Mage characters will need to take one or two special Edges in order to become mages. These Edges, in effect, unlock a whole skill tree. See Arcane Backgrounds for more information.
In my houserules, certain standard SWADE edges are modified to require an “augmentation” trapping. This means they are only available as either bioware or a physical adept power. These Edges are all listed below. For details on how the trappings work, see Bioware and Adept Powers.
NB: for avoidance of doubt: only characters with the Adept arcane background can use the Adept Power trapping. And mages who take edges with the Bioware trapping suffer the same -1 penalty to magic rolls as if they’d taken one of the Cyberware edges.
The above doesn’t effect cyberware, which follows standard Sprawlrunners rules; ie., you take Cyberware edges that grant implant points (see below), then spend those implant points on specific cyberware that grant you buffs and abilities (see Cyberware).
Only available with augmentation trapping.
These are edges that give a character implant points, that they can (in turn) spend on getting cyberware.
Per Sprawlrunners RAW, the Implanted edge doesn’t cost an Edge point, and once you take it, you can have any amount of zero-implant-point cyberware. This might seem slightly counter-intuitive, but that’s because it only exists to track the effect of these implants on magic users.
As such it is functionally equivalent to a rule that says “Anybody can take any amount of 0-cost implants they like. However, mages or shamans with any number of 0-point implants take a -1 penalty to all magic rolls, which stacks with any penalties from the Chromed edges.”
If you character is not a mage of any kind, you can skip the Implanted edge entirely, as it has no effect on you. If your character is a mage, and you do want to take some zero-implant-point cyberware, that’s the only time you need to take it.
Note that if you take Implanted on savaged.us, it’ll use up one of your perk points, as there’s no way to zero-out the cost of an Edge on there. So just skip adding it on the site, and only add it to your character sheet later if you need it.
Required: Novice, Spirit d6+, Vigor d6+
Same as Sprawlrunners RAW (pg 15).
Required: Seasoned, Spirit d8+ or Vigor d8+, Chromed
Same as Sprawlrunners RAW (pg 15).
Required: Veteran, Man and Machine
The character has gained regular access to a betaware clinic, which can offer a higher grade of cyberware, more closely tailored to the user’s system. They get 2 more implant points.
Required: Heroic, Betaware
Same as Sprawlrunners RAW (pg 16) but you can only take this Edge once.
Required: Legendary, Betaware
The character has gained access to a top secret black lab that offers the most cutting edge cyberware in existence. They get 2 more implant points.
Replaced by Bone Density.
Replaced by Overclocked Platelets.
Only available with augmentation trapping.
Replaced by Recoil Compensation System for cyberarms.
Replaced by smartlinks.
Only available with augmentation trapping.
Replaced by improved vehicle control rig.
Requirements: Novice, Repair d6+
Character gains a pool of 3 Mod Points.
Mod Points are used to represent access to tools and parts. They are spent similarly to Logistic Points, and can be used to upgrade vehicles before the mission, or even during it if the opportunity presents itself. See vehicle mods for how to use Mod Points.
Requirements: Seasoned, Repair d8+, Mod Shop
Character gains a further 4 Mod Points, in addition to the 3 granted for Mod Shop.
Requirements: Veteran, Repair d10+, Improved Mod Shop
Character gains a further 5 Mod Points. This Edge can be taken a second time at Legendary rank.