SWD Edges

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Krozog
Posts: 153
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

SWD Edges

Post by Krozog »

Last edited by Krozog on Tue Jul 03, 2018 2:26 am, edited 16 times in total.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
Adventure Cards
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User avatar
Krozog
Posts: 153
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

Background Edges

Post by Krozog »

Background Edges
  • Alertness: +2 to Notice rolls.

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    [b]Alertness: [/b]+2 to Notice rolls.
  • Ambidextrous: Ignores the –2 penalty for using off-hand.

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    [b]Ambidextrous: [/b]Ignores the –2 penalty for using off-hand.
  • Arcane Backgrounds
    • AB (Magic): 3 Powers, 10 PPE, Arcane Skill: Spellcasting (Smarts).

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      [b]AB (Magic): [/b]3 Powers, 10 PPE, Arcane Skill: Spellcasting (Smarts).
    • AB (Miracles): 2 Powers, 10 PPE, Arcane Skill: Faith (Spirit).

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      [b]AB (Miracles): [/b]2 Powers, 10 PPE, Arcane Skill: Faith (Spirit).
    • AB (Psionics): 3 Powers, 10 PPE, Arcane Skill: Psionics (Smarts).

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      [b]AB (Psionics): [/b]3 Powers, 10 PPE, Arcane Skill: Psionics (Smarts).
    • AB (Super Powers): 1 Power, 20 PPE, Arcane Skill: <Power> (Unlinked).

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      [b]AB (Super Powers): [/b]1 Power, 20 PPE, Arcane Spell: <Power> (Unlinked).
    • AB (Weird Science): 1 Power, 10 PPE (Special), Arcane skill: Weird Science (Smarts; Special).

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      [b]AB (Weird Science): [/b]1 Power, 10 PPE (Special), Arcane skill: Weird Science (Smarts; Special).
  • Arcane Resistance: +2 Armor vs damage-causing arcane powers, +2 vs opposed powers. (friendly arcane powers at -2 to affect the resistant hero)

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    [b]Arcane Resistance: [/b]+2 Armor vs damage-causing arcane powers, +2 vs opposed powers. (friendly arcane powers at -2 to affect the resistant hero)
    • Improved Arcane Resistance: As above but Armor and resistance are increased to 4.

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      [b]Improved Arcane Resistance: [/b]As above but Armor and resistance are increased to 4.
  • Attractive: +2 to Charisma.

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    [b]Attractive: [/b]+2 to Charisma.
    • Very Attractive: Charisma bonus increased to +4.

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      [b]Very Attractive: [/b]Charisma bonus increased to +4.
  • Berserk: When wounded, Strength, Fighting, and Toughness benefit while Parry is reduced
    Immediately after suffering a wound (including a Shaken result from physical damage), your hero must make a Smarts roll or go Berserk.
    While Berserk, his Parry is reduced by 2 but he adds +2 to all Fighting, Strength, melee damage rolls, and Toughness. The warrior ignores all wound modifiers while Berserk, but cannot use any skills, Edges, or maneuvers that require concentration, including Shooting and Taunt, but not Intimidation.
    Berserkers attack with reckless abandon. Anytime his Fighting die is a 1 (regardless of his Wild Die), he hits a random adjacent target (not the original target). The attack may hit friend as well as foe. If there are no other adjacent targets, the blow simply misses.
    The Berserker may end his rage by doing nothing (not even moving) for one full action and making a Smarts roll at –2.

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    [b]Berserk:[/b]  When wounded, Strength, Fighting, and Toughness benefit while Parry is reduced[ooc]Immediately after suffering a wound (including a Shaken result from physical damage), your hero must make a Smarts roll or go Berserk.
    While Berserk, his Parry is reduced by 2 but he adds +2 to all Fighting, Strength, melee damage rolls, and Toughness. The warrior ignores all wound modifiers while Berserk, but cannot use any skills, Edges, or maneuvers that require concentration, including Shooting and Taunt, but not Intimidation.
    Berserkers attack with reckless abandon. Anytime his Fighting die is a 1 (regardless of his Wild Die), he hits a random adjacent target (not the original target). The attack may hit friend as well as foe. If there are no other adjacent targets, the blow simply misses.
    The Berserker may end his rage by doing nothing (not even moving) for one full action and making a Smarts roll at –2.[/ooc]
  • Brave: +2 to Fear tests.

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    [b]Brave: [/b]+2 to Fear tests.
  • Brawny: +1 to Toughness; Carry 8x Strength instead of 5x Strength in lbs.

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    [b]Brawny: [/b]+1 to Toughness; Carry 8x Strength instead of 5x Strength in lbs.
  • Fast Healer: +2 to Vigor rolls for natural healing.

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    [b]Fast Healer: [/b]+2 to Vigor rolls for natural healing.
  • Fleet-Footed: Pace is increased by +2; Roll a d10 for running instead of a d6.

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    [b]Fleet-Footed: [/b]Pace is increased by +2; Roll a d10 for running instead of a d6.
  • Linguist: Start with <Smarts> languages; Smarts -2 roll to be understood in any language/dialect she has heard spoken for at least a week.

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    [b]Linguist: [/b]Start with <Smarts> languages; Smarts -2 roll to be understood in any language/dialect she has heard spoken for at least a week.
  • Luck: Draw one extra Benny at the beginning of each game session.

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    [b]Luck: [/b]Draw one extra Benny at the beginning of each game session.
    • Great Luck: Draw two extra Bennies instead of one at the start of each session.

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      [b]Great Luck: [/b]Draw two extra Bennies instead of one at the start of each session.
  • Noble (Unavailable for Rifts): Has high status with society, increasing Charisma and wealth; offset with responsibilities.
    Those born of noble blood have many perks in life, but often have just as many responsibilities. Nobles have high status in their societies, are entitled to special treatment from their foes, gain +2 Charisma, and also have the Rich Edge. This gives the hero several Edges for the price of one, but the responsibilities more than offset the additional perks. Nobles often have troops under their control, as well as land, a family home, and other assets. All of this must be determined by the GM, and balanced by the grave responsibilities the character faces.
    As an example, a character in a fantasy campaign might have a company of swordsmen, a small keep, and even a magical sword he inherited from his father. But he also has an entire region to manage, criminals to judge, justice to mete out, and a jealous neighbor who covets his lands andconstantly plots against him at court.

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    [b]Noble:[/b]Has high status with society, increasing Charisma and wealth; offset with responsibilities.[ooc]Those born of noble blood have many perks in life, but often have just as many responsibilities. Nobles have high status in their societies, are entitled to special treatment from their foes, gain +2 Charisma, and also have the Rich Edge. This gives the hero several Edges for the price of one, but the responsibilities more than offset the additional perks. Nobles often have troops under their control, as well as land, a family home, and other assets. All of this must be determined by the GM, and balanced by the grave responsibilities the character faces.
    As an example, a character in a fantasy campaign might have a company of swordsmen, a small keep, and even a magical sword he inherited from his father. But he also has an entire region to manage, criminals to judge, justice to mete out, and a jealous neighbor who covets his lands andconstantly plots against him at court.[/ooc]
  • Quick: When dealt 5 or lower in combat redraw until higher than 5. Works with LH+ILH.

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    [b]Quick: [/b]When dealt 5 or lower in combat redraw until higher than 5. Works with LH+ILH.
  • Rich (See TLPG for Rifts):3x starting funds for setting. $150k annual salary equivalent if appropriate for setting.

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    [b]Rich:[/b] 3x starting funds for setting. $150k annual salary equivalent if appropriate for setting.
    • Filthy Rich (See TLPG for Rifts): 5x starting funds for setting. $500k annual salary equivalent if appropriate for setting.

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      [b]Filthy Rich:[/b] 5x starting funds for setting. $500k annual salary equivalent if appropriate for setting.
Last edited by Krozog on Wed Jul 04, 2018 6:44 pm, edited 12 times in total.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
Adventure Cards
Edit Signature
User avatar
Krozog
Posts: 153
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

Combat Edges

Post by Krozog »

Combat Edges
  • Block: +1 to Parry.

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    [b]Block:[/b] +1 to Parry.
    • Improved Block: As above, but the hero adds +2 to his Parry.

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      [b]Improved Block:[/b] As above, but the hero adds +2 to his Parry.
  • Brawler: Successful bare-handed Fighting rolls add +2 to his damage.

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    [b]Brawler:[/b] Successful bare-handed Fighting rolls add +2 to his damage.
    • Bruiser: Raises with bare-handed Fighting attacks roll d8 instead of d6.

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      [b]Bruiser:[/b] Raises with bare-handed Fighting attacks roll d8 instead of d6.
  • Combat Reflexes: +2 to Spirit rolls to recover from being Shaken.

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    [b]Combat Reflexes:[/b] +2 to Spirit rolls to recover from being Shaken.
  • Counterattack: Gets a free Fighting attack against foes who miss; may not be combined with certain maneuvers and Edges.
    Fighters with this Edge know how to respond instantly to an enemy’s mistakes. Once per round (if not Shaken), the character receives one free Fighting attack against one adjacent foe who failed a Fighting attack against him. This attack is made at –2, and the Counterattack must be a normal attack (no Disarm, Wild Attack, or other maneuvers), and may not be combined with Frenzy or Sweep. It may be used with the Defend maneuver, but not Full Defense.

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    [b]Counterattack:[/b] Gets a free Fighting attack against foes who miss; may not be combined with certain maneuvers and Edges.[ooc]Fighters with this Edge know how to respond instantly to an enemy’s mistakes. Once per round (if not Shaken), the character receives one free Fighting attack against one adjacent foe who failed a Fighting attack against him. This attack is made at –2, and the Counterattack must be a normal attack (no Disarm, Wild Attack, or other maneuvers), and may not be combined with Frenzy or Sweep. It may be used with the Defend maneuver, but not Full Defense.[/ooc]
    • Improved Counterattack: As above but the character may ignore the –2 penalty.

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      [b]Improved Counterattack: As above but the character may ignore the –2 penalty.
  • Dodge: -1 to be hit at range, +1 to Agility rolls to avoid AoE, unless attacked unaware.

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    [b]Dodge:[/b] -1 to be hit at range, +1 to Agility rolls to avoid AoE, unless attacked unaware
    • Improved Dodge: Increase the bonuses to -2 and +2 respectively, unless attacked unaware.

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      [b]Improved Dodge:[/b] Increase the bonuses to -2 and +2 respectively, unless attacked unaware.
  • Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.

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    [b]Elan:[/b] When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
  • Extraction: Agility roll to successfully disengage without granting a free attack to 1 opponent.

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    [b]Extraction:[/b] Agility roll to successfully disengage without granting a free attack to 1 opponent.
    • Improved Extraction: As above but affects all adjacent opponents on a raise.

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      [b]Improved Extraction:[/b] As above but affects all adjacent opponents on a raise.
  • First Strike: Free Fighting attack against one adjacent foe each turn.
    Once per turn the hero (if not Shaken) gets a free Fighting attack against a single foe who moves adjacent to him. This automatically interrupts the opponent’s action and does not cost the hero his action if he is on Hold or has not yet acted this round.

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    [b]First Strike:[/b] Free Fighting attack against one adjacent foe each turn. [ooc]Once per turn the hero (if not Shaken) gets a free Fighting attack against a single foe who moves adjacent to him. This automatically interrupts the opponent’s action and does not cost the hero his action if he is on Hold or has not yet acted this round.[/ooc]
    • Improved First Strike: As above but gain one free attack against each and every foe who moves adjacent to him.

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      [b]Improved First Strike:[/b] As above but gain one free attack against each and every foe who moves adjacent to him.
  • Florentine: Bonus to Fighting when wielding two weapons against a shieldless foe with one.
    A character trained to fight “Florentine” is a master at wielding two weapons at once. He adds +1 to his Fighting rolls versus an opponent with a single weapon and no shield. In addition, opponents subtract 1 from any “gang up” bonuses they would normally get against the fighter as his two flashing blades parry their blows.

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    [b]Florentine:[/b] Bonus to Fighting when wielding two weapons against a shieldless foe with one.[ooc]A character trained to fight “Florentine” is a master at wielding two weapons at once. He adds +1 to his Fighting rolls versus an opponent with a single weapon and no shield. In addition, opponents subtract 1 from any “gang up” bonuses they would normally get against the fighter as his two flashing blades parry their blows.[/ooc]
  • Frenzy: May make an additional Fighting attack every round.
    Frenzied fighters make fast and furious melee attacks, sacrificing finesse for raw speed. This allows them to make an extra Fighting attack per round at a –2 penalty to all Fighting rolls. This attack must be taken at the same time as another Fighting attack though it may target any two foes adjacent to the hero (Wild Cards roll two Fighting dice and one Wild Die). The –2 penalty is subtracted from all attacks.
    A character armed with two weapons still only makes one extra attack.

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    [b]Frenzy:[/b] May make an additional Fighting attack every round.[ooc]Frenzied fighters make fast and furious melee attacks, sacrificing finesse for raw speed. This allows them to make an extra Fighting attack per round at a –2 penalty to all Fighting rolls. This attack must be taken at the same time as another Fighting attack though it may target any two foes adjacent to the hero (Wild Cards roll two Fighting dice and one Wild Die). The –2 penalty is subtracted from all attacks. 
    A character armed with two weapons still only makes one extra attack.[/ooc]
    • Improved Frenzy: As above but the character may ignore the –2 Frenzy penalty.

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      [b]Improved Frenzy:[/b] As above but the character may ignore the –2 Frenzy penalty.
  • Giant Killer: +1d6 Damage vs enemies three sizes or more larger than himself.

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    [b]Giant Killer:[/b] +1d6 Damage vs enemies three sizes or more larger than himself.
  • Hard to Kill: Ignore Wound penalties when making Vigor rolls due to (and only for) Incapacitation.

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    [b]Hard to Kill:[/b] Ignore Wound penalties when making Vigor rolls due to (and only for) Incapacitation.
    • Harder to Kill: If ever “killed,” roll a die. Odd: Dead as usual. Even: Incapacitated but escapes death.

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      [b]Harder to Kill:[/b] If ever “killed,” roll a die. Odd: Dead as usual. Even: Incapacitated but escapes death.
  • Improvisational Fighter: No -1 penalty to attack and Parry when wielding improvised weapons.

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    [b]Improvisational Fighter:[/b] No -1 penalty to attack and Parry when wielding improvised weapons.
  • Killer Instinct: Whens opposed rolls on a tie. Reroll Skill result of 1 once, but must keep the second result.

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    [b]Killer Instinct:[/b] Whens opposed rolls on a tie. Reroll Skill result of 1 once, but must keep the second result.
  • Level Headed: Draw an additional Action Card in combat and act on the best of the draw.

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    [b]Level Headed:[/b] Draw an additional Action Card in combat and act on the best of the draw 
    • Improved Level Headed: As above but draw 3 cards.

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      [b]Improved Level Headed:[/b] As above but draw 3 cards.
  • Marksman: Bonus to Shooting rolls when not moving.
    The hero excels at taking controlled, measured shots. If he does not move in a turn, he may fire as if he took the Aim maneuver. Marksman may never be used with a Rate of Fire greater than 1.
    Marksman works with both Shooting and Throwing.

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    [b]Marksman:[/b] Bonus to Shooting rolls when not moving.[ooc]The hero excels at taking controlled, measured shots. If he does not move in a turn, he may fire as if he took the Aim maneuver. Marksman may never be used with a Rate of Fire greater than 1.
    Marksman works with both Shooting and Throwing.[/ooc]
  • Martial Artist: Never considered unarmed; unarmed attacks deal Strength+d4 Damage.

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    [b]Martial Artist:[/b] Never considered unarmed; unarmed attacks deal Strength+d4 Damage.
    • Improved Martial Artist: The character now adds +d6 to his bare-handed damage.

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      [b]Improved Martial Artist:[/b] The character now adds +d6 to his bare-handed damage.
  • Nerves of Steel: Ignore 1 point of wound penalties.

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    [b]Nerves of Steel:[/b] Ignore 1 point of wound penalties.
    • Improved Nerves of Steel: Ignores 2 points of wound penalties.

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      [b]Improved Nerves of Steel:[/b] Ignores 2 points of wound penalties.
  • No Mercy (Unavailable for Rifts): Spend a Benny to reroll any one damage roll, including area effect attacks.

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    [b]No Mercy:[/b] Spend a Benny to reroll any one damage roll, including area effect attacks.
  • Quick Draw: Draw a weapon as a free action or add +2 to Agility to draw as an action.

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    [b]Quick Draw:[/b] Draw a weapon as a free action or add +2 to Agility to draw as an action.
  • Rock and Roll!: If character does not move, ignore the recoil penalty for firing a weapon on full automatic.

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    [b]Rock and Roll!:[/b] If character does not move, ignore the recoil penalty for firing a weapon on full automatic.
  • Steady Hands: Ignore “unstable platform” penalty; -1 instead of -2 to actions while Running.

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    [b]Steady Hands:[/b] Ignore “unstable platform” penalty; -1 instead of -2 to actions while Running.
  • Sweep: Can make a Fighting attack against all adjacent targets on one action; May not be used in conjunction with Frenzy.
    Sweep allows a character to make a single Fighting attack and apply it against all currently adjacent targets at a –2 penalty (friends and foes alike—be careful). Resolve each damage roll separately. The attack is applied immediately when rolled and only affects targets adjacent at that time.
    A character may not use Sweep in the same round she uses Frenzy, nor may she Sweep more than once per round, or with a second weapon held in another hand. In effect, the hero may only perform Sweep once per action unless she somehow gets two entire actions (perhaps under the effects of a spell or power, for example).

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    [b]Sweep:[/b] Can make a Fighting attack against all adjacent targets on one action; May not be used in conjunction with Frenzy.[ooc]Sweep allows a character to make a single Fighting attack and apply it against all currently adjacent targets at a –2 penalty (friends and foes alike—be careful). Resolve each damage roll separately. The attack is applied immediately when rolled and only affects targets adjacent at that time. 
    A character may not use Sweep in the same round she uses Frenzy, nor may she Sweep more than once per round, or with a second weapon held in another hand. In effect, the hero may only perform Sweep once per action unless she somehow gets two entire actions (perhaps under the effects of a spell or power, for example).[/ooc]
    • Improved Sweep: As above but the hero may ignore the –2 penalty.

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      [b]Improved Sweep:[/b] As above but the hero may ignore the –2 penalty.
  • Trademark Weapon: Gain a skill bonus when wielding a specific weapon.
    The hero knows one unique weapon (Excalibur, Old Betsy, Sting) like the back of his hand. When using that weapon, he adds +1 to his Fighting, Shooting, or Throwing rolls. A hero can take this Edge multiple times, applying it to a different weapon each time. If a Trademark Weapon is lost, the hero can replace it, but the benefit of the Edge doesn’t kick in for two game weeks.

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    [b]Trademark Weapon:[/b] Gain a skill bonus when wielding a specific weapon.[ooc]The hero knows one unique weapon (Excalibur, Old Betsy, Sting) like the back of his hand. When using that weapon, he adds +1 to his Fighting, Shooting, or Throwing rolls. A hero can take this Edge multiple times, applying it to a different weapon each time. If a Trademark Weapon is lost, the hero can replace it, but the benefit of the Edge doesn’t kick in for two game weeks.[/ooc]
    • Improved Trademark Weapon: As above but the bonus when using the weapon increases to +2.

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      [b]Improved Trademark Weapon:[/b] As above but the bonus when using the weapon increases to +2.
  • Two-Fisted: Ignore MAP to attack with one weapon in each hand.

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    [b]Two-Fisted:[/b] Ignore MAP to attack with one weapon in each hand.
Last edited by Krozog on Wed Jul 04, 2018 6:44 pm, edited 6 times in total.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
Adventure Cards
Edit Signature
User avatar
Krozog
Posts: 153
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

Leadership Edges

Post by Krozog »

Leadership Edges
  • Command: Subordinates receive +1 to their Spirit rolls to recover from being Shaken.

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    [b]Command:[/b] Subordinates receive +1 to their Spirit rolls to recover from being Shaken.
  • Command Presence: Increase “command radius” to 10” from 5”.

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    [b]Command Presence:[/b] Increase “command radius” to 10” from 5”.
  • Fervor: Subordinates receive +1 to their Fighting damage rolls.

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    [b]Fervor:[/b] Subordinates receive +1 to their Fighting damage rolls.
  • Hold the Line!: Subordinates add +1 to their Toughness.

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    [b]Hold the Line!:[/b] Subordinates add +1 to their Toughness.
  • Inspire: Subordinates now add +2 to Spirit instead of +1 to recover from Shaken.

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    [b]Inspire:[/b]Subordinates now add +2 to Spirit instead of +1 to recover from Shaken.
  • Leader of Men: Subordinates roll a d10 as the Wild Die instead of a d6 when making group rolls.

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    [b]Leader of Men:[/b]Subordinates roll a d10 as the Wild Die instead of a d6 when making group rolls.
  • Natural Leader: Character may share his Bennies with subordinates.

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    [b]Natural Leader:[/b] Character may share his Bennies with subordinates.
  • Tactician: Can modify initiative.
    At the beginning of a fight and before any Action Cards are dealt, the hero makes a Knowledge (Battle) roll. For each success and raise he receives one Action Card. These are kept separate from his regular Action Cards and are not placed back into the deck until used or the combat ends (including Jokers!). At the start of any round, the hero may give one or more of these extra cards to his allies, whether Extras or Wild Cards, who then use it as their Action Card for the round in place of the one dealt them. This allows Extras to operate independently of Wild Card characters for one round if they receive their own card.
    Only one character per encounter may use this Edge.

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    [b]Tactician:[/b] Can modify initiative.[OOC]At the beginning of a fight and before any Action Cards are dealt, the hero makes a Knowledge (Battle) roll. For each success and raise he receives one Action Card. These are kept separate from his regular Action Cards and are not placed back into the deck until used or the combat ends (including Jokers!). At the start of any round, the hero may give one or more of these extra cards to his allies, whether Extras or Wild Cards, who then use it as their Action Card for the round in place of the one dealt them. This allows Extras to operate independently of Wild Card characters for one round if they receive their own card. 
    Only one character per encounter may use this Edge.[/OOC]
Last edited by Krozog on Wed Jul 04, 2018 10:16 am, edited 5 times in total.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
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User avatar
Krozog
Posts: 153
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

Power Edges

Post by Krozog »

Power Edges
  • New Power: Learn and Trap a new Rank and AB-appropriate power.

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    [b]New Power:[/b] Learn and Trap a new Rank and AB-appropriate power.
  • Power Points: Learn and Trap a new Rank and AB-appropriate power.

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    [b]Power Points:[/b] Learn and Trap a new Rank and AB-appropriate power.
  • Rapid Recharge: Regain 1 Power Point every 30 minutes.

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    [b]Rapid Recharge:[/b] Regain 1 Power Point every 30 minutes.
    • Improved Rapid Recharge: Regains 1 Power Point every 15 minutes.

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      [b]Improved Rapid Recharge:[/b] Regains 1 Power Point every 15 minutes.
  • Soul Drain: Gain Power Points through a Spirit roll at the risk of taking a wound.
    To use this dangerous ability, the arcane character first decides how many Power Points he wants to draw from himself. Then he makes a Spirit roll minus the number of points he’s trying to drain. (This is a free action.) On a Spirit total of 1 or less, the character suffers a wound and falls unconscious for 1d6 hours. On a failure, the character suffers a wound. On a success or better, the character gets the points he needed and may attempt to cast a spell with them immediately (they may not be saved).

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    [b]Soul Drain:[/b] Gain Power Points through a Spirit roll at the risk of taking a wound.[OOC]To use this dangerous ability, the arcane character first decides how many Power Points he wants to draw from himself. Then he makes a Spirit roll minus the number of points he’s trying to drain. (This is a free action.) On a Spirit total of 1 or less, the character suffers a wound and falls unconscious for 1d6 hours. On a failure, the character suffers a wound. On a success or better, the character gets the points he needed and may attempt to cast a spell with them immediately (they may not be saved).[/OOC]
Last edited by Krozog on Wed Jul 04, 2018 10:21 am, edited 3 times in total.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
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User avatar
Krozog
Posts: 153
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

Professional Edges

Post by Krozog »

Professional Edges
  • Ace: Bonus to all vehicle skill rolls; can make Soak rolls for vehicle.
    As a free action, an adept can spend 1 Power Point to gain AP 2 with all of his unarmed attacks until his next action.
    In addition, upon taking this Edge and at each new Rank, they may choose to change the trappings of one of the following powers to work only on themselves but be activated as a free action: boost/lower trait, deflection, healing, smite, or speed. The Adept must have the power to begin with, and this does not allow him to activate more than one power in a round.

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    [b]Ace:[/b] Bonus to all vehicle skill rolls; can make Soak rolls for vehicle.[OOC]As a free action, an adept can spend 1 Power Point to gain AP 2 with all of his unarmed attacks until his next action. 
    In addition, upon taking this Edge and at each new Rank, they may choose to change the trappings of one of the following powers to work only on themselves but be activated as a free action: boost/lower trait, deflection, healing, smite, or speed. The Adept must have the power to begin with, and this does not allow him to activate more than one power in a round.[/OOC]
  • Acrobat: +2 to Agility for acrobatic maneuvers (including Tricks); +1 Parry unencumbered.

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    [b]Acrobat:[/b] +2 to Agility for acrobatic maneuvers (including Tricks); +1 Parry unencumbered.
  • Adept: A holy warrior trained to be a living weapon.
    As a free action, an adept can spend 1 Power Point to gain AP 2 with all of his unarmed attacks until his next action.
    In addition, upon taking this Edge and at each new Rank, they may choose to change the trappings of one of the following powers to work only on themselves but be activated as a free action: boost/lower trait, deflection, healing, smite, or speed. The Adept must have the power to begin with, and this does not allow him to activate more than one power in a round.

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    [b]Adept:[/b] A holy warrior trained to be a living weapon.[OOC]As a free action, an adept can spend 1 Power Point to gain AP 2 with all of his unarmed attacks until his next action. 
    In addition, upon taking this Edge and at each new Rank, they may choose to change the trappings of one of the following powers to work only on themselves but be activated as a free action: boost/lower trait, deflection, healing, smite, or speed. The Adept must have the power to begin with, and this does not allow him to activate more than one power in a round.[/OOC]
  • Assassin: +2 to any damage roll ro strike a foe unawares.

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    [b]Assassin:[/b] +2 to any damage roll ro strike a foe unawares.
  • Champion: Toughness and damage inflicted increased when fighting against supernatural beings of an opposed alignment.
    Champions fight the forces of darkness (or good). They add +2 damage when attacking supernaturally evil (or good) creatures, and have +2 Toughness when suffering damage from supernaturally evil (or good) sources, including arcane powers and the weapons, claws, teeth, etc., of such creatures.

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    [b]Champion:[/b] Toughness and damage inflicted increased when fighting against supernatural beings of an opposed alignment.[OOC]Champions fight the forces of darkness (or good). They add +2 damage when attacking supernaturally evil (or good) creatures, and have +2 Toughness when suffering damage from supernaturally evil (or good) sources, including arcane powers and the weapons, claws, teeth, etc., of such creatures.[/OOC]
  • Gadgeteer: Can create a limited use gadget with a Weird Science power once per session.
    Once per game session, a gadgeteer can create a “jury-rigged” device from spare parts. The device functions just like any other Weird Science device, and uses any power available to Weird Scientists in that setting (though this is still subject to Rank restrictions). It has half the inventor’s Power Points, and once these are used up, the gadget burns out and does not recharge. The inventor must have access to some parts and a reasonable amount of time (GM’s call, but at least 1d20 minutes) to create the gizmo.

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    [b]Gadgeteer:[/b] Can create a limited use gadget with a Weird Science power once per session.[OOC]Once per game session, a gadgeteer can create a “jury-rigged” device from spare parts. The device functions just like any other Weird Science device, and uses any power available to Weird Scientists in that setting (though this is still subject to Rank restrictions). It has half the inventor’s Power Points, and once these are used up, the gadget burns out and does not recharge. The inventor must have access to some parts and a reasonable amount of time (GM’s call, but at least 1d20 minutes) to create the gizmo.[/OOC]
  • Holy/Unholy Warrior: Can spend Power Points to repulse supernatural beings and those with Arcane Background (Miracles) of an opposed alignment.
    As an action, a priest or other holy person may call upon his chosen deity to repulse supernaturally evil creatures, such as the undead, demons, and the like. It also works on evil characters with the Arcane Background (Miracles) Edge.
    Repulsing evil costs 1 Power Point and has a range of the character’s Spirit. Targeted creatures within that range must make a Spirit roll. Failure means the creature is Shaken; a 1 means it is destroyed. Wild Cards suffer an automatic Wound instead.

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    [b]Holy/Unholy Warrior:[/b] Can spend Power Points to repulse supernatural beings and those with Arcane Background (Miracles) of an opposed alignment.[OOC]As an action, a priest or other holy person may call upon his chosen deity to repulse supernaturally evil creatures, such as the undead, demons, and the like. It also works on evil characters with the Arcane Background (Miracles) Edge. 
    Repulsing evil costs 1 Power Point and has a range of the character’s Spirit. Targeted creatures within that range must make a Spirit roll. Failure means the creature is Shaken; a 1 means it is destroyed. Wild Cards suffer an automatic Wound instead.[/OOC]
  • Investigator: +2 to Investigation and Streetwise rolls, and also Notice to search through evidence.

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    [b]Investigator:[/b] +2 to Investigation and Streetwise rolls, and also Notice to search through evidence.
  • Jack-of-All-Trades: Make unskilled rolls for Smarts-based skills at d4 instead of d4-2.

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    [b]Jack-of-All-Trades:[/b] Make unskilled rolls for Smarts-based skills at d4 instead of d4-2.
  • McGyver: No penalty for using makeshift tools; can jury-rig one use devices in an emergency.
    This character can improvise something when the need for a tool arises. He suffers no negative penalties on Trait rolls for lack of equipment in most situations.
    In addition, given a few simple tools, props, or devices, he can generally rig devices to help escape from death-traps, weapons to match some bizarre need, or otherwise create something that’s needed when such a thing isn’t actually present. The extent of this is completely up to the Game Master, but creativity should be rewarded, particularly in dire situations where few other answers are possible.

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    [b]McGyver:[/b] No penalty for using makeshift tools; can jury-rig one use devices in an emergency.[OOC]This character can improvise something when the need for a tool arises. He suffers no negative penalties on Trait rolls for lack of equipment in most situations.
    In addition, given a few simple tools, props, or devices, he can generally rig devices to help escape from death-traps, weapons to match some bizarre need, or otherwise create something that’s needed when such a thing isn’t actually present. The extent of this is completely up to the Game Master, but creativity should be rewarded, particularly in dire situations where few other answers are possible.
    [/OOC]
  • Mentalist: +2 on all opposed Psionics rolls.

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    [b]Mentalist:[/b] +2 on all opposed Psionics rolls.
  • Mr. Fix It: +2 to Repair rolls. A raise halves the time normally required to fix something.

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    [b]Mr. Fix It:[/b] +2 to Repair rolls. A raise halves the time normally required to fix something.
  • Scholar: +2 two knowledges already at d8 or higher.

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    [b]Scholar:[/b] +2 two knowledges already at d8 or higher.
  • Thief: +2 to Climbing/Lockpick/Stealth (urban), and Notice/Repair related to traps and similar devices.

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    [b]Thief:[/b] +2 to Climbing/Lockpick/Stealth (urban), and Notice/Repair related to traps and similar devices.
  • Wizard: Each raise on Spellcasting rolls reduce a power’s PP cost by 1.

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    [b]Wizard:[/b] Each raise on Spellcasting rolls reduce a power’s PP cost by 1.
  • Woodsman: +2 to Tracking/Survival/Stealth rolls made in the wilderness.

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    [b]Woodsman:[/b] +2 to Tracking/Survival/Stealth rolls made in the wilderness.
Last edited by Krozog on Wed Jul 04, 2018 4:19 pm, edited 4 times in total.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
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User avatar
Krozog
Posts: 153
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

Social Edges

Post by Krozog »

Social Edges
  • Charismatic: +2 to Charisma

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    [b]Charismatic:[/b] +2 to Charisma
  • Common Bond: Freely give bennies to any other Wild Card character can communicate with.

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    [b]Common Bond:[/b] Freely give bennies to any other Wild Card character can communicate with.
  • Connections: Can obtain favors once per session from someone with influence.
    Whether it’s to the Feds, the cops, the Mob, or some big corporation, your heroine knows someone on the inside—someone who is willing to lend her a hand on occasion (usually once per game session).
    This Edge may be taken more than once, but each time must be applied to a different organization. The GM should also ensure the organization is limited to a single, unique organization. A hero may, for instance, have Connections (US Army), but he shouldn’t have a blanket Connections (Military).
    To use a character’s Connections requires that she first get in touch with one of her contacts. This requires a Streetwise roll. Failure means the particular contact wasn’t available, their cell phone wasn’t on, or they were otherwise tied up.
    Once in contact, the hero must make a Persuasion roll. The GM should feel free to modify both the Persuasion roll and any results based on the circumstances. A failure indicates the heroine’s contacts just couldn’t come through this time, or perhaps just weren’t persuaded that their help was really necessary.
    On a success, the contact might share information, but won’t do anything too risky to help. On a raise, the contact is willing to leak sensitive information, but stops short of outright Betrayal.
    Two or more raises means the heroine has pushed the right buttons and can count on serious help. The Connection will risk serious consequences for the heroine, and if she needs financial assistance, may provide more than he’s comfortable with. If the heroine asks for muscle, the contact delivers either one expert (a safe-cracker, wheel-man, security expert, etc.) or five average fighter-types for the contact’s particular organization (a mob boss sends five thugs, the Army sends five infantrymen, etc.).

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    [b]Connections:[/b] Can obtain favors once per session from someone with influence.[OOC]Whether it’s to the Feds, the cops, the Mob, or some big corporation, your heroine knows someone on the inside—someone who is willing to lend her a hand on occasion (usually once per game session).
    This Edge may be taken more than once, but each time must be applied to a different organization. The GM should also ensure the organization is limited to a single, unique organization. A hero may, for instance, have Connections (US Army), but he shouldn’t have a blanket Connections (Military).
    To use a character’s Connections requires that she first get in touch with one of her contacts. This requires a Streetwise roll. Failure means the particular contact wasn’t available, their cell phone wasn’t on, or they were otherwise tied up.
    Once in contact, the hero must make a Persuasion roll. The GM should feel free to modify both the Persuasion roll and any results based on the circumstances. A failure indicates the heroine’s contacts just couldn’t come through this time, or perhaps just weren’t persuaded that their help was really necessary.
    On a success, the contact might share information, but won’t do anything too risky to help. On a raise, the contact is willing to leak sensitive information, but stops short of outright Betrayal. 
    Two or more raises means the heroine has pushed the right buttons and can count on serious help. The Connection will risk serious consequences for the heroine, and if she needs financial assistance, may provide more than he’s comfortable with. If the heroine asks for muscle, the contact delivers either one expert (a safe-cracker, wheel-man, security expert, etc.) or five average fighter-types for the contact’s particular organization (a mob boss sends five thugs, the Army sends five infantrymen, etc.).[/OOC]
  • Strong Willed: +2 to Intimidation/Taunt rolls and to Spirit/Smarts to resist Test of Wills

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    [b]Strong Willed:[/b] +2 to Intimidation/Taunt rolls and to Spirit/Smarts to resist Test of Wills
Last edited by Krozog on Wed Jul 04, 2018 10:26 am, edited 4 times in total.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
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User avatar
Krozog
Posts: 153
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

Weird Edges

Post by Krozog »

Weird Edges
  • Beast Bond: Spend Bennies for any animals under character’s control.

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    [b]Beast Bond:[/b] Spend Bennies for any animals under character’s control.
  • Beast Master: Animals react favorably; attracts an animal companion.
    Animals like your hero, and won’t attack him unless he attacks them first or they are enraged for some reason. His “animal magnetism” is so great he’s attracted a loyal animal of some sort as well. This is typically a dog, wolf, or raptor, though the GM may allow other companions if it fits the setting.
    The beast is an Extra (not a Wild Card). If it should be killed, the hero finds a replacement in 2d6 days.

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    [b]Beast Master:[/b] Animals react favorably; attracts an animal companion.[OOC]Animals like your hero, and won’t attack him unless he attacks them first or they are enraged for some reason. His “animal magnetism” is so great he’s attracted a loyal animal of some sort as well. This is typically a dog, wolf, or raptor, though the GM may allow other companions if it fits the setting.
    The beast is an Extra (not a Wild Card). If it should be killed, the hero finds a replacement in 2d6 days.[/OOC]
  • Danger Sense: Always has a chance to Notice ambushes and similar unpleasant surprises.
    Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 65).

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    [b]Danger Sense:[/b] Always has a chance to Notice ambushes and similar unpleasant surprises.[OOC]Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 65).[/OOC]
  • Healer: +2 to all Healing rolls, magical and mundane; Affects 5 of Healer’s allies too.

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    [b]Healer:[/b] +2 to all Healing rolls, magical and mundane; Affects 5 of Healer’s allies too.
  • Liquid Courage: You're tougher after drinking alcohol.
    Your hero processes alcohol far differently than most. The round after consuming a stiff drink (at least 8 ounces of hard liquor or equivalent), the character’s Vigor increases by one die type (increasing Toughness as well). The hard drinker can also ignore one level of wound modifiers (which stacks with other abilities that do the same).
    The effect lasts for one hour after it begins. If the drunkard seeks inebriation he suffers –2 to Smarts and Agility-based rolls for as long as he continues to drink and the next 1d6 hours thereafter.

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    [b]Liquid Courage[/b] You're tougher after drinking alcohol.[OOC]Your hero processes alcohol far differently than most. The round after consuming a stiff drink (at least 8 ounces of hard liquor or equivalent), the character’s Vigor increases by one die type (increasing Toughness as well). The hard drinker can also ignore one level of wound modifiers (which stacks with other abilities that do the same).
    The effect lasts for one hour after it begins. If the drunkard seeks inebriation he suffers –2 to Smarts and Agility-based rolls for as long as he continues to drink and the next 1d6 hours thereafter.[/OOC]
  • Scavenger: Once/session, have much needed item small enough to fit in pocket or bag.

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    [b]Scavenger:[/b] Once/session, have much needed item small enough to fit in pocket or bag.
Last edited by Krozog on Wed Jul 04, 2018 10:35 am, edited 2 times in total.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
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User avatar
Krozog
Posts: 153
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

Wild Card Edges

Post by Krozog »

Wild Card Edges
  • Dead Shot: Double total damage for a successful Shooting/Throwing attack this round.

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    [b]Dead Shot:[/b] Double total damage for a successful Shooting/Throwing attack this round.
  • Mighty Blow: Double total damage for a successful Fighting attack this round.

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    [b]Mighty Blow:[/b] Double total damage for a successful Fighting attack this round.
  • Power Surge: Recover 2d6 Power Points.He may not exceed his usual limit.

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    [b]Power Surge:[/b] Recover 2d6 Power Points.He may not exceed his usual limit.
Last edited by Krozog on Wed Jul 04, 2018 10:37 am, edited 2 times in total.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
Adventure Cards
Edit Signature
User avatar
Krozog
Posts: 153
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

Legendary Edges

Post by Krozog »

Legendary Edges
  • Followers: Has five Extras under command; not automatically replaced when killed.
    Each time this Edge is chosen, five followers join the hero’s band. Casualties are not automatically replaced, so a hero may need to choose this Edge again on occasion to replenish his losses. The followers must have some way to eat and earn income, and generally want a piece of whatever loot, treasure, or other rewards the hero acquires. Otherwise, they are completely dedicated to their idol and risk their lives for him under any normal conditions. They won’t knowingly throw their lives away except under very special circumstances.
    The GM determines the followers’ statistics, but in general, use the Soldier statistics presented on page 81. Followers generally come with only basic equipment depending on their particular setting (warriors in fantasy come with at least leather armor and short swords, for example). The hero must purchase any additional equipment for his Followers himself.

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    [b]Followers:[/b] Has five Extras under command; not automatically replaced when killed.[OOC]Each time this Edge is chosen, five followers join the hero’s band. Casualties are not automatically replaced, so a hero may need to choose this Edge again on occasion to replenish his losses. The followers must have some way to eat and earn income, and generally want a piece of whatever loot, treasure, or other rewards the hero acquires. Otherwise, they are completely dedicated to their idol and risk their lives for him under any normal conditions. They won’t knowingly throw their lives away except under very special circumstances. 
    The GM determines the followers’ statistics, but in general, use the Soldier statistics presented on page 81. Followers generally come with only basic equipment depending on their particular setting (warriors in fantasy come with at least leather armor and short swords, for example). The hero must purchase any additional equipment for his Followers himself.[/OOC]
  • Martial Arts Master: Add +2 to bare-handed damage each time edge is taken up to 5 times total.

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    [b]Martial Arts Master:[/b] Add +2 to bare-handed damage each time edge is taken up to 5 times total.
  • Professional: Chosen trait becomes d12+1. May take edge multiple times for different Traits each time taken.

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    [b]Professional:[/b] Chosen trait becomes d12+1. May take edge multiple times for different Traits each time taken.
    • Expert: As above, but the Trait increases to d12+2.

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      [b]Expert:[/b] As above, but the Trait increases to d12+2.
      • Master: Wild Die increases to a d10 when rolling a particular Trait of his choice. May take once per Trait.

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        [b]Master:[/b] Wild Die increases to a d10 when rolling a particular Trait of his choice. May take once per Trait.
  • Sidekick: Gains a Wild Card follower of Novice rank.
    The hero gains a Novice Rank sidekick. The sidekick is a Wild Card, gains experience as usual, and has abilities that complement or mimic his hero’s.
    The player character should control his sidekick just like any other ally. Of course, the sidekick may occasionally cause trouble (by getting captured, running into danger when he’s not supposed to, etc.). The player should be prepared for his “Edge” to occasionally become a “Hindrance.”
    If the sidekick dies, he isn’t replaced unless the hero chooses this Edge again.

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    [b]Sidekick:[/b] Gains a Wild Card follower of Novice rank.[OOC]The hero gains a Novice Rank sidekick. The sidekick is a Wild Card, gains experience as usual, and has abilities that complement or mimic his hero’s.
    The player character should control his sidekick just like any other ally. Of course, the sidekick may occasionally cause trouble (by getting captured, running into danger when he’s not supposed to, etc.). The player should be prepared for his “Edge” to occasionally become a “Hindrance.”
    If the sidekick dies, he isn’t replaced unless the hero chooses this Edge again.[/OOC]
  • Tough as Nails: +1 to Toughness.

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    [b]Tough as Nails:[/b] +1 to Toughness.
    • Improved Tough as Nails: Increase your hero’s Toughness by another +1.

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      [b]Improved Tough as Nails:[/b] Increase your hero’s Toughness by another +1.
  • Weapon Master: Increase your hero’s Parry by +1.

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    [b]Weapon Master:[/b]Increase your hero’s Parry by +1.
    • Master of Arms: Increase your hero’s Parry by another +1.

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      [b]Master of Arms:[/b] Increase your hero’s Parry by another +1.
Last edited by Krozog on Wed Jul 04, 2018 10:48 am, edited 4 times in total.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
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Krozog
Posts: 153
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

Novice Edges

Post by Krozog »

Novice Edges
  • Background Edges
    • All Background Edges
      • Alertness
      • Ambidextrous
      • Arcane Background
      • Arcane Resistance
        • Improved Arcane Resistance
      • Attractive
        • Very Attractive
      • Berserk
      • Brave
      • Brawny
      • Fast Healer
      • Fleet-Footed
      • Lingust
      • Luck
        • Great Luck
      • Noble
      • Quick
      • Rich
        • Filthy Rich
  • Combat Edges
    • Brawler: Successful bare-handed Fighting rolls add +2 to his damage.

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      [b]Brawler:[/b] Successful bare-handed Fighting rolls add +2 to his damage.
    • Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.

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      [b]Elan:[/b] When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    • Extraction: Agility roll to successfully disengage without granting a free attack to 1 opponent.

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      [b]Extraction:[/b] Agility roll to successfully disengage without granting a free attack to 1 opponent.
      • Improved Extraction: As above but affects all adjacent opponents on a raise.

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        [b]Improved Extraction:[/b] As above but affects all adjacent opponents on a raise.
    • First Strike: Free Fighting attack against one adjacent foe each turn.
      Once per turn the hero (if not Shaken) gets a free Fighting attack against a single foe who moves adjacent to him. This automatically interrupts the opponent’s action and does not cost the hero his action if he is on Hold or has not yet acted this round.

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      [b]First Strike:[/b] Free Fighting attack against one adjacent foe each turn. [ooc]Once per turn the hero (if not Shaken) gets a free Fighting attack against a single foe who moves adjacent to him. This automatically interrupts the opponent’s action and does not cost the hero his action if he is on Hold or has not yet acted this round.[/ooc]
    • Florentine: Bonus to Fighting when wielding two weapons against a shieldless foe with one.
      A character trained to fight “Florentine” is a master at wielding two weapons at once. He adds +1 to his Fighting rolls versus an opponent with a single weapon and no shield. In addition, opponents subtract 1 from any “gang up” bonuses they would normally get against the fighter as his two flashing blades parry their blows.

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      [b]Florentine:[/b] Bonus to Fighting when wielding two weapons against a shieldless foe with one.[ooc]A character trained to fight “Florentine” is a master at wielding two weapons at once. He adds +1 to his Fighting rolls versus an opponent with a single weapon and no shield. In addition, opponents subtract 1 from any “gang up” bonuses they would normally get against the fighter as his two flashing blades parry their blows.[/ooc]
    • Hard to Kill: Ignore Wound penalties when making Vigor rolls due to (and only for) Incapacitation.

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      [b]Hard to Kill:[/b] Ignore Wound penalties when making Vigor rolls due to (and only for) Incapacitation.
    • Martial Artist: Never considered unarmed; unarmed attacks deal Strength+d4 Damage.

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      [b]Martial Artist:[/b] Never considered unarmed; unarmed attacks deal Strength+d4 Damage.
    • Nerves of Steel: Ignore 1 point of wound penalties.

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      [b]Nerves of Steel:[/b] Ignore 1 point of wound penalties.
      • Improved Nerves of Steel: Ignores 2 points of wound penalties.

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        [b]Improved Nerves of Steel:[/b] Ignores 2 points of wound penalties.
    • Quick Draw: Draw a weapon as a free action or add +2 to Agility to draw as an action.

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      [b]Quick Draw:[/b] Draw a weapon as a free action or add +2 to Agility to draw as an action.
    • Steady Hands: Ignore “unstable platform” penalty; -1 instead of -2 to actions while Running.

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      [b]Steady Hands:[/b] Ignore “unstable platform” penalty; -1 instead of -2 to actions while Running.
    • Sweep: Can make a Fighting attack against all adjacent targets on one action; May not be used in conjunction with Frenzy.
      Sweep allows a character to make a single Fighting attack and apply it against all currently adjacent targets at a –2 penalty (friends and foes alike—be careful). Resolve each damage roll separately. The attack is applied immediately when rolled and only affects targets adjacent at that time.
      A character may not use Sweep in the same round she uses Frenzy, nor may she Sweep more than once per round, or with a second weapon held in another hand. In effect, the hero may only perform Sweep once per action unless she somehow gets two entire actions (perhaps under the effects of a spell or power, for example).

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      [b]Sweep:[/b] Can make a Fighting attack against all adjacent targets on one action; May not be used in conjunction with Frenzy.[ooc]Sweep allows a character to make a single Fighting attack and apply it against all currently adjacent targets at a –2 penalty (friends and foes alike—be careful). Resolve each damage roll separately. The attack is applied immediately when rolled and only affects targets adjacent at that time. 
      A character may not use Sweep in the same round she uses Frenzy, nor may she Sweep more than once per round, or with a second weapon held in another hand. In effect, the hero may only perform Sweep once per action unless she somehow gets two entire actions (perhaps under the effects of a spell or power, for example).[/ooc]
    • Trademark Weapon: Gain a skill bonus when wielding a specific weapon.
      The hero knows one unique weapon (Excalibur, Old Betsy, Sting) like the back of his hand. When using that weapon, he adds +1 to his Fighting, Shooting, or Throwing rolls. A hero can take this Edge multiple times, applying it to a different weapon each time. If a Trademark Weapon is lost, the hero can replace it, but the benefit of the Edge doesn’t kick in for two game weeks.

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      [b]Trademark Weapon:[/b] Gain a skill bonus when wielding a specific weapon.[ooc]The hero knows one unique weapon (Excalibur, Old Betsy, Sting) like the back of his hand. When using that weapon, he adds +1 to his Fighting, Shooting, or Throwing rolls. A hero can take this Edge multiple times, applying it to a different weapon each time. If a Trademark Weapon is lost, the hero can replace it, but the benefit of the Edge doesn’t kick in for two game weeks.[/ooc]
    • Two-Fisted: Ignore MAP to attack with one weapon in each hand.

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      [b]Two-Fisted:[/b] Ignore MAP to attack with one weapon in each hand.
  • Leadership Edges
    • Command: Subordinates receive +1 to their Spirit rolls to recover from being Shaken.

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      [b]Command:[/b] Subordinates receive +1 to their Spirit rolls to recover from being Shaken.
    • Command Presence: Increase “command radius” to 10” from 5”.

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      [b]Command Presence:[/b] Increase “command radius” to 10” from 5”.
    • Natural Leader: Character may share his Bennies with subordinates.

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      [b]Natural Leader:[/b] Character may share his Bennies with subordinates.
  • Power Edges
    • New Power: Learn and Trap a new Rank and AB-appropriate power.

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      [b]New Power:[/b] Learn and Trap a new Rank and AB-appropriate power.
    • Power Points: Learn and Trap a new Rank and AB-appropriate power.

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      [b]Power Points:[/b] Learn and Trap a new Rank and AB-appropriate power.
  • Professional Edges
    • All Professional Edges
      • Ace
      • Acrobat
      • Adept
      • Assassin
      • Champion
      • Gadgeteer
      • Holy/Unholy Warrior
      • Investigator
      • Jack-of-All-Trades
      • McGyver
      • Mentalist
      • Mr. Fix It
      • Scholar
      • Thief
      • Wizard
      • Woodsman
  • Social Edges
    • All Social Edges
      • Charismatic
      • Common Bond
      • Connections
      • Strong Willed
  • Weird Edges
    • All Weird Edges
      • Beast Bond
      • Beast Master
      • Danger Sense
      • Healer
      • Liquid Courage
      • Scavenger
Last edited by Krozog on Wed Jul 04, 2018 4:47 pm, edited 11 times in total.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
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User avatar
Krozog
Posts: 153
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

Seasoned Edges

Post by Krozog »

Seasoned Edges
  • Combat Edges
    • Block: +1 to Parry.

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      [b]Block:[/b] +1 to Parry.
    • Brawler (Novice)
      • Bruiser: Raises with bare-handed Fighting attacks roll d8 instead of d6.

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        [b]Bruiser:[/b] Raises with bare-handed Fighting attacks roll d8 instead of d6.
    • Combat Reflexes: +2 to Spirit rolls to recover from being Shaken.

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      [b]Combat Reflexes:[/b] +2 to Spirit rolls to recover from being Shaken.
    • Counterattack: Gets a free Fighting attack against foes who miss; may not be combined with certain maneuvers and Edges.
      Fighters with this Edge know how to respond instantly to an enemy’s mistakes. Once per round (if not Shaken), the character receives one free Fighting attack against one adjacent foe who failed a Fighting attack against him. This attack is made at –2, and the Counterattack must be a normal attack (no Disarm, Wild Attack, or other maneuvers), and may not be combined with Frenzy or Sweep. It may be used with the Defend maneuver, but not Full Defense.

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      [b]Counterattack:[/b] Gets a free Fighting attack against foes who miss; may not be combined with certain maneuvers and Edges.[ooc]Fighters with this Edge know how to respond instantly to an enemy’s mistakes. Once per round (if not Shaken), the character receives one free Fighting attack against one adjacent foe who failed a Fighting attack against him. This attack is made at –2, and the Counterattack must be a normal attack (no Disarm, Wild Attack, or other maneuvers), and may not be combined with Frenzy or Sweep. It may be used with the Defend maneuver, but not Full Defense.[/ooc]
    • Dodge: -1 to be hit at range, +1 to Agility rolls to avoid AoE, unless attacked unaware.

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      [b]Dodge:[/b] -1 to be hit at range, +1 to Agility rolls to avoid AoE, unless attacked unaware
    • Frenzy: May make an additional Fighting attack every round.
      Frenzied fighters make fast and furious melee attacks, sacrificing finesse for raw speed. This allows them to make an extra Fighting attack per round at a –2 penalty to all Fighting rolls. This attack must be taken at the same time as another Fighting attack though it may target any two foes adjacent to the hero (Wild Cards roll two Fighting dice and one Wild Die). The –2 penalty is subtracted from all attacks.
      A character armed with two weapons still only makes one extra attack.

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      [b]Frenzy:[/b] May make an additional Fighting attack every round.[ooc]Frenzied fighters make fast and furious melee attacks, sacrificing finesse for raw speed. This allows them to make an extra Fighting attack per round at a –2 penalty to all Fighting rolls. This attack must be taken at the same time as another Fighting attack though it may target any two foes adjacent to the hero (Wild Cards roll two Fighting dice and one Wild Die). The –2 penalty is subtracted from all attacks. 
      A character armed with two weapons still only makes one extra attack.[/ooc]
    • Improvisational Fighter: No -1 penalty to attack and Parry when wielding improvised weapons.

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      [b]Improvisational Fighter:[/b] No -1 penalty to attack and Parry when wielding improvised weapons.
    • Level Headed: Draw an additional Action Card in combat and act on the best of the draw.

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      [b]Level Headed:[/b] Draw an additional Action Card in combat and act on the best of the draw 
      • Improved Level Headed: As above but draw 3 cards.

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        [b]Improved Level Headed:[/b] As above but draw 3 cards.
    • Marksman: Bonus to Shooting rolls when not moving.
      The hero excels at taking controlled, measured shots. If he does not move in a turn, he may fire as if he took the Aim maneuver. Marksman may never be used with a Rate of Fire greater than 1.
      Marksman works with both Shooting and Throwing.

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      [b]Marksman:[/b] Bonus to Shooting rolls when not moving.[ooc]The hero excels at taking controlled, measured shots. If he does not move in a turn, he may fire as if he took the Aim maneuver. Marksman may never be used with a Rate of Fire greater than 1.
      Marksman works with both Shooting and Throwing.[/ooc]
    • No Mercy: Spend a Benny to reroll any one damage roll, including area effect attacks.

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      [b]No Mercy:[/b] Spend a Benny to reroll any one damage roll, including area effect attacks.
    • Rock and Roll!: If character does not move, ignore the recoil penalty for firing a weapon on full automatic.

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      [b]Rock and Roll!:[/b] If character does not move, ignore the recoil penalty for firing a weapon on full automatic.
  • Leadership Edges
    • Hold the Line!: Subordinates add +1 to their Toughness.

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      [b]Hold the Line!:[/b] Subordinates add +1 to their Toughness.
    • Inspire: Subordinates now add +2 to Spirit instead of +1 to recover from Shaken.

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      [b]Inspire:[/b]Subordinates now add +2 to Spirit instead of +1 to recover from Shaken.
    • Tactician: Can modify initiative.
      At the beginning of a fight and before any Action Cards are dealt, the hero makes a Knowledge (Battle) roll. For each success and raise he receives one Action Card. These are kept separate from his regular Action Cards and are not placed back into the deck until used or the combat ends (including Jokers!). At the start of any round, the hero may give one or more of these extra cards to his allies, whether Extras or Wild Cards, who then use it as their Action Card for the round in place of the one dealt them. This allows Extras to operate independently of Wild Card characters for one round if they receive their own card.
      Only one character per encounter may use this Edge.

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      [b]Tactician:[/b] Can modify initiative.[OOC]At the beginning of a fight and before any Action Cards are dealt, the hero makes a Knowledge (Battle) roll. For each success and raise he receives one Action Card. These are kept separate from his regular Action Cards and are not placed back into the deck until used or the combat ends (including Jokers!). At the start of any round, the hero may give one or more of these extra cards to his allies, whether Extras or Wild Cards, who then use it as their Action Card for the round in place of the one dealt them. This allows Extras to operate independently of Wild Card characters for one round if they receive their own card. 
      Only one character per encounter may use this Edge.[/OOC]
  • Power Edges
    • Rapid Recharge: Regain 1 Power Point every 30 minutes.

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      [b]Rapid Recharge:[/b] Regain 1 Power Point every 30 minutes.
    • Soul Drain: Gain Power Points through a Spirit roll at the risk of taking a wound.
      To use this dangerous ability, the arcane character first decides how many Power Points he wants to draw from himself. Then he makes a Spirit roll minus the number of points he’s trying to drain. (This is a free action.) On a Spirit total of 1 or less, the character suffers a wound and falls unconscious for 1d6 hours. On a failure, the character suffers a wound. On a success or better, the character gets the points he needed and may attempt to cast a spell with them immediately (they may not be saved).

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      [b]Soul Drain:[/b] Gain Power Points through a Spirit roll at the risk of taking a wound.[OOC]To use this dangerous ability, the arcane character first decides how many Power Points he wants to draw from himself. Then he makes a Spirit roll minus the number of points he’s trying to drain. (This is a free action.) On a Spirit total of 1 or less, the character suffers a wound and falls unconscious for 1d6 hours. On a failure, the character suffers a wound. On a success or better, the character gets the points he needed and may attempt to cast a spell with them immediately (they may not be saved).[/OOC]
  • Wild Card Edges
Last edited by Krozog on Wed Jul 04, 2018 4:56 pm, edited 6 times in total.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
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Krozog
Posts: 153
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

Veteran Edges

Post by Krozog »

Veteran Edges
  • Combat Edges
    • Block (Seasoned)
      • Improved Block: As above, but the hero adds +2 to his Parry.

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        [b]Improved Block:[/b] As above, but the hero adds +2 to his Parry.
    • Counterattack (Seasoned)
      • Improved Counterattack: As above but the character may ignore the –2 penalty.

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        [b]Improved Counterattack: As above but the character may ignore the –2 penalty.
    • Dodge (Seasoned)
      • Improved Dodge: Increase the bonuses to -2 and +2 respectively, unless attacked unaware.

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        [b]Improved Dodge:[/b] Increase the bonuses to -2 and +2 respectively, unless attacked unaware.
    • Frenzy (Seasoned)
      • Improved Frenzy: As above but the character may ignore the –2 Frenzy penalty.

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        [b]Improved Frenzy:[/b] As above but the character may ignore the –2 Frenzy penalty.
    • Giant Killer: +1d6 Damage vs enemies three sizes or more larger than himself.

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      [b]Giant Killer:[/b] +1d6 Damage vs enemies three sizes or more larger than himself.
    • Hard to Kill (Novice)
      • Harder to Kill: If ever “killed,” roll a die. Odd: Dead as usual. Even: Incapacitated but escapes death.

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        [b]Harder to Kill:[/b] If ever “killed,” roll a die. Odd: Dead as usual. Even: Incapacitated but escapes death.
    • Martial Artist (Novice)
      • Improved Martial Artist: The character now adds +d6 to his bare-handed damage.

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        [b]Improved Martial Artist:[/b] The character now adds +d6 to his bare-handed damage.
    • Sweep (Novice)
      • Improved Sweep: As above but the hero may ignore the –2 penalty.

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        [b]Improved Sweep:[/b] As above but the hero may ignore the –2 penalty.
    • Trademark Weapon (Novice)
      • Improved Trademark Weapon: As above but the bonus when using the weapon increases to +2.

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        [b]Improved Trademark Weapon:[/b] As above but the bonus when using the weapon increases to +2.
  • Leadership Edges
    • Fervor: Subordinates receive +1 to their Fighting damage rolls.

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      [b]Fervor:[/b] Subordinates receive +1 to their Fighting damage rolls.
    • Leader of Men: Subordinates roll a d10 as the Wild Die instead of a d6 when making group rolls.

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      [b]Leader of Men:[/b]Subordinates roll a d10 as the Wild Die instead of a d6 when making group rolls.
  • Power Edges
    • Rapid Recharge (Seasoned)
      • Improved Rapid Recharge: Regains 1 Power Point every 15 minutes.

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        [b]Improved Rapid Recharge:[/b] Regains 1 Power Point every 15 minutes.
Last edited by Krozog on Wed Jul 04, 2018 5:07 pm, edited 7 times in total.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
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User avatar
Krozog
Posts: 153
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

Heroic Edges

Post by Krozog »

Heroic Edges
  • Combat Edges
    • First Strike (Novice)
      • Improved First Strike: As above but gain one free attack against each and every foe who moves adjacent to him.

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        [b]Improved First Strike:[/b] As above but gain one free attack against each and every foe who moves adjacent to him.
    • Killer Instinct: Whens opposed rolls on a tie. Reroll Skill result of 1 once, but must keep the second result.

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      [b]Killer Instinct:[/b] Whens opposed rolls on a tie. Reroll Skill result of 1 once, but must keep the second result.
Last edited by Krozog on Wed Jul 04, 2018 5:10 pm, edited 2 times in total.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
Adventure Cards
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User avatar
Krozog
Posts: 153
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

Legendary Edges

Post by Krozog »

Legendary Edges
  • Legendary Edges
    • All Legendary Edges
      • Followers
      • Martial Arts Master
      • Professional
        • Expert
          • Master
      • Sidekick
      • Tough as Nails
        • Improved Tough as Nails
      • Weapon Master
        • Master of Arms
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
Adventure Cards
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