The Wild Die $hen making any sort of trait test! $ild 6ards roll an etra d" called the 0$ild 7ie. This game uses a modified Savage Worlds 'f the result of the $ild 7ie is higher than rule set. The Savage Worlds rules are the trait die! take the result of the $ild 7ie simple and follow a standard pattern. Let’s instead. dive right in and you’ll see how it works. /ll modifiers apply to both the trait and $ild 7ie since whichever is highest is your total Traits before the modifier. modifier. Every character or creature has two kinds of traits—attributes and skills. Each trait is One Wild Die Per Action: $hen $ild rated from a d4 to a d1! with d" being 6ards roll multiple dice for a single action! average and d1 being world#class. such as when firing on full#auto! they roll only one $ild 7ie. / gunner gunner who fires three Trait Tests bursts! for eample! rolls three of his $hen you want your character to do )hooting dice and one $ild 7ie—which something! the %& tells you what trait to may then replace one of his )hooting dice use and you roll that die. 'f it’s e(ual to or if it comes out higher. higher. greater than 4! plus or minus any modifiers! you’re successful. Bennies )ome characters or creatures have traits Savage Worlds gives players and %&s a higher than a d1! such as a d1*+. That little etra control over the whims of fate. means to roll the d1 and add +. Every player starts each game session with three 0bennies! gaming stones or other Target Numbers (TN): The usual target tokens that signify a little bit of good luck or number for most tasks is 4! plus or minus fate. 28or those who don’t know! know! 0bennies any modifiers. ,arry and Toughness are is a slang term derived from 0benefits. special T-s and will be eplained later on. 9ou can use a benny to reroll any trait test. 9ou can even keep spending them until you Untrained: 'f a character doesn’t have a get the result you want or you run out of skill for an action he’s attempting he rolls bennies5 Take the best of your rolls— with a d4 in the trait but subtracts from spending a benny should never hurt you! the total. )ome skills can never be used only help. 'f your original roll is a :! for untrained! such as reprogramming a rogue eample! and a benny gets you a 4! you war /' or performing brain surgery. keep the original : instead. ;ennies cannot normally be spent on Aces damage rolls! rolls on tables! or anything Trait tests and damage rolls in these rules besides trait rolls. 2)oak rolls and certain are 0open ended. That means when you Edges do allow other uses of bennies roll the highest number possible on a die 2a besides rerolling trait rolls! but these are " on a d"! an 3 on a d3! and so on! you the eception. ;ennies are not saved up get to roll that die again and add it to the between sessions! so use
%ame &asters get bennies for their villains too. /t the start of each session! the %& gets one benny for each player character in the group. Each of the %&’s $ild 6ards also get two bennies of their own. They can use these or the 0common pool to save their evil skins! but they can’t share their own bennies with their minions.
/s with heroes! bennies are are not saved between sessions.
d4 to a d1! with d" being the average for adult humans. Aigher is better5 Attributes
Every character starts with a d4 in each 'n this setting! all player characters will be attribute! and has : points with which to the e(uivalent of human. Though all players raise them. >aising a d4 to a d"! for begin play with one free professional edge eample! costs 1 point. 9ou’re free to chosen from the following list. 9ou 9ou must spend these points however you want with have all the standard re(uirements for the one eceptionB no attribute may be raised edge. above a d1 at creation. Agilit" reflects your hero’s nimbleness! Front Line Infantry -ovice! /gility d3 * (uickness! and deterity. )hooting d3* 8ighting d"* #marts is a measure of how well your 9ou spent your career on the front lines= character knows his world and culture! how you’re accustomed to fighting up close and well he thinks on his feet! and mental personal. /dd * to fighting with the /ssault agility. >ifle! )hotgun! and all melee weapons. #pirit reflects your hero’s inner wisdom and willpower. )pirit is very important as it Sniper -ovice # /gility d3* # )hooting helps your character recover from being d1?* rattled when inCured. 9ou took etra training to make one shot #trength is your raw physical power and and make it count. 9ou 9ou get * to rolls with general fitness. )trength is also used to the ;attle >ifle and )niper >ifle. $ith the generate your warrior’s damage in hand#to sniper rifle you get a * to all stealth rolls. hand combat. $igor represents endurance! resistance to Medic -ovice @ )marts d3* # Aealing disease! poison! or toins! and how much d1?* # pain and physical damage a hero can 8irst aid is your forte. 9ou 9ou are trained shake off. enough to use field medic kits in battle. 8ield medic kits are described later. #%ills •
– –
•
•
– –
•
•
– –
Heavy Arms Expert -ovice! /gility d3*! )hooting d1?*! )teady Aands 9ou’re the man to see when you need something big brought down. 9ou 9ou get * to all attacks made with a heavy weapon against a vehicle. 9ou also may spend a benny to reroll any damage against a vehicle. – –
6haracters are defined by attributes and skills! collectively called 0Traits! and both work in eactly the same way. /ttributes and skills are ranked by die types! from a
)kills are learned trades such as )hooting! 8ighting! scientific knowledge! professional abilities! and so on. These are very general descriptions which cover all related aspects. )hooting! for eample! covers all types of guns! bows! rocket launchers! and other ranged weapons. /ll heroes begin the game with 1: skill points. Each die type costs 1 point as long as the skill is e(ual to or less than the attribute it’s linked to 2listed beside the skill in parentheses. 'f you eceed the attribute! the cost becomes points per die type. /s with attributes! no skill may be increased above d1 at creation. Deri&ed #tatistics 9our character sheet contains a few other
statistics you need to fill in! described below. Pace is how fast your character moves in a standard combat round. Aumans walk " in a round and can move an additional amount e(ual to a flat 2non#eploding /thletics check if they run. $rite 0" on your character sheet beside the word ,ace. This is " on the table#top—every inch there represents yards in the 0real world. Parr" is e(ual to plus half your character’s 8ighting 2 if a character does not have 8ighting! plus any bonuses for shields or certain weapons. This is the Tto hit your hero in hand#to#hand combat. 8or stats such as d1*1! add half the fied modifier! rounded down. 8or instance! a 8ighting skill of d1*1 grants a ,arry of 3! whereas a d1* gives a ,arry of D. 'harisma is a measure of your hero’s appearance! manner! and general likability. 't’s ? unless you have Edges or Aindrances that modify it. 6harisma is added to ,ersuasion! ,erform! and )treetwise rolls! and is used by the %& to figure out how nonplayer characters react to your hero.
special Savage Worlds /ction 7eck5 7eal in characters as followsB Every $ild 6ard is dealt a single card. /ny allies that player is controlling act on his card as well. Every type of %ame &aster troop! such as all Fombies! all wolves! and so on! share a card. 2'f a type of opponent is set#up in two or more groups! such as two wolf#packs on opposite ends of the playing area! you should give each group a separate card. The %ame &aster then counts down from the /ce to the 7euce! with each group resolving its actions when its card comes up. Ties are resolved in suit orderB )pades are first! then Aearts! 7iamonds! and 6lubs. The o%er s Wild* Gokers are special. / character who is dealt a Goker gets to go whenever he wants in a round! before anyone else or at any point later! including automatically interrupting another’s action if he wishes. 'n addition! the hero adds * to all trait tests made this round! and * to damage5 >eshuffle the deck after a Goker is dealt to any character. Aold
Toughness is your hero’s damage threshold. /nything over this causes him to be rattled or worse. Like ,arry! Toughness is plus half your hero’s igor! plus /rmor 2use the armor worn on his torso. igor / hero may choose to wait and see what over a d1 is calculated Cust like ,arry. happens by taking a Aold action. Ae may then go later in the round if he chooses! and can then take his action normally. / Aeld action lasts until it’s used. 'f a $e don’t call these 0)avage )ettings for character has a Aeld card when a new nothing. )ooner or later! your hero is going round starts! he’s not dealt in. to find himself hip#deep in trouble. 8ortunately for you! Savage Worlds keeps nterrupting Actions the fighting 8ast5 8urious5 and 8un5 nitiati&e
'f a character on Aold wants to interrupt an action! he and the opponent make opposed To help the %ame &aster keep track of who /gility rolls.$hoever rolls highest goes first. goes in what order—and add a healthy 'n the rare case of a tie! the actions are dose of ecitement—we use a deck of simultaneous. playing cards to determine everyone’s initiative. 2/nd yes! of course we sell a
!o&ement
'o&er
,layer characters have a ,ace of "! meaning they can move that many inches on the tabletop in a round and can move an additional amount e(ual to a flat 2non# eploding /thletics check if they run. $rite 0" on your character sheet beside the word ,ace. This is " on the table#top—every inch there represents yards in the 0real world.
)ubtract from the attack if the defender has minor cover 2half cover or full light cover such as brush! and @4 if the defender has substantial cover 2about I+rds cover. / prone character has minor cover 2#! but standing back up costs of movement. $hile prone! defenders subtract from their ,arry and 8ighting rolls. 9ou’ll find a number of additional situational combat modifiers and some other special types of attacks in the full rulebook.
!elee Attac%s / character may make one 8ighting attack per round. >oll a 8ighting skill roll and compare it to the opponent’s ,arry. Hn a success! your character makes a melee damage roll based on the weapon in hand 2see 7amage. $ith a raise! you add an additional *1d" bonus damage for that strike as well. Withdra+ing ,rom 'lose 'ombat $henever a character retreats from melee! all adCacent opponents get an immediate free attack 2but only one—no etra attacks for 8renFy or wielding two weapons. Ranged Attac%s The )hooting skill covers everything from pistols to rocket launchers. 9ou’ll notice missile weapons on the weapons chart have a set of numbers under 0>ange. This is their )hort! &edium! and Long range brackets. Aitting a target at )hort range is a standard )hooting roll with a T- of 4. )hooting a target at &edium range subtracts from the roll! and Long range subtracts 4. $eapon ranges! by the way! are designed for the table#top and using miniatures. 8or a (uick conversion! every inch on the tabletop e(uals yards in the real world. / target at :! for eample! is actually :? yards away from the attacker.
Damage /fter a successful hit! the attacker rolls damage. $hen rolling damage! add the results of the dice together to figure your total damage. /ll damage rolls can /ce as well! which means that you keep rolling and adding whenever damage dice /ce. 9ou got that right! friend. Even the lowliest goblin can put down a legendary hero with a really lucky roll. Ranged Damage: >anged weapon damage is fied! such as d3 or d"*1. / 6olt .4:! for eample! does d"*1! meaning you roll two si#sided dice! add them together 2along with any " /ces! and then add *1 to the total. Aeroes don’t get $ild 7ice on damage rolls—those only apply to traits. !elee Damage: &elee damage is figured by rolling the attacker’s )trength die and the weapon’s damage die and adding the results together. / hero with )trength d3 and a short sword 2d"! for eample! deals d3*d" damage with the sword. /s always! these dice can /ce5 7on’t add $ild 7ice to these rolls—heroes only get those on skill and attribute rolls. Bonus Damage: $ell#placed attacks are more likely to hit vital areas. 'f you get a raise on the attack roll! add *1d" to the damage as well5 2;onus damage can also /ce5 7on’t add additional dice for more than one raise. Dealing Damage
/fter hitting! your damage is compared to the opponent’s Toughness. 7amage rolls have successes and raises Cust like trait rolls. 'f the damage roll is less than the target’s Toughness! the victim is beaten up a bit but there’s no game effect. 'f the damage roll is a success 2e(ual to or higher than the victim’s Toughness he’s #ha%en. ,lace the figure on its back or mark it with a red gaming stone to show its status. Each raise 2additional 4 points on the damage roll means the victim suffers a Wound. Etras only have one wound and are ncapacitated 2simply taken off the table. They’re inCured badly enough to (uit the fight! and may even be dead 2a simple igor check after the fight—failure means the victim epired. #ha%en
-.ample: / &arine shoots an grunt with a Toughness of : and gets a damage result of :. The creature is )haken! but since that’s not a raise over its Toughness! it doesn’t suffer a wound. / damage roll of D or better would cause a wound! and since it’s not a $ild 6ard! it’d be off the table. 'ncapacitated doesn’t always mean the target is actually dead—but it’s definitely out of the fight. Wild 'ards and Wounds $ild 6ards can take multiple wounds! and every raise on the damage roll inflicts a wound. Each wound causes a @1 penalty per wound to all further trait tests. / hero with wounds! for eample! suffers a @ penalty to all trait tests. 'f a hero suffers a wound and wasn’t already )haken! he is )haken as well. Aeroes can take + wounds before they’re in real danger of dying. 7amage that would cause wounds after that leaves them 'ncapacitated. /n 'ncapacitated character must make an immediate igor roll! applying wound modifiers.
)haken characters are nicked! bruised! or otherwise rattled. 2'f you’re familiar with games that use 0hit points! think of being )haken as losing a few—there’s no real effect! but the character is slowly being worn down—the %& Cust doesn’t have to track all this minor damage5 6haracters Result Effect can become )haken by tests of will results! fear! and most commonly! damage. )haken The hero is stunned He characters may only move half their ,ace still has ! "ounds# $ut is Raise and can perform no other actions 2including Sha%en# not running. / )haken character automatically Incapacitated attempts to recover at the beginning of each action by making a )pirit roll. / failure The hero is unconscious means he remains )haken 2though he may Success for an hour# or until move half his ,ace as outlined above. healed $ith a success! the recovery check consumes the hero’s entire round but the The victim is &leeding character recovers and can remove his 'ut and remains )haken counter. $ith a raise! the character unconscious until healed recovers instantly and may act normally. 'f Failure He must ma%e another a )haken character is )haken again by a (igor roll each round and damaging attack! the character takes a dies on a modified roll of wound instead. %etting two )haken results ) or less is an effective tactic against opponents with high Toughness scores. Try setting up these foes with a test of wills to )hake them! then follow up with something a little /t the back of this book is a selection of more lethal. gear to get you started. The full rulebook
has etensive e(uipment lists! including )hooting if the user moves in the same vehicles and special weapons. ;elow is a round it’s fired. (uick eplanation of some common special abilities. Parr": /pply the listed modifier to the Athletics (#trength) user’s ,arry. AP (Armor Penetration): 'gnore this many points of /rmor when figuring damage. / weapon with an /, of ! for instance! ignores the first two points of armor a target might have. #hotgun: )hotguns add * to the user’s )hooting roll. 7amage is +d" at )hort >ange! d" at &edium! and 1d" at Long. Range: This is listed in inches for ease of use on the tabletop. -ote that every inch on the tabletop e(uals yards in the real world. / target at :! for eample! is actually :? yards away. Rate o/ ,ire: / character may make as many ranged attacks per round as his weapon’s >ate of 8ire allows. &ost submachine guns! for eample! can fire + shots. Each shot is made at #. These shots can be split among all possible targets as the player desires! but must all be taken at the same time. / shooter with an JFi couldn’t fire one shot! then move and fire two more! for instance. Each die you roll when firing full#auto represents a number of actual bullets e(ual to its >ate of 8ire. /n JFi firing + dice per turn! for eample! uses D rounds of ammunition. $ild 6ards roll all their dice and one additional $ild 7ie. This die can replace a lower roll! but cannot add an additional hit 2and doesn’t cause additional damage.
/thletics is used for running! Cumping! climbing! and swimming. $hen a character wants to run! he may roll his /thletics 2using a non#eploding die and add it to his ,ace. / character may also use /thletics to climb walls! trees! or cliff#sides. -o roll is usually needed to ascend ladders! ropes! or trees with lots of limbs unless the %& feels there’s a good reason 2being chased! wounded! etc.6haracters about to ascend a difficult surface must make a /thletics roll every 1? 2? yards. The skill roll is modified by the conditions in the accompanying chart. 7uring combat! characters ascend at half their )trength per round if using ropes or with decent hand# or footholds. Situation
Modi fier
Climbing Equipment
*+
Advanced Equipment
*,
Climbing
Scarce or Thin Handholds
-+
Wet Surface
-+
Demolitions (#marts)
)omeone once said! 0There are few problems that can’t be solved by a charge of high eplosives. 'f you believe that then demolitions is your answer. This skill covers all aspects of demolitions and the use of Reach: / character may attack an high eplosives. 't can be used to set and defuse charges! and to estimate the opponent up to this many inches distant. amount of eplosives necessary to demolish buildings and structures. ;elow #nap/ire: This awkward and heavy are the things you can do with the always weapon inflicts a # 0snapfire penalty to risky 7emolitions skill.
#et 'harge: This covers the setting of a single charge to be detonated by fuse or handheld detonator. 'f a series of charges is to be set off at the same time from a single fuse or detonator! the 7emolitions die roll for each charge after the first is modified by #1. )etting a charge takes a single action. Boob" Traps: The die roll modifier is the same when setting booby traps. )potting such a trap re(uires an opposed -otice roll vs. 7emolitions roll. Each additional minute used to set up the booby trap allows it to be more sophisticated! and adds *1 to the 7emolitions roll when it’s opposed by -otice 2to a maimum of *+.
8ighting covers all hand#to#hand 2melee attacks. The T- to hit an opponent is his ,arry 2 plus half his 8ighting. 8ighting is also the skill used to throw any weapons which re(uire specific training for proper use 2a knife or a throwing star! for eample! but not an improvised weapon such as a bottle or a rock. /ny references to the Throwing skill in these rules also applies to this use of the 8ighting skill. uts (#pirit0 special)
%uts reflects a hero’s bravery. 6haracters might have to make %uts checks when they encounter something particularly gruesome or horrific. 'n the event of failure! the %& consults the 8ear table for results. -obody BOO!*: / critical failure when setting a spends points on the %uts skill in this charge indicates the eplosive detonated. setting. 'nstead! your %uts skill is always The character and anyone in the burst e(ual to your )pirit! with a *1 bonus per radius suffers full damage. rank above -ovice. De/use 'harge: / character may automatically defuse his own charge as an action! unless it’s so complicated the %& determines a roll is necessary. / result of 1 on the 7emolitions die roll means that the charge detonates immediately. 7efusing a charge set by someone else re(uires a 7emolitions roll at a # penalty. 'f the roll succeeds! the charge is disarmed. 'f the roll is failed! the eplosive detonates as designed.
1ealing (#marts)
Aealing is the art of stopping wounds and treating eisting inCuries. 8or $ild 6ards! each successful healing check removes a wound with a success! and two wounds with a raise. The roll suffers a penalty e(ual to the victim’s wounds 2in addition to any the healer might be suffering himself. 8or Etras! the %& must first determine if the ally is dead 2a simple igor roll. 'f so! no healing may be attempted. 'f not! a -stimate 'harge: The mark of a pro is successful Aealing skill roll returns the ally using the right amount of eplosives to get to the game )haken. Aealing can also cure the Cob done. / successful roll allows a poison and disease. character to know how much eplosive to use for a particular Cob. ntimidation (#pirit) Dri&ing (Agilit")
'ntimidation is the art of frightening an opponent with sheer force of will! veiled or 7riving allows your hero to drive vehicles overt threats! or sometimes Cust really big that move on the ground. 8lying vehicles guns. This is an opposed roll between the are governed by the ,iloting )kill. hero’s 'ntimidation and his opponent’s )pirit. )ee Tests of $ill for the game effects. ,ighting (Agilit")
n&estigation (#marts) / character skilled in 'nvestigation can Cudge at a glance! that a battle took place! a struggle occurred and the type of lifeforms and perhaps their number. 9ou notice key things! a scuffing of the floor! an errant burn mark! Hddly placed bullet holes that five you clues as to what happened. 2no+ledge (#marts) Knowledge is a catch#all skill that must have a focus of some sort! such as Knowledge 2)cience. The player can choose the focus of his character’s knowledge! which should reflect his background and education. The skill can be taken multiple times with different focuses to reflect different areas of epertise. %eneral focuses such as )cience are the most common and practical in the game! but if a character encounters a situation for which he has a more relevant focus! such as Knowledge 2;iology! he gains a * bonus to his check. )ome suggested Knowledge focuses areB /rchaeology! 8orerunner Tech! /rt! ;attle 2for &ass 6ombats! 6omputers! Electronics! Engineering! 8actions! Aistory! &edicine 2though actually caring for someone is the Aealing skill! >eligion! )cience.
Everyone else breaks even and gets no modifier. /nytime an adventure asks for a 6ommon Knowledge roll! the %& should ask for )marts rolls and subCectively and on the fly grant bonuses or subtract penalties to account for each character’s particular background. 'f it becomes important to know how well a character performs a common task! the %& can ask for whatever roll is appropriate. Knowing how to do a dance! for eample! is a 6ommon Knowledge roll. 'f it becomes important to see how well a character performs the dance! the %& might ask for a ,erform 27ancing check. Notice (#marts) -otice is a hero’s general alertness and ability to search for items or clues. This covers hearing rolls! detecting ambushes! spotting hidden weapons and even scrutiniFing other characters to see if they’re lying! frightened! and so on. Persuasion (#pirit)
,ersuasion is the ability to talk or trick others into doing what you want. -onplayer characters start at one of five different attitudesB Aostile! Jncooperative! -eutral! 8riendly! or Aelpful. / successful ,ersuasion roll improves the -,6’s attitude one step! or two with a raise. 8ailure! on the other hand! decreases the character’s attitude by a step! or two if a 1 is rolled on 'ommon 2no+ledge the ,ersuasion die 2regardless of the $ild 7ie. ,ersuasion is always modified by a 'nstead of forcing characters to have character’s 6harisma. doFens of 0background skills they rarely need! we use the concept of 06ommon Piloting (Agilit") Knowledge. 9our hero knows the basic history of his land! common eti(uette! how to get around geographically! and who the ,iloting allows a character to fly ,elican’s! maCor players in his locality are. This is ;anshees! 8alcons as well as every other called 06ommon Knowledge! and is craft that putters in the sky. ehicles that covered by your hero’s )marts attribute. 'f a move on the ground are covered by character’s background suggests he should 7riving. know something about a subCect! add * or more to his roll. 'f the subCect is foreign to a Repair (#marts) character! subtract or more from the roll.
>epair is the ability to fi gadgets! vehicles! weapons! and other machines. 6haracters suffer a # penalty to their rolls if they don’t have access to basic tools. #hooting (Agilit")
!ar#ness
*+
$itch %lac#
*,
"ight Cover
*)
Medium Cover
*+
)hooting covers all attempts to hit a target with a ranged weapon such as a bow! Heav& *, pistol! rifle! or rocket launcher. The basic Cover Target -umber to hit is 4 as usual! though there are a number of important modifiers such as range that fre(uently come into The 3ast #tep: )neaking to within : of a foe 2usually to get close enough for a play. melee attack re(uires an opposed )tealth roll versus the target’s -otice! whether the #tealth (Agilit") guard is active or inactive. )tealth is the ability to both hide and move (uietly! as well as palm obCects and pick pockets. Knowing eactly when your hero has been spotted and when he’s not can be critical. Aere are detailed rules for how to sneak up on foes and infiltrate enemy lines. )tart by figuring out if the 0guards your heroes are sneaking up on are 0active or 0inactive. 'nactive guards aren’t paying particularly close attention to their surroundings. The group need only score a standard success on their individual )tealth rolls to avoid being seen. 8ailing a )tealth roll in the presence of inactive guards makes them active. /ctive guards make opposed -otice rolls against the sneaking characters’ )tealth skills. 8ailing a roll against active guards means the sneaking character is spotted. /pply the modifiers on the following chart to all )tealth rollsB Situation
Modifier
Craling
*+
Running
-+
!im "ight
*)
!o&ement Rate: Hutside of combat! each )tealth roll covers moving up to five times the character’s ,ace. 'n combat! the )tealth roll covers only a single round of movement. #tealth /or roups: Hut of combat! make only one )tealth roll for each like group of characters 2a group roll. Jse the lowest movement rate to determine how much ground is covered as well. The observers also make a group roll to -otice their foes. Hnce a combat breaks down into rounds! )tealth and -otice rolls are made on an individual basis. #ur&i&al (#marts) )urvival allows a character to find food! water! or shelter in hostile environments. / character may only make one roll per day. / successful roll finds sustenance for one person! a raise on the roll finds food and water for five adults. Aorses and other large beasts count as two adults. 6hildren! camels or others with small appetites count as half. Those who benefit from the roll do not have to make 8atigue rolls for the day for food! water! or shelter. -ote which climates your hero is familiar
with—such as ocean! desert! temperate! or mountain. $hen the character is out of his element! he typically incurs a # penalty on his rolls. The )urvival skill also allows a character to follow the tracks of one or more individuals in any type of terrain in the wild. Each roll generally covers following the tracks for one mile! but the %& may adCust this dramatically for more specific or small scale searches. /pply the modifiers below to each roll. Situation
Modifier
Trac#ing More than ' (ndividuals
*+
Recent Sno
*,
Mud
*+
!ust& Area
*)
Raining
-,
Trac#ing in poor light
-+
Trac#s are more than one da& old
-+
Target attempted to hide trac#s
-+
Throwing skill is automatically e(ual to your /gility 2unlike for %uts! there is no bonus added for rank= however! your Throwing skill may be increased above the level of your /gility by using an /dvance to increase it like any other skill.
1indrances: Arrogant (!a4or) 9our hero doesn’t think he’s the best —he knows he is. $hatever it is swordsmanship! kung fu! running—there is no one who can touch his skills and he flaunts it every chance he gets. $inning Cust isn’t enough for your hero. Ae must completely dominate his opponent. /nytime there is even a shadow of a doubt as to who is the better! he must humiliate his opponent and prove he can snatch victory any time he wishes. Ae is the kind of man who disarms an opponent in a duel Cust so he can pick the sword up and hand it back with a smirk. /rrogant characters always look for the 0master in battle! attacking lesser minions only if they get in the way. Bad Dreams (!a4or)
Taunt (#marts)
9our hero doesn’t sleep well. 'n fact! the land of slumber is a constant nightmare Taunt is a test of will attack against a for him. Ae tosses and turns like a demon on person’s pride through ridicule! cruel Cokes! a rack! and likely keeps everyone within a or one#upmanship. This is an opposed roll doFen yards of him awake with his nightly against the target’s )marts. )ee Test of torment. $ills for the effects of a successful Taunt. The character begins each game with 1 less benny to represent his constantly tired state. This is cumulative with the effect ;ad Thro+ing (Agilit"0 special) Luck. Throwing governs grenades and all sorts of improvised thrown weapons 2such as a rock or a bottle! but not a knife or a spear. Throwing works Cust like the )hooting skill! and uses all the same modifiers. -obody is re(uired to spend points on the Throwing skill in this setting. 'nstead! your
Bad 3uc% (!a4or) 9our hero is a little less lucky than most. Ae gets one less benny per game session than normal. / character cannot have both ;ad Luck and %ood Luck.
Battle ,ur" (!inor5!a4or) 'n combat situations! the character sometimes breaks into a horrible rage! often resulting in the killing or maiming of opponents. 7uring combat! any time you roll a 1! regardless of what is rolled on the $ild 7ie! your character flies into a fury! and will not stop attacking an opponent until that opponent is dead! someone stops you! or you manage to snap out of the ;attle 8ury. )napping out of the ;attle 8ury re(uires a )pirit roll at # for the &inor version of this Aindrance. / roll at #4 is re(uired for the &aCor version. ;ennies may not be spent to aid in this roll.
Bra&ado (!inor) )ome heroes! and villains! Cust don’t know when to brag and when to act. 9our character suffers from this affliction. The hero’s first round in any combat must be spent announcing how great he is! or pronouncing the doom of those who oppose him. 'f for some reason your hero must act instead! it costs him a benny. / villain with this Aindrance never delivers a finishing blow to a foe. 'nstead! he leaves them to die! or orders his minions to finish them while he stalks off well out of earshot. 'nevitably! these foes survive their wounds! escape the minions! and so on.
Big !outh (!inor) 'autious (!inor) Loose lips sink ships! the saying goes. 9our hero’s could drown an armada. 9our )ome folks think things through way character can’t keep a secret very well. Ae too much= it may keep them safe! but it reveals plans and gives away things best doesn’t get much done. This character kept among friends! usually at the worst personifies over#cautiousness. Ae never possible times. makes rash decisions and likes to plot things out in detail long before any action is taken. Blan% #tare (!inor) 'enter o/ Attention (!inor) )omething broke inside the hero! possibly long ago and possibly more This hero always has to be in the thick recently! and probably in response to some of things! near or in the limelight! and unspeakable personal trauma. Ae goes absolutely loves to be the center of attention through the motions! perhaps even tries to 2often to the point of distraction! or worse. come out of his wounded state! but Cust can’t seem to connect to people. &aybe he 'lueless (!inor5!a4or) doesn’t want to. Ae takes a # penalty to his 9our hero isn’t as aware of his world 6harisma. as most others. Ae suffers #1 2&inor or # 2&aCor to 6ommon Knowledge rolls. Bloodthirst" (!a4or) This character 2most likely a villain 'ode o/ 1onor (!a4or) never takes prisoners unless under the direct Aonor is very important to your supervision of a superior. This can cause character. Ae keeps his word! won’t abuse or maCor problems in a military campaign unless kill prisoners! and generally tries to operate his superiors condone that sort of thing. The within his culture’s particular notion of proper character is #4 to his 6harisma! but only if his gentlemanly or ladylike behavior. cruel habits are known. Brash (!inor) ;rash heroes usually do not think before they act. 'n game terms! during combat they can never go on Aold= they must act on whatever card they got for initiative.
'olorblind (!inor) 6olor is a mystery to your hero. Ae sees everything in shades of gray. 'urious (!a4or) 't killed the cat! and it might kill your
hero as well. 6urious characters are easily dragged into any adventure. They have to check out everything and always want to know what’s behind a potential mystery.
9our hero’s reputation! appearance! voice! andIor mannerisms are truly memorable in some way! making him difficult to forget and relatively easy to spot. This makes the character easier for enemies to Death Wish (!inor) track down and pick out of a crowd and! depending on the nature of the distinctive Aaving a death wish doesn’t mean feature2s! it might even cause troublesome your hero is suicidal—but he does want to social problems for the character. Hthers die after completing some important goal. receive a * bonus on )marts rolls to &aybe he wants revenge for the murder of remember details about your hero and the his family! or maybe he’s dying from disease things he’s done in their presence. 'f he and wants to go out in a blaFe of glory. Ae attempts to mask his identity with a disguise! won’t throw his life away for no reason! but others receive a *4 bonus on -otice checks when there’s a chance to complete his goal! to recogniFe him for who he is. he’ll do anything—and take any risk—to achieve it. This Aindrance is usually &inor 1atred (!inor5!a4or) unless the goal is relatively easily fulfilled 2very rare. The character has an incredible hatred for something! be it a person! group! rim #er&ant o/ Death (!a4or) obCect! material! or idea. $hen in the presence of the obCect of hatred! the 9our hero’s a killer. Ais family’s character does his utmost to destroy or probably pushing daisies! his enemies are vandaliFe it unless a )pirit roll # is made. /s worm food! and even a few of his friends a &aCor Aindrance! the )pirit roll is at #4. have holes in them that are suspiciously the Eamples includeB members of a particular same caliber as his gun. Hnly $ild 6ards faction 2such as &ongers! aliens! can take this Aindrance! and you shouldn’t pornography! slavers! and so on. do it lightly! either. The good news is your hero adds *1 to every damage roll he ever 1ea&" #leeper (!inor) makes! whether it’s from 8ighting! )hooting! or even Throwing things at people. The / thunderstorm from Aell itself won’t downside is that your hero winds up in the wake hoosegow or on the run a lot. ;ut there’s this hero. Hnce he drops off! he must make a more than that. -otice roll 2#4 to wake up. Ae also suffers a /ny )hooting or Throwing attack roll #4 penalty to igor rolls made to stay awake. that comes up a 1 on the skill die 2regardless of the result of any $ild 7ie automatically 1eroic (!a4or) hits the nearest friendly character in sight— 9our hero never says no to a person whether they’re in the line of fire or not. Hther in need. )he doesn’t have to be happy about players’ characters are always first choice! it! but she always comes to the rescue of but an allied Etra will do in a pinch. Even those she feels can’t help themselves. )he’s hand#to#hand attacks hit allies when a 1 the first one to run into a burning building! comes up. This may re(uire a little usually agrees to hunt monsters for little or imagination! but either the weapon flies out no pay! and is generally a pushover for a sob of the hero’s hand and strikes his friend! or story. the hero must move adCacent to his erstwhile comrade and 0accidentally whack him. 1onest to a ,ault (!inor) 'n either case! snake eyes on the Lies Cust don’t come easy to this attack roll adds an additional d" to the character. That sounds all good and noble! damage 2as if the hero hit with a raise. but often causes problems when dealing with more nefarious types. 1ard to !iss (!inor) / hero with this Aindrance suffers a #
penalty to all 'ntimidation and ,ersuasion rolls where lies—even little white ones must be told. $hat’s worse! if your hero is planning to make his money playing poker! the penalty also applies to bluffing 2in other words! you suffer a # to your %ambling rolls in a poker game as well5
his hapless victims! a member of Liberty’s Elect or True ,atriots might brag constantly about his faction’s merits! or a snobby debutante might not eat! drink! or socialiFe with those he perceives as the 0lower class. #tubborn (!inor)
9our hero always wants his way and never admits he’s wrong. Even when it’s 9our character may not be a hero! but painfully he’d give his life for his friends. This obvious he’s made a mistake! he tries to character can never leave a man behind if Custify it with half#truths and rationaliFations. there’s any chance at all he could help. #uc%er (!inor) One -"e (!a4or) 9ou never fail to fall prey to a pretty 9our hero has had an eye gouged out face. 9ou simply cannot refuse a re(uest by some nefarious villain in his past. Ae from an attractive member of the opposite suffers #1 to his 6harisma for the grotes(ue se 2or the same one! if you are that way wound. Ae suffers # to any Trait rolls that inclined. re(uire depth perception! such as )hooting 9our character must make a )pirit roll with a or Throwing! Cumping from one mast to penalty e(ual to that person’s 6harisma another! and so on. modifier to say 0no to anyone you might find attractive if nicely asked. Outsider (!inor) /lternatively! any character may select 'n a society made up of only a few a particular race that they’re either terrified of types of people! your hero isn’t one of them. or idoliFe! in which case the gender doesn’t / soldier or citiFen in the anti#establishment matter. 9ou can’t refuse a re(uest from any towns of the outlying planets! for eample! member of that species without making a would be considered an Hutsider. The )pirit roll with a penalty e(ual to their people who 0belong are likely to raise prices 6harisma modifier. -egative modifiers do not on the Hutsider! ignore pleas for help! give a bonus. and generally treat him as if he’s of a lower class than the rest of their society. 'n addition Trouble !agnet (!inor5!a4or) to the roleplaying effects above! your hero’s Things never run smoothly for this 6harisma suffers a # modifier among all but hero! no matter how hard he tries. Hnce per his own people. session! the %& should have trouble wander across the hero’s path. This might be an old O&ercon/ident (!a4or) flame showing up at the most inconvenient There’s nothing out there your hero time! some enemy reinforcements Coining a can’t defeat. /t least that’s what he thinks. battle! a vital piece of e(uipment failing him Ae believes he can do most anything and at a crucial moment! or the like. never wants to retreat from a challenge. Ae’s The intensity of the trouble depends not suicidal! but he certainly takes on more on whether the hero has the &inor or &aCor than common sense dictates. version. ;e warned! though! that having multiple heroes with this Aindrance will result 6uir% (!inor) in multiple troublesome effects. 3o"al (!inor)
9our hero has some minor foible that -dges: is usually humorous! but can occasionally cause him trouble. / raider may always take Bac%ground -dges: time to yell colorful insults before attacking
Alertness >e(uirementsB -ovice
9our hero is very large or perhaps Cust very fit. Either way! his bulk resists damage better than most. /dd *1 to your Toughness. -ot much gets by your hero. Ae’s very 'n addition! your hero can carry more than observant and perceptive! and adds * to his most proportional to his )trength. Ae can -otice rolls to hear! see! or otherwise sense carry 3 times his )trength in pounds without the world around him. penalty instead of the usual : times his )trength 2or + times his )trength in pounds Ambide.trous without penalty instead of the usual ? times >e(uirementsB -ovice! /gility d3* his )trength if a freakaFoid. 9our hero is as deft with his left hand as he is with his right. Ae may ignore the # ,ast 1ealer penalty for using his off#hand. >e(uirementsB -ovice! igor d3* Attracti&e >e(uirementsB -ovice! igor d"*
9our hero heals (uickly. Ae may add * to his igor rolls when checking for natural healing.
9our character is very good#looking. Ais 6harisma is increased by *. you may take either of these! though keep in mind! this bonus only applies while the target of your conversation can see your face.
,ortune7s ,a&or >e(uirementsB -ovice! )pirit d3*
$er" Attracti&e >e(uirements B -ovice! /ttractive 9our hero is absolutely drop# dead gorgeous. Ais 6harisma is increased by *4 total.
$hen the going gets tough this character grits his teeth and pushes forward. $hen spending a benny! the hero receives a *1 bonus to the reroll. 3uc% >e(uirementsB -ovice
The player seems to be blessed by fate. Ae draws 1 etra benny at the Bench Thump beginning of each game session! allowing >e(uirementsB $ild 6ard! )pirit d"*! >epair him to succeed at important tasks more often d"* than most! and survive incredible dangers. )ome people have a special talent for getting a misbehaving mechanical device reat 3uc% working again by giving it a little smack. >e(uirementsB -ovice! Luck ,layers with this Edge must make a The player draws etra successful )pirit 6heck to return an old or bennies instead of 1 for his luck at the dilapidated device to working condition for a start of each session. short time. )uccessive raises increase the time 2in days that the device will continue to Nondescript operate before needing repair or another >e(uirementsB -ovice 0love tap. ;ench thumping will not work if the 8olks have a hard time remembering device is completely broken or blasted into you once you’re gone. They may be able to parts! 2there is only so much a little love tap recall everything you did or said with perfect can do5 9our %& is always the final Cudge on clarity! but your name! face! and the sound of which devices can be bench thumped back your voice consistently escape memory. into working order. %enerally only your most etreme actions have a lasting impression on witnesses. Bra+n" 'n game terms! others suffer a #4 penalty on >e(uirementsB -ovice! )trength and )marts rolls to remember you. igor d"*
6uic% >e(uirementsB -ovice! /gility d3* 9our character was born with lightning#fast reflees and a cool head. $henever you are dealt a : or lower in combat! you may discard and draw again until you get a card higher than :. Level Aeaded characters draw their additional card and take the best before using their uick Edge. Robust >e(uirementsB -ovice! igor d3* This hero receives a * bonus on all igor tests to resist the effects of disease! poison or environment. Uncommon Aptitude >e(uirementsB -ovice! d"* in linked attribute ,ick a non#combat! non#arcane skill. /ny time you spend a ;enny to reroll that skill! you get the ;enny back if the reroll makes you succeed where previously you failed. 'ombat -dges: Accurate Attac% >e(uirementsB Aeroic! 8ighting! Throwing! or )hooting d1?*
receiving a free attack. /ll movement after the attack must be in the same direction as the movement before the attack 2the hero must move in a straight line. -ote that the attacker is still subCect to 8irst )trike attacks from foes he moves adCacent to. Bac%stab >e(uirementsB -ovice! /gility d"* The less sporting types often avoid face to face combat! instead preferring to strike the foes from behind. $henever a backstabbing character makes a melee attack on an opponent who is unaware of the attacker 2usually as the result of a successful )tealth roll! the hero gets a * bonus to hit. 'f the character successfully hits his target! he gains a *1d" damage bonus 2this is in addition to any bonus damage from a raise. Blind ,ighting >e(uirementsB -ovice! -otice d"*! 8ighting d"* )ome warriors have learned to rela their reliance on sight and instead improve their sense of hearing. This can be a lifesaver when battling some loathsome creature in the darkness. 6haracters with ;lind 8ight halve all 8ighting! )hooting! Throwing! and movement penalties for bad lighting 2round down. This bonus is not cumulative with Low Light ision or 'nfravision! but it does work in pitch darkness.
$hen making a 6alled )hot or your target has 6over! you ignore points of penalties. This Edge either applies to 8ighting! Throwing! or )hooting attacks! but )ince this ability is so reliant on may be taken up to three times! applying to sound! any conditions which significantly each kind of attack separately. interfere with hearing negate the Edge’s benefits. ;eing deafened or fighting beside a Attac% on the Run raging waterfall! for eample! might be things >e(uirementsB eteran! /gility d3*! 8ighting that would negate the Edge. d3* /ttack on the >un begins with a leap! Bloc% >e(uirementsB )easoned! 8ighting d3* followed by the attack! and ends with the attacker running past his opponent! all in a single movement. 'f the character moves at least M before making an attack against an adCacent foe! he may attack and Mwithdraw from combatM without his foe! or other adCacent opponents!
Aeroes who engage in fre(uent hand# to#hand combat are far more skilled in personal defense than most others. They’ve learned not only how to attack! but how to block their opponent’s blows as well. / hero with this Edge adds *1 to his ,arry.
mpro&ed Bloc% Dodge >e(uirementsB eteran! ;lock >e(uirementsB )easoned! /gility d3* /s above! but the hero adds * to his )ome heroes are crafty types who ,arry. know how to get out of harm’s way. This Edge allows them to use cover! movement! Blood and uts and concealment to make them harder to hit. >e(uirementsB eteran Jnless they are the victim of a surprise This warrior has seen his fair share of gore attack and taken completely unaware! and carnage and grown Caded to it. Ae attackers must subtract 1 from their )hooting automatically passes fear tests caused by or Throwing rolls when targeting them. gore. 'n addition! his savagery grants him *1 6haracters who attempt to evade area damage in bloody close combat. effect attacks may add *1 to their /gility roll as well 2when allowed. Bring 8em On >e(uirementsB )easoned! 8ighting d3* mpro&ed Dodge 9ou are trained or eperienced at defending >e(uirementsB eteran! 7odge against multiple attackers. The %ang Jp /s above but attackers subtract bonus against you is reduced by +. Thus! from their attack rolls! and the three attackers gain no bonus! and five or character adds * to evade area more attackers only gain a *1. effect weapons when allowed. Dig n* -.pert Disarm >e(uirementsB -ovice! )marts d"* >e(uirementsB )easoned! 8ighting d3* This canny hero is good at making 9ou ecel at disarming enemies in himself small and getting the most out of any cover he is in. $hile in cover! foes suffer a #1 melee combat. &ake an opposed 8ighting roll against your opponent. $ith a success! penalty to any physical attack rolls against him. The hero also adds *1 to his Toughness they drop their weapon. against area effect damage as long as he is 'f you get a raise! the opponent is )haken! and their weapon flies up to 1d away. prone or in cover. &ake an /gility test to choose which direction the weapon goes= if you get a raise mpro&ed Dig n* you may even send it to yourself or an ally to >e(uirementsB )easoned! 7ig 'n5 /s 7ig 'n5! but foes subtract catch with a free hand. 'f you fail! roll a d1 from attack rolls! and the hero gains and read it like a clock facing to determine which direction the weapon goes. * Toughness versus area effect attacks if prone or in cover. -"e ,or Terrain >e(uirementsB -ovice Dirt" ,ighter >e(uirementsB )easoned 'f you have a good eye for terrain you Those with this Edge will do anything to can (uickly figure the best places to set an win a fight. This scoundrel is particularly ambush! or the best routes to take that will deceitful in combat and good at tricks. Ae avoid likely ambush locations. adds * to all Trick maneuver rolls. 9our character has a talent for picking good defensive terrain as well. This Edge gives Reall" Dirt" ,ighter your character a * on -otice rolls to spot an >e(uirementsB )easoned! 7irty ambush. $hen setting an ambush! you and 8ighter The knave is etremely skilled all the allies under your command have a * in tactical deceit. Ae adds a total of *4 on their )tealth rolls to remain hidden. to all trick maneuver rolls. ,ar #hot
>e(uirementsB -ovice! )hooting d3* or 8ighting d3* or Throwing d3*
this round.
This character can shoot at a distance using a relevant skill at d3* as if the target were within close range. 'f the character does not move in a turn! the penalty for ranged shots that turn is reduced by 1 2medium range is #1! long range is #+.
mpro&ed ,irst #tri%e >e(uirementsB Aeroic! 8irst )trike /s above but the hero may make one free attack against each and every foe who moves adCacent to him.
#uc%er Punch >e(uirementsB )easoned! /gility d"*! 8ighting d3*! 8irst )trike 9ou are skilled at using the art of The character doesn’t know the misdirection to cover your retreat. $hen you meaning of the words 0fair fight. 'f he use the 7efend maneuver! you may succeeds in a Test of $ill against an designate one opponent who does not get a adCacent opponent! the character free attack against you when you withdraw receives a free 8ighting attack. This from close combat. attack does not incur a multi#action penalty. ,ighting #peciali9ation >e(uirementB -ovice! 8ighting d"* ,leet,ooted >e(uirementsB -ovice! /gility d"* 9ou know the great thing about melee weaponsN 9ou never have to reload them. The hero’s ,ace is increased by * 9ou’ve taken a shine to one type of melee and all his running rolls receive a * bonus weapon in particular 2or unarmed combat as well. and have practiced etensively in its use. 9ou have a *1 to 8ighting and ,arry when iant 2iller using this weapon or form of attack. >e(uirementsB eteran ,eint and Run >e(uirementsB )easoned! 8ighting d3*
The bigger they are! the harder they are to kill. /t least for most. ;ut your hero knows how to find the weak points in 9our character has a very distinctive massive creatures. and vigorous fighting spirit. Ae has 9our hero does *1d" damage when confidence in his abilities and the attacking opponents two siFes larger than determination to overcome all obstacles. himself 2this includes bots! but not vehicles. $here others Cust want to get the Cob done! a / &arine 2)iFe*? with this ability! for character with the 8ighting )pirit Edge goes eample! gains the bonus only against about it with flair and passion. $hen a creatures of )iFe * or more. character with this Edge spends a benny on a trait roll 2including a soak roll! he adds * rappler to the final total. >e(uirementsB -ovice! 8ighting d3* ,ighting #pirit >e(uirementsB -ovice! )pirit d3*
,irst #tri%e >e(uirementsB -ovice! /gility d3* Hnce per turn the hero gets a free 8ighting attack against a single foe who moves adCacent to him. This automatically interrupts the target’s action! and does not cost the hero his own action if he is on Aold or has not yet acted
9ou are more skilled at getting a hold on your opponent and keeping it. 9ou gain a *1 bonus to 8ighting when making a %rappling attack and to the )trength or /gility roll to maintain the hold. rappling -.pert >e(uirementsB )easoned! %rappler Hnce you have an opponent! you know how best to apply pressure.
'f you succeed at the opposed roll to do damage! you do )trength*d" damage. ra9ing ,ire >e(uirementsB )easoned! >ock and >oll5! )hooting d3*
gunner to suppress an area e(ual to three &edium ;urst templates! at triple the usual amount of ammo spent. Each additional template must be adCacent to the first 6uic% Dra+ >e(uirementsB -ovice! /gility d3*
This edge allows your character to use a machine gun more effectively in This Edge allows a hero to draw a suppressive fire mode. Targets who roll a 1 weapon and ignore the usual # to his attack or on their )pirit checks are hit and take that round. 'f the character must make an damage. /gility roll to draw a weapon 2see the combat section for details! he adds * to the roll. 1ard to 2ill >e(uirementsB $ild 6ard! -ovice! )pirit d3* #peed 3oad >e(uirementsB )easoned! /gility d3*! 9our hero has more lives than a )hooting d"* truckload of cats. $hen forced to make igor rolls due to 'ncapacitation! he may ignore his 9our character has mastered the fine wound modifiers. This only applies to igor art of reloading in a hurry. 9our hero can rolls called for by these tables—he still reload one weapon on his action! ignoring suffers from wound modifiers for other Trait the usual # penalty to )hooting rolls in the rolls normally. same round. 'f your hero is using a weapon that re(uires a full round or more to reload! the time re(uired is reduced by 1 round. 1arder to 2ill >e(uirementsB eteran! Aard to Kill #tead" 1ands 9our hero is tougher to kill than >e(uirementsB -ovice! /gility d3* >asputin. 'f he is ever 0killed! roll a die. Hn an odd result! he’s dead as 9our hero ignores the 0unstable usual. Hn an even roll! he’s platform penalty for firing from the backs of 'ncapacitated but somehow escapes animals or while riding in moving vehicles. death. Ae may be captured! stripped of all his belongings! or mistakenly left T+o,isted for dead! but he somehow survives. >e(uirementsB -ovice! /gility d3* / Two#8isted hero isn’t ambidetrous —he’s simply learned to fight with two weapons 2or both fists at once. $hen &achine#gunners with this Edge can attacking with a weapon in each hand! he suppress an area more effectively than the rolls each attack separately but ignores the typical gunner. $hen using a braced medium multi#action penalty. or heavy machinegun! this killer can suppress an area e(ual to two &edium ;urst Weapon Trap templates. The second template must be >e(uirementsB )easoned! 8ighting d3* adCacent to the first 2in any direction! and the $eapon Trap is a mi of a disarm and weapon burns through double its usual a grapple that leaves the foe disadvantaged amount of ammunition. but allows the attacker to continue fighting. The character makes a 7isarm attack! mpro&ed 1ose 7em Do+n but if he succeeds he has entangled his foeOs >e(uirementsB )easoned! Aose ’em weapon arm rather than disarming him. Ae 7own may have wrapped the arm in a cloak! or This edge allows a machine# simply locked his opponentOs elbow against 1ose 7-m Do+n >e(uirementsB -ovice! )hooting d3*
his body using his arm. The foe counts as an Jnarmed 7efender 2unless he has two weapons and cannot withdraw from combat. The attacking hero may continue to use unarmed attacks or a one#handed weapon against his foe.
chances of men recovering from light wounds or poor morale that might normally take them out of the action. Natural 3eader >e(uirementsB -ovice! )pirit d3*! 6ommand
Hn his action! the foe may try to This Edge signifies a special link escape the entanglement as per breaking a between a leader and his men. $ith it! he grapple. may share his bennies with any troops under his command. 3eadership -dges: Tactician Art o/ War >e(uirementsB -ovice! )marts d"*! >e(uirementsB -ovice! )marts d3*! Knowledge 2;attle d" Knowledge 2;attle d3* The hero has a natural grasp of small )ome commanders have an intuitive unit tactics and can instantly siFe up a grasp of strategy and tactics. They also have situation. /t the beginning of any combat a keen insight into the minds of their enemiesencounter in which the hero is in charge! he and can easily outmaneuver and outfight can make an opposed Knowledge 2;attle more mediocre opponents. 6haracters with roll against the leader of the opposite force. the /rt of $ar Edge are the ones whose $ith success! every allied $ild 6ard within (uotations end up in the history books. 9our his command radius draws an etra card for character adds * to all Knowledge 2;attle initiative 2and uses the best for the first rolls in &ass ;attles. round of combat. 'n situations where multiple characters 'ommand have this Edge! only the highest ranking >e(uirementsB -ovice! )marts d"* character gets to roll. 6ommand is the ability to give clear Pro/essional -dges: instructions to surrounding allies and enforce your hero’s will upon them. This makes your ,rofessional Edges are meant to almost character’s compatriots more willing to fight define the character! while technically if you on despite their wounds! and so adds *1 to had the attribute points and the re(uirements their )pirit rolls to recover from being you could buy any you want. 8or this )haken. campaign 'Om going to restrict these! your character can only have one ,rofessional 1old the 3ine* edge aside from your one free. >e(uirementsB )easoned! )marts d3*! 6ommand Ace This Edge strengthens the will of the >e(uirementsB -ovice! /gility d3* men under the hero’s command. The troops /ces are eceptional pilots and drivers who add *1 to their Toughness. feel more comfortable behind the wheel! throttle! or flightstick than on their own two nspire feet. /ces add * to ;oating! 7riving! and >e(uirementsB )easoned! 6ommand ,iloting rolls. 'n addition! they may also Leaders with eceptional reputations spend bennies to make soak rolls for any and eperience in battle inspire the soldiers vehicle or vessel they control. This is a around them. They add * to the )pirit rolls ;oating! 7riving! or ,iloting roll at # 2cancelling their usual *. Each success when recovering from being )haken 2this already includes the original *1 bonus for the and raise negates a wound and any critical 6ommand Edge. This greatly improves the hit that would have resulted from it.
Ae suffers no negative penalties on Trait rolls 'ommando for lack of e(uipment in most situations. >e(uirementsB -ovice! /gility d"*! )marts 'n addition! given a few simple tools! d"*! )pirit d"*! )trength d3*! igor d3*! props! or devices! he can generally rig 8ighting d"*! )hooting d"*! )tealth d3* devices to help escape from death#traps! weapons to match some biFarre need! or 6ommandos tackle the toughest otherwise create something that’s needed missions on the front! but often operate when such a thing isn’t actually present. The behind enemy lines with little chance of etent of this is completely up to the %ame coming home. They are almost always &aster! but creativity should be rewarded! outnumbered and outgunned so they need to particularly in dire situations where few other be mentally sharp to stay ahead of the answers are possible. enemy. 6ommandos add * to all 8atigue !r; ,i. it rolls made against environmental haFards >e(uirementsB -ovice! )marts d3*! >epair 2including cold and heat! sleep deprivation! d3* foot marches! and * to all )urvival rolls. /s much of their work involves getting close to The character adds * to his >epair their targets for a silent takedown! they rolls. $ith a raise! he halves the time receive a *1 to )tealth rolls. /ll of these normally re(uired to fi something. This bonuses are cumulative with those derived means that if a particular >epair Cob already from other Edges. states that a raise repairs it in half the time! a &r. 8i 't could finish the Cob in one#(uarter Demo !an the time with a raise. >e(uirementsB -ovice! 7emolitions d"* 'n addition! his knowledge allows him to make emergency repairs. This maniac is intimately familiar with all sorts of eplosives! detonators! and #ocial -dges: booby#traps. Ae adds * to all rolls made to set! disarm! or improvise eplosives and Though most of the social edges will be fairly booby#traps 2but not -otice them. This can irelevant for the purposes of this game! there cover a range of abilities and skills are several that struck me as perfect for this determined by your %& 2for eample specific setting. ordnance disposal! bomb making! or structural demolition. Band o/ Brothers >e(uirementsB $ild 6ard! eteran! 6ommon ac%o/AllTrades ;ond >e(uirementsB -ovice! )marts d1?* This group of )oldiers has been to Aell and Through the guidance of a skilled back together. That kind of bond hardens mentor! liberal book#learning! rote memory! men! and makes them able to better or Cust amaFing intuitive perception! your withstand wounds that might otherwise have hero has a talent for picking up skills on the put them out of action. %ain *1 Toughness fly. There is little he can’t figure out given a for each other 0brother with this ability within little time and a dash of luck. "! to a maimum of *4. 'f four heroes with /ny time he makes an unskilled roll the ;and of ;rothers Edge fight together! for for a )marts#based skill! he may do so at d4 instance! they each gain *+ Toughness. instead of the usual d4#. 'ommon Bond !c"&er >e(uirementsB $ild 6ard! -ovice! )pirit d3* >e(uirementsB -ovice! )marts d"*! >epair This Edge signifies a special link between d"*! -otice d3* close companions—such as a typical party. 't doesn’t matter whether or not the characters This character can improvise something when the need for a tool arises. get along perfectly or not! they’ve Cust formed
a close and common bond during their epic adventures. / character with this Edge may freely give his bennies to any other $ild 6ard he can communicate with. This represents the character giving his verbal or spiritual support to the ally. The player should say what his character is doing to give the support. The gesture could be as comple as a rousing speech! or as simple as a knowing nod. ntimidating Reputation >e(uirementsB eteran $hether the character is branded a hero or villain! he has earned an intimidating reputation throughout the Jniverse. Ae may add his 6harisma to 'ntimidation rolls. / negative score is treated as if it were positive for this purpose 2and the character has an appropriately bad rep. #trong Willed >e(uirementsB -ovice! 'ntimidate d"*! Taunt d"* 6haracters with strong willpower use their voice! steely stares! or (uick wits to unnerve their opponents. )trong $illed adds * to a character’s 'ntimidate and Taunt rolls! as well as his )pirit and )marts rolls when resisting Tests of $ill attacks. 1indrances 'f you are wondering why several hindrances are missing from this list! ' had decided that they would significantly hinder you in this setting! so much so that ' am banning the use of them. These Edges and Aindrances 6annot be taken. /ll Thumbs /nemic ;ad Eyes
;lind 7elusional 7oubting Thomas Elderly %reedy Aabit Aard of Aearing 'lliterate Lame Hbese Hne /rm Hne Leg ,acifist ,hobia ,overty )mall ow $anted 9oung -dges These are the edges that don’t fit in this setting. /rcane ;ackground /rcane >esistance ;erserk -oble >ich 8ilthy >ich /ll power edges /crobat 6hampion 'nvestigator AolyIJnholy warrior &entalist )cholar $iFard $oodsman 6harismatic 6onnections $eird Edges