TLPG Edges

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Krozog
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TLPG Edges

Post by Krozog »

Last edited by Krozog on Wed Jul 04, 2018 10:39 pm, edited 14 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

Core Edges

Post by Krozog »

Core Edges
  • Arcane Background: All Arcane Backgrounds in Savage Worlds are available in Savage Rifts.
  • Gadgeteer: Techno-Wizards have this Edge embedded in their Iconic Framework but it functions slightly differently. See Techno-Wizards on page 42.
  • Noble: The Noble Edge is not available.
  • Rich: Begin with increased credits and HJ Rolls.
    Begins with 5,000 credits and gets two rolls on the Body Armor, Close Combat Weapons, Cybernetics, or Ranged Combat Weapons Tables. The hero may give up the two rolls to instead own one vehicle of choice.

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    [b]Rich:[/b] Begin with increased credits and HJ Rolls.[OOC]Begins with 5,000 credits and gets two rolls on the Body Armor, Close Combat Weapons, Cybernetics, or Ranged Combat Weapons Tables. The hero may give up the two rolls to instead own one vehicle of choice.[/OOC]
    • Filthy Rich: Begin with even more credits and HJ Rolls.
      Begin with 20,000 credits (total) saved up and gain three additional rolls (five total) on the above listed tables.

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      [b]Filthy Rich:[/b] Begin with even more credits and HJ Rolls.[OOC]Begin with 20,000 credits (total) saved up and gain three additional rolls (five total) on the above listed tables.[/OOC]
  • No Mercy: This Edge is not used; per the Setting Rules on page 121, anyone can spend a Benny to reroll damage at any time.
Last edited by Krozog on Wed Jul 04, 2018 9:01 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
Edit Signature
User avatar
Krozog
Posts: 153
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

Iconic Edges (Alphabetical)

Post by Krozog »

Iconic Edges (Alphabetical)
  • Beyond the Limit: +6 Strain, select one Unstable Psyche Hindrance (TLPG p 15).

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    [b]Beyond the Limit:[/b] +6 Strain, select one Unstable Psyche Hindrance (TLPG p 15).
  • Burn Brighter: Reroll any Burn Die result of 1-2; Must accept second result.

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    [b]Burn Brighter:[/b] Reroll any Burn Die result of 1-2; Must accept second result.
    • Burn for Glory: Spend 1 Burn to double tthe result of any Trait/Damage roll.

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      [b]Burn for Glory:[/b] Spend 1 Burn to double the result of any Trait/Damage roll.
  • Burn Past the Pain: Spend a Benny to ignore wound penalties.
    The Juicer can spend a Burn to ignore all wound penalties for the remainder of a combat, including wound penalties to Vigor rolls if he is Incapacitated during the combat (as per the Hard to Kill Edge).

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    [b]Burn Past the Pain[/b] Spend a Benny to ignore wound penalties.[OOC]The Juicer can spend a Burn to ignore all wound penalties for the remainder of a combat, including wound penalties to Vigor rolls if he is Incapacitated during the combat (as per the Hard to Kill Edge).[/OOC]
    • Burn for Tomorrow: Add Burn Die to the d20 when rolling on the Death & Defeat Table.

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      [b]Burn for Tomorrow:[/b] Add Burn Die to the d20 when rolling on the Death & Defeat Table.
  • Cyberkinetic Awareness: Improved defenses against Technology.
    As an action, the Cyber-Knight can stretch out his senses to understand all of the tech weapons and defenses he’s engaged with. The −2 to attacks against him with technical weapons expands to −2 to all Trait rolls against him where technology is involved. This includes Notice checks and opposed rolls.

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    [b]Cyberkinetic Awareness:[/b] Improved defenses against Technology.[OOC]As an action, the Cyber-Knight can stretch out his senses to understand all of the tech weapons and defenses he’s engaged with. The −2 to attacks against him with technical weapons expands to −2 to all Trait rolls against him where technology is involved. This includes Notice checks and opposed rolls.[/OOC]
    • Improved Cyberkinetic Awareness: All rolls against the Cyber-Knight where technology is involved suffer a −4 penalty.

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      [b]Improved Cyberkinetic Awareness:[/b] All rolls against the Cyber-Knight where technology is involved suffer a −4 penalty.
      • Cyberkinetic Denial: Gain the ability to shut down technology.
        The Cyber-Knight can shut down technological devices. As an action, she can target a device or vehicle within her Spirit range and make a Psionics roll to shut it down for three rounds, or a full minute with a raise.
        Simple items like firearms or communicators are rolled with no penalty. To affect advanced systems
        like a computer or a vehicle’s weapon system imposes a −2 modifier, while shutting down robot armor, a suit of power armor (including a Glitter Boy), or an entire vehicle requires a roll at −4. To affect a cyborg requires an opposed roll at −4 against the target’s Smarts. The target loses the use of his cybernetics for the duration. This Incapacitates a Combat Cyborg for that period of time.

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        [b]Cyberkinetic Denial:[/b] Gain the ability to shut down Technology.[OOC]The Cyber-Knight can shut down technological devices. As an action, she can target a device or vehicle within her Spirit range and make a Psionics roll to shut it down for three rounds, or a full minute with a raise.
        Simple items like firearms or communicators are rolled with no penalty. To affect advanced systems
        like a computer or a vehicle’s weapon system imposes a −2 modifier, while shutting down robot armor, a suit of power armor (including a Glitter Boy), or an entire vehicle requires a roll at −4. To affect a cyborg requires an opposed roll at −4 against the target’s Smarts. The target loses the use of his cybernetics for the duration. This Incapacitates a Combat Cyborg for that period of time.[/OOC]
  • Flame Blast: Burster's Flame Bolt gains Area Effect trappings.
    For a single ISP, the Burster’s Flame Bolt affects a Medium Burst Template. For two ISP, he can expand the radius to a Large Burst Template. Alternately, the Burster can spend one ISP to use the Cone Template at no range (targets make an opposed Agility roll against Psionics to avoid the effect). Unless otherwise stated, enhancements from other Edges (such as Improved Flame Bolt) apply to this use of this Edge as well.

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    [b]Flame Blast:[/b] Burster's Flame Bolt gains Area Effect trappings.[OOC]For a single ISP, the Burster’s Flame Bolt affects a Medium Burst Template. For two ISP, he can expand the radius to a Large Burst Template. Alternately, the Burster can spend one ISP to use the Cone Template at no range (targets make an opposed Agility roll against Psionics to avoid the effect). Unless otherwise stated, enhancements from other Edges (such as Improved Flame Bolt) apply to this use of this Edge as well.[/OOC]
  • Freshly Juiced: Gain +2 to Burn Score; Must take at creation, Last Call unavailable.

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    [b]Freshly Juiced:[/b] Gain +2 to Burn Score; Must take at creation, Last Call unavailable.
  • Gun Nut: Increase effectiveness of Shooting during Crazy's Losing It.
    A Crazy with this Edge can use his Shooting skill as effectively as his Fighting while in the Losing It state (including a +2 on Shooting attacks, though not to Shooting damage).

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    [b]Gun Nut:[/b] Increase effectiveness of Shooting during Crazy's Losing It.[OOC]A Crazy with this Edge can use his Shooting skill as effectively as his Fighting while in the Losing It state (including a +2 on Shooting attacks, though not to Shooting damage).[/OOC]
  • Gymnastic Mastery: Bonuses to Acrobatics, Climbing, Jumping, Movement and Defense.
    This Edge allows the character to add +2 to the Strength roll to increase jumping distance. She also adds the bonus to Climbing checks, and she can ascend at her Strength die per round (instead of half). She ignores Difficult Ground when moving and gains an additional +2 to Parry when using the Defend maneuver (but not Full Defense).
    Finally, a character with Gymnastic Mastery can make an Agility roll (with the +2 from Acrobat) to reduce effective falling distance by 10 feet, or 20 feet on a raise. A fall of over 20 yards imposes a −2 penalty.

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    [b]Gymnastic Mastery:[/b] Bonuses to Acrobatics, Climbing, Jumping, Movement and Defense.[OOC]This Edge allows the character to add +2 to the Strength roll to increase jumping distance. She also adds the bonus to Climbing checks, and she can ascend at her Strength die per round (instead of half). She ignores Difficult Ground when moving and gains an additional +2 to Parry when using the Defend maneuver (but not Full Defense).
    Finally, a character with Gymnastic Mastery can make an Agility roll (with the +2 from Acrobat) to reduce effective falling distance by 10 feet, or 20 feet on a raise. A fall of over 20 yards imposes a −2 penalty.[/OOC]
  • Improved Cyber-Armor: Cyber-Armor's Toughness increased to +4 (total).

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    [b]Improved Cyber-Armor:[/b] Cyber-Armor's Toughness increased to +4 (total).
    • Master Cyber-Armor: Cyber-Armor gains +2 M.D.C. armor which stacks with worn armor.

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      [b]Master Cyber-Armor:[/b] Cyber-Armor gains +2 M.D.C. armor which stacks with worn armor.
  • Improved Fiery Aura: Burster's Fiery Aura gains a damage increases and Area Effect Trappings.

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    [b]Improved Fiery Aura[/b] Burster's Fiery Aura gains a damage increases and Area Effect Trappings.
  • Improved Fire Mastery: Increased Range and Area for Fire Mastery.
    A Burster with this Edge increases the Range of his Fire Mastery to 24". Alternatively, he can center the effect on himself and affect a radius equal to 2 × his Spirit. All other effects remain the same.

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    [b]Improved Fire Mastery:[/b] Increased Range and Area for Fire Mastery.[OOC]A Burster with this Edge increases the Range of his Fire Mastery to 24". Alternatively, he can center the effect on himself and affect a radius equal to 2 × his Spirit. All other effects remain the same.[/OOC]
  • Improved Flame Bolt: Flame Bolt's Damage increased to 6d6.

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    [b]Improved Flame Bolt:[/b] Flame Bolt's Damage increased to 6d6.
    • Greater Flame Bolt: Flame Bolt's Damage increased to 6d8 and range to 15/30/60.

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      [b]Greater Flame Bolt:[/b] Flame Bolt's Damage increased to 6d8 and range to 15/30/60.
  • Improved Psi-Sword: Psi-Sword's gains increased Damage.

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    [b]Improved Psi-Sword:[/b] Psi-Sword's gains increased Damage.[OOC][/OOC]
    • Master Psi-Sword: Spend ISP to further increase Psi-Sword's Damage.
      Before rolling an attack, the player declares how many ISP he wishes to spend on damage, up to 3 points. Each point adds +4 to the damage (up to a maximum of +12). If using the split blade option, each blade gains +2 damage per ISP spent (to a maximum of +6 each).

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      [b]Master Psi-Sword:[/b] Spend ISP to further increase Psi-Sword's Damage.[OOC]Before rolling an attack, the player declares how many ISP he wishes to spend on damage, up to 3 points. Each point adds +4 to the damage (up to a maximum of +12). If using the split blade option, each blade gains +2 damage per ISP spent (to a maximum of +6 each).[/OOC]
  • Ley Line Observation Sphere: Ability to summon magical observation drone on Ley Lines.
    Some Walkers are able to conjure up aglowing bluish-white sphere the size of a soccer ball, which they can send anywhere up or down a ley line. It travels at 30 mph and has a range of one mile, acting as a focus point for the Walker to use any of her senses to observe what’s around the ball as though she were standing there (she cannot cast her powers through it, however). Using the sphere counts as an action, imposing a −2 multi-action penalty on any other actions while active.

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    [b]Ley Line Observation Sphere:[/b] Ability to summon magical observation drone on Ley Lines.[OOC]Some Walkers are able to conjure up aglowing bluish-white sphere the size of a soccer ball, which they can send anywhere up or down a ley line. It travels at 30 mph and has a range of one mile, acting as a focus point for the Walker to use any of her senses to observe what’s around the ball as though she were standing there (she cannot cast her powers through it, however). Using the sphere counts as an action, imposing a −2 multi-action penalty on any other actions while active.[/OOC]
  • Ley Line Phasing: Gain the ability to teleport along Ley Lines for no PPE cost.
    Ley Line Walkers with this Edge may take a full round to concentrate (taking no other actions, not even free actions), and on the next round they can teleport flawlessly to any other point along the same line. Though it costs no PPE, the Walker must make a Vigor check or suffer a Fatigue level (requiring four hours to recover). Each subsequent use of this ability imposes a cumulative −2 penalty to the Vigor check until the Walker has a full night’s rest. Ley Line Phasing cannot be used to transport others, but see Ley Line Gate, below.

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    [b]Ley Line Phasing:[/b] Gain the ability to teleport along Ley Lines for no PPE cost.[OOC]Ley Line Walkers with this Edge may take a full round to concentrate (taking no other actions, not even free actions), and on the next round they can teleport flawlessly to any other point along the same line. Though it costs no PPE, the Walker must make a Vigor check or suffer a Fatigue level (requiring four hours to recover). Each subsequent use of this ability imposes a cumulative −2 penalty to the Vigor check until the Walker has a full night’s rest. Ley Line Phasing cannot be used to transport others, but see Ley Line Gate, below.[/OOC]
    • Ley Line Gate: Ley Line Phasing gains the ability to transport others.
      A truly powerful Ley Line Walker ability, the hero can carry up to his Smarts die in passengers when he phases to another location on the line. Carrying passengers, even just one, imposes an additional −2 penalty to his Vigor check to resist Fatigue.

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      [b]Ley Line Gate:[/b] Ley Line Phasing gains the ability to transport others.[OOC]A truly powerful Ley Line Walker ability, the hero can carry up to his Smarts die in passengers when he phases to another location on the line. Carrying passengers, even just one, imposes an additional −2 penalty to his Vigor check to resist Fatigue.[/OOC]
  • Off the Handle: Enhances Crazy's Losing It.
    A Crazy with this Edge can start Losing It as a free action.
    Interestingly, such a Crazy also has an easier time coming out of it. He doesn’t suffer the usual −2 penalty to his Smarts roll when trying to recover.

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    [b]Off the Handle:[/b] Enhances Crazy's Losing It.[OOC]A Crazy with this Edge can start Losing It as a free action.
    Interestingly, such a Crazy also has an easier time coming out of it. He doesn’t suffer the usual −2 penalty to his Smarts roll when trying to recover.[/OOC]
  • Psi-Shield: Gain the ability to call forth a defensive Psi-Shield.
    Cyber-Knights with this Edge can summon forth a Psi-Shield, granting +3 Parry and +4 Armor against ranged damage (stacking with worn armor and the armor power). It costs no ISP and can be summoned as a free action. If he has a Psi-Shield and a Psi-Sword manifested, it counts as having two Psi-Blades active (meaning the Psi- Sword’s AP value is reduced by 4).

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    [b]Psi-Shield:[/b] Gain the ability to call forth a defensive Psi-Shield.[OOC]Cyber-Knights with this Edge can summon forth a Psi-Shield, granting +3 Parry and +4 Armor against ranged damage (stacking with worn armor and the armor power). It costs no ISP and can be summoned as a free action. If he has a Psi-Shield and a Psi-Sword manifested, it counts as having two Psi-Blades active (meaning the Psi- Sword’s AP value is reduced by 4).[/OOC]
  • Rapid Flame Bolt: Burster's Flame Bolt (and its enhancements from other Edges) can be used with RoF 3.

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    [b]Rapid Flame Bolt:[/b] Burster's Flame Bolt (and its enhancements from other Edges) can be used with RoF 3.
  • Read the Flame: Gain information through reading fire or the site of a fire.
    Bursters with this Edge can make a Notice check to read and understand a fire, or the site of one. With a success, she can tell how it started and how long it burned. With a raise, she can sense what kind of being, if any, started the fire, as well as other interesting details the GM might be wish to share, such as the fire’s purpose, if any.

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    [b]Read the Flame:[/b] Gain information through reading fire or the site of a fire.[OOC]Bursters with this Edge can make a Notice check to read and understand a fire, or the site of one. With a success, she can tell how it started and how long it burned. With a raise, she can sense what kind of being, if any, started the fire, as well as other interesting details the GM might be wish to share, such as the fire’s purpose, if any.[/OOC]
  • Split the Seconds: Gain an additional action each round.
    Juicers and Crazies often find themselves living between the ticks of the clock. This Edge grants an extra action to the character each round. There is no multi-action penalty for this action, and it can be a repeat action, such as firing a gun or swinging a sword again. It cannot, however, be used for movement, such as Running.

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    [b]Split the Seconds:[/b] Gain an additional action each round.[OOC]Juicers and Crazies often find themselves living between the ticks of the clock. This Edge grants an extra action to the character each round. There is no multi-action penalty for this action, and it can be a repeat action, such as firing a gun or swinging a sword again. It cannot, however, be used for movement, such as Running.[/OOC]
    • Burn Faster: Spend a Burn to take an immediate second turn (like the quickness power).
      Spend a Burn to take an immediate second turn, just like the quickness power. Once the burn is spent, the effect (two turns per round) lasts for 3+1d6 rounds.

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      [b]Burn Faster:[/b] Spend a Burn to take an immediate second turn (like the quickness power).[OOC]Spend a Burn to take an immediate second turn, just like the quickness power. Once the burn is spent, the effect (two turns per round) lasts for 3+1d6 rounds.[/OOC]
  • Sublime Chaos: Greatly enhances the Crazy's Losing It.
    While Losing It, a Crazy with this Edge is able to perform actions not normally allowed by Berserk, including using her psionics. She also only suffers a −1 to Trait rolls during her Coming Back period.

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    [b]Sublime Chaos:[/b] Greatly enhances the Crazy's Losing It.[OOC]While Losing It, a Crazy with this Edge is able to perform actions not normally allowed by Berserk, including using her psionics. She also only suffers a −1 to Trait rolls during her Coming Back period.[/OOC]
  • Upgrade: Gain an additional or upgraded cybernetic system.
    Taking this Edge—which may only be selected once per Rank—means the cybernetic hero manages to achieve the necessary resources and opportunity to have a new piece of cybernetic technology installed, or have one upgraded to a higher degree. Though the GM has final say on what is and is not appropriate, anything in the Cybernetics section is fair game otherwise.

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    [b]Upgrade:[/b] Gain an additional or upgraded cybernetic system.[OOC]Taking this Edge—which may only be selected once per Rank—means the cybernetic hero manages to achieve the necessary resources and opportunity to have a new piece of cybernetic technology installed, or have one upgraded to a higher degree. Though the GM has final say on what is and is not appropriate, anything in the Cybernetics section is fair game otherwise.[/OOC]
Last edited by Krozog on Wed Jul 04, 2018 9:02 pm, edited 9 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

Iconic Edges (By IF)

Post by Krozog »

Iconic Edges (By IF)
  • Burster
    • Flame Blast: Burster's Flame Bolt gains Area Effect trappings.
      For a single ISP, the Burster’s Flame Bolt affects a Medium Burst Template. For two ISP, he can expand the radius to a Large Burst Template. Alternately, the Burster can spend one ISP to use the Cone Template at no range (targets make an opposed Agility roll against Psionics to avoid the effect). Unless otherwise stated, enhancements from other Edges (such as Improved Flame Bolt) apply to this use of this Edge as well.

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      [b]Flame Blast:[/b] Burster's Flame Bolt gains Area Effect trappings.[OOC]For a single ISP, the Burster’s Flame Bolt affects a Medium Burst Template. For two ISP, he can expand the radius to a Large Burst Template. Alternately, the Burster can spend one ISP to use the Cone Template at no range (targets make an opposed Agility roll against Psionics to avoid the effect). Unless otherwise stated, enhancements from other Edges (such as Improved Flame Bolt) apply to this use of this Edge as well.[/OOC]
    • Improved Fiery Aura: Burster's Fiery Aura gains a damage increases and Area Effect Trappings.

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      [b]Improved Fiery Aura[/b] Burster's Fiery Aura gains a damage increases and Area Effect Trappings.
    • Improved Fire Mastery: Increased Range and Area for Fire Mastery.
      A Burster with this Edge increases the Range of his Fire Mastery to 24". Alternatively, he can center the effect on himself and affect a radius equal to 2 × his Spirit. All other effects remain the same.

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      [b]Improved Fire Mastery:[/b] Increased Range and Area for Fire Mastery.[OOC]A Burster with this Edge increases the Range of his Fire Mastery to 24". Alternatively, he can center the effect on himself and affect a radius equal to 2 × his Spirit. All other effects remain the same.[/OOC]
    • Improved Flame Bolt: Flame Bolt's Damage increased to 6d6.

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      [b]Improved Flame Bolt:[/b] Flame Bolt's Damage increased to 6d6.
      • Greater Flame Bolt: Flame Bolt's Damage increased to 6d8 and range to 15/30/60.

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        [b]Greater Flame Bolt:[/b] Flame Bolt's Damage increased to 6d8 and range to 15/30/60.
    • Rapid Flame Bolt: Burster's Flame Bolt (and its enhancements from other Edges) can be used with RoF 3.

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      [b]Rapid Flame Bolt:[/b] Burster's Flame Bolt (and its enhancements from other Edges) can be used with RoF 3.
    • Read the Flame: Gain information through reading fire or the site of a fire.
      Bursters with this Edge can make a Notice check to read and understand a fire, or the site of one. With a success, she can tell how it started and how long it burned. With a raise, she can sense what kind of being, if any, started the fire, as well as other interesting details the GM might be wish to share, such as the fire’s purpose, if any.

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      [b]Read the Flame:[/b] Gain information through reading fire or the site of a fire.[OOC]Bursters with this Edge can make a Notice check to read and understand a fire, or the site of one. With a success, she can tell how it started and how long it burned. With a raise, she can sense what kind of being, if any, started the fire, as well as other interesting details the GM might be wish to share, such as the fire’s purpose, if any.[/OOC]
  • Combat Cyborg
    • Beyond the Limit: +6 Strain, select one Unstable Psyche Hindrance (TLPG p 15).

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      [b]Beyond the Limit:[/b] +6 Strain, select one Unstable Psyche Hindrance (TLPG p 15).
    • Upgrade: Gain an additional or upgraded cybernetic system.
      Taking this Edge—which may only be selected once per Rank—means the cybernetic hero manages to achieve the necessary resources and opportunity to have a new piece of cybernetic technology installed, or have one upgraded to a higher degree. Though the GM has final say on what is and is not appropriate, anything in the Cybernetics section is fair game otherwise.

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      [b]Upgrade:[/b] Gain an additional or upgraded cybernetic system.[OOC]Taking this Edge—which may only be selected once per Rank—means the cybernetic hero manages to achieve the necessary resources and opportunity to have a new piece of cybernetic technology installed, or have one upgraded to a higher degree. Though the GM has final say on what is and is not appropriate, anything in the Cybernetics section is fair game otherwise.[/OOC]
  • Crazy
    • Gun Nut: Increase effectiveness of Shooting during Crazy's Losing It.
      A Crazy with this Edge can use his Shooting skill as effectively as his Fighting while in the Losing It state (including a +2 on Shooting attacks, though not to Shooting damage).

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      [b]Gun Nut:[/b] Increase effectiveness of Shooting during Crazy's Losing It.[OOC]A Crazy with this Edge can use his Shooting skill as effectively as his Fighting while in the Losing It state (including a +2 on Shooting attacks, though not to Shooting damage).[/OOC]
    • Gymnastic Mastery: Bonuses to Acrobatics, Climbing, Jumping, Movement and Defense.
      This Edge allows the character to add +2 to the Strength roll to increase jumping distance. She also adds the bonus to Climbing checks, and she can ascend at her Strength die per round (instead of half). She ignores Difficult Ground when moving and gains an additional +2 to Parry when using the Defend maneuver (but not Full Defense).
      Finally, a character with Gymnastic Mastery can make an Agility roll (with the +2 from Acrobat) to reduce effective falling distance by 10 feet, or 20 feet on a raise. A fall of over 20 yards imposes a −2 penalty.

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      [b]Gymnastic Mastery:[/b] Bonuses to Acrobatics, Climbing, Jumping, Movement and Defense.[OOC]This Edge allows the character to add +2 to the Strength roll to increase jumping distance. She also adds the bonus to Climbing checks, and she can ascend at her Strength die per round (instead of half). She ignores Difficult Ground when moving and gains an additional +2 to Parry when using the Defend maneuver (but not Full Defense).
      Finally, a character with Gymnastic Mastery can make an Agility roll (with the +2 from Acrobat) to reduce effective falling distance by 10 feet, or 20 feet on a raise. A fall of over 20 yards imposes a −2 penalty.[/OOC]
    • Off the Handle: Enhances Crazy's Losing It.
      A Crazy with this Edge can start Losing It as a free action.
      Interestingly, such a Crazy also has an easier time coming out of it. He doesn’t suffer the usual −2 penalty to his Smarts roll when trying to recover.

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      [b]Off the Handle:[/b] Enhances Crazy's Losing It.[OOC]A Crazy with this Edge can start Losing It as a free action.
      Interestingly, such a Crazy also has an easier time coming out of it. He doesn’t suffer the usual −2 penalty to his Smarts roll when trying to recover.[/OOC]
    • Split the Seconds: Gain an additional action each round.
      Juicers and Crazies often find themselves living between the ticks of the clock. This Edge grants an extra action to the character each round. There is no multi-action penalty for this action, and it can be a repeat action, such as firing a gun or swinging a sword again. It cannot, however, be used for movement, such as Running.

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      [b]Split the Seconds:[/b] Gain an additional action each round.[OOC]Juicers and Crazies often find themselves living between the ticks of the clock. This Edge grants an extra action to the character each round. There is no multi-action penalty for this action, and it can be a repeat action, such as firing a gun or swinging a sword again. It cannot, however, be used for movement, such as Running.[/OOC]
    • Sublime Chaos: Greatly enhances the Crazy's Losing It.
      While Losing It, a Crazy with this Edge is able to perform actions not normally allowed by Berserk, including using her psionics. She also only suffers a −1 to Trait rolls during her Coming Back period.

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      [b]Sublime Chaos:[/b] Greatly enhances the Crazy's Losing It.[OOC]While Losing It, a Crazy with this Edge is able to perform actions not normally allowed by Berserk, including using her psionics. She also only suffers a −1 to Trait rolls during her Coming Back period.[/OOC]
  • Cyber-Knight
    • Cyberkinetic Awareness: Improved defenses against Technology.
      As an action, the Cyber-Knight can stretch out his senses to understand all of the tech weapons and defenses he’s engaged with. The −2 to attacks against him with technical weapons expands to −2 to all Trait rolls against him where technology is involved. This includes Notice checks and opposed rolls.

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      [b]Cyberkinetic Awareness:[/b] Improved defenses against Technology.[OOC]As an action, the Cyber-Knight can stretch out his senses to understand all of the tech weapons and defenses he’s engaged with. The −2 to attacks against him with technical weapons expands to −2 to all Trait rolls against him where technology is involved. This includes Notice checks and opposed rolls.[/OOC]
      • Improved Cyberkinetic Awareness: All rolls against the Cyber-Knight where technology is involved suffer a −4 penalty.

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        [b]Improved Cyberkinetic Awareness:[/b] All rolls against the Cyber-Knight where technology is involved suffer a −4 penalty.
        • Cyberkinetic Denial: Gain the ability to shut down technology.
          The Cyber-Knight can shut down technological devices. As an action, she can target a device or vehicle within her Spirit range and make a Psionics roll to shut it down for three rounds, or a full minute with a raise.
          Simple items like firearms or communicators are rolled with no penalty. To affect advanced systems
          like a computer or a vehicle’s weapon system imposes a −2 modifier, while shutting down robot armor, a suit of power armor (including a Glitter Boy), or an entire vehicle requires a roll at −4. To affect a cyborg requires an opposed roll at −4 against the target’s Smarts. The target loses the use of his cybernetics for the duration. This Incapacitates a Combat Cyborg for that period of time.

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          [b]Cyberkinetic Denial:[/b] Gain the ability to shut down Technology.[OOC]The Cyber-Knight can shut down technological devices. As an action, she can target a device or vehicle within her Spirit range and make a Psionics roll to shut it down for three rounds, or a full minute with a raise.
          Simple items like firearms or communicators are rolled with no penalty. To affect advanced systems
          like a computer or a vehicle’s weapon system imposes a −2 modifier, while shutting down robot armor, a suit of power armor (including a Glitter Boy), or an entire vehicle requires a roll at −4. To affect a cyborg requires an opposed roll at −4 against the target’s Smarts. The target loses the use of his cybernetics for the duration. This Incapacitates a Combat Cyborg for that period of time.[/OOC]
    • Improved Cyber-Armor: Cyber-Armor's Toughness increased to +4 (total).

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      [b]Improved Cyber-Armor:[/b] Cyber-Armor's Toughness increased to +4 (total).
      • Master Cyber-Armor: Cyber-Armor gains +2 M.D.C. armor which stacks with worn armor.

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        [b]Master Cyber-Armor:[/b] Cyber-Armor gains +2 M.D.C. armor which stacks with worn armor.
    • Improved Psi-Sword: Psi-Sword's gains increased Damage.

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      [b]Improved Psi-Sword:[/b] Psi-Sword's gains increased Damage.[OOC][/OOC]
      • Master Psi-Sword: Spend ISP to further increase Psi-Sword's Damage.
        Before rolling an attack, the player declares how many ISP he wishes to spend on damage, up to 3 points. Each point adds +4 to the damage (up to a maximum of +12). If using the split blade option, each blade gains +2 damage per ISP spent (to a maximum of +6 each).

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        [b]Master Psi-Sword:[/b] Spend ISP to further increase Psi-Sword's Damage.[OOC]Before rolling an attack, the player declares how many ISP he wishes to spend on damage, up to 3 points. Each point adds +4 to the damage (up to a maximum of +12). If using the split blade option, each blade gains +2 damage per ISP spent (to a maximum of +6 each).[/OOC]
    • Psi-Shield: Gain the ability to call forth a defensive Psi-Shield.
      Cyber-Knights with this Edge can summon forth a Psi-Shield, granting +3 Parry and +4 Armor against ranged damage (stacking with worn armor and the armor power). It costs no ISP and can be summoned as a free action. If he has a Psi-Shield and a Psi-Sword manifested, it counts as having two Psi-Blades active (meaning the Psi- Sword’s AP value is reduced by 4).

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      [b]Psi-Shield:[/b] Gain the ability to call forth a defensive Psi-Shield.[OOC]Cyber-Knights with this Edge can summon forth a Psi-Shield, granting +3 Parry and +4 Armor against ranged damage (stacking with worn armor and the armor power). It costs no ISP and can be summoned as a free action. If he has a Psi-Shield and a Psi-Sword manifested, it counts as having two Psi-Blades active (meaning the Psi- Sword’s AP value is reduced by 4).[/OOC]
  • Juicer
    • Burn Brighter: Reroll any Burn Die result of 1-2; Must accept second result.

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      [b]Burn Brighter:[/b] Reroll any Burn Die result of 1-2; Must accept second result.
      • Burn for Glory: Spend 1 Burn to double tthe result of any Trait/Damage roll.

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        [b]Burn for Glory:[/b] Spend 1 Burn to double the result of any Trait/Damage roll.
    • Burn Past the Pain: Spend a Benny to ignore wound penalties.
      The Juicer can spend a Burn to ignore all wound penalties for the remainder of a combat, including wound penalties to Vigor rolls if he is Incapacitated during the combat (as per the Hard to Kill Edge).

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      [b]Burn Past the Pain[/b] Spend a Benny to ignore wound penalties.[OOC]The Juicer can spend a Burn to ignore all wound penalties for the remainder of a combat, including wound penalties to Vigor rolls if he is Incapacitated during the combat (as per the Hard to Kill Edge).[/OOC]
      • Burn for Tomorrow: Add Burn Die to the d20 when rolling on the Death & Defeat Table.

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        [b]Burn for Tomorrow:[/b] Add Burn Die to the d20 when rolling on the Death & Defeat Table.
    • Freshly Juiced: Gain +2 to Burn Score; Must take at creation, Last Call unavailable.

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      [b]Freshly Juiced:[/b] Gain +2 to Burn Score; Must take at creation, Last Call unavailable.
    • Gymnastic Mastery: Bonuses to Acrobatics, Climbing, Jumping, Movement and Defense.
      This Edge allows the character to add +2 to the Strength roll to increase jumping distance. She also adds the bonus to Climbing checks, and she can ascend at her Strength die per round (instead of half). She ignores Difficult Ground when moving and gains an additional +2 to Parry when using the Defend maneuver (but not Full Defense).
      Finally, a character with Gymnastic Mastery can make an Agility roll (with the +2 from Acrobat) to reduce effective falling distance by 10 feet, or 20 feet on a raise. A fall of over 20 yards imposes a −2 penalty.

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      [b]Gymnastic Mastery:[/b] Bonuses to Acrobatics, Climbing, Jumping, Movement and Defense.[OOC]This Edge allows the character to add +2 to the Strength roll to increase jumping distance. She also adds the bonus to Climbing checks, and she can ascend at her Strength die per round (instead of half). She ignores Difficult Ground when moving and gains an additional +2 to Parry when using the Defend maneuver (but not Full Defense).
      Finally, a character with Gymnastic Mastery can make an Agility roll (with the +2 from Acrobat) to reduce effective falling distance by 10 feet, or 20 feet on a raise. A fall of over 20 yards imposes a −2 penalty.[/OOC]
    • Split the Seconds: Gain an additional action each round.
      Juicers and Crazies often find themselves living between the ticks of the clock. This Edge grants an extra action to the character each round. There is no multi-action penalty for this action, and it can be a repeat action, such as firing a gun or swinging a sword again. It cannot, however, be used for movement, such as Running.

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      [b]Split the Seconds:[/b] Gain an additional action each round.[OOC]Juicers and Crazies often find themselves living between the ticks of the clock. This Edge grants an extra action to the character each round. There is no multi-action penalty for this action, and it can be a repeat action, such as firing a gun or swinging a sword again. It cannot, however, be used for movement, such as Running.[/OOC]
      • Burn Faster: Spend a Burn to take an immediate second turn (like the quickness power).
        Spend a Burn to take an immediate second turn, just like the quickness power. Once the burn is spent, the effect (two turns per round) lasts for 3+1d6 rounds.

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        [b]Burn Faster:[/b] Spend a Burn to take an immediate second turn (like the quickness power).[OOC]Spend a Burn to take an immediate second turn, just like the quickness power. Once the burn is spent, the effect (two turns per round) lasts for 3+1d6 rounds.[/OOC]
  • Ley Line Walker
    • Ley Line Observation Sphere: Ability to summon magical observation drone on Ley Lines.
      Some Walkers are able to conjure up aglowing bluish-white sphere the size of a soccer ball, which they can send anywhere up or down a ley line. It travels at 30 mph and has a range of one mile, acting as a focus point for the Walker to use any of her senses to observe what’s around the ball as though she were standing there (she cannot cast her powers through it, however). Using the sphere counts as an action, imposing a −2 multi-action penalty on any other actions while active.

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      [b]Ley Line Observation Sphere:[/b] Ability to summon magical observation drone on Ley Lines.[OOC]Some Walkers are able to conjure up aglowing bluish-white sphere the size of a soccer ball, which they can send anywhere up or down a ley line. It travels at 30 mph and has a range of one mile, acting as a focus point for the Walker to use any of her senses to observe what’s around the ball as though she were standing there (she cannot cast her powers through it, however). Using the sphere counts as an action, imposing a −2 multi-action penalty on any other actions while active.[/OOC]
    • Ley Line Phasing: Gain the ability to teleport along Ley Lines for no PPE cost.
      Ley Line Walkers with this Edge may take a full round to concentrate (taking no other actions, not even free actions), and on the next round they can teleport flawlessly to any other point along the same line. Though it costs no PPE, the Walker must make a Vigor check or suffer a Fatigue level (requiring four hours to recover). Each subsequent use of this ability imposes a cumulative −2 penalty to the Vigor check until the Walker has a full night’s rest. Ley Line Phasing cannot be used to transport others, but see Ley Line Gate, below.

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      [b]Ley Line Phasing:[/b] Gain the ability to teleport along Ley Lines for no PPE cost.[OOC]Ley Line Walkers with this Edge may take a full round to concentrate (taking no other actions, not even free actions), and on the next round they can teleport flawlessly to any other point along the same line. Though it costs no PPE, the Walker must make a Vigor check or suffer a Fatigue level (requiring four hours to recover). Each subsequent use of this ability imposes a cumulative −2 penalty to the Vigor check until the Walker has a full night’s rest. Ley Line Phasing cannot be used to transport others, but see Ley Line Gate, below.[/OOC]
      • Ley Line Gate: Ley Line Phasing gains the ability to transport others.
        A truly powerful Ley Line Walker ability, the hero can carry up to his Smarts die in passengers when he phases to another location on the line. Carrying passengers, even just one, imposes an additional −2 penalty to his Vigor check to resist Fatigue.

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        [b]Ley Line Gate:[/b] Ley Line Phasing gains the ability to transport others.[OOC]A truly powerful Ley Line Walker ability, the hero can carry up to his Smarts die in passengers when he phases to another location on the line. Carrying passengers, even just one, imposes an additional −2 penalty to his Vigor check to resist Fatigue.[/OOC]
  • M.A.R.S.
      • Beyond the Limit: +6 Strain, select one Unstable Psyche Hindrance (TLPG p 15).

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        [b]Beyond the Limit:[/b] +6 Strain, select one Unstable Psyche Hindrance (TLPG p 15).
      • Upgrade: Gain an additional or upgraded cybernetic system.
        Taking this Edge—which may only be selected once per Rank—means the cybernetic hero manages to achieve the necessary resources and opportunity to have a new piece of cybernetic technology installed, or have one upgraded to a higher degree. Though the GM has final say on what is and is not appropriate, anything in the Cybernetics section is fair game otherwise.

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        [b]Upgrade:[/b] Gain an additional or upgraded cybernetic system.[OOC]Taking this Edge—which may only be selected once per Rank—means the cybernetic hero manages to achieve the necessary resources and opportunity to have a new piece of cybernetic technology installed, or have one upgraded to a higher degree. Though the GM has final say on what is and is not appropriate, anything in the Cybernetics section is fair game otherwise.[/OOC]
Last edited by Krozog on Wed Jul 04, 2018 9:04 pm, edited 15 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

Background Edges

Post by Krozog »

Background Edges
  • Upgradable: Gain +6 Maximum Strain. Cyborgs/Headhunters start with Upgradable.

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    [b]Upgradable[/b] Gain +6 Maximum Strain. Cyborgs/Headhunters start with Upgradable.
Last edited by Krozog on Wed Jul 04, 2018 7:43 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
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Krozog
Posts: 153
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

Combat Edges

Post by Krozog »

Combat Edges
  • Battle Hardened: +2 to all Soak rolls.

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    [b]Battle Hardened:[/b] +2 to all Soak rolls.
  • Charge: Ignore MAP penalty for Running if making a Fighting attack at the end of movement.

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    [b]Charge:[/b] Ignore MAP penalty for Running if making a Fighting attack at the end of movement.
    • Overrun: Increases the effectiveness of Charge.

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      [b]Overrun[/b] Increases the effectiveness of Charge.
  • Combat Sense: Opponents halve any Gang Up bonuses against this character (round down).

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    [b]Combat Sense:[/b] Opponents halve any Gang Up bonuses against this character (round down).
    • Improved Combat Sense: Opponents gain no Gang Up bonus against this character.

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      [b]Improved Combat Sense:[/b] Opponents gain no Gang Up bonus against this character.
  • Dirty Fighter: Gain +2 to Trick maneuvers.

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    [b]Dirty Fighter[/b] Gain +2 to Trick maneuvers.
    • Tricky Fighter: Improves Smarts or Agility Tricks.
      The hero suffers no multi-action penalty when using a Trick in the same round as a Fighting attack. The player must choose which type of Trick this Edge applies to (Agility or Smarts) and must have a d8+ in that attribute. The character may take this Edge twice to apply it to both kinds of Tricks.

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      [b]Tricky Fighter:[/b] Improves Smarts or Agility Tricks.[OOC]The hero suffers no multi-action penalty when using a Trick in the same round as a Fighting attack. The player must choose which type of Trick this Edge applies to (Agility or Smarts) and must have a d8+ in that attribute. The character may take this Edge twice to apply it to both kinds of Tricks.[/OOC]
Last edited by Krozog on Wed Jul 04, 2018 8:21 pm, 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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Krozog
Posts: 153
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

Power Edges

Post by Krozog »

Power Edges
  • Cyber-Psychic Alignment: Ignore one level of Strain penalty when using powers.

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    [b]Cyber-Psychic Alignment[/b] Ignore one level of Strain penalty when using powers.
    • Improved Cyber-Psychic Alignment: Ignore two levels of Strain penalties when using powers.

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      [b]Improved Cyber-Psychic Alignment:[/b] Ignore two levels of Strain penalties when using powers.
  • Energy Control: Greatly enhances a Psionic's telekinesis power.
    The psionic master has greater control over a specific form of non-living matter (such as water, earth, or metal) or the ability to affect a particular type of energy (like electricity, fire, or cold) while using the telekinesis power. This allows him to create minor effects related to what he controls—radio interference (electricity), putting out small fires (water), light small fires (fire)—as a free action.
    The character also has three major effects which require an action to use. Using his element, he can:
    • Create environmental effects which apply a −2 penalty to Trait rolls (−4 with a raise).
    • Inflict 2d6 damage over the area (3d6 Mega Damage if exalted telekinesis is used).
    • Dampen the energy or kinetic energy of the matter, causing attacks of that type to do only half damage within the area.
    All effects occur within a Medium Burst Template (a Large Burst Template with exalted telekinesis) and require use of the telekinesis power, including a Psionics skill roll and normal ISP cost. When taking this Edge, the player selects an energy or form of matter to control; he can take this Edge multiple times, choosing a new type each time.

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    [b]Energy Control[/b] Greatly enhances a Psionic's telekinesis power.[OOC]The psionic master has greater control over a specific form of non-living matter (such as water, earth, or metal) or the ability to affect a particular type of energy (like electricity, fire, or cold) while using the telekinesis power. This allows him to create minor effects related to what he controls—radio interference (electricity), putting out small fires (water), light small fires (fire)—as a free action.
    The character also has three major effects which require an action to use. Using his element, he can:
    [list][*]Create environmental effects which apply a −2 penalty to Trait rolls (−4 with a raise).
    [*]Inflict 2d6 damage over the area (3d6 Mega Damage if exalted telekinesis is used).
    [*]Dampen the energy or kinetic energy of the matter, causing attacks of that type to do only half damage within the area.[/list]
    All effects occur within a Medium Burst Template (a Large Burst Template with exalted telekinesis) and require use of the telekinesis power, including a Psionics skill roll and normal ISP cost. When taking this Edge, the player selects an energy or form of matter to control; he can take this Edge multiple times, choosing a new type each time.[/OOC]
  • Psi-Blade: Grants access to a summoned psionic weapon.
    Another powerful manifestation of will and telekinetic strength, the Psi-Blade provides the psionic with a mental energy blade that does Strength + Spirit melee damage (i.e., roll Strength and Spirit dice for damage). The blade is AP 6 and does Mega Damage. The psi simply activates her smite power, summoning the Psi-Blade instead of putting the power on another weapon or set of ammunition (the smite bonus adds directly to the Psi-Blade’s base damage). This Edge can be used with exalted smite, as well.

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    [b]Psi-Blade:[/b] Grants access to a summoned psionic weapon.[OOC]Another powerful manifestation of will and telekinetic strength, the Psi-Blade provides the psionic with a mental energy blade that does Strength + Spirit melee damage (i.e., roll Strength and Spirit dice for damage). The blade is AP 6 and does Mega Damage. The psi simply activates her smite power, summoning the Psi-Blade instead of putting the power on another weapon or set of ammunition (the smite bonus adds directly to the Psi-Blade’s base damage). This Edge can be used with exalted smite, as well.[/OOC]
  • Exceptional Rapid Recharge: PPE/ISP recovery increased to one point per 5 minutes.

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    [b]Exceptional Rapid Recharge:[/b] PPE/ISP recovery increased to one point per 5 minutes.
  • Sixth Sense: Enhances the effectiveness of Danger Sense.
    A psionic can develop extraordinary extrasensory perception and awareness of potential danger. A character with this Edge suffers no −2 penalty to her Notice check for Danger Sense. With success she gains the normal Danger Sense bonus, beginning the round on Hold. With a raise, she can take a single immediate action (such as run to cover, activate a defensive power, or draw a weapon). This Edge works even when the character is in power armor or robot armor.

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    [b]Sixth Sense:[/b] Enhances the effectiveness of Danger Sense.[OOC]A psionic can develop extraordinary extrasensory perception and awareness of potential danger. A character with this Edge suffers no −2 penalty to her Notice check for Danger Sense. With success she gains the normal Danger Sense bonus, beginning the round on Hold. With a raise, she can take a single immediate action (such as run to cover, activate a defensive power, or draw a weapon). This Edge works even when the character is in power armor or robot armor.[/OOC]
  • Telemechanics: Retraps a Psionics telepathy to also affect machinery and electronics.
    This peculiar yet powerful Master Psionic ability permits the psi to directly connect to and interface with machines, vehicles, computers, and electronic devices. When activating telepathy, instead of using the normal power effects, he can choose to gain +4 to all checks involving computers and electronics, including Investigation checks to dig through data and files. This bonus also applies to attempts to bypass security systems and electronic locks.
    The psi also has the benefits of the Ace Edge when interfacing with a vehicle via telepathy which has an electronic control system, increasing to a +4 bonus if the character already has the Edge. This Edge works even when the character is in power armor or robot armor.

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    [b]Telemechanics:[/b] Retraps a Psionics telepathy to also affect machinery and electronics.[OOC]This peculiar yet powerful Master Psionic ability permits the psi to directly connect to and interface with machines, vehicles, computers, and electronic devices. When activating telepathy, instead of using the normal power effects, he can choose to gain +4 to all checks involving computers and electronics, including Investigation checks to dig through data and files. This bonus also applies to attempts to bypass security systems and electronic locks.
    The psi also has the benefits of the Ace Edge when interfacing with a vehicle via telepathy which has an electronic control system, increasing to a +4 bonus if the character already has the Edge. This Edge works even when the character is in power armor or robot armor.[/OOC]
Last edited by Krozog on Wed Jul 04, 2018 8:43 pm, 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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Krozog
Posts: 153
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

Professional Edges

Post by Krozog »

Professional Edges
  • Combat Ace: Ignore the MAP for firing a weapon and operating a vehicle.
    With this Edge, the pilot of a vehicle ignores the multi-action penalty for making a Boating, Driving, or Piloting check and firing a weapon on the same round, or if piloting Robot Armor, the multi-action penalty for firing a second weapon.

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    [b]Combat Ace:[/b] Ignore the MAP for firing a weapon and operating a vehicle[OOC]With this Edge, the pilot of a vehicle ignores the multi-action penalty for making a Boating, Driving, or Piloting check and firing a weapon on the same round, or if piloting Robot Armor, the multi-action penalty for firing a second weapon.[/OOC]
  • Major Psionic: Greatly enhance the abilities of a Psionic.
    Major Psionics double their base ISP, andthey gain +10 ISP (instead of the usual +5) from the Power Points Edge.
    Major Psionics may also:
    • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
    • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
    The two effects can be combined, but the decision to spend ISP for either must be made before the roll.
    While on a ley line, all above bonuses are doubled in effect.

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    [b]Major Psionic:[/b] Greatly enhance the abilities of a Psionic.[OOC]Major Psionics double their base ISP, andthey gain +10 ISP (instead of the usual +5) from the Power Points Edge.
    Major Psionics may also:
    [list][*]Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
    [*]Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.[/list]
    The two effects can be combined, but the decision to spend ISP for either must be made before the roll.
    While on a ley line, all above bonuses are doubled in effect.[/OOC]
  • Master Psionic: Gain Mega Power options for all known and newly learned powers.

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    [b]Master Psionic:[/b] Gain Mega Power options for all known and newly learned powers.
  • Master of Magic: Gain Mega Power options for all known and newly learned powers.

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    [b]Master of Magic:[/b] Gain Mega Power options for all known and newly learned powers.
  • Power Armor Jock: Ignore -2 Penalty to Agility and all skill rolls in Power Armor.

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    [b]Power Armor Jock:[/b] Ignore -2 penalty to Agility and all skill rolls in Power Armor.
  • Robot Armor Jock: Ignore -2 penalty to all skill rolls while piloting Robot Armor.

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    [b]Robot Armor Jock:[/b] Ignore -2 penalty to all skill rolls while piloting Robot Armor.
Last edited by Krozog on Wed Jul 04, 2018 9:00 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

Racial Edges

Post by Krozog »

Racial Edges (Alphabetical)
  • Breed Advantage: Gain advantages based upon Dog Boy's base breed type.
    This Edge may be taken more than once to represent a breed more fully expressing itself over time, but only once per Rank. The GM has final approval over each choice to ensure it makes sense. Each time the Edge is taken, choose one of the following advantages:
    • Attribute Bonus (Agile Breed, Strong Breed, or Rugged Breed): The Dog Boy’s Agility, Strength, or Vigor increases by one die type, and the Trait maximum is increased by a like amount. This stacks with the regularly allowed once-per-Rank attribute increase available for Advances (for example, allowing Strength to be increased two die types over the course of Novice Rank).
    • Fast Breed: The Dog Boy’s Pace is increased by +2 and his Running die goes up a die type. This may only be taken once.
    • Tough Breed: The Dog Boy’s natural Toughness is increased by +2. This may only be taken once.
    • Tracking Breed: The Dog Boy gains an additional +2 on all Tracking rolls. This may only be taken once.
    • Water Breed: The character gains a d6 Swimming (or a one die increase in his skill), and swims at his skill die’s Pace. This may only be taken once.

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    [b]Breed Advantage:[/b] Gain advantages based upon Dog Boy's base breed type.[OOC]This Edge may be taken more than once to represent a breed more fully expressing itself over time, but only once per Rank. The GM has final approval over each choice to ensure it makes sense. Each time the Edge is taken, choose one of the following advantages:
    [list][*][i]Attribute Bonus (Agile Breed, Strong Breed, or Rugged Breed):[/i] The Dog Boy’s Agility, Strength, or Vigor increases by one die type, and the Trait maximum is increased by a like amount. This stacks with the regularly allowed once-per-Rank attribute increase available for Advances (for example, allowing Strength to be increased two die types over the course of Novice Rank).
    [*][i]Fast Breed:[/i] The Dog Boy’s Pace is increased by +2 and his Running die goes up a die type. This may only be taken once.
    [*][i]Tough Breed:[/i] The Dog Boy’s natural Toughness is increased by +2. This may only be taken once.
    [*][i]Tracking Breed:[/i] The Dog Boy gains an additional +2 on all Tracking rolls. This may only be taken once.
    [*][i]Water Breed:[/i] The character gains a d6 Swimming (or a one die increase in his skill), and swims at his skill die’s Pace. This may only be taken once.[/OOC]
  • Controlled Hunger: Psi-Stalker needs to feed less often; only requires touch.
    A few Psi-Stalkers, especially those who explore the world beyond their tribes, learn to master their hunger. They need to feed less often, and need far less to feel satisfied. They also don’t need to bleed victims; only a touch is required.
    A Psi-Stalker with this Edge needs only 3 Power Points every 48 hours to avoid Fatigue levels.

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    [b]Controlled Hunger[/b] Psi-Stalker needs to feed less often; only requires touch.[OOC]A few Psi-Stalkers, especially those who explore the world beyond their tribes, learn to master their hunger. They need to feed less often, and need far less to feel satisfied. They also don’t need to bleed victims; only a touch is required.
    A Psi-Stalker with this Edge needs only 3 Power Points every 48 hours to avoid Fatigue levels.[/OOC]
  • Hunter: Enhances Psychic Sense and Raise damage vs specific targets.
    Some Dog Boys and Psi-Stalkers focus their talents on hunting specific prey. Some choose wielders of the arcane (Ley Line Walkers, Mystics, Necromancers, Shifters, or any character with an Arcane Background using PPE), while others hunt down supernatural monsters (demons, dragons, vampires, Minions of Splugorth, Murder Wraiths, and similar creatures). This Edge can only be taken once; such focus cannot be divided.
    Hunters gain a +2 on Notice and Tracking rolls where a target of their specialization is concerned, and when they roll a raise on an attack against such targets, they roll a d8 instead of a d6 for bonus damage.

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    [b]Hunter:[/b]Enhances Psychic Sense and Raise damage vs specific targets.[OOC]Some Dog Boys and Psi-Stalkers focus their talents on hunting specific prey. Some choose wielders of the arcane (Ley Line Walkers, Mystics, Necromancers, Shifters, or any character with an Arcane Background using PPE), while others hunt down supernatural monsters (demons, dragons, vampires, Minions of Splugorth, Murder Wraiths, and similar creatures). This Edge can only be taken once; such focus cannot be divided.
    Hunters gain a +2 on Notice and Tracking rolls where a target of their specialization is concerned, and when they roll a raise on an attack against such targets, they roll a d8 instead of a d6 for bonus damage.[/OOC]

Racial Edges (By Race)
  • Dog Boy
    • Breed Advantage
    • Hunter
  • Psi-Stalker
    • Controlled Hunger
    • Hunter
Last edited by Krozog on Wed Jul 04, 2018 10:07 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

Social Edges

Post by Krozog »

Social Edges
  • I Know a Guy: Once per session, gain access to Connections Edge.
    Some people seem to know someone everywhere they go. The contact may not be the most amazingly helpful person—they may even hate the hero for some past slight or money owed. The person known may be well-placed in an organization, or just as easily homeless and only know a few possibly helpful rumors. The point is, however, almost anywhere he goes, the hero seems to know someone, and that person usually at least knows something of value or can contact some helpful folks. Once per session, the player can invoke this Edge to effectively have the Connections Edge with any person or group. Use the rules for Connections to determine if the contact can be reached, and if he will help in any way. If the attempt to contact a particular person fails, the once-per-session use of this Edge is not used up; failures on the Persuasion check to get help still trigger that session’s use of the Edge.

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    [b]I Know a Guy:[/b] Once per session, gain access to Connections Edge.[OOC]Some people seem to know someone everywhere they go. The contact may not be the most amazingly helpful person—they may even hate the hero for some past slight or money owed. The person known may be well-placed in an organization, or just as easily homeless and only know a few possibly helpful rumors. The point is, however, almost anywhere he goes, the hero seems to know someone, and that person usually at least knows something of value or can contact some helpful folks. Once per session, the player can invoke this Edge to effectively have the Connections Edge with any person or group. Use the rules for Connections to determine if the contact can be reached, and if he will help in any way. If the attempt to contact a particular person fails, the once-per-session use of this Edge is not used up; failures on the Persuasion check to get help still trigger that session’s use of the Edge.[/OOC]
  • Scrounger: Once per Session, make Streetwise check to find something useful.
    A Scrounger can make a Streetwise check, once per session, in any city or large town (−2 in smaller urban areas) to accomplish one of the following:
    • Gain 1d6+2 fully charged e-clips for the firearms she and her teammates use.
    • Acquire a complete reload for one Mega Damage weapon, such as a Boom Gun, Mini Rail Gun, or grenade launcher.
    • Procure food for 2d6 people for a week.
    • Fully restock one Trauma Kit, or find 1d4+1 first aid kits (as found in the NGS2 Survival Pack).
    • Obtain a non-secured cred-card with 2d10 × 2,000 credits on it.
    • Find some rare (not necessarily valuable) and needed item (entertainment chips for computers, a spare part for a suit of armor or vehicle, snacks and treats, etc.).

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    [b]Scrounger:[/b] Once per Session, make Streetwise check to find something useful.[OOC]A Scrounger can make a Streetwise check, once per session, in any city or large town (−2 in smaller urban areas) to accomplish one of the following:
    [list][*]Gain 1d6+2 fully charged e-clips for the firearms she and her teammates use.
    [*]Acquire a complete reload for one Mega Damage weapon, such as a Boom Gun, Mini Rail Gun, or grenade launcher.
    [*]Procure food for 2d6 people for a week.
    [*]Fully restock one Trauma Kit, or find 1d4+1 first aid kits (as found in the NGS2 Survival Pack).
    [*]Obtain a non-secured cred-card with 2d10 × 2,000 credits on it.
    [*]Find some rare (not necessarily valuable) and needed item (entertainment chips for computers, a spare part for a suit of armor or vehicle, snacks and treats, etc.).[/OOC]
Last edited by Krozog on Wed Jul 04, 2018 9:45 pm, edited 9 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

Novice Edges

Post by Krozog »

Novice Edges
  • Core Edges
    • Rich: Begin with increased credits and HJ Rolls.
      Begins with 5,000 credits and gets two rolls on the Body Armor, Close Combat Weapons, Cybernetics, or Ranged Combat Weapons Tables. The hero may give up the two rolls to instead own one vehicle of choice.

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      [b]Rich:[/b] Begin with increased credits and HJ Rolls.[OOC]Begins with 5,000 credits and gets two rolls on the Body Armor, Close Combat Weapons, Cybernetics, or Ranged Combat Weapons Tables. The hero may give up the two rolls to instead own one vehicle of choice.[/OOC]
      • Filthy Rich: Begin with even more credits and HJ Rolls.
        Begin with 20,000 credits (total) saved up and gain three additional rolls (five total) on the above listed tables.

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        [b]Filthy Rich:[/b] Begin with even more credits and HJ Rolls.[OOC]Begin with 20,000 credits (total) saved up and gain three additional rolls (five total) on the above listed tables.[/OOC]
  • Iconic Edges
    • Burn Brighter: Reroll any Burn Die result of 1-2; Must accept second result.

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      [b]Burn Brighter:[/b] Reroll any Burn Die result of 1-2; Must accept second result.
      • Freshly Juiced: Gain +2 to Burn Score; Must take at creation, Last Call unavailable.

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        [b]Freshly Juiced:[/b] Gain +2 to Burn Score; Must take at creation, Last Call unavailable.
    • Gun Nut: Increase effectiveness of Shooting during Crazy's Losing It.
      A Crazy with this Edge can use his Shooting skill as effectively as his Fighting while in the Losing It state (including a +2 on Shooting attacks, though not to Shooting damage).

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      [b]Gun Nut:[/b] Increase effectiveness of Shooting during Crazy's Losing It.[OOC]A Crazy with this Edge can use his Shooting skill as effectively as his Fighting while in the Losing It state (including a +2 on Shooting attacks, though not to Shooting damage).[/OOC]
    • Improved Flame Bolt: Flame Bolt's Damage increased to 6d6.

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      [b]Improved Flame Bolt:[/b] Flame Bolt's Damage increased to 6d6.
    • Off the Handle: Enhances Crazy's Losing It.
      A Crazy with this Edge can start Losing It as a free action.
      Interestingly, such a Crazy also has an easier time coming out of it. He doesn’t suffer the usual −2 penalty to his Smarts roll when trying to recover.

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      [b]Off the Handle:[/b] Enhances Crazy's Losing It.[OOC]A Crazy with this Edge can start Losing It as a free action.
      Interestingly, such a Crazy also has an easier time coming out of it. He doesn’t suffer the usual −2 penalty to his Smarts roll when trying to recover.[/OOC]
    • Read the Flame: Gain information through reading fire or the site of a fire.
      Bursters with this Edge can make a Notice check to read and understand a fire, or the site of one. With a success, she can tell how it started and how long it burned. With a raise, she can sense what kind of being, if any, started the fire, as well as other interesting details the GM might be wish to share, such as the fire’s purpose, if any.

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      [b]Read the Flame:[/b] Gain information through reading fire or the site of a fire.[OOC]Bursters with this Edge can make a Notice check to read and understand a fire, or the site of one. With a success, she can tell how it started and how long it burned. With a raise, she can sense what kind of being, if any, started the fire, as well as other interesting details the GM might be wish to share, such as the fire’s purpose, if any.[/OOC]
  • Background Edges
    • Upgradable: Gain +6 Maximum Strain. Cyborgs/Headhunters start with Upgradable.

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      [b]Upgradable[/b] Gain +6 Maximum Strain. Cyborgs/Headhunters start with Upgradable.
  • Professional Edges
    • Power Armor Jock: Ignore -2 Penalty to Agility and all skill rolls in Power Armor.

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      [b]Power Armor Jock:[/b] Ignore -2 penalty to Agility and all skill rolls in Power Armor.
    • Robot Armor Jock: Ignore -2 penalty to all skill rolls while piloting Robot Armor.

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      [b]Robot Armor Jock:[/b] Ignore -2 penalty to all skill rolls while piloting Robot Armor.
  • Racial Edges
    • Breed Advantage: Gain advantages based upon Dog Boy's base breed type.
      This Edge may be taken more than once to represent a breed more fully expressing itself over time, but only once per Rank. The GM has final approval over each choice to ensure it makes sense. Each time the Edge is taken, choose one of the following advantages:
      • Attribute Bonus (Agile Breed, Strong Breed, or Rugged Breed): The Dog Boy’s Agility, Strength, or Vigor increases by one die type, and the Trait maximum is increased by a like amount. This stacks with the regularly allowed once-per-Rank attribute increase available for Advances (for example, allowing Strength to be increased two die types over the course of Novice Rank).
      • Fast Breed: The Dog Boy’s Pace is increased by +2 and his Running die goes up a die type. This may only be taken once.
      • Tough Breed: The Dog Boy’s natural Toughness is increased by +2. This may only be taken once.
      • Tracking Breed: The Dog Boy gains an additional +2 on all Tracking rolls. This may only be taken once.
      • Water Breed: The character gains a d6 Swimming (or a one die increase in his skill), and swims at his skill die’s Pace. This may only be taken once.

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      [b]Breed Advantage:[/b] Gain advantages based upon Dog Boy's base breed type.[OOC]This Edge may be taken more than once to represent a breed more fully expressing itself over time, but only once per Rank. The GM has final approval over each choice to ensure it makes sense. Each time the Edge is taken, choose one of the following advantages:
      [list][*][i]Attribute Bonus (Agile Breed, Strong Breed, or Rugged Breed):[/i] The Dog Boy’s Agility, Strength, or Vigor increases by one die type, and the Trait maximum is increased by a like amount. This stacks with the regularly allowed once-per-Rank attribute increase available for Advances (for example, allowing Strength to be increased two die types over the course of Novice Rank).
      [*][i]Fast Breed:[/i] The Dog Boy’s Pace is increased by +2 and his Running die goes up a die type. This may only be taken once.
      [*][i]Tough Breed:[/i] The Dog Boy’s natural Toughness is increased by +2. This may only be taken once.
      [*][i]Tracking Breed:[/i] The Dog Boy gains an additional +2 on all Tracking rolls. This may only be taken once.
      [*][i]Water Breed:[/i] The character gains a d6 Swimming (or a one die increase in his skill), and swims at his skill die’s Pace. This may only be taken once.[/OOC]
    • Controlled Hunger: Psi-Stalker needs to feed less often; only requires touch.
      A few Psi-Stalkers, especially those who explore the world beyond their tribes, learn to master their hunger. They need to feed less often, and need far less to feel satisfied. They also don’t need to bleed victims; only a touch is required.
      A Psi-Stalker with this Edge needs only 3 Power Points every 48 hours to avoid Fatigue levels.

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      [b]Controlled Hunger[/b] Psi-Stalker needs to feed less often; only requires touch.[OOC]A few Psi-Stalkers, especially those who explore the world beyond their tribes, learn to master their hunger. They need to feed less often, and need far less to feel satisfied. They also don’t need to bleed victims; only a touch is required.
      A Psi-Stalker with this Edge needs only 3 Power Points every 48 hours to avoid Fatigue levels.[/OOC]
  • Social Edges
Last edited by Krozog on Wed Jul 04, 2018 10:37 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
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Edit Signature
User avatar
Krozog
Posts: 153
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

Seasoned Edges

Post by Krozog »

Seasoned Edges
  • Iconic Edges
    • Burn Past the Pain: Spend a Benny to ignore wound penalties.
      The Juicer can spend a Burn to ignore all wound penalties for the remainder of a combat, including wound penalties to Vigor rolls if he is Incapacitated during the combat (as per the Hard to Kill Edge).

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      [b]Burn Past the Pain[/b] Spend a Benny to ignore wound penalties.[OOC]The Juicer can spend a Burn to ignore all wound penalties for the remainder of a combat, including wound penalties to Vigor rolls if he is Incapacitated during the combat (as per the Hard to Kill Edge).[/OOC]
    • Cyberkinetic Awareness: Improved defenses against Technology.
      As an action, the Cyber-Knight can stretch out his senses to understand all of the tech weapons and defenses he’s engaged with. The −2 to attacks against him with technical weapons expands to −2 to all Trait rolls against him where technology is involved. This includes Notice checks and opposed rolls.

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      [b]Cyberkinetic Awareness:[/b] Improved defenses against Technology.[OOC]As an action, the Cyber-Knight can stretch out his senses to understand all of the tech weapons and defenses he’s engaged with. The −2 to attacks against him with technical weapons expands to −2 to all Trait rolls against him where technology is involved. This includes Notice checks and opposed rolls.[/OOC]
    • Flame Blast: Burster's Flame Bolt gains Area Effect trappings.
      For a single ISP, the Burster’s Flame Bolt affects a Medium Burst Template. For two ISP, he can expand the radius to a Large Burst Template. Alternately, the Burster can spend one ISP to use the Cone Template at no range (targets make an opposed Agility roll against Psionics to avoid the effect). Unless otherwise stated, enhancements from other Edges (such as Improved Flame Bolt) apply to this use of this Edge as well.

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      [b]Flame Blast:[/b] Burster's Flame Bolt gains Area Effect trappings.[OOC]For a single ISP, the Burster’s Flame Bolt affects a Medium Burst Template. For two ISP, he can expand the radius to a Large Burst Template. Alternately, the Burster can spend one ISP to use the Cone Template at no range (targets make an opposed Agility roll against Psionics to avoid the effect). Unless otherwise stated, enhancements from other Edges (such as Improved Flame Bolt) apply to this use of this Edge as well.[/OOC]
    • Improved Cyber-Armor: Cyber-Armor's Toughness increased to +4 (total).

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      [b]Improved Cyber-Armor:[/b] Cyber-Armor's Toughness increased to +4 (total).
    • Improved Fiery Aura: Burster's Fiery Aura gains a damage increases and Area Effect Trappings.

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      [b]Improved Fiery Aura[/b] Burster's Fiery Aura gains a damage increases and Area Effect Trappings.
    • Improved Fire Mastery: Increased Range and Area for Fire Mastery.
      A Burster with this Edge increases the Range of his Fire Mastery to 24". Alternatively, he can center the effect on himself and affect a radius equal to 2 × his Spirit. All other effects remain the same.

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      [b]Improved Fire Mastery:[/b] Increased Range and Area for Fire Mastery.[OOC]A Burster with this Edge increases the Range of his Fire Mastery to 24". Alternatively, he can center the effect on himself and affect a radius equal to 2 × his Spirit. All other effects remain the same.[/OOC]
    • Ley Line Observation Sphere: Ability to summon magical observation drone on Ley Lines.
      Some Walkers are able to conjure up aglowing bluish-white sphere the size of a soccer ball, which they can send anywhere up or down a ley line. It travels at 30 mph and has a range of one mile, acting as a focus point for the Walker to use any of her senses to observe what’s around the ball as though she were standing there (she cannot cast her powers through it, however). Using the sphere counts as an action, imposing a −2 multi-action penalty on any other actions while active.

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      [b]Ley Line Observation Sphere:[/b] Ability to summon magical observation drone on Ley Lines.[OOC]Some Walkers are able to conjure up aglowing bluish-white sphere the size of a soccer ball, which they can send anywhere up or down a ley line. It travels at 30 mph and has a range of one mile, acting as a focus point for the Walker to use any of her senses to observe what’s around the ball as though she were standing there (she cannot cast her powers through it, however). Using the sphere counts as an action, imposing a −2 multi-action penalty on any other actions while active.[/OOC]
    • Psi-Shield: Gain the ability to call forth a defensive Psi-Shield.
      Cyber-Knights with this Edge can summon forth a Psi-Shield, granting +3 Parry and +4 Armor against ranged damage (stacking with worn armor and the armor power). It costs no ISP and can be summoned as a free action. If he has a Psi-Shield and a Psi-Sword manifested, it counts as having two Psi-Blades active (meaning the Psi- Sword’s AP value is reduced by 4).

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      [b]Psi-Shield:[/b] Gain the ability to call forth a defensive Psi-Shield.[OOC]Cyber-Knights with this Edge can summon forth a Psi-Shield, granting +3 Parry and +4 Armor against ranged damage (stacking with worn armor and the armor power). It costs no ISP and can be summoned as a free action. If he has a Psi-Shield and a Psi-Sword manifested, it counts as having two Psi-Blades active (meaning the Psi- Sword’s AP value is reduced by 4).[/OOC]
    • Split the Seconds: Gain an additional action each round.
      Juicers and Crazies often find themselves living between the ticks of the clock. This Edge grants an extra action to the character each round. There is no multi-action penalty for this action, and it can be a repeat action, such as firing a gun or swinging a sword again. It cannot, however, be used for movement, such as Running.

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      [b]Split the Seconds:[/b] Gain an additional action each round.[OOC]Juicers and Crazies often find themselves living between the ticks of the clock. This Edge grants an extra action to the character each round. There is no multi-action penalty for this action, and it can be a repeat action, such as firing a gun or swinging a sword again. It cannot, however, be used for movement, such as Running.[/OOC]
    • Upgrade: Gain an additional or upgraded cybernetic system.
      Taking this Edge—which may only be selected once per Rank—means the cybernetic hero manages to achieve the necessary resources and opportunity to have a new piece of cybernetic technology installed, or have one upgraded to a higher degree. Though the GM has final say on what is and is not appropriate, anything in the Cybernetics section is fair game otherwise.

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      [b]Upgrade:[/b] Gain an additional or upgraded cybernetic system.[OOC]Taking this Edge—which may only be selected once per Rank—means the cybernetic hero manages to achieve the necessary resources and opportunity to have a new piece of cybernetic technology installed, or have one upgraded to a higher degree. Though the GM has final say on what is and is not appropriate, anything in the Cybernetics section is fair game otherwise.[/OOC]
  • Combat Edges
    • Battle Hardened: +2 to all Soak rolls.

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      [b]Battle Hardened:[/b] +2 to all Soak rolls.
    • Charge: Ignore MAP penalty for Running if making a Fighting attack at the end of movement.

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      [b]Charge:[/b] Ignore MAP penalty for Running if making a Fighting attack at the end of movement.
    • Combat Sense: Opponents halve any Gang Up bonuses against this character (round down).

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      [b]Combat Sense:[/b] Opponents halve any Gang Up bonuses against this character (round down).
    • Dirty Fighter: Gain +2 to Trick maneuvers.

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      [b]Dirty Fighter[/b] Gain +2 to Trick maneuvers.
      • Tricky Fighter: Improves Smarts or Agility Tricks.
        The hero suffers no multi-action penalty when using a Trick in the same round as a Fighting attack. The player must choose which type of Trick this Edge applies to (Agility or Smarts) and must have a d8+ in that attribute. The character may take this Edge twice to apply it to both kinds of Tricks.

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        [b]Tricky Fighter:[/b] Improves Smarts or Agility Tricks.[OOC]The hero suffers no multi-action penalty when using a Trick in the same round as a Fighting attack. The player must choose which type of Trick this Edge applies to (Agility or Smarts) and must have a d8+ in that attribute. The character may take this Edge twice to apply it to both kinds of Tricks.[/OOC]
  • Power Edges
    • Cyber-Psychic Alignment: Ignore one level of Strain penalty when using powers.

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      [b]Cyber-Psychic Alignment[/b] Ignore one level of Strain penalty when using powers.
    • Energy Control: Greatly enhances a Psionic's telekinesis power.
      The psionic master has greater control over a specific form of non-living matter (such as water, earth, or metal) or the ability to affect a particular type of energy (like electricity, fire, or cold) while using the telekinesis power. This allows him to create minor effects related to what he controls—radio interference (electricity), putting out small fires (water), light small fires (fire)—as a free action.
      The character also has three major effects which require an action to use. Using his element, he can:
      • Create environmental effects which apply a −2 penalty to Trait rolls (−4 with a raise).
      • Inflict 2d6 damage over the area (3d6 Mega Damage if exalted telekinesis is used).
      • Dampen the energy or kinetic energy of the matter, causing attacks of that type to do only half damage within the area.
      All effects occur within a Medium Burst Template (a Large Burst Template with exalted telekinesis) and require use of the telekinesis power, including a Psionics skill roll and normal ISP cost. When taking this Edge, the player selects an energy or form of matter to control; he can take this Edge multiple times, choosing a new type each time.

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      [b]Energy Control[/b] Greatly enhances a Psionic's telekinesis power.[OOC]The psionic master has greater control over a specific form of non-living matter (such as water, earth, or metal) or the ability to affect a particular type of energy (like electricity, fire, or cold) while using the telekinesis power. This allows him to create minor effects related to what he controls—radio interference (electricity), putting out small fires (water), light small fires (fire)—as a free action.
      The character also has three major effects which require an action to use. Using his element, he can:
      [list][*]Create environmental effects which apply a −2 penalty to Trait rolls (−4 with a raise).
      [*]Inflict 2d6 damage over the area (3d6 Mega Damage if exalted telekinesis is used).
      [*]Dampen the energy or kinetic energy of the matter, causing attacks of that type to do only half damage within the area.[/list]
      All effects occur within a Medium Burst Template (a Large Burst Template with exalted telekinesis) and require use of the telekinesis power, including a Psionics skill roll and normal ISP cost. When taking this Edge, the player selects an energy or form of matter to control; he can take this Edge multiple times, choosing a new type each time.[/OOC]
    • Psi-Blade: Grants access to a summoned psionic weapon.
      Another powerful manifestation of will and telekinetic strength, the Psi-Blade provides the psionic with a mental energy blade that does Strength + Spirit melee damage (i.e., roll Strength and Spirit dice for damage). The blade is AP 6 and does Mega Damage. The psi simply activates her smite power, summoning the Psi-Blade instead of putting the power on another weapon or set of ammunition (the smite bonus adds directly to the Psi-Blade’s base damage). This Edge can be used with exalted smite, as well.

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      [b]Psi-Blade:[/b] Grants access to a summoned psionic weapon.[OOC]Another powerful manifestation of will and telekinetic strength, the Psi-Blade provides the psionic with a mental energy blade that does Strength + Spirit melee damage (i.e., roll Strength and Spirit dice for damage). The blade is AP 6 and does Mega Damage. The psi simply activates her smite power, summoning the Psi-Blade instead of putting the power on another weapon or set of ammunition (the smite bonus adds directly to the Psi-Blade’s base damage). This Edge can be used with exalted smite, as well.[/OOC]
    • Telemechanics: Retraps a Psionics telepathy to also affect machinery and electronics.
      This peculiar yet powerful Master Psionic ability permits the psi to directly connect to and interface with machines, vehicles, computers, and electronic devices. When activating telepathy, instead of using the normal power effects, he can choose to gain +4 to all checks involving computers and electronics, including Investigation checks to dig through data and files. This bonus also applies to attempts to bypass security systems and electronic locks.
      The psi also has the benefits of the Ace Edge when interfacing with a vehicle via telepathy which has an electronic control system, increasing to a +4 bonus if the character already has the Edge. This Edge works even when the character is in power armor or robot armor.

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      [b]Telemechanics:[/b] Retraps a Psionics telepathy to also affect machinery and electronics.[OOC]This peculiar yet powerful Master Psionic ability permits the psi to directly connect to and interface with machines, vehicles, computers, and electronic devices. When activating telepathy, instead of using the normal power effects, he can choose to gain +4 to all checks involving computers and electronics, including Investigation checks to dig through data and files. This bonus also applies to attempts to bypass security systems and electronic locks.
      The psi also has the benefits of the Ace Edge when interfacing with a vehicle via telepathy which has an electronic control system, increasing to a +4 bonus if the character already has the Edge. This Edge works even when the character is in power armor or robot armor.[/OOC]
  • Professional Edges
    • Combat Ace: Ignore the MAP for firing a weapon and operating a vehicle.
      With this Edge, the pilot of a vehicle ignores the multi-action penalty for making a Boating, Driving, or Piloting check and firing a weapon on the same round, or if piloting Robot Armor, the multi-action penalty for firing a second weapon.

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      [b]Combat Ace:[/b] Ignore the MAP for firing a weapon and operating a vehicle[OOC]With this Edge, the pilot of a vehicle ignores the multi-action penalty for making a Boating, Driving, or Piloting check and firing a weapon on the same round, or if piloting Robot Armor, the multi-action penalty for firing a second weapon.[/OOC]
    • Major Psionic: Greatly enhance the abilities of a Psionic.
      Major Psionics double their base ISP, andthey gain +10 ISP (instead of the usual +5) from the Power Points Edge.
      Major Psionics may also:
      • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
      • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
      The two effects can be combined, but the decision to spend ISP for either must be made before the roll.
      While on a ley line, all above bonuses are doubled in effect.

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      [b]Major Psionic:[/b] Greatly enhance the abilities of a Psionic.[OOC]Major Psionics double their base ISP, andthey gain +10 ISP (instead of the usual +5) from the Power Points Edge.
      Major Psionics may also:
      [list][*]Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
      [*]Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.[/list]
      The two effects can be combined, but the decision to spend ISP for either must be made before the roll.
      While on a ley line, all above bonuses are doubled in effect.[/OOC]
    • Master Psionic: Gain Mega Power options for all known and newly learned powers.

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      [b]Master Psionic:[/b] Gain Mega Power options for all known and newly learned powers.
    • Master of Magic: Gain Mega Power options for all known and newly learned powers.

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      [b]Master of Magic:[/b] Gain Mega Power options for all known and newly learned powers.
  • Racial Edges
    • Hunter: Enhances Psychic Sense and Raise damage vs specific targets.
      Some Dog Boys and Psi-Stalkers focus their talents on hunting specific prey. Some choose wielders of the arcane (Ley Line Walkers, Mystics, Necromancers, Shifters, or any character with an Arcane Background using PPE), while others hunt down supernatural monsters (demons, dragons, vampires, Minions of Splugorth, Murder Wraiths, and similar creatures). This Edge can only be taken once; such focus cannot be divided.
      Hunters gain a +2 on Notice and Tracking rolls where a target of their specialization is concerned, and when they roll a raise on an attack against such targets, they roll a d8 instead of a d6 for bonus damage.

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      [b]Hunter:[/b]Enhances Psychic Sense and Raise damage vs specific targets.[OOC]Some Dog Boys and Psi-Stalkers focus their talents on hunting specific prey. Some choose wielders of the arcane (Ley Line Walkers, Mystics, Necromancers, Shifters, or any character with an Arcane Background using PPE), while others hunt down supernatural monsters (demons, dragons, vampires, Minions of Splugorth, Murder Wraiths, and similar creatures). This Edge can only be taken once; such focus cannot be divided.
      Hunters gain a +2 on Notice and Tracking rolls where a target of their specialization is concerned, and when they roll a raise on an attack against such targets, they roll a d8 instead of a d6 for bonus damage.[/OOC]
Last edited by Krozog on Wed Jul 04, 2018 10:09 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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Krozog
Posts: 153
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

Veteran Edges

Post by Krozog »

Veteran Edges
  • Iconic Edges
    • Beyond the Limit: +6 Strain, select one Unstable Psyche Hindrance (TLPG p 15).

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      [b]Beyond the Limit:[/b] +6 Strain, select one Unstable Psyche Hindrance (TLPG p 15).
    • Burn Past the Pain (Seasoned)
      • Burn for Tomorrow: Add Burn Die to the d20 when rolling on the Death & Defeat Table.

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        [b]Burn for Tomorrow:[/b] Add Burn Die to the d20 when rolling on the Death & Defeat Table.
    • Gymnastic Mastery: Bonuses to Acrobatics, Climbing, Jumping, Movement and Defense.
      This Edge allows the character to add +2 to the Strength roll to increase jumping distance. She also adds the bonus to Climbing checks, and she can ascend at her Strength die per round (instead of half). She ignores Difficult Ground when moving and gains an additional +2 to Parry when using the Defend maneuver (but not Full Defense).
      Finally, a character with Gymnastic Mastery can make an Agility roll (with the +2 from Acrobat) to reduce effective falling distance by 10 feet, or 20 feet on a raise. A fall of over 20 yards imposes a −2 penalty.

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      [b]Gymnastic Mastery:[/b] Bonuses to Acrobatics, Climbing, Jumping, Movement and Defense.[OOC]This Edge allows the character to add +2 to the Strength roll to increase jumping distance. She also adds the bonus to Climbing checks, and she can ascend at her Strength die per round (instead of half). She ignores Difficult Ground when moving and gains an additional +2 to Parry when using the Defend maneuver (but not Full Defense).
      Finally, a character with Gymnastic Mastery can make an Agility roll (with the +2 from Acrobat) to reduce effective falling distance by 10 feet, or 20 feet on a raise. A fall of over 20 yards imposes a −2 penalty.[/OOC]
    • Improved Flame Bolt (Novice)
      • Greater Flame Bolt: Flame Bolt's Damage increased to 6d8 and range to 15/30/60.

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        [b]Greater Flame Bolt:[/b] Flame Bolt's Damage increased to 6d8 and range to 15/30/60.
    • Improved Psi-Sword: Psi-Sword's gains increased Damage.

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      [b]Improved Psi-Sword:[/b] Psi-Sword's gains increased Damage.[OOC][/OOC]
    • Ley Line Phasing: Gain the ability to teleport along Ley Lines for no PPE cost.
      Ley Line Walkers with this Edge may take a full round to concentrate (taking no other actions, not even free actions), and on the next round they can teleport flawlessly to any other point along the same line. Though it costs no PPE, the Walker must make a Vigor check or suffer a Fatigue level (requiring four hours to recover). Each subsequent use of this ability imposes a cumulative −2 penalty to the Vigor check until the Walker has a full night’s rest. Ley Line Phasing cannot be used to transport others, but see Ley Line Gate, below.

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      [b]Ley Line Phasing:[/b] Gain the ability to teleport along Ley Lines for no PPE cost.[OOC]Ley Line Walkers with this Edge may take a full round to concentrate (taking no other actions, not even free actions), and on the next round they can teleport flawlessly to any other point along the same line. Though it costs no PPE, the Walker must make a Vigor check or suffer a Fatigue level (requiring four hours to recover). Each subsequent use of this ability imposes a cumulative −2 penalty to the Vigor check until the Walker has a full night’s rest. Ley Line Phasing cannot be used to transport others, but see Ley Line Gate, below.[/OOC]
    • Rapid Flame Bolt: Burster's Flame Bolt (and its enhancements from other Edges) can be used with RoF 3.

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      [b]Rapid Flame Bolt:[/b] Burster's Flame Bolt (and its enhancements from other Edges) can be used with RoF 3.
  • Combat Edges
    • Charge (Seasoned)
      • Overrun: Increases the effectiveness of Charge.

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        [b]Overrun:[/b] Increases the effectiveness of Charge. [ooc]If he moves at least one inch beyond his normal Pace before making any Fighting attacks, the hero adds +2 to the damage rolls. Any target Shaken by such an attack is knocked prone. [/ooc]
    • Combat Sense (Seasoned)
      • Improved Combat Sense: Opponents gain no Gang Up bonus against this character.

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        [b]Improved Combat Sense:[/b] Opponents gain no Gang Up bonus against this character.
  • Power Edges
    • Cyber-Psychic Alignment (Seasoned)
      • Improved Cyber-Psychic Alignment: Ignore two levels of Strain penalties when using powers.

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        [b]Improved Cyber-Psychic Alignment:[/b] Ignore two levels of Strain penalties when using powers.
    • Exceptional Rapid Recharge: PPE/ISP recovery increased to one point per 5 minutes.

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      [b]Exceptional Rapid Recharge:[/b] PPE/ISP recovery increased to one point per 5 minutes.
    • Sixth Sense: Enhances the effectiveness of Danger Sense.
      A psionic can develop extraordinary extrasensory perception and awareness of potential danger. A character with this Edge suffers no −2 penalty to her Notice check for Danger Sense. With success she gains the normal Danger Sense bonus, beginning the round on Hold. With a raise, she can take a single immediate action (such as run to cover, activate a defensive power, or draw a weapon). This Edge works even when the character is in power armor or robot armor.

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      [b]Sixth Sense:[/b] Enhances the effectiveness of Danger Sense.[OOC]A psionic can develop extraordinary extrasensory perception and awareness of potential danger. A character with this Edge suffers no −2 penalty to her Notice check for Danger Sense. With success she gains the normal Danger Sense bonus, beginning the round on Hold. With a raise, she can take a single immediate action (such as run to cover, activate a defensive power, or draw a weapon). This Edge works even when the character is in power armor or robot armor.[/OOC]
Last edited by Krozog on Wed Jul 04, 2018 10:24 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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Krozog
Posts: 153
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

Heroic Edges

Post by Krozog »

Heroic Edges
  • Iconic Edges
    • Cyberkinetic Awareness (Seasoned)
      • Improved Cyberkinetic Awareness: All rolls against the Cyber-Knight where technology is involved suffer a −4 penalty.

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        [b]Improved Cyberkinetic Awareness:[/b] All rolls against the Cyber-Knight where technology is involved suffer a −4 penalty.
    • Improved Cyber-Armor (Seasoned)
      • Master Cyber-Armor: Cyber-Armor gains +2 M.D.C. armor which stacks with worn armor.

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        [b]Master Cyber-Armor:[/b] Cyber-Armor gains +2 M.D.C. armor which stacks with worn armor.
    • Improved Psi-Sword (Veteran)
      • Master Psi-Sword: Spend ISP to further increase Psi-Sword's Damage.
        Before rolling an attack, the player declares how many ISP he wishes to spend on damage, up to 3 points. Each point adds +4 to the damage (up to a maximum of +12). If using the split blade option, each blade gains +2 damage per ISP spent (to a maximum of +6 each).

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        [b]Master Psi-Sword:[/b] Spend ISP to further increase Psi-Sword's Damage.[OOC]Before rolling an attack, the player declares how many ISP he wishes to spend on damage, up to 3 points. Each point adds +4 to the damage (up to a maximum of +12). If using the split blade option, each blade gains +2 damage per ISP spent (to a maximum of +6 each).[/OOC]
    • Ley Line Phasing (Veteran)
      • Ley Line Gate: Ley Line Phasing gains the ability to transport others.
        A truly powerful Ley Line Walker ability, the hero can carry up to his Smarts die in passengers when he phases to another location on the line. Carrying passengers, even just one, imposes an additional −2 penalty to his Vigor check to resist Fatigue.

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        [b]Ley Line Gate:[/b] Ley Line Phasing gains the ability to transport others.[OOC]A truly powerful Ley Line Walker ability, the hero can carry up to his Smarts die in passengers when he phases to another location on the line. Carrying passengers, even just one, imposes an additional −2 penalty to his Vigor check to resist Fatigue.[/OOC]
    • Sublime Chaos: Greatly enhances the Crazy's Losing It.
      While Losing It, a Crazy with this Edge is able to perform actions not normally allowed by Berserk, including using her psionics. She also only suffers a −1 to Trait rolls during her Coming Back period.

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      [b]Sublime Chaos:[/b] Greatly enhances the Crazy's Losing It.[OOC]While Losing It, a Crazy with this Edge is able to perform actions not normally allowed by Berserk, including using her psionics. She also only suffers a −1 to Trait rolls during her Coming Back period.[/OOC]
Last edited by Krozog on Wed Jul 04, 2018 10:36 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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Krozog
Posts: 153
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

Legendary Edges

Post by Krozog »

Legendary Edges
  • Iconic Edges
    • Burn Brighter (Novice)
      • Burn for Glory: Spend 1 Burn to double tthe result of any Trait/Damage roll.

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        [b]Burn for Glory:[/b] Spend 1 Burn to double the result of any Trait/Damage roll.
    • Cyberkinetic Awareness (Seasoned)
      • Improved Cyberkinetic Awareness (Heroic)
        • Cyberkinetic Denial: Gain the ability to shut down technology.
          The Cyber-Knight can shut down technological devices. As an action, she can target a device or vehicle within her Spirit range and make a Psionics roll to shut it down for three rounds, or a full minute with a raise.
          Simple items like firearms or communicators are rolled with no penalty. To affect advanced systems
          like a computer or a vehicle’s weapon system imposes a −2 modifier, while shutting down robot armor, a suit of power armor (including a Glitter Boy), or an entire vehicle requires a roll at −4. To affect a cyborg requires an opposed roll at −4 against the target’s Smarts. The target loses the use of his cybernetics for the duration. This Incapacitates a Combat Cyborg for that period of time.

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          [b]Cyberkinetic Denial:[/b] Gain the ability to shut down Technology.[OOC]The Cyber-Knight can shut down technological devices. As an action, she can target a device or vehicle within her Spirit range and make a Psionics roll to shut it down for three rounds, or a full minute with a raise.
          Simple items like firearms or communicators are rolled with no penalty. To affect advanced systems
          like a computer or a vehicle’s weapon system imposes a −2 modifier, while shutting down robot armor, a suit of power armor (including a Glitter Boy), or an entire vehicle requires a roll at −4. To affect a cyborg requires an opposed roll at −4 against the target’s Smarts. The target loses the use of his cybernetics for the duration. This Incapacitates a Combat Cyborg for that period of time.[/OOC]
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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