Edges

Source Edge Requirements Effects
SWD Ace N, A d8 +2 to Boating, Driving, Piloting; may Soak rolls for vehicle at -2
SWD Acrobat N, A d8, St d6 +2 to nimleness-based Agility rolls; +1 Parry if unencumbered
SWD Adept N, AB ( Miracles ), Faith d8, Fighting d8 Str+d4 unarmed attacks; always considered armed; may choose certain powers to activate as a free action ( see text )
SWD Alertness N +2 Notice
SWD Ambidextrous N, A d8 Ignore -2 penalty for using off-hand
SWD Arcane Background N, Special Allows access to Supernatural powers
SWD Arcane Resistance N, Sp d8 Armor 2 vs magic, +2 to resist magic effects
SWD —Imp. Arcane Res N, Arcane Res. Armor 4 vs magic, +4 to resist magic effects
FC Artifact Hunter N, Notice d10 increased chance of discovering relics
SWD Assasin N, A d8, Climbing d6, Fighting d6, Stealth d8 +2 to damage when striking a foe unaware
SWD Attractive N, V d6 Charisma +2
SWD —Very Attractive N, Attractive Charisma +4
FC Barbaric Blood S, Berserk, Half-Orc Can spend a Benny to activate Berserker Edge
FC —Imp Barbaric Blood V, Barbaric Blood, Sp d8 Can ignore -2 penalty to end rage, will not hit allies while berserk
SWD Beast Bond N Character may spend Bennies for animals
SWD Beast Master N, Sp d8 You gain an animal companion
SWD Berserk N See text
SWD Block S, Fighting d8 Parry +1
SWD —Imp. Block V, Block Parry +2
SWD Brave N, Sp d6 +2 to Fear tests
SWD Brawler N, St d8 +2 to unarmed damage rolls
SWD —Bruiser S, Brawler Bonus die to unarmed damage is d8 instead of d6
SWD Brawny N, St d6, V d6 Toughness +1; load limit is 8xSt
SWD Champion N, See Text +2 damage / Toughness vs. supernatural evil
SWD Charismatic N, Sp d8 Charisma +2
SWD Combat Reflexes S +2 to recover from being Shaken
SWD Command N, Sm d6 +1 to troops recovering from being Shaken
SWD —Command Presence N, Command Increase command radius to 10"
SWD Common Bond WC, N, Sp d8 May give Bennies to companions
SWD Connections N Call upon powerful friends
SWD Counterattack S, Fighting d8 Receive free Fighting attack at -2 once per round when a foe fails a Fighting attack
SWD —Imp. Counterattack V, Counterattack As counterattack but ignore the -2 penalty
SWD Danger Sense N Notice at -2 to detect surprise attacks/danger
SWD Dead Shot WC, S, Shoot/Throw d10 Double ranged damage when dealt a Joker
SWD Dodge S, A d8 -1 to be hit with ranged attacks
SWD —Imp. Dodge V, Dodge -2 to be hit with ranged attacks
FC Double Shot S, Elf or Half-Elf with Agility Heritage, Shooting d8 Allows to fire two arrows in bow at once with one attack roll at -2
FC —Imp Double Shot V, Double Shot As Double Shot but ignore -2 penalty
SWD Elan N, Sp d8 +2 when spending a Benny on a trait roll ( including Soak rolls)
SWD Extraction N, A d8 Ignore one foes free attack when withdrawing from melee with an Agility roll
SWD —Imp. Extraction N, Extraction As Extraction. With a raise, no foes get their free melee attack
FC Familiar N, AB (Magic), Knowledge(Arcana) d10 See Text
SWD Fast Healer N, V d8 +2 to natural healing rolls
SWD Fervor V, Sp d8, Command +1 melee damage to troops in command
SWD First Strike N, A d8 May attack one foe who moves adjacent
SWD —Imp. First Strike H, First Strike May attack every foe who moves adjacent
SWD Fleet Footed N, A d6 +2 Pace, d10 runnign die instead of d6
SWD Florentine N, A d8, Fighting d8 +1 vs. foes with a single weapon and no shield; ignore 1 point of gang up bonus
SWD Followers L, WC Attract 5 henchmen
SWD Frenzy S, Fighting d10 1 extra Fighting attack at -2
SWD —Imp. Frenzy V, Frenzy As Frenzy but no penalty
SWD Gadgeteer N, See Text May Jury-rig a device once per game sesson
SWD Giant Killer V +1d6 damage when attacking large creatures
SWD Hard to Kill N, WC, Sp d8 Ignore wound penalties for Vigor rolls made on the Injury Table
SWD —Harder to Kill V, Hard to Kill 50% chance of surviving “death”
SWD Healer N, Sp d8 +2 Healing
SWD Hold the Line! S, Sm d8, Command Troops have +1 Toughness
SWD Holy/Unholy Warrior N, See Text See Text
SWD Improvisational Fighter S, Sm d6 Ignores the usual -1 penalty to attack and Parry for improvised weapons
SWD Inspire S, Command +1 to Spirit rolls of all troops in command
SWD Investigator N, Sm d8, Inv. D8, Streetwise d8 +2 Investigation and Streetwise
SWD Jack-of-All-Trades N, Sm d10 No -2 for unskilled Smarts-based tests
SWD Killer Instinct H Wins tied opposed rolls, may reroll opposed skill die if it comes up a “1”
FC Knight N, Sp d6, St d6, Vi d8, Fighting d8, Riding d8 See Text
SWD Leader of Men V, Command Roll a d10 as a Wild Die for subordinates’ group rolls
SWD Level Headed S, Sm d8, Command Act on best of two cards in combat
SWD —Imp. Level Headed S, Level Headed Act on best of three cards in combat
SWD Linguist N, Sm d6 Begin play w/ a number of languages = to Sm; Sm -2 to be understood in any language heard for a week
SWD Liquid Courage N, V d8 Gain Vigor die type after imbibing at least 8 oz of alcohol
SWD Luck N +1 Benny per session
SWD — Great Luck N, Luck +2 Bennies per session
SWD Marksman S Aim maneuver (+2 Shooting) if hero does not move
SWD Martial Artist N, Fighting d6 Never considered unarmed, +d4 to unarmed damage rolls
SWD —Imp. Martial Artist V, Martial Artist, Fighting d12 +2 to unarmed damage rolls; may take this Edge up to five times
SWD McGyver N, Sm d6, Repair d6, Notice d8 May improvise temporary gadgets
SWD Mentalist N, AB (Psionics), Sm d8, Psionics d6 +2 to any opposed Psionics roll
SWD Mighty Blow WC, S, Fighting d10 Double melee damage when dealt Joker
SWD Mr. Fix It N, See Text +2 to Repair rolls, 1/2 Repair time with raise
SWD Natural Leader N, Sp d8, Command Leader may give Bennies to troops in command
FC Natural Warrior S, Fighting d8, Natural Weapons Increase damage for natural weapons by a die type
FC Imp. Natural Warror V, Natural Warrior Gain extra d10 dmg instead of d6 on a raise with natural weapons
SWD Nerves of Steel N, WC, V d8 Ignore 1 point of wound penalties
SWD —Imp. Nerves of Steel N, Nerves of Steel Ignore 2 points of wound penalties
SWD New Power N, AB Character gains a new power
SWD Noble N Rick; +2 Charisma; Status and wealth
SWD No Mercy S May spend Bennies on damage rolls
SWD Power Points N, AB +5 Power Points, once per rank only
SWD Professional L, d12 in Trait Trait becomes d12+1
SWD —Expert L, Prof. in Trait Trait becomes d12+2
SWD —Master L, WC, Expert in Trait Wild Die is d10 for on Trait
SWD Quick N Discard draw of 5 or less for new card
SWD Quick Draw N, A d8 May draw weapon as a free action
SWD Rapid Recharge S, Sp d6, AB Regain 1 Power Point every 30 minutes
SWD — Imp. Rapid Recharge V, Rapid Recharge Regain 1 Power Point every 15 minutes
SWD Rich N 3x starting funds, $150k annual salary
SWD —Filthy Rich N, Noble Birth or Rich 5x starting funds, $500k annual salary
SWD Rock and Roll! S, Shooting d8 Ignore full-auto penalty if shooter doesn’t move
FC Scamper S, Ag d8, Half-Folk Opponents of man-size or larger subtract 1 from attack rolls.
FC —Imp. Scamper V, Scamper Opponents get no Gang Up bonus
SWD Scavenger N, Luck Find an essential piece of equipment once per session
SWD Scholar N, d8 in affected skills +2 to two different Knowledge skills
SWD Sidekick L, WC Character gains a Novice WC sidekick
SWD Soul Drain S, See Text Special
SWD Steady Hands N, A d8 Ignore unstable platform penalty; Running penalty reduced to -1
FC Sunder S, Dwarf Ignore one point of amor on a successful hit, ignore 2 on a raise
FC —Imp. Sunder V, Sunder As Sunder but ignore 2 points of armor on success, ignore 4 on a raise
SWD Sweep N, St d8, Fighting d8 Attack all adjacent foes at -2
SWD — Imp. Sweep V, Sweep As Sweep but no penalty
SWD Strong Willed N, Intimidation d6, Taunt d6 +2 Intimidation and Taunt, +2 to resist Tests of Will
SWD Tactician S, WC, Sm d8, Knowledge(Battle) d6, Command Make a Knowledge(Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to allies throught the course of the battle
SWD Thief N, A d8, Climbing d6, Lockpickng d6, Stealth d8 +2 Climb, Lockpick, Stealth or to disarm traps
SWD Tough as Nails L Toughness +1
SWD —Imp. Tough as Nails L, Tough as Nails Toughness +2
SWD Trademark Weapon N, Fightin or Shooting d10 +1 Fighting or Shooting with a particular weapon
SWD —Imp Trademark Weapon V, Trademark Weapon +2 Fighting or Shooting with a particular weapon
FC Troubador N, AB,Perform d6 Use perform instead of Faith for spell casting, have strain instead of sins
SWD Two-Fisted N, A d8 May attack with a weapon in each hand without multi-action penalty
SWD Weapon Master L, Fightin d12 Parry +1
SWD —Master of Arms L, Weapon Master Parry +2
SWD Wizard N, See Text Each raise reduces cost of spell by 1 point
SWD Woodsman N, Sp d6, Survival d8, Tracking d8 +2 Tracking, Survial and Stealth

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Edges

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