TEXT: Edges & Flaws
  Absent-Minded [-1] – tend to forget things and ummm…other stuff.
  Addiction [-1 to –3] – addicted to anything from alcohol to drugs to beetles.
  Animal Bonding [1] – animals feel a natural empathy with you.
  Ambidexterity [2] – Equal proficiency with hands and feet. Reduces penalty for double weapons by 1.
  Blackmailed [-1 to –3] – someone holds the keys to your skeleton closet.
  Bio-Rejection [-3] – Body is very sensitive to invasive implants and surgery. 10% higher Essence cost, and –1 to resist rolls.
  Cat-Like Balance [1] – Grace and poise add +2 bonuses to balancing and falls.
  Construct [+Rating] – Owner of a constructed synthetic intelligence, which can act on your behalf in the Cryptosphere
  Computer Illiterate [-2] – Penalty of –2 to all interactions involving computers.
  Contacts/Spies [1 to 5] – you’ve got informants and friends all over the place. Adds to legwork rolls for a specific Culture.
  Dependent [-1] – a person you love/hate is dependent on you, and you must take care of them.
  Double-Jointed [1] – Easier to escape bonds and manacles, as well as martial art locks and holds.
  Exceptional Attribute [2] –  A single attribute can be raised to 8.
  Fatal Illness [-4] – Character has a fatal illness and may die at any moment (luck roll)
  Faulty Biomech [-3] – some of your biomechanical implants were Made in Burma…
  Forged Identity [Rating minus 2] – a complete set of registry records and background info.
  Forgettable [2] – You blend into the crowds quite well, and are difficult to track down.
  Grease Monkey [3] – machines and vehicles just looove your callused hands. +1 diagnose & repair.
  High Pain Threshold [3] – The penalty for wounds is reduced by one.
  Home Ground [2] – Provides a +1 bonus to many rolls made on home territory.
  Illiterate [-2] – Cannot read or write.
  Influence [1 to 5] – you have connections and are owed favours by people in power.
  License to practise Medicine [3], Law [2], Arrest [3], Operate Large Vehicles [1], Diplomatic Immunity [8]
  Light Sleeper [1] – A bonus of +2 on alertness rolls when asleep.
  MacGuyver [4] – excellent at jury-rigging gadgets from trivial objects.
  Nine Lives [5] – tend to survive hailstorms of bullets and large, spectacular explosions. +2 to dodge out of way.
  Obese [-1] – Character is fat, and suffers the usual social stigma, though attributes are not affected.
  Permits [1 to 5] – you’ve somehow managed to get permits for all your milspec gear.
  Quick Healer [1] – Rate of healing is slightly increased.
  Registry Tap [6] – you have a secret tunnel into the global citizen registry. Can pull dossiers on people.
  SOTA Carrier [5] – you were the test subject for experimental biomech systems. Can start with alpha gear.
  Speech Impediment [-1] – social interactions are penalized by –1.
  Weirdness Magnet [-1] – strange stuff happens around you…and to you. Roll on Strange Shit table every session.
  Well-Endowed [1] – let’s just say you have big… feet. +1 Seduction.
  Delusion, Compulsion, Hatred, Obsession, Intolerance [-1 to –3]
  Common: speech, sunlight, crowds, clothing, cars, insects
  Uncommon: weather type (storm, wind), animal type (dogs, cats), swearing, total darkness
  Rare: cat hissing, profuse bleeding, trapped in confined space, viral attack
  COMBAT SPECIALS
  Both Guns Blazing [2] – reduces the penalty for dual-gun use.
  Bloodbath [3] – goons get cut down like wheat.
  Bulletproof [5] – easier to dodge bullets when flying through the air.
  Lightning Reload [1] – can reload clips really fast.
  Eagle Eye [2] – reduces the penalty for aimed shots.
  Signature Weapon [1] – a specific weapon gives you a bonus of +1 to strike.
  Bag Full O’ Guns [4] – easier for you to transport weapons through security checkpoints.
  Improvised Weapon [2] – pick up anything as a weapon at Skill 1.
  
SOURCE: textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Cyberpunk 2020 - Net - Rules - Edges by Krypter.pdf