a month's rent and multiply it by 100.
Likewise, the gamemaster has final approval on which Edges and Raws can be chosen and should be appropriately strict when nixing combinations that fail the common sense test. At the gamemaster’s discretion, certain Edges and Raws may simply be inappropriate. You are unlikely, for example, to have a home with the Motivated Service Edge in the Z-zone areas if Redmond, |ust as you are unlikely to have a home with the Rough Neighborhood Raw in a AAA-zoned part of Bellevue. All choices should fit with the personality of the home.
Any lifestyle made permanent (by buying it at one hundred times the base price) should be bought with Edges and Flaws already determined. They modify the final price as usual; simply figure out the cost for a month's rent and multiply it by 100.
LIFESTYLE EDGES
Astral Repellent
Value: +0.20
The astral feel of the home and its environment acts like a repellent. Spirits and other astral beings know to steer clear. Any astral being (including astrally projecting metahumans and conjured spirits) needs to succeed at a Willpower (5) Test to enter. Immediately after a conjuring succeeds within the home, the spirit must make the Willpower Test; should it fail, so does the conjuring. This Edge is incompatible with the Astral Magnet Flaw.
Bribed Security
Value: +0.15
The security providers for the home have been paid handsomely to offer more than adequate service. Be they Lone Star, private security guards or the local gang, all security response times are halved once the alarm is sounded. After all, security wants to please so it can keep its pockets lined. This Edge is incompatible with the Underpaid Security Raw.
Concerned Neighbors
Value: +0.05
The character’s neighbors take their neighborhood’s safety to heart and will notice strange sounds and peculiar people (anyone to whom they haven’t been introduced) moving in and out of the home. Whenever this happens, they will either check to see if the character’s all right or call security. Treat them as having an Intelligence of 3 for purposes of noticing intruders. This Edge can be taken in conjunction with other “Neighbors" Edges and Flaws, each time pertaining to a specific set of neighbors.
Defensive Setup
Value: +0.10
The home with this Edge was either designed with architectural defense in mind or acquired that aspect by pure accident. It features corners and layout characteristics perfect for use as cover or advantageous positions in battle. When fighting indoors, characters familiar with the home (namely the character with the lifestyle and any regular visitors) can always move to gain the Partial Cover defensive bonus in ranged combat or the Superior Position bonus in melee combat. This Edge is incompatible with the Ambush Friendly Flaw.
Easygoing Landlord
Value: +0.05
The landlord isn’t overly concerned with late payments or strict enforcement. Alternatively, he or she and the character go back a long way. If using the new lifestyle costs introduced in this book, roll 3D6 instead of the usual 2D6 when rolling to see if the character’s lifestyle is reduced after insufficient payment. If using the standard SR3 lifestyle rules (p. 240, SR3), roll 2D6 instead of the usual 1D6 to compare to the amount of missed payments. This Edge is incompatible with the Trigger-Happy Landlord Flaw.
Escape Tunnel
Value: +0.10
Whether by design or accident, the home features a concealed portal that can be used to secretly enter and exit without any external observers being the wiser. This might be a basement door leading to the sewers, a secret stairway hidden behind a bookshelf or easy access to the neighbor’s roof and out of sight fire escape.
Good Insulation
Value: +0.05
Thanks to space-age materials and rugged architecture, the character’s home is perfectly protected against the elements. No matter what extreme conditions might be going on outside, the character’s home remains in tip top environmental shape (even during power outages). This Edge is incompatible with the Bad Insulation Flaw.
Good Reputation
Value: +0.05
The character’s home itself is known to be a great place. Outside contractors and services will be eager to go on-site to do the work, as will delivery services. This gives the character a -2 bonus to ail target numbers when negotiating with the aforementioned service providers. This Edge is incompatible with the Bad Reputation Flaw.
Hasty Access
Value: +0.05
The home is configured to give quick entry and exit whenever the character needs it. For houses or flats it may mean a quick-access fire escape or back door, while for twentieth floor penthouses there may be some express elevators or bungee rigging involved. Barring unusual circumstances, it takes a single Combat Turn to enter or exit the home at any time, from any room. This Edge is incompatible with the Difficult Access Flaw.
Helpful Neighbors
Value: +0.05
The character's neighbors are both friendly and eager to please. Whenever the character needs a cup of soykaf or a place to hide a large unidentified box, they'll be there to lend a hand. They always react favorably to the character and whichever friends he or she introduces to them. This Edge can be taken in conjunction with other “Neighbors" Edges and Flaws, each time pertaining to a specific set of neighbors.
Inconspicuous Housing
Value: +0.10
The character lives in a place that people just can't seem to find on the map or even easily on foot. It may be a nondescript warehouse with no address or that corner apartment that can't be seen from the street and isn't listed on the directory. This makes it harder for people to find the character, both friendly and otherwise. Increase the difficulty of all tests made to find or acquire information about the tenants by +1.
Insurance
Value: +0.10
Unforeseen circumstances are prepared for as an insurance company protects the character’s real estate assets. This Edge is linked to a specific ID/SIN when purchased and will thereafter work similarly for every other lifestyle the character has registered under the same SIN. Whenever something bad happens to a home with this Edge (be it due to burglars or cataclysms) and the character decides to invoke Insurance, he or she gains a temporary lifestyle of value equal to the current lifestyle for as long as the replacements or repairs take. All this is done without any further expense. As soon as the character is back to his or her former home, however, the Insurance Edge’s value goes up by +0.05 and the lifestyle's cost is recalculated.
This increase unilaterally affects all lifestyles under the same SIN and their costs must also be updated. Additionally, this rise in value is cumulative every time the Edge is invoked; modifying the lifestyle or removing Insurance to purchase it again later will not reduce its new adjusted value. Only lifestyles purchased under SINs that have never had the Insurance Edge are able to take it at its original +0.10 value. Lifestyles not registered to a SIN cannot have the Insurance Edge.
Manaline/Power Site In the Basement
Value: +0.20 (+0.30 for Awakened characters)
For reasons beyond metahuman comprehension, the home is located directly on a rating 1 manaline or power site (see p. 84, MfTS). This confers all the usual bonuses of manalines and power sites to any magic users inside the home, but also tends to attract unwanted attention due to the obvious magical energies involved.
Masterful Engineering*
Value: +0.05
The home was crafted using SOTA methods that make any modifications much easier. The base time for renovations or any other form of home customization is rolled with 1D6 days per point instead of the regular 2D6 days (see Changing Ratings, p. 133). This Edge Is incompatible with the Patchwork Engineering Flaw.
Motivated Service
Value: +0.10
The character’s non-security home services, both inside and outside, are very motivated and efficient. They finish the job in half the time when time is a factor and always react nicely to the character and his or her visitors, companions and friends. This Edge is incompatible with the Disgruntled Service Flaw.
No More Neighbors
Value: +0.15
Through luck or the character’s exasperated actions, the homes next door (and above and below) are empty. While this means no immediate help, it also means no distractions and no one to disturb. This Edge cannot be taken in conjunction with any other “Neighbors” Edge or Flaw.
One Step Away From Everything
Value: +0.05
The home is simply In the best possible emplacement it can be. Travel times to specialty outlets or services, such as the corner store or the hospital, are halved thanks to little or no traffic and judicious shortcuts. This Edge is incompatible with the Middle of Nowhere Flaw.
Pest Repellent
Value: +0.05
Stray animals and pests know to stay away from this home. This may be due to the tanning shop next door or the pet cemetery in the basement; no matter the reason, any critter wanting to approach the home with this Edge needs to succeed at a Willpower (6) test. This Edge is incompatible with the Infestation Flaw.
Privacy Screen
Value: +0.10 per level
The character’s home is designed for privacy, be it through thick soundproof walls, strategically placed windows or other features. External surveillance or spying is made all the more difficult, suffering a penalty of +1 to all target numbers per level of this Edge. These penalties do not affect any anti-privacy activities within the home proper. The Privacy Screen Edge can be taken a maximum of three times and is incompatible with the No Privacy Flaw.
Quiet Neighborhood
Value: +0.15
The character lives in a quiet, peaceful area of town. It’s (relatively) safe to walk at night and the incidence of security breaches is much lower. Crimes happen half as often as normal around (and sometimes in) the character’s home. This Edge is incompatible with the Rough Neighborhood Flaw.
Reliable Utilities
Value: +0.10
The building is kept in good condition and the owner has invested in technologies and services that ensure life can go on at even the worst of times. This may mean that there is a back-up generator on site or that the plumbing is of superior quality. Even in the most extreme circumstances, the basic services of electricity and hot/cold water still function.
Roommate From Heaven
Value: +0.10
The character lives with a helpful, friendly soul who either offers a shoulder to cry on, a listening ear or a “don’t ask, don’t tell" policy. Additionally, the roommate also helps with the home’s upkeep and takes care of things when the character is not home. “Roommate" Edges and Flaws can be taken more than once, cumulatively representing more people living with the character. Roommates acquired through Edges and Flaws do not contribute to the rent.
Terrific View
Value: +0.05
The home offers an amazing view of a specific area, offering both pleasant feelings and spying opportunities for the character. Multiple “View” Edges and Flaws can be taken, each applying to a specific area of the home’s surroundings.
Vigilant Security*
Value: +0.15
The home's security is especially hawk-eyed and alert. The lifestyle’s security rating is increased by I only for the purposes of the quantity of dice rolled against intrusion attempts. This can be due to motivated guards, a commanding position or other characteristics. This Edge is incompatible with the Inattentive Security Flaw.
Watertight
Value: +0.05
No matter how much it rains or pours, the character’s home remains dry. Even flash floods and acid rain don’t faze it. This Edge is incompatible with the Waterlogged Flaw.
Astral Repellent
Value: +0.20
The astral feel of the home and its environment acts like a repellent. Spirits and other astral beings know to steer clear. Any astral being (including astrally projecting metahumans and conjured spirits) needs to succeed at a Willpower (5) Test to enter. Immediately after a conjuring succeeds within the home, the spirit must make the Willpower Test; should it fail, so does the conjuring. This Edge is incompatible with the Astral Magnet Flaw.
Bribed Security
Value: +0.15
The security providers for the home have been paid handsomely to offer more than adequate service. Be they Lone Star, private security guards or the local gang, all security response times are halved once the alarm is sounded. After all, security wants to please so it can keep its pockets lined. This Edge is incompatible with the Underpaid Security Raw.
Concerned Neighbors
Value: +0.05
The character’s neighbors take their neighborhood’s safety to heart and will notice strange sounds and peculiar people (anyone to whom they haven’t been introduced) moving in and out of the home. Whenever this happens, they will either check to see if the character’s all right or call security. Treat them as having an Intelligence of 3 for purposes of noticing intruders. This Edge can be taken in conjunction with other “Neighbors" Edges and Flaws, each time pertaining to a specific set of neighbors.
Defensive Setup
Value: +0.10
The home with this Edge was either designed with architectural defense in mind or acquired that aspect by pure accident. It features corners and layout characteristics perfect for use as cover or advantageous positions in battle. When fighting indoors, characters familiar with the home (namely the character with the lifestyle and any regular visitors) can always move to gain the Partial Cover defensive bonus in ranged combat or the Superior Position bonus in melee combat. This Edge is incompatible with the Ambush Friendly Flaw.
Easygoing Landlord
Value: +0.05
The landlord isn’t overly concerned with late payments or strict enforcement. Alternatively, he or she and the character go back a long way. If using the new lifestyle costs introduced in this book, roll 3D6 instead of the usual 2D6 when rolling to see if the character’s lifestyle is reduced after insufficient payment. If using the standard SR3 lifestyle rules (p. 240, SR3), roll 2D6 instead of the usual 1D6 to compare to the amount of missed payments. This Edge is incompatible with the Trigger-Happy Landlord Flaw.
Escape Tunnel
Value: +0.10
Whether by design or accident, the home features a concealed portal that can be used to secretly enter and exit without any external observers being the wiser. This might be a basement door leading to the sewers, a secret stairway hidden behind a bookshelf or easy access to the neighbor’s roof and out of sight fire escape.
Good Insulation
Value: +0.05
Thanks to space-age materials and rugged architecture, the character’s home is perfectly protected against the elements. No matter what extreme conditions might be going on outside, the character’s home remains in tip top environmental shape (even during power outages). This Edge is incompatible with the Bad Insulation Flaw.
Good Reputation
Value: +0.05
The character’s home itself is known to be a great place. Outside contractors and services will be eager to go on-site to do the work, as will delivery services. This gives the character a -2 bonus to ail target numbers when negotiating with the aforementioned service providers. This Edge is incompatible with the Bad Reputation Flaw.
Hasty Access
Value: +0.05
The home is configured to give quick entry and exit whenever the character needs it. For houses or flats it may mean a quick-access fire escape or back door, while for twentieth floor penthouses there may be some express elevators or bungee rigging involved. Barring unusual circumstances, it takes a single Combat Turn to enter or exit the home at any time, from any room. This Edge is incompatible with the Difficult Access Flaw.
Helpful Neighbors
Value: +0.05
The character's neighbors are both friendly and eager to please. Whenever the character needs a cup of soykaf or a place to hide a large unidentified box, they'll be there to lend a hand. They always react favorably to the character and whichever friends he or she introduces to them. This Edge can be taken in conjunction with other “Neighbors" Edges and Flaws, each time pertaining to a specific set of neighbors.
Inconspicuous Housing
Value: +0.10
The character lives in a place that people just can't seem to find on the map or even easily on foot. It may be a nondescript warehouse with no address or that corner apartment that can't be seen from the street and isn't listed on the directory. This makes it harder for people to find the character, both friendly and otherwise. Increase the difficulty of all tests made to find or acquire information about the tenants by +1.
Insurance
Value: +0.10
Unforeseen circumstances are prepared for as an insurance company protects the character’s real estate assets. This Edge is linked to a specific ID/SIN when purchased and will thereafter work similarly for every other lifestyle the character has registered under the same SIN. Whenever something bad happens to a home with this Edge (be it due to burglars or cataclysms) and the character decides to invoke Insurance, he or she gains a temporary lifestyle of value equal to the current lifestyle for as long as the replacements or repairs take. All this is done without any further expense. As soon as the character is back to his or her former home, however, the Insurance Edge’s value goes up by +0.05 and the lifestyle's cost is recalculated.
This increase unilaterally affects all lifestyles under the same SIN and their costs must also be updated. Additionally, this rise in value is cumulative every time the Edge is invoked; modifying the lifestyle or removing Insurance to purchase it again later will not reduce its new adjusted value. Only lifestyles purchased under SINs that have never had the Insurance Edge are able to take it at its original +0.10 value. Lifestyles not registered to a SIN cannot have the Insurance Edge.
Manaline/Power Site In the Basement
Value: +0.20 (+0.30 for Awakened characters)
For reasons beyond metahuman comprehension, the home is located directly on a rating 1 manaline or power site (see p. 84, MfTS). This confers all the usual bonuses of manalines and power sites to any magic users inside the home, but also tends to attract unwanted attention due to the obvious magical energies involved.
Masterful Engineering*
Value: +0.05
The home was crafted using SOTA methods that make any modifications much easier. The base time for renovations or any other form of home customization is rolled with 1D6 days per point instead of the regular 2D6 days (see Changing Ratings, p. 133). This Edge Is incompatible with the Patchwork Engineering Flaw.
Motivated Service
Value: +0.10
The character’s non-security home services, both inside and outside, are very motivated and efficient. They finish the job in half the time when time is a factor and always react nicely to the character and his or her visitors, companions and friends. This Edge is incompatible with the Disgruntled Service Flaw.
No More Neighbors
Value: +0.15
Through luck or the character’s exasperated actions, the homes next door (and above and below) are empty. While this means no immediate help, it also means no distractions and no one to disturb. This Edge cannot be taken in conjunction with any other “Neighbors” Edge or Flaw.
One Step Away From Everything
Value: +0.05
The home is simply In the best possible emplacement it can be. Travel times to specialty outlets or services, such as the corner store or the hospital, are halved thanks to little or no traffic and judicious shortcuts. This Edge is incompatible with the Middle of Nowhere Flaw.
Pest Repellent
Value: +0.05
Stray animals and pests know to stay away from this home. This may be due to the tanning shop next door or the pet cemetery in the basement; no matter the reason, any critter wanting to approach the home with this Edge needs to succeed at a Willpower (6) test. This Edge is incompatible with the Infestation Flaw.
Privacy Screen
Value: +0.10 per level
The character’s home is designed for privacy, be it through thick soundproof walls, strategically placed windows or other features. External surveillance or spying is made all the more difficult, suffering a penalty of +1 to all target numbers per level of this Edge. These penalties do not affect any anti-privacy activities within the home proper. The Privacy Screen Edge can be taken a maximum of three times and is incompatible with the No Privacy Flaw.
Quiet Neighborhood
Value: +0.15
The character lives in a quiet, peaceful area of town. It’s (relatively) safe to walk at night and the incidence of security breaches is much lower. Crimes happen half as often as normal around (and sometimes in) the character’s home. This Edge is incompatible with the Rough Neighborhood Flaw.
Reliable Utilities
Value: +0.10
The building is kept in good condition and the owner has invested in technologies and services that ensure life can go on at even the worst of times. This may mean that there is a back-up generator on site or that the plumbing is of superior quality. Even in the most extreme circumstances, the basic services of electricity and hot/cold water still function.
Roommate From Heaven
Value: +0.10
The character lives with a helpful, friendly soul who either offers a shoulder to cry on, a listening ear or a “don’t ask, don’t tell" policy. Additionally, the roommate also helps with the home’s upkeep and takes care of things when the character is not home. “Roommate" Edges and Flaws can be taken more than once, cumulatively representing more people living with the character. Roommates acquired through Edges and Flaws do not contribute to the rent.
Terrific View
Value: +0.05
The home offers an amazing view of a specific area, offering both pleasant feelings and spying opportunities for the character. Multiple “View” Edges and Flaws can be taken, each applying to a specific area of the home’s surroundings.
Vigilant Security*
Value: +0.15
The home's security is especially hawk-eyed and alert. The lifestyle’s security rating is increased by I only for the purposes of the quantity of dice rolled against intrusion attempts. This can be due to motivated guards, a commanding position or other characteristics. This Edge is incompatible with the Inattentive Security Flaw.
Watertight
Value: +0.05
No matter how much it rains or pours, the character’s home remains dry. Even flash floods and acid rain don’t faze it. This Edge is incompatible with the Waterlogged Flaw.
LIFESTYLE FLAWS
Ambush Friendly
Value: -0.10
The character's home was practically designed to be invaded. Anyone fighting indoors must succeed at a Perception (6) Test to locate a way to gain the Partial Cover defensive bonus in ranged combat or the Superior Position bonus in melee combat. This Raw is incompatible with the Defensive Setup Edge.
Annoying Neighbors
Value: -0.05
Neighbors hate the character or at least ignore the fact he or she exists. They make noise at odd hours of the night, disturb the character with requests and generally make life troublesome, going so far as to leaf through his or her snail mail if it’s left to sit out. This Flaw can be taken in conjunction with other “Neighbors" Edges and Flaws, each time pertaining to a specific set of neighbors.
Astral Magnet
Value: -0.20
The home’s astral feel is very appealing to astrally active beings. Unfortunate astral pests and wild spirits seem to gravitate to the character’s home and few astrally projecting characters can fail to notice it. This Flaw is incompatible with the Astral Repellent Edge.
Background Count
Value: -0.20 (-0.30 for Awakened characters) The home was witness to some unfortunate prior events, radiating hate, anger, sorrow, fear or other very negative vibes. It boasts a Background Count (p. 83, MrTS) of level 1 and all that this characteristic entails.
Bad Insulation
Value: -0.05
Due to shoddy construction and flimsy materials, the home’s insulation is practically see-through. The elements therefore rule over the character’s home, preventing sleep and generally making life difficult in the heat of summer as well as in the frost of winter. This Flaw is incompatible with the Good Insulation Edge.
Bad Reputation
Value: -0.05
The home is thought to be cursed, jinxed or renowned for having tenants who don’t tip. Outside contractors and delivery services will be very wary of coming on-site to do any sort of work. Any negotiation with the aforementioned people is done at a +2 penalty to all target numbers. This Flaw is incompatible with the Good Reputation Edge.
Cacophonous Neighborhood
Value: -0.05
The home is unfortunately placed near a highway, railway. motor factory, foghorn plant or other noisy feature of urban life. This causes the character to have trouble sleeping and relaxing due to the constant audio bombardment, unless of course he or she happens to be deaf. Guests and visitors will mind all the same.
Crashpad
Value: -0.10
This place is well known to the youthful members of a particular gang, subculture or social circle as a place to hang out, party and crash at. People the character knows, barely knows or doesn’t know at all are always showing up, looking to hang, get wasted or find a spot of floor to sleep on. Privacy and security are generally nonexistent, at least in the areas of the house not locked off.
Cursed Amenities
Value: -0.10
Hot water turns to cold, blackouts are commonplace and if it can go wrong, it usually has before the character wakes up. The home’s basic services keep malfunctioning at the worst of times.
Difficult Access
Value: -0.05
Leaving or entering the character’s home Is excruciating and time-consuming due to faulty elevators, stairwells or time released door locks. Going in or out, even in a hurry, takes at least two minutes. This Flaw is incompatible with the Hasty Access Edge.
Disgruntled Service
Value: -0.10
The character’s non-security home services deeply resent him or her. They do their job when they want to and take their time, always making sure to “forget” little details or to leave little presents here and there to make the character’s life a little more unpleasant. This Flaw is incompatible with the Motivated Service Edge.
Disgusting Neighborhood
Value: -0.05
Be it a dump, toxic waste treatment plant, tannery or other nauseating enterprise, the character’s home is right next to it. Acting not only as an eyesore but also as a detractor to daily life, it makes the home much less enjoyable and tends to drive off guests and visitors, be they wanted or not.
Gnomes Under the Floorboards
Value: -0.10 or -0.20
Keycards, credsticks, magazines, chips and many assortments of single socks; If it’s small and perhaps shiny, the character keeps losing it. Whether the home is a breeding ground for trinket snatchers or greater forces are at work, small (and often important) things keep getting lost around the home. When gear of Concealability 8 or more is left in the home, there’s a 1 in 6 chance (when a 1 is rolled on 1D6 by the gamemaster) that it will be impossible to locate when the character searches for it later. At level 1, the item will eventually show up later (1D6 x 1D6 days); at level 2, it may be permanently lost.
Haunted
Value: -0.10 or -0.20
Apparitions, closets rumbling, cupboards shaking, doors slamming shut... something’s going on at the character’s home, but no official sources can confirm it, much less help alleviate it. If the Haunted Raw is taken at the second level, the source of the character’s grief is a Force 1 Specter (p. 121, M/75) unable to be banished until this Flaw is bought off. For this to happen, the reason for the Specter's presence will also need to be unearthed and resolved. In either case, the home will be very difficult to sleep and rest in as frightening events keep ail but the most sound sleeping residents awake and shaking.
Horrible View
Value: -0.05
The home offers a fantastic view of a wall, treatment plant or other vision-gouging sight. Nearly nothing can be gleamed from looking outside at that area at any given moment. Multiple “View" Edges and Flaws can be taken, each applying to a specific area of the home’s surroundings.
Inattentive Security*
Value: -0.15
Security is moderately aware of the character’s home at best. The lifestyle's security rating is lowered by 1 only for the purposes of the quantity of dice rolled against intrusion attempts. This can be due to narcoleptic guards, inviting back door entrances or other characteristies. This Flaw is incompatible with the Vigilant Security Edge.
Infestation
Value: -0.10 or -0.20
Local strays or small pests tend to gravitate towards and run amok inside the character’s home, making life a living hell. They nibble power cords, eat food left on the counter and scurry around in the dark of night. Exterminators can help solve the problem for a few days, but the critters always come back. Taking this Flaw at the second level extends the invitation to paracritters; type and frequency of visits are up to the gamemaster. This Flaw is incompatible with the Pest Repellent Edge.
Intolerant Neighbors
Value: -0.05
The character’s neighbors have extremely short tempers and will gladly report him or her at the slightest noise late at night. They are also very leery of personal contact, neighborly help and other social interactions. This Flaw can be taken in conjunction with other "Neighbors’’ Edges and Flaws, each time pertaining to a specific set of neighbors.
Living by Committee
Value: -0.10
The character doesn’t fully rent his or her home, taking part in a community housing project instead. This means the character pays less, but shares the greater part of the lifestyle’s particularities
with others and has to regularly attend meetings to address housing issues. Chores must also be performed with a modicum of regularity. Failure in these duties can cause the character to be evicted from the home.
Living With Parents
Value: -0.25
The character pays a lot less for his space because he still lives at home with his parents (or at least lives with a relative who owns the building). In addition to being the butt of jokes by his fellow runners, he also has to respect the rules of the house. This may mean a curfew (“You can go over to the arcology with your friends but be home by midnight!' ) or other restrictions ("I don't want your friends coming over again, they make too much noise!"). The only way to buy off this Flaw is by moving out of the house and into his own place.
Mall Leftovers
Value: -0.05
The previous tenant left his or her legacy to the character who now receives mail, threats, pets and angry debtors all meant for the former occupant. Until this Flaw is resolved through roleplaying, it cannot be bought off and the mix-up will not be solved.
Middle of Nowhere
Value: -0.05
The home is as far from the local services as is metahumanly possible. Due to traffic and bad city planning, all travel between the home and specialty services is doubled in length.This Flaw is incompatible with the One Step Away From Everything Edge.
No Hazard Alarm
Value: -0.05
Fire, electrical hazards and other unfortunate accidents are not reported to security nor to the character, leaving him or her to discover them and take appropriate action.
No Privacy
Value: -0.05 per level
It’s amazingly easy to spy on the character, even when he or she is taking steps to hide from sight. All attempts to undergo spying or surveillance activities from outside the home receive a bonus of—1 per level to all target numbers. The No Privacy Flaw can be taken a maximum of three times and is incompatible with the Privacy Screen Edge.
Patchwork Engineering*
Value: -0.05
The home was build using shoddy methods and cornercutting, which means any renovation or modification task takes 3D6 days per point instead of the usual 2D6 days per point (see Changing Ratings, p. 133). Additionally, the Rule of Six now applies to this roll. This Flaw is incompatible with the Masterful Edge.
Portal in the Closet
Value: -0.05 to -0.20
Hidden somewhere in the home is a feature best left undisturbed. a secret passage into an old (or still active) underground shortcut or hidden area. Unlike the Escape Tunnel Edge, though, this portal is well concealed and leaks or spews out something bad or horrible, depending on the value of the Raw. A -0.05 Flaw might mean that there are some undiscovered, stink y serial killer victims in a crawlspace, whereas a -0.20 Raw might mean that an underground ghoul hive periodically uses the residence’s old coal chute to come and go.
Roommate From Hell
Value: -0.05
The character lives with a nosy, lazy freeloader who disturbs his or her life more than anything else. “Roommate” Edges and Flaws can be taken more than once, cumulatively representing more people living with the character. Roommates acquired through Edges and Raws do not contribute to the rent.
Rough Neighborhood
Value: -0.15
Undesirables cluster around your living area. Security viol ationshappen more often and it’s more dangerous to be outside at night. Crimes happen twice as often as normal around (and sometimes in) the character's home. This Flaw is incompatible with the Quiet Neighborhood Edge.
This Isn’t Sam’s Pizza
Value: -0.05
The home’s LTG is constantly misassodated with a popular service or business. Nothing the character can do will alleviate the constant wrong numbers.
Trigger-Happy Landlord
Value: -0.05
The landlord despises the character or has a very structured way of running things. Alternatively, he or she may be friends with the repo man. If using the new lifestyle costs introduced in this book, roll ID6 instead of the usual 2D6 when rolling to see if the character's lifestyle is reduced after insufficient payment. If using the standard lifestyle rules (p. 240, SR3), divide the 1D6 roll by two (rounding down) when comparing it to the amount of missed payments. This Flaw is incompatible with the Easygoing Landlord Edge.
Underpaid Security
Value: -0.15
In an effort to save money, a lot less of the lifestyle’s money is going to security and they’re not happy about it. Be they Lone Star, private security guards or the local gang, ail security response times are doubled once the alarm is sounded. This Flaw is incompatible with the Bribed Security Edge.
Unreliable Security
Value: -0.05 per level
The cavalry doesn’t always come charging in. Whenever there’s a call for security, the gamemaster rolls 1D6. If the resu ltis equal to or lower than the level of this Raw, no help is on its way to come to the rescue of the home. This Flaw can be taken a maximum of five times.
Victory Gardens
Value: -0.20
The home is used as a hydroponics farm, growing indoor vegetables for consumption (or other “miscellaneous" plants for resale). While this offsets part of the lifestyle cost due to the contribution it gives in food (or other) expenses, the equipment takes up a large amount of room and has quite strict environmental demands to function properly. Understandably, this means less room to live in and diminished enjoyment of the home, not to mention the frequent upkeep required to care for the crops. Any home with the Victory Gardens Flaw has effective living space equal to one less lifestyle level than normal. For example, a Middle lifestyle home with this Flaw has as much living space as a Low lifestyle home. If using the Detailed Lifestyles costs, this applies to the Housing category.
Waterlogged
Value: -0.05
Even the slightest bit of rain drops in through the roof or rises up through the floor of the character’s home, causing water damage and grief. This Flaw is incompatible with the Waterproof Edge.
Ambush Friendly
Value: -0.10
The character's home was practically designed to be invaded. Anyone fighting indoors must succeed at a Perception (6) Test to locate a way to gain the Partial Cover defensive bonus in ranged combat or the Superior Position bonus in melee combat. This Raw is incompatible with the Defensive Setup Edge.
Annoying Neighbors
Value: -0.05
Neighbors hate the character or at least ignore the fact he or she exists. They make noise at odd hours of the night, disturb the character with requests and generally make life troublesome, going so far as to leaf through his or her snail mail if it’s left to sit out. This Flaw can be taken in conjunction with other “Neighbors" Edges and Flaws, each time pertaining to a specific set of neighbors.
Astral Magnet
Value: -0.20
The home’s astral feel is very appealing to astrally active beings. Unfortunate astral pests and wild spirits seem to gravitate to the character’s home and few astrally projecting characters can fail to notice it. This Flaw is incompatible with the Astral Repellent Edge.
Background Count
Value: -0.20 (-0.30 for Awakened characters) The home was witness to some unfortunate prior events, radiating hate, anger, sorrow, fear or other very negative vibes. It boasts a Background Count (p. 83, MrTS) of level 1 and all that this characteristic entails.
Bad Insulation
Value: -0.05
Due to shoddy construction and flimsy materials, the home’s insulation is practically see-through. The elements therefore rule over the character’s home, preventing sleep and generally making life difficult in the heat of summer as well as in the frost of winter. This Flaw is incompatible with the Good Insulation Edge.
Bad Reputation
Value: -0.05
The home is thought to be cursed, jinxed or renowned for having tenants who don’t tip. Outside contractors and delivery services will be very wary of coming on-site to do any sort of work. Any negotiation with the aforementioned people is done at a +2 penalty to all target numbers. This Flaw is incompatible with the Good Reputation Edge.
Cacophonous Neighborhood
Value: -0.05
The home is unfortunately placed near a highway, railway. motor factory, foghorn plant or other noisy feature of urban life. This causes the character to have trouble sleeping and relaxing due to the constant audio bombardment, unless of course he or she happens to be deaf. Guests and visitors will mind all the same.
Crashpad
Value: -0.10
This place is well known to the youthful members of a particular gang, subculture or social circle as a place to hang out, party and crash at. People the character knows, barely knows or doesn’t know at all are always showing up, looking to hang, get wasted or find a spot of floor to sleep on. Privacy and security are generally nonexistent, at least in the areas of the house not locked off.
Cursed Amenities
Value: -0.10
Hot water turns to cold, blackouts are commonplace and if it can go wrong, it usually has before the character wakes up. The home’s basic services keep malfunctioning at the worst of times.
Difficult Access
Value: -0.05
Leaving or entering the character’s home Is excruciating and time-consuming due to faulty elevators, stairwells or time released door locks. Going in or out, even in a hurry, takes at least two minutes. This Flaw is incompatible with the Hasty Access Edge.
Disgruntled Service
Value: -0.10
The character’s non-security home services deeply resent him or her. They do their job when they want to and take their time, always making sure to “forget” little details or to leave little presents here and there to make the character’s life a little more unpleasant. This Flaw is incompatible with the Motivated Service Edge.
Disgusting Neighborhood
Value: -0.05
Be it a dump, toxic waste treatment plant, tannery or other nauseating enterprise, the character’s home is right next to it. Acting not only as an eyesore but also as a detractor to daily life, it makes the home much less enjoyable and tends to drive off guests and visitors, be they wanted or not.
Gnomes Under the Floorboards
Value: -0.10 or -0.20
Keycards, credsticks, magazines, chips and many assortments of single socks; If it’s small and perhaps shiny, the character keeps losing it. Whether the home is a breeding ground for trinket snatchers or greater forces are at work, small (and often important) things keep getting lost around the home. When gear of Concealability 8 or more is left in the home, there’s a 1 in 6 chance (when a 1 is rolled on 1D6 by the gamemaster) that it will be impossible to locate when the character searches for it later. At level 1, the item will eventually show up later (1D6 x 1D6 days); at level 2, it may be permanently lost.
Haunted
Value: -0.10 or -0.20
Apparitions, closets rumbling, cupboards shaking, doors slamming shut... something’s going on at the character’s home, but no official sources can confirm it, much less help alleviate it. If the Haunted Raw is taken at the second level, the source of the character’s grief is a Force 1 Specter (p. 121, M/75) unable to be banished until this Flaw is bought off. For this to happen, the reason for the Specter's presence will also need to be unearthed and resolved. In either case, the home will be very difficult to sleep and rest in as frightening events keep ail but the most sound sleeping residents awake and shaking.
Horrible View
Value: -0.05
The home offers a fantastic view of a wall, treatment plant or other vision-gouging sight. Nearly nothing can be gleamed from looking outside at that area at any given moment. Multiple “View" Edges and Flaws can be taken, each applying to a specific area of the home’s surroundings.
Inattentive Security*
Value: -0.15
Security is moderately aware of the character’s home at best. The lifestyle's security rating is lowered by 1 only for the purposes of the quantity of dice rolled against intrusion attempts. This can be due to narcoleptic guards, inviting back door entrances or other characteristies. This Flaw is incompatible with the Vigilant Security Edge.
Infestation
Value: -0.10 or -0.20
Local strays or small pests tend to gravitate towards and run amok inside the character’s home, making life a living hell. They nibble power cords, eat food left on the counter and scurry around in the dark of night. Exterminators can help solve the problem for a few days, but the critters always come back. Taking this Flaw at the second level extends the invitation to paracritters; type and frequency of visits are up to the gamemaster. This Flaw is incompatible with the Pest Repellent Edge.
Intolerant Neighbors
Value: -0.05
The character’s neighbors have extremely short tempers and will gladly report him or her at the slightest noise late at night. They are also very leery of personal contact, neighborly help and other social interactions. This Flaw can be taken in conjunction with other "Neighbors’’ Edges and Flaws, each time pertaining to a specific set of neighbors.
Living by Committee
Value: -0.10
The character doesn’t fully rent his or her home, taking part in a community housing project instead. This means the character pays less, but shares the greater part of the lifestyle’s particularities
with others and has to regularly attend meetings to address housing issues. Chores must also be performed with a modicum of regularity. Failure in these duties can cause the character to be evicted from the home.
Living With Parents
Value: -0.25
The character pays a lot less for his space because he still lives at home with his parents (or at least lives with a relative who owns the building). In addition to being the butt of jokes by his fellow runners, he also has to respect the rules of the house. This may mean a curfew (“You can go over to the arcology with your friends but be home by midnight!' ) or other restrictions ("I don't want your friends coming over again, they make too much noise!"). The only way to buy off this Flaw is by moving out of the house and into his own place.
Mall Leftovers
Value: -0.05
The previous tenant left his or her legacy to the character who now receives mail, threats, pets and angry debtors all meant for the former occupant. Until this Flaw is resolved through roleplaying, it cannot be bought off and the mix-up will not be solved.
Middle of Nowhere
Value: -0.05
The home is as far from the local services as is metahumanly possible. Due to traffic and bad city planning, all travel between the home and specialty services is doubled in length.This Flaw is incompatible with the One Step Away From Everything Edge.
No Hazard Alarm
Value: -0.05
Fire, electrical hazards and other unfortunate accidents are not reported to security nor to the character, leaving him or her to discover them and take appropriate action.
No Privacy
Value: -0.05 per level
It’s amazingly easy to spy on the character, even when he or she is taking steps to hide from sight. All attempts to undergo spying or surveillance activities from outside the home receive a bonus of—1 per level to all target numbers. The No Privacy Flaw can be taken a maximum of three times and is incompatible with the Privacy Screen Edge.
Patchwork Engineering*
Value: -0.05
The home was build using shoddy methods and cornercutting, which means any renovation or modification task takes 3D6 days per point instead of the usual 2D6 days per point (see Changing Ratings, p. 133). Additionally, the Rule of Six now applies to this roll. This Flaw is incompatible with the Masterful Edge.
Portal in the Closet
Value: -0.05 to -0.20
Hidden somewhere in the home is a feature best left undisturbed. a secret passage into an old (or still active) underground shortcut or hidden area. Unlike the Escape Tunnel Edge, though, this portal is well concealed and leaks or spews out something bad or horrible, depending on the value of the Raw. A -0.05 Flaw might mean that there are some undiscovered, stink y serial killer victims in a crawlspace, whereas a -0.20 Raw might mean that an underground ghoul hive periodically uses the residence’s old coal chute to come and go.
Roommate From Hell
Value: -0.05
The character lives with a nosy, lazy freeloader who disturbs his or her life more than anything else. “Roommate” Edges and Flaws can be taken more than once, cumulatively representing more people living with the character. Roommates acquired through Edges and Raws do not contribute to the rent.
Rough Neighborhood
Value: -0.15
Undesirables cluster around your living area. Security viol ationshappen more often and it’s more dangerous to be outside at night. Crimes happen twice as often as normal around (and sometimes in) the character's home. This Flaw is incompatible with the Quiet Neighborhood Edge.
This Isn’t Sam’s Pizza
Value: -0.05
The home’s LTG is constantly misassodated with a popular service or business. Nothing the character can do will alleviate the constant wrong numbers.
Trigger-Happy Landlord
Value: -0.05
The landlord despises the character or has a very structured way of running things. Alternatively, he or she may be friends with the repo man. If using the new lifestyle costs introduced in this book, roll ID6 instead of the usual 2D6 when rolling to see if the character's lifestyle is reduced after insufficient payment. If using the standard lifestyle rules (p. 240, SR3), divide the 1D6 roll by two (rounding down) when comparing it to the amount of missed payments. This Flaw is incompatible with the Easygoing Landlord Edge.
Underpaid Security
Value: -0.15
In an effort to save money, a lot less of the lifestyle’s money is going to security and they’re not happy about it. Be they Lone Star, private security guards or the local gang, ail security response times are doubled once the alarm is sounded. This Flaw is incompatible with the Bribed Security Edge.
Unreliable Security
Value: -0.05 per level
The cavalry doesn’t always come charging in. Whenever there’s a call for security, the gamemaster rolls 1D6. If the resu ltis equal to or lower than the level of this Raw, no help is on its way to come to the rescue of the home. This Flaw can be taken a maximum of five times.
Victory Gardens
Value: -0.20
The home is used as a hydroponics farm, growing indoor vegetables for consumption (or other “miscellaneous" plants for resale). While this offsets part of the lifestyle cost due to the contribution it gives in food (or other) expenses, the equipment takes up a large amount of room and has quite strict environmental demands to function properly. Understandably, this means less room to live in and diminished enjoyment of the home, not to mention the frequent upkeep required to care for the crops. Any home with the Victory Gardens Flaw has effective living space equal to one less lifestyle level than normal. For example, a Middle lifestyle home with this Flaw has as much living space as a Low lifestyle home. If using the Detailed Lifestyles costs, this applies to the Housing category.
Waterlogged
Value: -0.05
Even the slightest bit of rain drops in through the roof or rises up through the floor of the character’s home, causing water damage and grief. This Flaw is incompatible with the Waterproof Edge.