New Edges for my own setting

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Ndreare
Savage Siri
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New Edges for my own setting

Post by Ndreare »

I just added these new edges for my own setting based on some stuff @Tribe of One and @Koshnek typed about. Tribe had mechanics for the Precision Combat edge, but I forgot what they were.

So here I am looking for feedback before they go in my genre book I am going to sell.


Lighting Reflexes
Requirements: Season, Athletics d8, Quick
Your character has honed his reaction speed to a level few can achieve. Your character gains a free reroll when rolling Athletics to interrupt.

Lighting Reflexes (Improved)
Requirements: Veteran, Lightning Reflexes
Your reaction times defies understanding and borders on the supernatural. Your character may add +2 to Athletics rolls to interrupt.

Precision Combatant
Requirements: Season, Athletics d8, Quick
Some warriors use brute force, other use skill, and some others specialize in precision shots with light weapons. When this character is armed with a weapon that she meets the strength minimum for, has a strength minimum of d6 or less, and is one handed she may use Agility instead of Strength for damage.

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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KahlessNestor
Posts: 559
Joined: Thu Feb 15, 2018 4:02 am

Re: New Edges for my own setting

Post by KahlessNestor »

I think you're missing a letter. Shouldn't it be Lightening Reflexes?
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

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