While SilCORE comes with a long list of Perks and Flaws, most of which are appropriate to a Shadowrun game, some are not (or need to be altered to fit better with the game) and there are Perks and Flaws provided in a number of Shadowrun sourcebooks which have no analogue in SilCORE. Below, I've compiled a list of alterations to the base SilCORE Perks and Flaws, as well as new SilCORE Perks and Flaws adapted from Shadowrun Perks and Flaws.
If a SilCORE Perk or Flaw is not listed here, assume that it can be used in a Shadowrun game unaltered.
Fake Identity - Fake identities in Shadowrun are a bit more complex than the basic SilCORE Perk allows. In Shadowrun, this Perk should be a variable cost of 3-10 points. A 3 point identity is one that is barely established; the character is known with that identity and may have a weak fake ID, but that is the limit of it. An 10-point identity is one that is nearly ironclad; the identity has a documented past, permits, entries in national databases, and other information to back it up. For more information on fake identities, see the Miscellaneous Rules page.
Favor - I'd suggest not allowing the financial debt version of this Perk, since it is not really aligned with the monetary scale given with the rest of the Shadowrun rules; if it is allowed, I'd suggest changing the debt owed to 10,000Y per point.
Property - As with the Favor Perk, the Property Perk is not aligned with the the monetary scale in the rest of the game; if the player wants to give the character property, he should pay for it with the money they get from devoting CP and SP towards that end.
Strong Immune System - Dwarves may take this Perk, which gives them an additional bonus to their natural racial bonuses.
Subordinates - While not necessarily inappropriate for a Shadowrun campaign, this Perk might be best avoided in order to keep the balance of the game.
Thick-Skinned - Trolls and orks may take this Perk, which adds to their natural racial bonuses.
Wealthy - This Perk doesn't gel with the monetary system in Shadowrun. A character can use starting cash to buy permanent lifestyles (100x normal lifestyle cost) for a similar effect (although it will be considerably more expensive).
Age -Adjust the maximum values for old/young characters by their appropriate racial modifiers if necessary.
Criminal Background - In Shadowrun, this indicates that the character is a known criminal to the authorities and his identity is on file as such somewhere. The SP cost for this flaw should probably be changed to -2 to -4.
Thin-Skinned - Orks and trolls may take this Flaw; the reduction counteracts their natural racial bonus (completely in the case of orks, and partially in the case of trolls).
Weak Immune System - Dwarves may take this Flaw; it cancels out their natural racial bonus.
These are Perks and Flaws imported from Shadowrun sourcebooks, including ones from the Shadowrun Companion; I only have the second edition version, so these are taken from there.
Focused Concentration - This Perk can only be taken by Awakened characters capable of casting spells. Characters with this Perk gain one extra die for Sorcery tests when casting sustained spells and receive a +1 bonus to WIL tests to sustain spells if wounded. Shadowrun Companion, p33. Cost: 2
Magic Resistance - This Perk is only available to non-Awakened characters. The character's aura is simply more resistant to spells for some reason; all attempts to cast a spell on the character (even beneficial ones) suffer a -1 penalty. Shadowrun Companion, p33. Cost: 2
Poor Link - A character with this Perk is especially resistant to location via ritual magic; any ritual sorcery directed against the character (including friendly attempts) suffers a -1 penalty to the Sorcery test. Shadowrun Companion, p33. Cost: 2
Allergy (Specific) - A character with this flaw experiences some degree of irritation or incapacitation due to allergic reaction when in contact with the specific allergen. The cost and effect of an allergy is figured from the following table:
Characteristic Value Description Uncommon -1 The substance or condition is rare or specific; silver, gold, or cold-forged iron would be examples. Common -3 The substance or condition is wide-spread or a collection of related allergens. Plastic, sunlight, pollutants, pollens, or molds would be common allergens. Mild -1 Symptoms are discomforting and distracting, but otherwise mostly harmless; occasional sneezing, runny nose, or mild skin or eye irritation are mild symptoms. Characters suffer a -1 penalty to all skill tests while suffering symptoms. Moderate -3 Contact with the substance causes intense pain or near-incapacitation. The character suffers a -2 penalty to all skill tests while suffering symptoms; weapons made from the allergen increase their Damage Multiplier by 3. Severe -5 Contact with the allergen induces incapacitating breathing problems or apoplectic shock. The substance acts as if it was a Potency 10 fatal toxin if inhaled or ingested, in addition to the effects of a Moderate allergen.
Choose one of the commonalities (uncommon or common) and one of the severities (mild, moderate, or severe) and add the costs. That is the total cost for the allergy. It is suggested that characters not be allowed to take common, severe allergies, as they will probably result in a short life expectancy for that character. Shadowrun Companion, p24.
Bio-Rejection - This flaw can be pulled directly from the Shadowrun Companion (p25). Cost: -5, -2 for Awakened characters.