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Savage Worlds

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Edges

Edges are how you differentiate your character. They're grouped by type to help during Character Creation and Advancement.

Background Edges

These Edges are typically advantages a character is born with, learns from long training, or after exposure to certain events.

Some can be taken after character creation with a little rationalization, maybe your character get a Makeover so you can now take the Attractive edge, or you find an ancient book of cursed knowledge and gain an Arcane Background, etc.

General Background Edges

NameRankSummary
AlertnessNovice+2 to Notice Rolls
AmbidextrousNoviceIgnore -2 penalty when making Trait rolls with off-hand.
Arcane BackgroundNoviceAllows access to Arcane Backgrounds
Arcane ResistanceNoviceArcane skills targeting the hero suffer a -2 penalty (even if cast by allies!) and magical damage is reduced by 2 as well.
Improved Arcane ResistanceNoviceAs Arcane Resistance, but penalty is increased to -4 and magical damage is reduced by 4.
AristocratNovice+2 to Common Knowledge and networking with the upper class.
AttractiveNovice+1 to Performance and Persuasion rolls.
Very AttractiveNovice+2 to Performance and Persuasion rolls.
BerserkNoviceAfter being Shaken or Wounded, melee attacks must be Wild Attacks, +1 die type to Strength, +2 to Toughness, ignore one level of Wound penalties, Critical Failure on Fighting roll hits random target. Take Fatigue after every five consecutive rounds, may choose to end rage with Smarts roll -2.
Greater BerserkHeroicThe hero's Strength increases two die types when raging and ignore an additional wound penalty
BraveNovice+2 to Fear checks and -2 to rolls on the Fear Table.
BrawnyNoviceSize (and therefore Toughness) +1. Treat Strength as one die type higher for Encumberance and Minimum Strength to use weapons, armor, or equipment.
BruteNoviceLInk Athletics to Strength instead of Agility (including resistance). Short Range of any thrown item increased by +1. Double that for the adjusted Medium Range, and double again for Long Range.
CharismaticNoviceFree reroll when using Persuasion.
ChosenNoviceWhen the Chosen spends Conviction, it lasts until the end of the encounter without having to maintain it with Bennies. The Chosen also has the Enemy (Major) Hindrance and a “mark” that helps them find her.
ElanNovice+2 when spending a Benny to reroll a Trait roll.
FameNovice+1 Persuasion rolls when recognized (Common Knowledge), double usual fee for Performance.
FamousSeasoned+2 Persuasion when recognized, 5x or more usual fee for Performance.
Fast HealerNovice+2 Vigor when rolling for natural healing; check every 3 days.
Favored EnemyNovice-2 Persuasion, free reroll when failing to track (Survival) or attack against a particular type of foe.
Favored TerrainNoviceCharacter draws an additional Action Card in the chosen terrain.
Fleet-FootedNovicePace +2, increase running die one step.
HeirloomNoviceCharacter gains a magic item worth up to 10,000 gp
LinguistNoviceCharacter knows a number of languages equal to half her Smarts die.
LuckNovice+1 Benny at the start of each session.
Great LuckNovice+2 Bennies at the start of each session.
Lucky HelpNoviceSpend a Benny to allow an ally to reroll a Trait roll with a +2 bonus.
Nimble StrikerNoviceNo penalty when running and taking a single action.
PyromaniacNoviceDeal increased damage with natural fire.
QuickNoviceThe hero may discard and redraw Action Cards of 5 or lower.
RichNoviceCahracter starts with three times the starting funds and a $150K annual salary.
Filthy RichNoviceFive times starting funds and $500K average salary.
Wilderness StrideNoviceIgnore movement penalties for Difficult Ground.
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2024/04/17 21:12 · lwelyk · 0 Comments

Combat Edges

These Edges are typically related to dealing and surviving damage.

General Combat Edges

NameRankSummary
Alacrity of MindSeasonedUse Smarts instead of Athletics when making Interrupting Actions.
Armor TrainingNoviceLessen an Armor Restriction hindrance
BlockSeasoned+1 Parry, ignore 1 point of Gang Up bonus
Improved BlockVeteran+2 Parry and ignore 2 points of Gang Up Bonus
Combat ReflexesSeasoned+2 Spirit to recover from being Shaken or Stunned.
CounterattackSeasonedFree attack against one foe per turn who failed a Fighting roll.
Improved CounterattackSeasonedAs Counterattack, but against three failed attacks per turn.
Covering DefenseNoviceDefend maneuver aids allies as well.
Deadly BlowSeasonedThe fighter adds +1 to all his damaging attacks.
DefenderSeasonedCharacter may share his shield's Parry and cover bonus with one adjacent ally.
Dirty FighterSeasoned+2 to Fighting Tricks.
Really Dirty FighterSeasonedRaise on a Fighting Test grants The Drop
DodgeSeasoned-2 to be hit by ranged attacks. (Does not stack with cover)
Improved DodgeSeasoned+2 to Evasion totals.
Exploit WeaknessHeroicAttack as if you are using a damage type they are weak to and slow enemy regeneration.
ExtractionNoviceOne adjacent foe doesn't get a free attack when you withdraw from close combat.
Improved ExtractionSeasonedThree adjacent foes don't get free attacks when you withdraw from combat.
FeintNoviceYou may choose to make a foe resist with Smarts instead of Agility during a Fighting Test.
Formation FighterNoviceFighter adds +2 to Gang Up bonus instead of +1.
Shield WallNoviceFighter with shield adds +1 Parry to adjacent ally with Shield Wall Edge
Free RunnerNoviceIgnore Difficult Ground and add +2 to Athletics in foot chases and Athletics (climbing).
Giant KillerVeteran+1d6 damage vs creatures three Sizes larger or more.
Hard to KillNoviceIgnore Wound penalties when making Vigor rolls to avoid Bleeding Out.
Harder to KillVeteranRoll a die if the character perishes. On an even roll he's Incapacitated but survives somehow.
Heroic DefianceSeasonedAutomatically remove one of the listed negative conditions.
Iron JawNovice+2 to Soak and Vigor rolls to avoid Knockout Blows.
Take the HitSeasonedFree reroll when Soaking or resisting Knockout Blows.
Killer InstinctSeasonedThe hero gets a free reroll in any opposed Test he initiates.
MIssile ShieldVeteranIncrease your Toughness against ranged attacks.
Martial FlexibilitySeasonedOnce per encounter, character may gain the benefits of an eligible Combat Edge for five rounds.
Improved Martial FlexibilityVeteranThe fighter may now choose two Combat Edges per encounter.
Missile DeflectionHeroicRanged attackers use character's Parry as base TN.
Mounted ShieldNoviceYou grant your shield bonus to your mount.
Nerves of SteelNoviceIgnore one level of Wound penalties.
Improved Nerves of SteelNoviceIgnore up to two level of Wound penalties.
No MercySeasoned+2 damage when spending a Benny to reroll damage.
OpportunisticVeteranA Joker adds +4 to Trait and damage rolls rather than +2.
RoarSeasonedMaymake an Intimidation Test in a Cone Template.
ScorchSeasonedCharacter's breath weapon increases a die type, and allows her to use Cone or Stream template.
ShatterspellNoviceMake a limited action to dispel a power.
Sneak AttackNovice+2 to damage to Vulnerable foes, or when the rogue has The Drop
Shadow StrikeVeteranUse your sneak attack in areas with bad illumination
Improved Sneak AttackVeteranMay sneak attack a Distracted foe.
Greater Sneak AttackSeasonedReplaces rogue's +2 damage with a d6.
Steady HandsNoviceIgnore Unstable Platform penalty; reduce running penalty to -1.
Stunning BlowSeasonedFoe must make a Vigor roll or be Stunned if Shaken or Wounded with a blunt weapon.
SunderNoviceAttacker adds +d6 to damage when trying to break things.
Trademark WeaponNovice+1 to Athletics (throwing), Fighting, or Shooting total with a specific weapon; +1 Parry while weapon is readied.
Improved Trademark WeaponSeasonedThe attack and Parry bonus increases to +2
Tripping StrikeSeasonedCause an enemy to be knocked prone.
Under and OverNoviceKnock over large enemies attacking you.
Weapon SpecializationSeasonedSpecialize in a weapon type for a free reroll on its damage rolls.
🔗 Favored Enemy
Master Hunter
HeroicThe hunter adds an additional d6 damage when making a successful Athletics (throwing), Fighting, or shooting attack against their Favored Enemies.
🔗 Berserk
Spirit Warrior
HeroicBecome better at killing fae, outsiders and similar creatures while going berserk

Initiative Edges

NameRankSummary
CalculatingNoviceIgnore up to 2 points of penalties on one action with an Action Card of Five or less.
Intimidating GlareVeteranMake an Intimidation roll as a free action when dealt a Jack or better in combat.
Level HeadedSeasonedDraw an additional Action Card each round in combat and choose which one to use.
Improved Level HeadedSeasonedDraw two additional Action Cards each round in combat and choose which one to use.

Melee Attacks Edges

NameRankSummary
ChargeSeasoned+2 damage to first Fighting roll when running at least 5“ (10 yards).
Close FightingNoviceFighter armed with a knife or small weapon adds REach +1 and Parry +1 toward a single foe armed with a larger weapon.
Improved Close FightingVeteranThe bonus from Close Fighting increases to Reach +2
First StrikeNoviceFree Fighting attack once per round when foe moves within Reach.
Improved First StrikeHeroicFree Fighting attack against up to three foes when they move within Reach.
FrenzySeasonedRoll a second Fighting die with one melee attack per turn.
Improved FrenzyVeteranRoll a second Fighting die with up to two melee attacks per turn.
Martial ProwessHeroicThe fighter gets a free reroll on any failed Fighting roll.
Mighty BlowNoviceWhen dealt a Joker, deal double damage on first successful Fighting roll.
Opportunistic StrikeHeroicThe rogue gets a free attack against a foe who Withdraws from Melee, even if they have Extraction. If they don't have Extraction, they count as Vulnerable to her.
SavageryNovice+4 damage when Wild Attacking rather than +2.
SweepNoviceFighting rolla t -2 to hit all targets in weapon's Reach, no more than once per turn.
Improved SweepVeteranAs Sweep, but ignore the -2 penalty.
Two-FistedNoviceMake one extra Fighting roll with a second melee weapon in the off-hand at no Multi-Action penalty.

Ranged Attacks Edges

NameRankSummary
Dead ShotNoviceWhen dealt a Joker, double damage of first Athletics (throwing) or Shooting roll.
Double ShotSeasonedExtra Shooting or Athletics (throwing) die, once per turn.
Improved Double ShotHeroicExtra die up to twice per turn.
Double TapSeasoned+1 to hit and damage when firing no more than RoF 1 per action
MarksmanSeasonedIgnore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +1 to first Athletics (throwing) or Shooting roll. Character may not move or fire greater than RoF 1.
Point Blank MasterVeteranBecome better at shooting while engaged with enemies
Rapid FireSeasonedIncrease RoF by 1 for one Shooting attack per turn.
Improved Rapid FireSeasonedIncrease RoF by 1 for one Shooting attack per turn.
Rapid ReloadNoviceReduce the Reload value of a weapon by 1.
Rock and Roll!SeasonedIgnore the Recoil penalty when firing weapons with a RoF of 2 or more. Characters may not move.
Trick ShotSeasonedCharacter may make foe resist with Smarts instead of Agility with Athletics or Shooting Test.
Two-Gun KidNoviceMake one extra Shooting (or Athletics (throwing)) roll with a second ranged weapon in the off-hand at no Multi-Action penalty.

Unarmed Fighting Edges

NameRankSummary
BrawlerNoviceToughness +1, add d4 to damage from fists; or increase it a die type if combined with Marial Artist, Claws, or similar abilities.
BruiserSeasonedIncrease unarmed Strength damage a die type and Toughness another +1
Improvisational FighterSeasonedIgnore -2 penalty when attacking with improvised weapons.
Martial ArtistNoviceUnarmed Fighting +1, fists and feet count as Natural Weapons, add d4 damage die to unarmed Fighting attacks (or increase die a step if you already have it).
Martial WarriorSeasonedUnarmed Fighting +2, increase damage die type a step.
↪↪ ChiVeteranOnce per combat, reroll failed attack, make enemy reroll successful attack, or add +d6 to unarmed Fighting attack.
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2024/04/17 21:13 · lwelyk · 0 Comments

Leadership Edges

Leadership Edges grant bonuses to allies, making them more effective, reliable or durable.

Unless an Edge says otherwise, it only affects allied Extras. Wild Cards only benefit if the leader has the Natural Leader edge.

Leadership Edges aren't cumulative with the same Edge from other leaders. Characters may benefit from different Leadership Edges by the same or different leaders, however.

Command Range: Allies must be within 5“ (10 yards) to benefit from her abilities. This is called her “Command Range”.

General Leadership Edges

NameRankSummary
CommandNovice+1 to Extras' Shaken or Stunned recovery rolls.
BannerSeasonedCarry a symbol that grants rerolls to allies within 10“ on Fear checks and running die rolls once per turn. Can wave the banner to remove Distracted and Vulnerable conditions.
Last StandHeroicInspire Last Stand: Bring Allies back from the brink of death.
Voice of AuthorityVeteranGrant Allies one of your combat edges.
Inspiring CommandSeasonedGrant your allies increased fighting capabilities in comabt.
TacticianSeasonedDraw an extra Action Card each turn that may be assigned to any allied Extra in Command Range.
↪↪ Master TacticianVeteranDraw and distribute two extra Action Cards instead of one.
Natural LeaderSeasonedLeadership Edges now apply to Wild Cards
↪↪ Team UpVeteranAllow allies to use limited actions and limited free actions an additional time each turn.
InspireSeasonedOnce per turn, the hero may roll his Battle skill to Support one type of Trait roll, and apply it to everyone in Command Range.
Hold the Line!Seasoned+1 to Extras' Toughness in Command Range
FervorVeteranExtras in range add +1 to their Fighting damage rolls.
Command PresenceSeasonedIncrease Command Range to 10” (20 yards).
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Power Edges

These Edges boost powers and provide new ways to use and access them.

General Power Edges

NameRankSummary
Advanced OriginHeroicThe sorcerer gains his origin's advanced ability
Arcane ArmorNoviceThe character's Armor Interference is improved by one class (from light to medium, for example)
Arcane MasteryVeteranYou may now use Epic Power Modifiers
ArtificerSeasonedAllows user to create Arcane Devices
Master ArtificerHeroicArtificer gains 1000 gp progress for each success and raise on his Occult roll when making arcane items.
Battle MagicVeteranThe mage may cast battle magic.
Blood MagicNoviceThe mage recovers d6 Power Points when directly causing a Wound to a sapient creature.
Bouncing SpellsVeteranRedirect a spell to an opponent if your target resists your spell.
ChannelingSeasonedReduce Power Point cost by 1 with a raise on the activation roll.
ChemistNoviceConcoctions last one week when given to others instead of 48 hours.
ConcentrationSeasonedReduce Power Point cost by 1 with a raise on the activation roll.
CountersongVeteranAllies within 5“ get a free reroll when resisting or recovering from enemy spell effects.
Deadly IllusionSeasonedTake the Deadly Power Modifier at no additional Power Point cost.
Destroy UndeadSeasonedSpend 1 Power Point to deal 2d6 damage to undead creatures in a Large Blast Template. (3d6 for 2 Points)
DirgeHeroicBuild dread in foes to reduce any Benny-induced Soak rolls or trait and damage rolls by 2.
Eldritch InspirationHeroicSpend a Benny to cast any power of your Rank or lower as long as you have your spellbook.
Elemental AbsorptionNoviceToughness +2 when experiencing elemental synergy.
Elemental MasterSeasonedGain an additioanl elemental origin to freely use both Trappings.
Epic MasteryVeteranThe caster may use Epic Power Modifiers.
Extra EffortSeasonedIncrease Focus by +1 for 1 Power Point or +2 for 3 Power Points
Favored PowerSeasonedCaster may ignore 2 points of any penalties when activating one chosen power.
Favored Powers (Cleric)VeteranAs a limited free action, the cleric may ignore up to two poitns of any penalties when casting healing, sanctuary, or smite.
Favored Powers (Druid)VeteranAs a limited free action, the druid may ignore up to two points of any penalties when casting healing, sanctuary, or smite.
Favored Powers (Sorcerer)SeasonedAs a limited free action, the sorcerer may ignore up to two poitns of any penalties when casting bolt, elemental manipulation, or protection.
Favored Powers (Wizard)SeasonedAs a limited free action, the wizard may ignore up to two poitns of any penalties when casting arcane protection, deflection, dispel.
GadgeteerSeasonedSpend 3 Power Points to create a device that replicates another power.
Great PowerVeteranSpend a Benny to cast any power of up to 20 Power Points at a -2 penalty to his Spellcasting roll.
Phenomenal PowerHeroicSpend Conviction to cast any spell in the setting as Great Power.
Heartwood StaffNoviceFocus your magic through a staff made of rare wood that allows you to spend a Power Point to deal an extra d6 damage.
Hell's WrathSeasonedBolt, Blast and Burst Powers deal an extra +2 damage.
Holy SymbolNoviceHold a symbol of faith to get a reroll on Faith
Holy/Unholy WarriorSeasonedAdd +1 to +4 to Soak rolls for each Power Point spent.
Infernal ArmorNoviceGain a +2 armor bonus from dark magic that gives you a visible glow and aura of dark magic.
InstrumentNoviceUsing an instrument of some kind when casting a spell adds +1 to your Performance roll.
Master of IllusionNoviceGain the Mobility and Sound Power Modifiers at no additional Power Point cost.
MentalistSeasoned+2 to opposed Psionics rolls.
MercyNoviceGrant Mercy to a character to recover them from the Distracted, Vulnerable, or Shaken.
New PowersNoviceYour character knows two new powers.
Power PointsNoviceGain 5 additional Power Points, no more than once per Rank.
Power PoolSeasonedAllows a hero with more than one Arcane Background to merge the Power Points from each.
Power SurgeNoviceRecover 10 Power Points when dealt a Joker in combat.
Primal MagicSeasonedAdd +2 to the damage of powers, but if you roll a Critical Failure, everyone in a Large Blast Template centered on you is stunned.
Rapid RechargeSeasonedRecover 10 Power Points per hour.
Improved Rapid RechargeVeteranRecover 20 Power Points per hour.
Sacred FetishNoviceGet one free reroll on failed Faith rolls as long as you hold your Fetish.
Silent CasterNoviceThe mage does not need to speak to cast.
Soul DrainSeasonedRecover 5 Power Points for a level of Fatigue.
SpellbooksNoviceGain a new power and an additional power each time you take the New Powers Edge.
Strong IllusionsNoviceIncrease the size and power of your illusions, but foes will see through all if they see through one.
The Evil EyeSeasonedForce one intelligent being make a Spirit roll at -2 before they can spend a Benny.
The Witching HourSeasonedDuring the witching hour, you cannot Critically Fail a roll and get a free Soak roll.
Tinkerer's ArmorSeasonedReduce the Minimum Strength of leather amor or greater by one die type and add additioanl bonuses to your armor.
TransferNoviceThe mage may transfer up to five Power Points to anyone in sight as a limited free action.
True FormSeasonedSpeak and cast powers at a -2 penalty when shape changed in a form that normally doesn't allow it.
WizardSeasonedSpend 1 extra Power Point to change a spell's Trapping.
🔗 Berserk
Rage Prophet
SeasonedCast spells while berserk and make them harder to resist.
↪↪ Rage Prophet IIVeteranSpells targeting the caster are limited free actions.

Mystic Powers Edges

NameRankSummary
Mystic Powers (Barbarian)SeasonedBoost Trait (Fighting, Strength, Spirit, or Vigor only), smite, and speed. All have the Self Limitation.
Mystic Powers (Fighter)SeasonedBoost Trait (Fighting, Shooting, Strength, and Vigor only), protection, and smite. All have the Self Limitation.
Mystic Powers (Monk)SeasonedBoost Trait (Agility, Athletics, Fighting, and Spirit only), deflection, smite and speed/slow (speed only). All have the Self Limitation.
Great KiVeteranThe monk's Mystic Powers now includes Boost Trait (Strength), protection, speed, wall walker, warrior's gift.
Mystic Powers (Paladin)SeasonedBoost Trait (Fighting and Spirit only), healing, protection, sanctuary and smite. All but healing have the Self Limitation.
Mystic Powers (Ranger)SeasonedBeast friend, boost Trait (Athletics, Shooting, and Survival only), entangle, warrior's gift and farsight. All but entangle and beast friend have the Self Limitation.
Mystic Powers (Rogue)SeasonedBoost Trait (Athletics, Stealth, and Thievery only), darksight, lock/unlock, sound/silence and wall walker. All have the Self Limitation.
Mystic Powers (Shadow Force)Veteranblast, illusion, summon ally, or teleport (self only). All of these have a Shadow Trapping.

Summoning Edges

NameRankSummary
Arcane BardingSeasonedGrant your summoned animals a +2 bonus to Toughness.
Construct FamiliarNoviceBuild a mechanical animal companion that serves as your Familiar.
FamiliarNoviceCaster gains a small pet that grants her 5 Power Points and other abilities.
Ferocious SummoningSeasonedGrant your summon monster summons any one Combat Edge of your rank or lower.
Great SummoningHeroicSummon unique beasts such as a barghest, mammoth, frost mammoth, t-rex, or young dragon.
Undead FamiliarSeasonedGet an undead animal as a familiar
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2024/04/17 21:16 · lwelyk · 0 Comments

Professional Edges

Professional Edges reflect years of practice or experience in a particular trade, activity, or craft.

These are often taken at character creation, but training by a master or steady work can help one gain it at any time.

Stacking: Bonuses to the same Trait from different Professional Edges do not stack. Apply only the highest.

General Professional Edges

NameRankSummary
AceNoviceCharacter may spend Bennies to Soak damage for his vehicle and ignores up to 2 points of penalties.
AcrobatNoviceFree reroll on acrobatics Athletics attempts.
Combat AcrobatSeasoned-1 to hit with ranged and melee attacks against this hero.
Born in the SaddleNoviceFree reroll on Riding rolls, mount’s Pace increase by 2, Running die increases one step.
ExplorerNoviceSurvival roll to draw an additional card when using the Travel rule and choose between the two types; increases party's Travel Times by 10%.
InvestigatorNovice+2 to Academics and certain types of Notice rolls.
Jack-of-all-TradesNoviceGain d4 in a skill (or d6 with a raise) until replaced.
KnightNoviceThe character has some authority over his liege's subjects (and +1 to Intimidation and Persuasion), and gains a war horse, lance, long sword, a full suit of heavy armor (or medium if preferred), and a medium shield.
LoremasterSeasonedLore: Free reroll on Academics, Common Knowledge, Occult, or Science.
Master AlchemistSeasonedCreate potions at half the usual costs in unusual situations.
McGyverNoviceQuickly create improvised devices from scraps.
MountNoviceThe hero gains a mount that becomes more powerful as he gains Ranks.
Mr. Fix ItNovice+2 to Repair rolls, half the time required with a raise.
Nature WardenSeasonedSurvivalist Gain +1 parry, Survival and Notice rerolls and other benefits in certain terrains.
PoisonerNoviceThe character creates poisons in half the time and contact poisons last 12 hours instead of four.
ScholarNovice+2 to any one “knowledge” skill.
ScoutSeasonedScout gets aq Notice roll at -2 to detect Travel encounters, are always considered alert vs Stealth, and add +2 to Common Knowledge to know details of areas they've traveled.
SoldierNoviceStrength is one die type higher for Encumbrance and Min Str. Reroll Vigor rolls when resisting environmental Hazards.
StonecunningNoviceNotice roll at +2 to detect traps, secret doors, etc., in stone.
ThiefNovice+1 Thievery. Athletics rolls made to climb. Stealth in urban environments.
Trap SenseSeasonedAutomatic Notice roll to detect a trap within 5” (10 yards); she and allies ignore 2 points of Evasion penalties to avoid them; ignores up to 2 points of Thievery penalties when attempting to disarm traps.
Treasure HunterNoviceSmarts to gauge value of goods, may spend Benny to have GM to reroll magic items in random treasure.
TroubadourSeasoned+2 Common Knowledge, may use PErformance instead of Battle for Leadership Edges or Edges that require Battle.
Uncanny ReflexesVeteranCharacter may make foe resist with Smarts or Spirit when making a Smarts or Spirit-based Test.
WoodsmanNovice+2 to Survival and Stealth in the wilds.
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Social Edges

Sometimes you need someone else to do what you want.

General Social Edges

NameRankSummary
BolsterNoviceMay remove Distracted or Vulnerable state after a Test.
Common BondNoviceThe hero may freely give her Bennies to others.
ConnectionsNoviceContacts provide aid or other favors once per session.
DeceptiveSeasonedCharacter may make foe resist with Smarts or Spirit when making a Smarts or Spirit-based Test.
HumiliateNoviceFree reroll when making Taunt rolls.
MenacingNovice+2 to Intimidation
ProvokeNoviceMay “provoke” foes with a raise on a Tuant roll. See text.
Rabble-RouserSeasonedOne per turn, affect all foes in a Medium Blast Template with an Intimidation or Taunt Test.
ReliableNoviceFree reroll when making Support rolls.
RetortNoviceA raise when resisting a Taunt or Intimidation attack makes the foe Distracted.
Sharp TonguedUse Performance in place of Taunt
StreetwiseNovice+2 to Common Knowledge and criminal networking.
Strong WilledNovice+2 to resist Smarts or Spirit-based Tests.
Iron WillSeasonedThe bonus now applies to resisting and recovery from powers.
Swift SupportSeasonedSupport allies as a limited free action if your Action Card is a face card or Joker.
Work the RoomNoviceOnce per turn, roll a second die when Supporting via Performance or Persuasion and apply result to additional ally.
Work the CrowdSeasonedAs Work the Room, but up to twice per turn.
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Weird Edges

These Edges are typically advantages a character is born with, learns from long training, or after exposure to certain events.

Some can be taken after character creation with a little rationalization, maybe your character get a Makeover so you can now take the Attractive edge, or you find an ancient book of cursed knowledge and gain an Arcane Background, etc.

General Weird Edges

NameRankSummary
Aura of CourageNoviceAll allies within 10“ (20 yards) add =1 to Fear checks and subtract 1 from rolls on the Fear Table.
Beast BondNoviceThe hero may spend Bennies for animals under her control.
Beast MasterNoviceAnimals like your hero and he has a pet of some sort. See text.
Iron PawVeteranShare spell effects with your animal companion
Beast TalkerNoviceThe hero can speak with animals.
BrandSeasonedBrand a target giving it a glowing symbol when near certain symbols to distract the target.
ChampionNovice+2 damage vs. supernaturally evil creatures.
Companion SoulHeroicGain supernatural abilities with your animal companion.
Danger SenseNoviceNotice roll at +2 to sense ambushes or similar events.
Duck and CoverNoviceYou and an ally can use each other's rolls when Evading.
HealerNovice+2 to Healing rolls, magical or otherwise.
HexNoviceThe Witch/Shaman gains a unique, magic power of their choice.
Major HexVeteranMore powerful hexes for witches/shamans to choose.
↪↪ Grand HexLegendaryGrand powers available to witches and shamans.
Inspire HeroicsSeasonedGive Inspiration tokens to others that allow them to reroll a Trait or damage roll.
Inspire GreatnessVeteranInspire Heroics grants an additional three tokens.
Liquid CourageNoviceAlcohol increases Vigor a die type and ignores one level of Wound penalty. -1 to Agility, Smarts, and related skills.
Marked FoeNoviceThe hero “marks” a foe, granting them five uses of tokens that allow them to boost their own rolls against the target or lower the target's rolls.
Mystical ServantNoviceEnhance an animal companion
Rapid ChangeNoviceThe character may change form as a limited action.
ScavengerNoviceMay find a needed item once per encounter.
Shadow CloakSeasonedFree Soak at –2 when in Dim or Dark light.
Wild ShapeSeasonedThe character gains shape change. Duration is one hour and she casts as if one Rank higher than usual.
🔗 Mystic Powers
Wholeness of Body
HeroicMay spend 2 Power Points to make a Soak roll. This does not count as spending a Benny.
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Legendary Edges

These Edges can only be taken by characters of the Legendary Rank.

General Legendary Edges

NameRankSummary
FollowersLegendaryThe hero has five followers.
Home GroundLegendaryOnce per encounter, while on “home ground,” caster may spend a Benny to recover all her Power Points. She may also 'sense' the state of her home.
RelicLegendaryThe character may choose any one magic item in the book (with GM's permission).
SidekickLegendaryThe character gains a Wild Card sidekick
Soul JarLegendaryBecome a Lich.
Tough as NailsLegendaryThe hero can take four Wounds before being Incapacitated.
Tougher than NailsLegendaryThe hero can take five Wounds before being Incapacitated.
True ProfessionalLegendaryThe character's Trait and its limit increases one step.
True ExpertLegendaryThe character's Trait and its limit increases one step
↪↪ True MasterLegendaryThe character's Wild Die is a d10 with a chosen Trait.
WarbandLegendaryFive of the champion's Followers gain the Resilient ability.
Weapon MasterLegendaryParry increases by +1 and Fighting bonus damage die is d8.
Master of ArmsLegendaryParry increases another +1 and Fighting bonus damage die is d10.
🔗 Nerves of Steel
Unstoppable
LegendaryHero ahs the Unstoppable Monstrous Ability.
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