Rules

The heart of a good roleplaying game is the ability to make, customize, and advance your own characters. Here’s how it works in Savage Worlds.
1) Race
Choose any race available in your setting for your character. Our Savage Settings contain complete rules and background information for any new races that appear in that world.
Human characters start play with one free Edge of their choice (see Edges, below).
2) Traits& Derived Statistics
Your hero starts with a d4 in each attribute, and has 5 points with which to raise them. Raising an attribute a die type costs 1 point. Die types are d4, d6, d8, d10, and d12.
You have 15 points for skills. A list of standard skills appears below. Note that skills in Savage Worlds are very broad. You don’t have to take Fighting for your sword, dagger, dirk, and axe—Fighting covers it all. Remember, this is a game of Fast! Furious! Fun! Don’t worry though—you’ll have plenty of ways to customize your character with Edges.
Each die type in a skill costs 1 point up to the linked attribute. Going over the linked attribute costs 2 points per level. If your hero has a Strength of d6, for example, it costs 1 point to buy Climbing at d4, another point to buy it at d6, and 2 points to raise it to a d8.
Charisma is equal to the total bonuses or penalties given by Edges and Hindrances.
Pace is 6”.
Parry is equal to 2 plus half of the Fighting die. (Half of Fighting d8 is 4 + 2 = Parry of 6.)
Toughness is equal to 2 plus half the character’s Vigor. Add the bonus granted by armor worn on the torso to this value, but remember it may not count if attacks target other parts of the body. (Half of Vigor d6 is 3 + 2 + 2 (chain armor) = Toughness of 7.)
3) Edges& Hindrances
Your character gains an “advance” for each Minor Hindrance she takes (up to two), and two advances for taking a single Major Hindrance. You’ll find a summary of core Edges & Hindrances at the end of this document, and more can be found in your setting book.
For 2 advances you can either:
• Gain another attribute point.
• Choose an Edge.
For 1 advance you can either:
• Gain another skill point.
• Increase starting funds by 100%.4

4) Gear
Each character starts with 7sp unless he has a background option that says otherwise
5) Other Background
Fill in any details you wish to use for your character.

Races:

Humans
Humans are identical to real humans. All humans start with one extra free edge
.
Mountain Dwarves

After the fall of the Dwarven kingdoms, some dwarves fled deep into the earth, seeking solace in stone and safety from their enemies. Their descendants are referred to as the Mountain Dwarves. Usually, they keep to themselves hidden deep in the mountains, only appearing if absolutely necessary. However, occasionally some do wander out to see the world.
Mountain Dwarves are uniquely equipped to live underground and pull metal from the Earth. They are less equipped for other tasks. Because they live so apart from others, they have learned to defend themselves and to practice self reliance.
All Dwarves have a lifespan of 200-300 years.

• Low Light Vision: The eyes of the Mountain Dwarves are accustomed to the dark of the depths. The ignore attack penalties for Dim and Dark lighting.
• Slow: Dwarves have a Pace of 5”
• Tough: Dwarves are stout and tough. They start with a d6 Vigor instead of a d4.
• Earth Lore: All Mountain Dwarves have an innate sense of the earth and the metals that come from it. They automatically have a d6 skill in Knowledge, Earth Lore. This will allow them to analyze metals as well as find their way in the underdark.
• Outsider: Because of their chosen isolation, the Mountain Dwarves are socially clumsy in polite company and viewed with scorn by more civilized folk. They are at -2 Charisma to all but other Dwarves.

Hill Dwarves

While some Dwarves fled, others tried to integrate into the new societies that formed and maintain the lands and titles they could retain. They are more commonly referred to as the Hill Dwarves.
Hill Dwarves are craftsmen and merchants, and while they retain their native toughness, their skills are very different from their Mountain brothers.
• Slow: Dwarves have a Pace of 5”
• Tough: Dwarves are stout and tough. They start with a d6 Vigor instead of a d4
• Hill Dwarves grow up around all manner of merchants and craftsmen, and are expected to be well versed in all of their trades. Hill dwarves have Jack of All Trades.
• The legendary greed of the Dwarves persists in the Hill Dwarves. From birth, they are taught that wealth is both a sign off success in the Dwarven society and a shield against all their hostile neighbors. All Hill Dwarves have a Minor Greedy Hindrance.

Half Folk

Same as the book

Gnomes

Gnomes claim they are faerie folk who chose to have permanent bodies. This may or may not be true, but they are definitely the closest to the fae in both attitude and abilities. Gnomes tend to live in small, independent communities and try to avoid the political machinations of the big folk. However, when forced to play the political game, they play well.
• Short: Gnomes average just under 3 feet tall. This gives them a -1 size and subtracts 1 from their toughness.
• Slow: Gnomes stubby legs can’t keep up with the taller races. Pace 5.
• Spiritual: Gnomes are innately linked to the spirit world. They start with a Spirit of d6.
• Illusions:Gnomes have the ability to create illusions and confuse their foes. Each Gnome gets the confusion power and 10 power points to use with it. They start with a d6 skill in Illusions and can raise this Spirit based skill normally.

Sylvari Elves

When the elves first formed the empire, some refused to play the politics. They felt that their place was in the woods as stewards of nature. Although the split was initially political, over time the two groups became significantly different in attitude and abilities. Although the Sylvari prefer to remain in their forests, they do not shun the rest of the world, and some will travel to learn and conduct necessary business.
• Agile: The Sylvari are graceful and agile. They start with a d6 in Agility
• All Thumbs: The Sylvari have an inbred dislike of all things mechanical. They have the all thumbs hindrance.
• Outsider: Because the Sylvari avoid contact with the rest of the world, they usually have difficulty when they do meet other groups. They are at -2 Charisma with all other races.
• Woodland Ways: All Sylvari are raised to innately understand nature. They have Knowledge, woodlands at a d6.
• Natural toughness: Living in nature also teaches the Sylvari to handle all extremes of nature better than most other races. They have a +2 to resist all negative environmental effects.

Urbanic Elves

These are the survivors of the plague, and the Elvish faction that built empire and turned to cities. Although they have lost a lot of their power, they remain a potent force in the world.
• Agile: The Urbanics retain the grace of the elves, despite the fact that they no longer must work through the woods. They start with a d6 Agility.
• Courtesy: Urbanics are raised to speak to others and get their way. They always seem to know how to flatter and threaten in the correct measure. Urbanics start with +2 Charisma
• Haughty: Urbanics have been raised to rule the world, and look upon all other races as being slightly inferior to them. They also feel they need to prove this, and that that can. Urbanics have the Overconfidence drawback.

Drow Elves
Long ago, there was a civil war in the Elvish nations. Some felt they must worship the forest. Others found nature in the earth itself. In the end, those who loved the earth lost the war and were cursed by the victors to burn in the sun. The retreated into the dark places of the world, and there they learned to thrive.
• Agile: The Drow retain the grace of the elves. They start with a d6 Agility.
• Dark Sight: Drow live in the underdark. They have both Low Light and Infravision, allowing them to optimize their ability to see and function in the dark.
• Earth Lore: All drow, due to living in the earth, have an intimate knowledge of the underdark and of the earth itself. They automatically have a d6 knowledge in the underdark.
• Sunlight Vulnerability: Drow are vulnerable to the sun, and if exposed long enough can die. A drow exposed unprotected to the sun for more than an hour will begin to suffer fatigue, and continue suffering fatigue in 2 hour intervals until they get out of the sun or perish.
• Elvish Emnity: The Drow are hated by all other elves, and suffer a -4 charisma when dealing with them.

Half Elvesh

Intermingling between Elves and Humans is not unheared of, but is frowned upon. The children of these unions carry a bit of both parents, and often have unique advantages.
A half elf can have either elvish agility or human adaptability. They may take one additional ability of their elvish parents race. However, they are also considered outsiders.

Wolfen

The Wolfen are the newest factor in the world. Although primarily a northern race, they have become accomplished sailors and soldiers and begun to travel more. Many still view them as little more than savages and dogs.
Wolfen stand almost 8 feet tall, and appear to be a strange mix of Man and Wolf, with distinctly wolfish heads but a generally human form. Their size and strength gives them some real advantages, but also comes with some severe disadvantages as well.
• Great strength: The Wolfen are immensely strong compared to other races, due to a combination of their own make up and the harsh lives the lead in the north. All wolfen start with a d8 strength.
• Thick Coat: the Wolfen are covered with a thick fur coat that allows them to avoid even the most extreme effects of the cold. The get a 4 bonus to resist all cold environmental effects.
• Keen Smell: Wolfen snouts work just like a wolf snout, giving them a much keener sense of smell than other species. A Wolfen gets +2 to Notice any time smell is involved.
• Outsiders: Wolfen are still viewed with suspicion by most. Tales of their ferocity have travelled far and wide, and their difficulties with communication have not helped. All Wolfen have the outsider hindrance.
• Stunted Speech: The Wolfen’s mouth has great difficulty making the same sorts of sounds as other species. The wolfen suffer a -1 to any roll that requires verbal communication unless they are speaking in their native tongue.
• Awkward Movement: Due to their size and the strange way that their bodies move, Wolfen find it more difficult to avoid attacks. They suffer a -1 to their Parry.
• Bite: Wolfen snouts can bite the same as a large wolf. Their bite does Str
d6 damage.

Skills

This is a list of the skills available for this game. All of these skills are explained in the core rulebook except for Performance.
• Boating (Agl)
• Climbing (Str)
• Driving (Agl)
• Faith(Spr)
• Fighting (Agl)
• Gambling (Sma)
• Healing (Sma)
• Intimidation (Spr)
• Investigation (Sma)
• Knowledge (Sma)
• Knowledge (Sma)
• Knowledge (Sma)
• Knowledge (Sma)
• Lockpicking (Agl)
• Notice (Sma)
• Performance (Spr)
• Persuasion (Spr)
• Repair (Sma)
• Riding (Agl)
• Shooting (Agl)
• Spellcasting (Sma)
• Stealth (Agl)
• Streetwise (Sma)
• Survival (Sma)
• Swimming (Sma)
• Taunt (Sma)
• Throwing (Agl)
• Tracking (Sma)

Performance: This is the art of communicating with large groups. While persuasion is useful for one on one contact or small groups, performers can affect large groups. However, moving a large group is much more difficult than moving individuals. The performer needs to get a raise to move an audiences attitude one step. However, if they succeed they move the entire audience. This skill is also the main skill of those with the Arcane Background (Bard) and allows them to use their powers.
Hindrances

Characters have certain flaws. All people do. Some are insignificant and merely serve to help define the personality. However, the player may choose some flaws to be more significant. These are called Hindrances, and they have certain mechanical effects within the game. However, they allow the player to buy other advantages for their character.
All thumbs (Minor)
Some people just aren’t good with mechanical devices. Characters with this drawback suffer a -2 penalty to the Repair skill at all times. In addition, when a hero uses a mechanical device, a roll of 1 on his skill die (regardless of his Wild Die), means the device is broken. The damage usually requires a repair roll at -2 and 1d6 hours to fix.

Allergy (Minor or Major)
Your character suffers an aversion to a comon condition or substance, such as cheese, pollen, dust, etc. Exposure to that substance (generally within 1" of it) inflicts a -2 penalty to all your hero’s Trait rolls for the Minor version, and -4 for the Major version.

Anemic (Minor)
Your hero is particularly susceptible to sickness, disease, enviromental effect and fatigue. He subtracts 2 from all Vigor rolls made to resist Fatigue checks, poison, disease and the like.

Arrogant (Major)
Your hero doesn’t think he’s the best-he knows he is. Whatever it is-swordsmanship, kung fu, running-there is no one who can touch his skills and he flaunts it every chance he gets. Winning just isn’t enough for your hero. He must compleely dominate his opponenet. Anytime there is even a shadow of a doubt as to who is the better, he must humiliate his opponenet and prove he can snatch victory any time he wishes. He is the kind of man who disarms an opponenet in a duel just so he can pick the sword up and hand it back wiht a smirk. Arrogant heroes always look for the “master” in battle, attacking lesser minions only if they get in the way.

Bad Eyes (Minor or Major)
You’re hero’s eyes just aren’t what they used to be. Awith glasses, there’s no penalty and the Hindrance is only Minor. Should he lose his glasses (generally a 50% chance when he’s wounded, or no chance with a “nerd strap”), he suffers a -2 penalty to any Trait roll ade to shoot or Notice something more than 5" (10 yards) distant. In low tech settings where the hero cannot wear glasses, Bad Eyes is a Major Hindrance. he must subtract 2 from Trait rolls made to attack or notice things 5" or more away.

Bad Luck (Major)
Your hero is a little less lucky than most. He gets on less benny per game session than normal. A character cannot have both Bad Luck and Good Luck

Big mouth (Minor)
Loose lips sink ships, the saying goes. Your hero’s could drown an armada. Your character can’t keep secret very well. He reveals plans and gives away things best kept among friends, usually at the worst possible times.

Blind (Major)
Your hero is compleely without sight. He suffers a -6 to all physical tasks that require vision-which is most everything, and -2 to most social taks as he can’t “read” those he’s interacting with as well as others. On the plus side, Blind characters gain their choice of a free Edge to compensate for this particularly deadly Hindrance.

Bloodthirsty (Major)
Your hero never takes prisoners unless unter the direct supervision of a superior. This can cause major problems in a military campaign unless your superiors condone that sort of thing. Your hero suffers -4 to his Charisma, but only if his cruel habits are knows.

Branded (Minor)
The character was caught sommiting a crime at some point in the past. He escaped the noose but received a brand labeling him a criminal. He suffers -2 Charisma because of the brand and the social stigma associated with it.

Cautious (Minor)
Some folks gather too much intelligence. This character personifies ove-cautiousness. He never makes rash decisions and likes to plot things out in detail long before any action is taken.
Clueless (Major)
Your hero isn’t as aware of his world as most others. He suffers -2 to Common Knowledge rolls.

Code of honor (Major)
Honor is very imprtant to your character. He keeps his word, won’t abuse or kill prisoners, and generally tries to o9perate within his world’s particular notion of proper gentlemanly or ladylike behavior.

Curious (Major)
It killed the cat, and I might kill your hero as well. Curious characters are easlyt dragges into any adventure. They have to check out everything and always want to know what’s behind a potential mystery.

Death Wish (Minor)
Having a death wish doesn’t mean your hero is suicidal-but he does want to die after completing some important goal. Maybe he wants revenge for the murder of his family, or maybe he’s dying from disease and wants to go out in a blaze of glory. He won’t throw his life away for no reason, but when there’s a chance to compelte his goal, he’ll do anything-and take any risk-to achieve it. This Hindrance is usually Minor unless the goal is relatively easily fulfilled.

Delusional (Minor or Major)
Your hero believes something that is considered quite strange by everyone else. Minor Delusions are harmless or the character generally keeps it to himself. With a Major Delusion, he expresses his view on the situation frequently and it can occasionally lead to danger.

Dependent (Major)
Your hero has someone to whom he is completely devoted, and he will do anything to protect them. This may be his wife or sweetheart, one of his children, or even a pet or follower. The Dependent is a Novie Rank character, and while scrappy in her own right, just insn’t up to par with other soldiers. For whatever reason, this doesn’t stop the dependent from getting involved frequently. She constantly requires saving, reveals secrets, or otherwise causes your hero no end of grief. Of course, every now and then, they might just save the hero’s life as well, but such instances should be rare. If the Dependent ever dies, your hero is grief stricken for the rest of the campaign. He receiveds only one benny at the beginning of each game session (but Luck and other bonuses apply normally). Relief comes only after ultimate revenge. he cannot simply fight the one who murdered the dependent, he must hunt them down and kill them, and then only after making them pay. Only when honor is satisfied, and bloody justice has been done, is the benny restriction lifted and the Hindrance ’bought off".

Elderly (Major)
Your hero is getting on in years, but he’s not quite ready for the nursing home. His Pace is reducted by 1, and his Strength and Vigor drop a die type to a minimum of d4, and cannot be raised thereafter. On the plus side, the wisdom of his years grants the hero 5 extra skill points that may be used for any skills linked to Smarts.

Enemy (Minor or Major)
Someone out there hates your hero and wants him dead. The value of the Hindrance depends on how powerful the enemy is and how often he might show up. A Minor enemy might be a lone gunslinger out for vengeance. A Major Enemy might be a supernatural gunslinger with a hate on for your hero. If the enemy is one day defeated, the GM should gradually work in a replacement, or the hero my buy off the Hindrance by sacrificing a leveling opportunity.

Glass Jaw (Minor)
Your hero has a glass jaw and can’t take a solid hit. He suffers a -2 penalty to Soak rolls.

Greedy (Minor or Major)
Your miserly hero measures his worth in treasure. If a Minor Hindrance, he argues bitterly over any loot acquired during play. If a Major Hindrance, he gights over anything he considers unfair, and may even kill for his “fair share.”

Habit (Minor or Major)
Your hero has an annoying and constant habit of some sort. Maybe she picks her nose, says “y’ know” in every sentence, or chews gum like it’s going out of style. A Minor Habit irritates those around her but isn’t dangerous. Your hero suffers a -1 Charisma. A Major Habit is a physical or mental addiction of some sort that is debilitationg or possibly even deadly. this includes drug use, chronic drinking, or perhaps even an addiction to virtual reality in a high tech setting. A character who doesn’t get his fix must make a Fatigue check every 24 hours thereafter. Ther first failed roll makes the character Fatigued, then Exhausted. The final result is a coma for hard drug use, or a bad case of the shakes for things like alcohol or VR. Medical care may east the symptoms. Otherwise the victim must live whti the penalties for 1d6 days. Afterwards, the hero must buy off the Hindrance by saccrificing an opportunity to level up, or he eventually falls back into his dependency.

Hard of Hearing (Minor or Major)
Characters who have lost some or all of their hearing have this disadvantage. As a Minor Hindrance, it subtracts 2 from all Notice rolls made to hear, includeing awaking due to loud noises. A Major Hindrance means the character is deaf. She cannot hear and automatically fails all Notice rolls that depend on hearing.

Heroic (Major)
Your hero never says no to a person in need. She doesn’t have to be happy about it, but she always comes to the rescue of those she feels can’t help themselves. She’s the first one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story.

Illiterate (Minor)
Your hero cannot read. He can probably sign his name and knows what a STOP sign says, but can do little else. He also doesn’t know much about math either. He can probably do 2+2=4, but multiplication and the like are beyond him. Illiterates can’t read or write in any language, by the way, no matter how many the actually speak.

Lame (Major)
A past wound has nearly crippled your hero. His basic Pace is reduced by 2 and he rolls only a d4 for running rolls. A character’s Pace may never be reduced below 1.

Loyal (Minor)
Your character may not be a hero, but he’d give his life for his friends. This character can never leave a man behind if there’s any chance at all he could help.

Mean (Minor)
Your hero is ill tempered and dissagreeable. No on e really likes him, and he has trouble doing anything kind for anyone else. He must be paid for his troubles and doesn’t even accept awards graciously. Your hero sufferes -2 to his Charisma.

Obese (Minor)
Particularly large people often have great difficuly in dangerous physical situations. Those who carry their weight well have the Brawny Edge. Those who don’t handle it very well are Obese. A character cannot be both Brawny and Obese. An Obese hero adds 1 to his Toughness, but his Paced is decreased by 1 and his running die is a d4. Obese characters may also have difficulty finding armor or clothing that fits, fitting into tight spaces, or even riding in confined spaces such as coach airplane seats or compact cars.

One Arm (Major)
Whether by birth or battle, your hero has lost an arm. Fortunately, his other arm is (now) his “good” one. Tasks that require two hands, such as Climbing, suffer a -4 modifier.

One Eye (Major)
Your hero has had an eye gouged out by some nefarious villain in his past. If he doesn’t wear a patch or buy a glass replacement, he suffers -1 tohis Charisma for the grotesque wound. He suffers -2 to any Trait rolls that require depth perception, such as Shooting or Throwing, jumping from one mast to another, and so on.

One Leg (Major)
With a peg, One Leg acts exactly like the Lame Hindrance, reducing Pace by 2 and running rolls are now a d4. Without a peg, the character’s Pace is 2 and he can never run. He also suffers -2 to Traits that require mobility, such as Climbing and Fighting. A character with one leg also suffers a -2 penalty to his Swimming skill (and Pace).

Outsider (Minor)
In a society made up of only a few types of people, your hero isn’t one of them. These people are also likely to raise prices on the Outsides, ignore pleas for help, and generally treat him as if he’s of a lower class thatn the rest of their society. In addition to the roleplaying effects above, your hero’s Charisma suffers a -2 modifier among all but his own people.

Overconfident (Major)
There’s nothing out there your hero can’t defeat. At least that’s what he thinks. He believes he can do most anythign and never wants to retreat from a challenge. He’s not suicidal, but he certainly takes on more than common sense dictates.

Pacifist (Minor or Major)
Your hero absolutely despises violence. Minor Pacifism means he only fights when given no onther choice, and never allows the killing of prisoners or other defenseless victims. Major Pacificists won’t fight living characters under any circumstances. They may defend themselves, but won’t do anything to permanently harm sentient, living creatures. Note that undeniably evil creatures, demons and the like, are fair game, however. A Major Pacifist might also fight with nonlethal methods, such as with his fists. Such characters only do so when obviously threatened, however.

Phobia (Minor or Major)
Phobias are overwhelming and irrational fears that stay with a hero for the rest of his life. Whenever a character is in the presence of his phobia, he subtracts 2 from all his Trait tests as a Minor Hindrance, and 4 if the fear is a Major Phobia. Phobias shouldn’t be too obvious-everyone should be afraid of vampires, for example, so it’s not a phobia-it’s common sense. Instead, the phobia usually centers on some random element the mind focused on during whatever encounter caused such a firght. Remember, phobias are irrational fears.

Poverty (Minor)
It’s said a fool and his money are soon parted. Your hero is that fool. He starts with half the usual money for your setting and just can’t seem to hand onto funds acquired after play. In general, the player should halve his total funds every game week or so.

Quirk (Minor)
Your hero has some minor foible that is usually humorous, but can occasionally cause him trouble. A swashbuckler may always try to first slash his initials on his foes before attacking, a dwarf may brag constantly about his culture, or a snobby debutante might noe eat, drink or socialize with the lower class.

Small (Major)
Your character is either very skinny, very short, or both relative to his particular race. Subtract 1 from your hero’s Toughness for his reduced stature.

Stubborn (Minor)
Your hero always wants his way and never admits he’s wrong. Even when it’s painfully obvious he’s made a mistake, he tries to justify it with half truths and rationalizations.

Ugly (Minor)
Your hero hit more than a few ugly sticks on his way down the tree of life. His Charisma is lowered by 2, and he is generally shunned by members of the opposite sex.

Vengeful (Minor or Major)
Your character always attempts to right a wrong he feels was done to him. If this is a Minor Hindrance, he usually seeks vengeance legally. If this is a Major Hindrance, he’ll kill to see it done.

Vow (Minor or Major)
The character has a vow of some sort. Whether it’s Minor or Major depends on the Vow itself. Some may have Vows to particular orders or causes, to the Hippocratic Oath, to rid the world of Evil, and so on. The danger in fulfilling the Vow and how often it might come into play determines the level of the Hindrance. Whatever the Vow, it’s only a Hindrance if it actually comes into play from time to time and causes the character some discomfort.

Wanted (Minor or Major)
Your hero has committed some crime in his past and will be arrested if discovered by the authorities. This assumes the setting actually has laws and police officers to enforce them. The level of the Hindrance depends on how serious the crime was. A hero with numerous unpaid parking tickets (in a game where he might have to drive occasionally) has a Minor Hindrance, as does someone wanted for more serious crimes away from the main campaign area. Being accused of murder is a Major Hindrance in almost any setting.

Yellow (Major)
Not everyone has ice water in his veins. Your hero is squeamish at the sight of blood and gore and terrified of coming to harm. He subtracts 2 from all of his fear based Spirit checks.
Young (Major)
Children are sometimes forced to go on dangerous adventures through unfortunate circumstances. Thnk carefully before choosing this Hindrance, for your character starts at a significant disadvantage. Young heros are generally 8-12 years old (in human years-you must adjust this for races with different aging paradigms). They have only 3 points to adjust their attributes and 10 skill points. On the plus side, youths like these have a fair amount of luck. They draw one extra benny at the beginning of each game session. This is in addition to any additional bennies gained from such things as the Luck or Great Luck Edges. If the character should live long enough to mature, the Hindrance doesn’t have to be bought off, he’s already paid the price for the Hindrance by starting at a disadvantage. he stops getting the extra benny when he reaches 18 years of age however (or the age of adulthood in your particular setting).

Edges

Just as a character has certain flaws, they also possess virtues. Those virtues that are particularly important are purchased as Edges.

BACKGROUND EDGES
These Edges are hereditary and background advantages that may usually be purchased only during character creation.
If a player has a particularly good reason for picking up a Background Edge during play, he should talk it over with the GM. If he agrees that is makes sense, the character may choose the Edge when leveling just like any other.
Alertness
Novice
Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.

Ambidextrous
Novice, Agility d8+
Your hero is as deft with his left hand as he is with his right. He may ignore the -2 penalty for using his off hand.

Arcane Background Alchemy
Novice
See main Rulebook

Arcane Background Magic
Novice
See main Rulebook

Arcane Background Miracles
Novice
See main Rulebook

Arcane Background Psionics
Novice
See main Rulebook

Arcane Background Rituals
Novice
See main Rulebook

Arcane Background Sorcery
Novice
See main Rulebook

Arcane Resistance
Novice, Spirit d8+
Your character is particularly resistant to magic, whether by nature or due to some mysterious past. He adds +2 to his Trait rolls when resisting opposed powers. Even friendly arcane powers must subtract this modifier to affect the resistant hero.

Improved Arcane Resistance
Novice, Arcane Resistance
As Arcane Resistance, but the hero’s resistance bonus is increased to 4.
Attractive
Novice, Vigor d6+
Your hero or heroine is very handsome or beautiful. His or her Charisma is increased by +2
Very Attractive
Novice, Attractive
Your character is drop dead gorgeous. His or her Charisma is increased by +4 total.
Berserk
Novice
Immediately after suffering a wound (including a Shaken result from physicl damage), your hero must make a Smarts roll or go Berserk. While berserk, his Parry is reduces by 2 but he adds +2 to all Fighting and Strength rolls, and his Toughness. The warrior ignores all wound modifiers while he is Berserk, but he cannot use any skills that require him to concentrate, including Shooting and Taunt, but not Intimidation.
Berserkers attack with reckless abandon. Any time his Fighting die is a 1 (regardless of the result of his Wild Die), he hits a random adjacent target, (this cannot be the original target). The attack may hit friend as well as foe. If there are no other adjacent targets, the blow simply misses.
The Berserker may end his rage by doing nothing (not even moving) for one full action and making a Smarts roll at -2

Brave
Novice, Spirit d6+
Those with the Edge have learned to master their fear. Or perhaps are so jaded or emotionally distant they’ve just lost their normal “fight or flight” responses. Either way, your hero adds 2 to Fear tests.
Brawny
Novice, Strength and Vigor d6

Your hero is very large or perhaps just very fit. Either way, his bulk resists damage better than most. Add 1 to your Toughness.
In addition, your hero can carry more than most proportional to his Strength. He can carry up to 8 times his Strength in pounds without penalty instead of the usual 5 times his Strength. His Size is +1
Fast Healer
Novice, Vigor d8

Your hero heals quickly. He may add 2 to his Vigor rolls when checking for natural healing.
Linguist
Novice, Agility d6

The character has an ear for languages and a rare talent for recognizing similarities between them. A character with this Edge starts with a number of languages equal to his Smarts die, and can make a Smarts roll at -2 to make herself understood in any langage or dialect she has heard spoken for at least a week.
Luck
Novice
The hero seems to be blessed by fate. He draws one extra benny at the beginning of each game session, allowing him to succeed at important tasks more often than most, and survive incredible dangers.

Great Luck
Novice, Luck
The player draws 2 extra bennies instead of 1 for his luck at the start of each session.
Noble
Novice
Those born of noble blood have many perks in life, but often have just as many responsibilites. This Edge doesn’t just cover true nobility, such as jukes and barons, or tribal chieftains-it can also cover bishops, merchant princes, and just about anyone else who has gathered power and riches. Nobles have high status in their societies, are entitled to special treatment from their foes, gain +2 Charisma, and also have the Rich Edge.
This gives the hero several Edges for the price of one, but the responsibilities that come with being a noble often more than offset the additional perks. Exactly what these responsibilites are must be determined by the Game Master before the game begins. This might include the supervision of a business, a manor farm, or political appointments.
If a character fails to live up to these responsibilities, it is entirely possible that he might lose his title and all benefits conferred by this Edge.
Quick
Novice
Your character was born with lightining-fast reflexes and a cool head. Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5. Level Headed characters draw their additional card and take the best before using their Quick Edge.

Rich
Novice
Whether your hero was born with a silver spoon in his mouth or earned his fortune through hard work, he’s got more money than most. Rich heroes start with 20sp and has an income of 960sp per year. This might accumulate in a trust fund or bank rather than going directly into the hero’s pockets, but that depends entirely on the source.
Filthy Rich
Novice, Rich or Noble
This character is extremely wealthy. He begins play with 35sp and has an income of 3000sp per year. As with the Noble Edge, such vast wealth requires a very complete background, including details of the source of the riches, responsibilities, obligations and risks.

COMBAT EDGES
These edges are designed to help your character do one thing, Kick Butt!!!
Block
Seasoned, Fighting d8+
Heroes who engage in frequent Hand to hand combat are far more skilled in personal defense than most others. They’ve learned not only how to at but how to block their opponent’s blows as well. A hero with this Edge adds +1 to his Parry.

Improved Block
Veteran, Block
As Block, but the hero adds +2 to his Parry.

Brawler
Novice, Str d8+
Frequent fights with his bare hands have given this thug a powerful punch. When he hits a foe with a successful bare handed Fighting roll, he adds 2 to his damage.
Bruiser
Seasoned, Brawler
When the bruiser gets a raise on his bare handed Fighting attack, he rolls a d8 instead of a d6.
Close Fighting
Novice, Agility d8
, Fighting d8+
This Edge is for skilled knife fighters, who pride themselves on defeating their foes up close and personal. Close fighters move insde nmost weapons reach, adding a bonust their parry equal to the enemy weapon’s Reach +1 for that particular foe. No bonus is granted if the foe is unarmed or using a knife or other small weapon.

Improved Close Fighting
Novice, Close Fighting
Close fighters train to go for vital areas and weak spots for quick and lethal kills. The attacker adds a bonus to his Fighting roll equal to his enemy’s Reach+1, as well as the Parry bonus from the basic version of the Edge.

Combat Reflexes
Seasoned
Your hero recovers quickly from shock and trauma. He adds +2 to his Spirit roll when attempting to recover from being Shaken.

Dirty Fighter
Seasoned
There is no honor among thieves, and the world has more than it’s fair share of scoundrels. Those with this Edge will do anything to win out in a fight. This dastardly cur is particularly good at tricks. He adds 2 to all Trick maneuver rolls.
Really Dirty Fighter
Seasoned, Dirty Fighter
The knave is extremely skilled in tactical deceit. By describing the trick and spending a benny, he may automatically get the Drop on any single opponent.
Dodge
Seasoned, Agility d8

Some heroes are crafty types who know how to get out of harms way. This Edge allows them to use cover, movement, and concealment to make them harder to hit. Unless they are the victim of a surprise attack and taken completely unaware, attackers must subtract 1 from their Shooting or Throwing rolls when targeting them. Characters who attempt to evade area effect attacks may add 1 to their Agility roll as well (when allowed).
Improved Dodge
Veteran, Dodge
As Dodge, but the attackers subtract 2 from their attack rolls, and the character adds +2 to evade area effect weapons when allowed.
Elan
Novice, Spirit d8

When this spirited hero puts his heart into something it tends to pay off in big ways. When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.

Entangle
Seasoned, Fighting d8+
An entangle is a combination of a disarm and a grapple which leave the enemy at a disadvantage but still allows the character to attack. The character makes a Disarm attack, but if he succeeds he has entangles his foe’s weapon arm rather than disarming him. He may have wrapped the arm in a cloak, or simply locked his opponent’s elbow against his body using his arm. The entangled foe counts as an Unarmed Defender (unless he has two weapons) and cannot Withdraw from Combat. Unlike a grapple, however, the character may continue to use a one handed weapon against his enemy while he has him entangled. On his next action, the enemy may try to escape the entanglement as per breaking a grapple.
Extraction
Novice, Agility d8+
When a character normally withdraws from a melee, his attacker gets a free attack before he does so-a very dangerous proposition for most. Your hero is adept at retreating from an engagement.
Make an Agility roll. If successful, one opponent doesn’t get a free attack anytime you disengage.
Improved Extraction
Novice, Extraction
As above but if you succeed with a raise all opponents currently in melee with the character lose their free attack as your warrior withdraws.
First Strike
Novice, Agiliy d8+
Once per turn the hero (if not Shaken) gets a free Fighting attack against a single foe who moves adjacent to him. This automatically interrupts the opponent’s action and does not cost the hero his acton if he is on Hold or has not yet acted this round.
Improved First Strike
Heroic, First Strike
As First Strike, but the hero may make one free attack against each and every foe who moves adjacent to him.
Fleche
Veteran, Agility d8+, Fighting d8+
A fleche is a running attack, which begins with a leap, followed by the attack, and ends with the attacker running past his opponent, all in a single movement. If the hero moves at least 2" before making an attack against an adjacent opponent, he may attack and then Withdraw from Combat without his foe, or any adjacent opponents, receiving a free attack. All movement after the attack must be in the same direction as the original movement (the character msut move in a straight line). Note that the attacker is still subject to First Strike attacks from foes he moves adjacent to during a fleche.
Fleet-Footed
Novice, Agility d6+
The hero’s Pace is increased by 2 and he rolls a d10 instead of a d6 when running.
Florentine
Novice, Agility d8
, Fighting D8+
A character trained to fight “Florentine” is a master at wielding two weapons at once. He adds +1 to his Fighting rolls versus an opponent with a single weapon and no shield. In addition, opponents subtract 1 from any “gang up” bonuses they would normally get against the hero as his two flashing blades parry their blows.

Frenzy
Seasoned, Fighting d10+
Frenzied fighters make fast and furious melee attacks, sacrificing finesse for raw speed. This allows them to make an extra Fighting attack per round at a -2 penalty to all Fighting rolls. This attack must be taken at the same time as another Fighting attack though it may target any two foes adjacent to the hero (Wild Cards roll two fighting dice and one Wild Die). The -2 penalty is subtracted from all attacks. A character armed with two weapons still only makes on extra attack.
Improved Frenzy
Veteran, Frenzy
As Frenzy, but the character may ignore the -2 Frenzy penalty.
Giant Killer
Veteran
The bigger they are, the harder they are to kill. At least for most. But your hero knows how to find the weak point in massive creatures. Your hero does 1d6 damage when attacking creatures three sizes or more larger than himself. An ogre (Size3) with this ability, for example, gains teh bonus only against creatures of Size +6 or greater. A human Giant Killer (Size 0), can claim the bonus against the ogre, however.

Hard to Kill
Wild Card, Novice, Spirit d8+
Your hero has more lives than a truckload of cats. When forced to make Vigor rolls due to Incapacitation, he may ignore his wound modifiers. This only applies to Vigor rolls called for by these tables-he still suffers from wound modifiers for other Trait rolls normally.

Harder to Kill
Veteran, Hard to Kill
Your hero is tougher to kill than Rasputin. If he is ever “killed”, roll a die. On an odd result, he’s dead as usual. On an even roll, he’s Incapacitated but somehow escapes death. He may be captured, stripped of all his belongings, or mistakenly left for dead, but he somehow survives.
Improvisational Fighter
Seasoned, Agility d6+
Heroes often find themselves fighting with pieces of equipment or furnishing not designed for combat. A character with this Edge has a knack for using such improvised weapons, and does not suffer the usual -1 attack penalty when wielding them.
Iron Jaw
Novice, Vigor d8+
the hero can absorb damage like he was made of English oak. He gets 2 to Soak rolls.
Killer Instinct
Heroic
This hero hates losing. If he ties on an opposed roll of any sort, he wins. In addition, if his skill die on an opposed skill roll is a 1, he can reroll it (but must keep the second result, even if it’s another 1).
Level Headed
Seasoned, Smarts d8

Fighters who can keep their cool when everyone else is running for cover are deadly customers in combat. A hero with this Edge draws an additional action card in combat and acts on the best draw.
Improved Level Headed
Seasoned, Level Headed
As Level Headed, but the hero draws 3 cards.

Lunge
Novice, Fighting d8+
A lunge allows a swordsman to extend the reack of his weapon. The character gains 1 Reach to his weapon. He may not use this Edge with First Strike, Frenzy or Sweep.
Marksman
Seasoned
The hero excels at taking controlled, measured shots. If he does not move in a turn, he may fire as if he took the aim maneuver. Marksmen may never be used with a rate of fire greater than 1. Marksman works with both Shooting and Throwing.
Martial Artist
Novice, Fighting d6

This character is highly trained in hand to hand fighting. He is never considered unarmed in combat and so is never subject to the Unarmed Defender rule. With a successful unarmed attack, he adds d4 to his Strength roll.
Improved Martial Artist
Veteran, Martial Arts, Fighting d10

As Martial Artist, but the character now adds f6 to his bare handed damage.
Nerves of Steel
Wild Card, Novice, Vigor d8

Your hero has learned to fight on through the most intense pain. He may ignore 1 point of wound penalties.

Improved Nerves of Steel
Novice, Nerves of Steel
The hero ignores 2 points of wound penalties.
No Mercy
Seasoned
The character may spend a benny to reroll any one damage roll. For area-effect attacks, each benny spent applies to one target.
Quick Draw
Novice, Agility d8+
This Edge allows a hero to draw a weapon and ignore the usual -2 to his attack that round. If the character must make an Agility roll to draw a weapon (see the combat section for more details), he adds 2 to the roll.
Riposte
Seasoned, First Strike, Fighting d8

A riposte is a combination of a swift parry followed by a quick attack. Once per round, the character received a free Fighting attack against one foe within reach of his weapon who failed a fighting attack against him. This attack is made at -2. A repose must be a straight attack (so no Disarm, Wild Attack, or other maneuvers) and may not be combined with Frency or Sweep. It may be used with the Defend maneuver (but not the Full Defense maneuver).
Improved Riposte
Veteran, Riposte
As Riposte, except the character may make a free attack with no penalty.

Solid Determination
Heroic, Wild Card, Iron Jaw
When lesser men fall by the wayside, this hero just keeps soldiering on. When the character takes enough wounds to make him Incapacitated, he may make a free Soak roll. Should the roll fail, the hero may spend a benny to make a soak roll as normal. If a character suffers multiple wounds in the same round which take him to Incapacitatied, he may make multiple free Soak rolls.
Spot Weakness
Seasoned, Smarts d8+, Fighting d8+, Notice d6+
No swordsman, whether one taught at the finest academy or one who developed his art on the streets of London, is flawless. Everyone has a weakness, and this character has the training necessary to spot and exploit such a weakness. If an opponent making a Fighting attack against the characters rolls a 1 on his Fighting die (regardless of Wild Die), the character receives a 1 to Fighting rolls against that foe for the rest of the combat. If an opponent rolls a 1 on his Fighting die but hits the hero using his Wild Die, the character still spots the flaw. You only get the bous once, no matter how many 1s are rolled.
Steady Hands
Novice, Agility d8

Your hero ignores the “unstable platform” penalty for firing from the backs of animals or while riding in moving vehicles.
Sweep
Novice, Strength d8+, Fighting d8+
Sweep allows a character to make a single Fighting attack and apply it against all currently adjacent targets at a -2 penalty (friends and foes alike-be careful). Resolve each damage roll separately. The attack is applied immediately when rolled and only affects targets adjacent at that time. A character may not use Sweep int eh same round she uses Frenzy, nor may she Sweep mre than once per round.

Improved Sweep
Veteran, Sweep
As Sweep, but the hero may ignore the -2 penalty.
Trademark Weapon
Novice, Fighting or Shooting of d10+
The hero knows on unique weapon (Excalibur, Old Betsy, Sting) like the back of his hand. When using that weapon, he adds +1 to his Fighting, Shooting, or Throwing rolls. A hero can take this Edge multiple times, applying it to a different weapon each time. If a Trademark Weapon is lost, the hero can replace it, but the benefit of the Edge doesn’t kick in for two game weeks.
Improved Trademark Weapon
Veteran, Trademark Weapon
As Trademark Weapon, but the bonus when using the weapon increases to +2

Two Fisted
Novice, Agility d8+
A Two Fisted hero isn’t ambidextrous-he’s simply learned to fight with two weapons (or both fists) at once. When attacking with a weapon in each hand, he rolls each attack separately but ignores the multi-action penalty.

Wall of Steel
Veteran, Florentine, Notice d8+
Sometimes a fighter finds himself greatly outnumbered in a fight. Fortunately, the character has the perception and agility to handle multiple foes. Opponents gain no Gang Up bonus against the hero.

LEADERSHIP EDGES

Leadership Edges allow character to make better use of NPC allies in battle, making them more effective, reliable or durable.
These Edges apply only to subordinate Extras within 5” (the “command radius”). Wild Card characters are rarely affected by Leadership Edges-they’re far too independent minded to be driven by others, except for the strongest leaders.
Leadership Edges are not cumulative from multiple commanders. Troops cannot benefit from two leaders with the Command Edge, for example. They could benefit from two different Edges, however, such as Command and Fervor, however, even possessed by two different leaders.
Command
Novice, Smarts d6+
Command is the ability to give clear instructions to surronding allies and enforce your hero’s will upon them. This makes your character’s compatriots more willing to fight on despite their wounds, and so adds 1 to their Spirit rolls to recover from being Shaken.
Command Presence
Novice, Command
A booming voice, effective commands, natural charisma, or simple training results in a much more effective combat element. At the center of the element is the officer in command. A hero with this Edge has a “command radius” of 10" instead of the usual 5"
Fanaticism
Seasoned, Spirit d8
, Command
The hero has a force of personality that gives others the heart to stand when the courage of other men fails. Those under the hero’s command gain +2 to their Guts rolls.

Fervor
Veteran, Sprit d8+, Command
A simple phrase uttered by a great leader can sometimes have momentous results. A leader with this ability can inspire his men to bloody fervor by yelling a motto, slogan, or other inspirational words. Those in the command radius add 1 to their Fighting damage rolls.
Gifted Leader
Veteran, Command
Command comes easy to this hero and his followers respect him. The result is a well disciplined and effective force that works well as a unit. Extras making group rolls while under this leaders command roll d8 as the Wild Die instead of d6.
Hold the Line!
Seasoned, Smarts d8
, Command
This Edge strengthens the will of the men under the hero’s command. The troops add +1 to their Toughness.

Inspire
Seasoned, Command
Leaders with exceptional reputations and experience in battle inspire the soldiers around them. They add +2 to the Spirit rolls when recovering from being Shaken (this already includes the original +1 bonus for the Command edge). This greatly improves the chances of men recovering from light wounds or poor morale that might normally take them out of the action.

Natural Leader
Novice, Spirt d8+, Command
This Edge signifies a special link between a leader and his men. With it, he may share his bennies with any troops under his command.
Tactician
Seasoned, Command, Wild Card, Smarts d8+, Knowledge (Battle) d6+
The leader has a natural grasp of small unit tactics and can frequently take advantage of a rapidly changing situaton.
At the beginning of a fight and before any Action Cards are dealt, the hero makes a Knowledge (Battle) roll. For each success and raise he received one Action Card. These are kept separate from his regular Action Cards and are not placed back into the deck until used or the combat ends (including Jokers!). At the start of any round, the hero may give one or more of these extra cards to his allies, whether Extras or Wild Cards, who then use it a their Action Card for the round in place of the one dealt them. This allows Extras to operate indepenedntly of Wild Card character for one round if they receive their own card.
Only on character per encounter may use this edge.
POWER EDGES
Power Edges are for those with Arcane Backgrounds. See the Powers section for more information on each type of Arcane Background, how to use them, and the powers available.
New Power
Novice, Arcane Background
An arcane character may learn a new power by choosing this Edge (which may be taken multiple times). He may choose from any powers normally available to his particular Arcane Background.

Power Points
Novice, Arcane Background
Wizards and other arcane types always want more power. This Edge grants them an additional 5 Power Points. Power Points may be selected mre than once, but only once per Rank.

Rapid Recharge
Seasoned, Spirit d6+, Arcane Background
This Edge allows an arcane character to regain 1 Power Point every 30 minutes.

Improved Rapid Recharge
Veteran, Rapid Recharge
The character regains 1 Power Point every 15 minutes.

Soul Drain
Seasoned, Arcane Background, Knowledge (Arcana) d10+
Spellcasters, mentalists, and other arcane types indire need or Power Points my use this Edge to drain energy from their own souls. To use this dangerous ability, the arcane character first decides how may Power Points he wants to draw from himself. Then he makes a Spirit roll minus the number of points he’s trying to drain. (This is a free action.) On a Spirity total of 1 or less, the character suffers a wound and falls unconscious for 1d6 hours. On a failure, the character suffers a wound. On a success or better, the character gets the points he needed and may attempt to cast a spell with the immediately (they may not be saved).

PROFESSIONAL EDGES
Professional Edges are very special abilities that reflect many years of practicing a particular trade. In some cases they may also represent special blessings from higher powers as well.
Professional Edges represent many years of training so their Requirements are quite high. Players may purchase Professional Edges after character creation, but should usually lead up to it story wise by practicing the affected trade during down time or in between adventures. The time spent acquiring one of these abilities is subjective and up to the Game Master, but makes the game much more believable if a little narrative time is spent training.
Stacking: Bonuses to the same Trait from different Professional Edges do not stack. If you make a hero with both the Woodsman and the Thief Edges, for example, he gains 2 to his Stealth skill, not +4
Acrobat
Novice, Agility d8

Those who have formal training in the acrobatic arts or are naturally agile may take this edge. It adds 2 to all Agility rolls made to perform acrobtic maneuvers (including Trick maneuvers) and also adds +1 to a character’s Parry as long as he has no encumbrance penalty.
Adept
Novice, Arcane Background(Miracles), Faith d8
, Fighting d8+
Adepts are holy warriors who have trained themselves to be living weapons. Some do so to be Ultimate warriors; others do it in the service of a cause or deity. Their unarmed attackes do Str+d4 damage, and they are always considered armed for purposes of the Unarmed Defender rule.
In addition, upon taking this Edge and at each new Rank, they may choose to change the trappings of one of the following powers to work only on themselves bu be activated as a free action: boost/lower trait, deflection, healing, smite, or speed. The Adept must have the power to begin with, and this does not allow him to activate more than one power in a round.
Assassin
Novice, Agility d8+, Climbing d6+, Fighting d6+, Stealth d8+
Assasins are trained killer who know how to kill with deadly precision-if they can properly approach their prey. Assassins add 2 to any damage roll where they strike a foe unawares (even with ranged attacks.)
Champion
Novice, Arcane Background (Miracles), Spirit d8
, Strength d6+, Vigor d8+, Faith d6+, Fighting d8+
Champions are Holy (or Unholy) men and women chosen to fight for a particular deity or religion. Most are pious souls ready and willing to lay down their lives for a greater cause, but some may have been born into the profession and follow their path with some reluctance.
Champions fight the forces of darkness (or good). They add 2 damage when attacking supernaturally evil (or good) creatures, and have +2 Toughness when suffering damage from supernaturally evil (or good) sources, including arcane powers and the weapons, claws, or teeth of such creatures.
Explorer
Novice, Vigor d6
, Survival d8+
There are two extremes of climate, and this character has survived them both. He gains a 2 bonus to Survival rolls. In addition, he has a +2 bonus to resist the effects of hot and cold enviroments.
Familiar
Novice, Arcane Background (Magic), Knowledge (Arcana) d10

The mage has acquired an animal familiar. See rules in the Fantasy Companion.
Gunsmith
Novice, Smarts d8+, Repair d8+
A gunsmith not only makes and repairs firearms and cannons-he also manufactures powder bombs, grenades, and pistol shot. The character receives a 2 bonus when creating weapons.
Holy/Unholy Warrior
Novice, Arcane Background (Miracles), Spirit d8
, Faith d6+
Acolytes, clerics, paladins, holy slayers, and other avatars of the godds are frequently tasked with battling the forces of evil in the mortal world. This Edge gives them a slight advantage against such foes.
As an action, a priest or other holy person may call upon his chosen deity to repulse supernaturally evil creatures, such as the undead, demons, and the like. It also works on evil characters with the Arcane Background (Miracles) Edge. Repulsing evil costs 1 Power Point and has a range of the character’s Spirit. Targeted creatures within that range must make a Spirit roll. Failure means the creature is shaken; a 1 means it is destroyed. Wild Cards suffer an automatic Wound instead.
A character may also be an Unholy Warrior working for the forces of evil. In this case, he repulses good creatures, such as angels, paladins, or good characters with Arcane Background (Miracles)
Investigator
Novice, Smarts d8+. Investigation d8+. Streetwise d8+
Investigators are characters who have spent a great deal of time researching ancient legends, working the streets, or deducing devilish mysteries. Some of these heroes are actual Private Investigators for hire while others may be sleuthing mages in a fantasy world or perhaps inquisitive college professors stumbling upon Things Man was not Meant to Know in the dark of night.
Investigators add 2 to Investigation and Streetwise rolls, as well as Notice rolls made to search through evidence.
Jack of All Trades
Novice, Smarts d10

Through advanced schooling, Book learning, or just amazing intuitive perception, your hero has a talent for picing up skills on the fly. There is little he can’t figure out given a little time and a dash of luck. Any time he makes an unskilled roll for a Smart based skill, he may do so at d4 instead of the usual d4-2.
Knight
Novice, Spirit d6+. Strength d8+, Vigor d8+, Fighting d8+, Riding d8+
Knights are chivalric heroes dedicated to a particular cause. All Knights swear holy oaths to their patron, whether it is a god, an order, or a noble, and must answer the call when summoned-even if it means his certain death.
On acceptance into his order, a knight is gifted with the tools of his trade-a light warhorse, a lance, chain mail armor, and a medium shield emblazoned with the symbol of his patron. In addition to these material rewards, Knights of good causes gain 2 to Charisma
Mentalist
Novice, Arcane Background(Psionics), Smarts d8
, Psionics d6+
Mentalists are masters of mind control and psionics. Their frequent toying with human minds gives them a 2 on all opposed Psionics roll, whether they are using their powers against a foe or are trying to defend against a rival mentalist.
Musketeer
Novice, Shooting d8
, may not have the All Thumbs hindrance
Some characters have a natural affinity with firearms, or have trained for years to load quickly even while under fire. Musketeers cn reload a firearm in a single action. They may walk while reloading, but may not run. The Edge does not apply to cannon, only to personal arms.
Scholar
Novice, d8+ in affected skill
Learned professors, devoted students, and amateur enthusiasts spend months of their lives studying particular fields. They become experts in these fields, and rarely fil to answer questions in their particular area of expertise.
Pick any two Knowledge skills that you have a d8 or better in. Add 2 to your total whenever these skills are used. Yes, those who study military history have a natural edge when commanding troops in mass battles-a +2 to a Knowledge (Battle) roll can mean the difference between a rousing victory and a crushing defeat.
Thief
Novice, Agility d8
, Climb d6+, Lockpick d6+, Stealth d8+
Thieves specialize in deceit, treachery and acrobatics. They can be invaluable where traps must be detected, walls must be climbed, and locks must be picked. Theives add 2 to Climb, Lockpick and Stealth rolls. The bonus to Stealth does not apply when the character is in a wilderness enviroment-only in urban areas.
Troubadour
Novice, Arcane Background (Miracles), Perform d6

Troubadours are travelling entertainers who bring news and amusement to people accorss the land. Despite using the rules for Arcane Background (Miracles), Troubadours typically don’t worship a specific deity for their power. They believe in the power o the arts, so their Arcane Skill is Perform (Spirit) instead of Faith. Additionally, they don’t worry about sins, though they have to deal with occasional “strain”. Troubadours who roll a 1 on their Perform die, regardless of the Wild Die, suffer a -2 to Perform checks for a week. Should the critically fail, they suffer a -4 to all perform rolls and cannot use any miracles for a week. This represents terrible strain on their voice, mind or raw nerves for the given period.

Wizard
Novice, Arcane Background (Magic). Smarts d8+, Knowledge (Arcana) d8+, Spellcasting d6+
Wizards range from young apprentices to frighteningly powerful supreme sorcerers. They are often physically weak, however, and do not have the divine powers or healing abilities of priestly spellcasters. What they lack in spiritual favor, however, they more than make up for in utility and eldritch might. Wizards can cast the widest variety of spells, and if advanced wisely, have a wide variety of Power Edges to further increase their awesome abilities. Wizards learn their craft in formalized institutions or under the tutelage of experienced masters. Each raise a Wizard gets on his Spellcasting roll reduces the cost of the spell by 1 Power point. The Wizard must have the points available to cast the spell in the first place before rolling.
Woodsman
Novice, Spirit d6+, Survival d8+, Tracking d8+
Woodsmen are rangers, scouts and hunters who are more at home in the wilderness than in urban areas. They are skilled trackers and scouts, and know how to live off the land for months at a time. Woodsmen gain +2 to Tracking, Survival, and Stealth rolls made in the wilderness (not towns, ruins, or underground.)

SOCIAL EDGES
Getting people to do what you want is a critical skill in most any setting. These Edges help your hero do just that.
Bad Reputation
Veteran
The hero may add negative Charisma to Intimidation.
Charismatic
Novice, Spirit d8+
Your hero has learned how to work with others, even those who might be somewhat opposed to him or his efforts. This adds 2 to his Charisma
Common Bond
Wild Card, Novice, Spirit d8

This Edge siginfies a special link between close companions-such as a typical party. It doesn’t matter whether or not the characters get along perfectly or not, they’ve just formed a close and common bond during their epic adventures. A character with this edge may freely give his bennies to any other Wild Card 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 complex as a rousing speech, or as simple as a knowing nod.
Connections
see main book
Good Reputation
The hero adds his Charisma to Intimidation rolls.
Strong Willed
Novice, Intimidate d6+, Taunt d6+
Characters with strong willpower use their voice, steely stares, or quick withs to unnerve their opponents. Strong Willed adds +2 to a character’s Intimidate and Taunt rolls, as well as his Spirit and Smarts rolls when resisting Tests of Will attacks.


WEIRD EDGES
These are Edges that don’t fit into any other category.
Beast Bond
Novice
Some heroes can exert incredible will over their animal companion. These characters may spend their own bennies for any animals under their control, including mounts, pet dogs, familiars, and so on.
Beast Master
Novice, Spirit d8+
Animals like your hero, and won’t attack him unless he attaks them first or they are enraged for some reason. His “animal magnetism” is so great he’s attracted a loyal animal of some sort as well. This is typically a dog, wolf, or raptor of some sort, though the GM may allow other companions if it fits the setting. If the beast is killed, another comes in 2d6 days if possible.
Danger Sense
Novice
Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nastry surprise, he gets a Notice roll at -2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable.

Healer
Novice, Spirit d8+
A character with this Edge adds 2 to all Healing rolls, whether natural or magical in nature. Up to five companions traveling with a Healer add the bonus to their natural healing rolls as well.
WILD CARD EDGES
The following Edges only work when the character is dealt a Joker during combat. The Edge’s effects are in addition to the usual effects of being dealt a Joker.
Dead Shot
Wild Card, Seasoned, Shooting/Throwing d10

The character doubles his total damage when making a successful Shooting or Throwing attack this round.
Mighty Blow
Wild Card, Seasoned, Fighting d10+
The character doubles his total damage when making a successful Fighting attack this round.
Power Surge
Wild Card, Seasoned, Arcane Skill d10+
This Edge is for those characters with Arcane Backgrounds. When dealt a Joker, the character recovers 2d6 Power Points. He may not exceed his usual limit.

RACIAL EDGES
These Edges are only open to members of a particular race.
Adaptable
Seasoned, Human or Half Elf with Edge heritage
Humans are capable of picking up new talents quite readily even if mastery sometimes eludes them. When a human takes this Edge he gains one non Improved version of an Edge restricted to another race as long as he meets all other requirements. This Edge may be taken multiple times, but only once per Rank. If a human learns Scamper, it appies to any creature one or more SIzes larger than him.

Barbaric Blood
Seasoned, Berserk, Half Orc
Some half orcs have an animal rage inside of them they can trigger consciously. A half orc with Barbaric Blood may spend a Benny to activate his Berserk Edge.
Improved Barbaric Blood
Veteran, Barbaric Blood, Spirit d8+
With sufficient willpower, a half orc who has learned to trigger his rage can restrain it a swell. Improved Barbaric Blood allows the half orc to ignore the -2 penalty to end his rage, and on a roll of 1 on his Fighting die, he will not hit an ally while Berserk (though he may still hit the wrong opponent or miss).
Double Shot
Seasoned, Elf or Half Elf with Agility Heritage, Shooting d8+
Elves are renowned not only for their accuracy with the bow but for incredible trick shots as well. Double Shot allows an elf to fire two arrows in his bow at once, firing two shots at a single target with one attack roll at a -2 modifier. The target must be within short range. If the attack is successful, both arrows hit, each causing normal damage. Double Shot does not work with corssbows or other ranged weapons-only with bows and arrows.
Improved Double Shot
Veteran, Double Shot
The elf may attack as per Double Shot, but ignores the -2 penalty.
Natural Warrior
Seasoned, Fighting d8+, Natural Weapons
Races with natural weapons, such as rakashans and saurians, have members who specialize in fighting “tooth and claw”. The damage for their natural weapons increases a die type.
Improved Natural Warrior
Veteran, Natural Warrior
If this warrior gets a raise on his Fighting roll when attacking with natural weapons, he gains an extra d10 damage instead of the normal +d6
Scamper
Seasoned, Agility d8
, Half Folk
Half folk are small and quick. Some make great use of this in combat too, scampering about to avoid the blows of larger foes. Opponents of man-size or larger subtract 1 from attack rolls against half folk with this Edge. The benefit only apples when the character is aware the attack is coming, he is unbound and able to move freely, and has no encumbrance penalty.
Improved Scamper
Veteran, Scamper
The half folk can move so quickly as to cause multiple opponents to niterfere with each others attacks. Opponents get no Gang Up bonus against the half folk.
Sunder
Seasoned, Dwarf
Dwarves have an instictual knowledge of materials. Those with the Edge know just where to strike objects or armored foes to cause the most damage. Any weapon in the hands of a dwarf with this Edge igonres 1 point of Armor (in addition to any AP value the weapon may already have) on a successful hit. If the dwarf gets a raise on the attack roll, he ignores 2 points of armor. The Edge appies against all forms of armor, natural or magical.
Improved Sunder
Veteran, Sunder
As Sunder, but the dwarf ignores up to 2 points of armor on a success and 4 points of armor on a raise.

LEGENDARY EDGES
These Edges are only available to those who have achieved Legendary Status.
Followers
Wild Card, Legendary
Heroes often acquire dedicated warbands, “Merry Men” or others who voluntarily follow the hero on his adventures.
Each time this Edge is chosen, 5 followers join the hero’s band. Casualties are not automatically replaced, so a hero may need to choose this Edge again on occasion to replenish his losses. The followers must have some way to eat and earn income, and generally want a pirece of whatever loot, treasure, or other rewards the hero acquires. Otherwise, they are competely dedicated to their idol an risk their lives for him under any normal conditions. In general, they won’t knowingly throw their lives away, but special circumstances or those who have been with the hero for a few years might.
The GM determines the followers’ statistics, but in general, use the Soldier archetype. Followers generally come with only basic equipment depending on their particular setting. The hero must purchase any additional equipment for his Followers himself.
Leader of Men
Legendary, Command
The character is a true leader of men, and commands respect and obedience from those who serve under him. Wild Cards may benefit from his Leadership Edges (if they so choose).
Professional
Legendary, d12 in affected Trait
The character is an exper ata particular Trait. His Trait becomes d12+1. This Edge may be selected more than once, but it may never be applied to the same Trait twice.

Expert
Legendary, Professional in affected Trait
As Professional, but the Trait increases to d12+2
Master
Wild Card, Legendary, Exper in affected Trait
The characters Wild Die increases to a d10 when rolling a particular Trait of his choice. This Edge may be chosen multiple times, though is only affects a particular Trait once.
Sidekick
Wild Card, Legendary
A character who triumphs over evil time and time again becomes an inspiration to others. Eventually, one of these young crusaders may atempt to join the hero in his epic quests.
The hero gains a Novice Rank sidekick. The sidekick is a Wild Card, gains experience as usual, and has abilities that complement or mimic his hero’s. In general, the player character should control his sidekick just like any other allied character. Of course, the sidekick may occasionally cause trouble (by getting captured, running into danger when he’s not supposed to, etc.) The player should be prepared for his “Edge” to occasionally become a “Hindrance”.
If the sidekick dies, he isn’t replaced inlyess the hero chooses this Edge again.
Tough as Nails
Legendary
Your hero is a grizzled veteran. Increase his Toughness by +1
Improved Tough as Nails
Legendary, Tough as Nails
Increase your hero’s Toughness by another +1

Weapon Master
Legendary, Fighting d12+
Increase your hero’s Parry by +1

Master of Arms
Legendary, Weapon Master
Increase your hero’s Parry by another +1


Equipment

Most characters will start with 7 sp to purchase their initial equipment. Certain backgrounds can increase this amount. In addition, characters must purchase a lifestyle. This has to be maintained from their findings on their adventures. Since most adventurers are busy running around saving the world, it doesn’t leave a lot of time for holding a normal job. If the character has an appropriate skill, they may be able to earn money during down time to help offset the cost of their lifestyle. All characters start with one month of the Poor lifestyle for free, and must improve from there. The available lifestyles are as follows.
Poor
Life is not easy, but it is at least bearable. You have some sort of roof over your head and enough food to keep going, but not much else. Gruel may make up a lot of your diet, and good meat is a rare treat indeed. Privacy is also usually at a premium since you can’t afford a room of your own. Cost: 20sp/month
Lower Middle Class
Life is a bit better now. Gruel is no longer a requirement of your diet, and once a week you can even afford a nice meal at the local tavern or a big feast at home. You may be sharing a house, but you can probably have at least a little personal space. Life is still mostly no frills, but it’s not bad either. Cost: 35sp/month
Middle Middle Class
At this level, home ownership becomes and option. You can afford good food every day, and the occasional extravagance. While not living rich, you are living well. Cost: 60sp/month
Upper Middle Class
At this point you have achieved the trappings of wealth. Fine food and clothing is normal for you, and you have a large house with a few servants. You have no worried about the basic necessities, and can enjoy some of the finer things in life as well. Cost: 120sp/month
Lower Upper Class
This is the level where true opulence begins. Mansions, servants and gourmet food are the standard fare. Cost: 200sp/month
Middle Upper Class
This is the lifestyle of powerful lords and great merchants. Feasts every night and entertainment are the norm. Your mansion has become a true castle, with servants and guards. Cost: 400sp/month
Upper Upper Class
Only the mightiest rulers ever achieve this level of opulence. Multiple castles, an army of servants to attend every need, and the ability to indulge almost any fantasy are available at this level. Cost: 1000sp/month.
Group lifestyles

Sometimes a group will decide to live together and share expenses. This can also apply to starting a family. The cost of living together in such circumstances are considerably less than if everyone tries to support the same lifestyle. The second person in the group adds 50% to the cost of the lifestyle, but both persons share the lifestyle. Each additional person adds 10% to the cost.

Equipment
Armor
Item Price Weight Armor Notes
Leather Armor 2sp 5cp 15 1
Light Chain/Studded Leather 6sp 2cp 4 bits 25 2
Heavy Chain 12sp 5cp 40 3
Plate Mail 62sp 5cp 60 4
Horsemail 125sp 120 5 Weight is reduced to 40 if used while riding.

Small Shield 3cp 1 bits 8 +1 Parry
Medium Shield 6cp 2 bits 12 +1 Parry, +2 Armor to ranged shots that hit.
Large Shield 2sp 5cp 20 +2 Parry, +2 Armor to ranged shots that hit.

FIREARMS
Item Price Damage Weight Range Min Str Notes
Blunderbuss 3sp 7cp 4 bits 1-3d6 12 10/20/40 d6 2 actions to reload, does 1d6 at long range, 2d6 medium and 3d6 close
Wheelock Pistol 1sp 8cp 6 bits 2d6+1 3 5/10/20 AP1, 2 actions to reload.
Wheelock Musket 3sp 7cp 4 bits 2d8 15 10/20/40 d6 AP2, 2 actions to reload.
Matchlock Musket 3sp 1cp 2 bits 2d8 20 10/20/40 d8 AP2, 2 actions to reload.
Two Barrel Pistol 8sp 7cp 4 bits 2d6+1 5 5/10/20 d6 AP1, 2 actions to reload.

RANGED WEAPONS
Item Price Damage Weight Range Min Str Notes
Throwing Axe 9cp 3 bits Str+d6 2 3/6/12
Bow 3sp 1cp 2 bits 2d6 3 12/24/48 d6
Crossbow 6sp 2cp 4 bits 2d6 10 15/30/60 d6 AP2, 1 action to reload.
Elvish Longbow 6sp 2cp 4 bits 2d6 4 15/30/60 d6
Great Bow 5sp 2d8 10 15/30/60 d8
Dagger 3cp 1 bits Str+d4 1 3/6/12
Sling 1cp 2 bits Str+d4 1 4/8/16
Spear 1sp 2cp 4 bits Str+d6 5 3/6/12 d6

AMMUNITION
Item Price Weight
Arrow 0.5 bits 0.2
Arrow, Greatbow 1 bits 0.5
Quarrel 2 bits 0.2
Shot w/ Powder 3 bits 0.1
Sling Stone 0.05 bits 0.1

MELEE WEAPONS
Item Price Damage Weight Min Str Notes
Dagger 3cp 1 bits Str+d4 1
Long Sword 3sp 7cp 4 bits Str+d8 8 d6 Includes Scimitars
Great Sword 5sp Str+d10 12 d10 Parry -1, 2 hands
Main Gauche 1sp 2cp 4 bits Str+d4 1 Parry 1
Rapier 7sp 5cp Str
d4 3 Parry 1
Short Sword 2sp 5cp Str
d6 4 Includes Cavalry Sabres

Axe 2sp 5cp Str+d6 2 d6
Battle Axe 3sp 7cp 4 bits Str+d8 10 d8
Great Axe 6sp 2cp 4 bits Str+d10 15 d10 AP1, Parry -1, requires 2 hands
Maul 5sp Str+d8 20 d10 AP2 vs rigid armor, Parry -1, requires 2 hands
Warhammer 3sp 1cp 2 bits Str+d6 8 AP1 vs rigid armor
Flail 2sp 5cp Str+d6 8 Ignores Shield Parry Bonus

Halberd 3sp 1cp 2 bits Str+d8 15 d8 Reach 1, requires 2 hands
Lance 3sp 7cp 4 bits Str+d8 10 d6 AP2 when charging, Reach 2, only usable in mounted combat.
Pike 5sp Str+d8 25 d8 Reach 2, requires 2 hands
Staff 1cp 2 bits Str+d4 8 Parry 1, Reach 1, requires 2 hands
Spear 1sp 2cp 4 bits Str
d6 5 d6 Parry +1, Reach 1, requires 2 hands

Club 1cp 2 bits Str+d4 1
Brass Knuckles 6cp 2 bits Str+d4 1 A character using brass knuckles is considered and unarmed defender.

MUNDANE EQUIPMENT
Item Price Weight
Alchemist’s Trunk 12sp 5cp 15
Backpack 3cp 1 bits 2
Bedroll 3cp 1 bits 4
Bell 1cp 2 bits
Belt Pouch 3cp 1 bits 1
Blanket 1cp 2 bits 4
Block and Tackle 2sp 5cp 5
Caltrops 1sp 2cp 4 bits 2
Candle 1 bits 0.5
Climbing Gear 2cp 4 bits 6
Compass 6cp 2 bits 1
Crowbar 1cp 2 bits 2
Flask (Ceramic) 5 bits 1
Flask(Metal) 1cp 2 bits 1
Flint and Steel 3 bits 1
Grappling Hook 6cp 2 bits 2
Gunsmith’s Tools 2sp 5cp 5
Hammer 1cp 2 bits 1
Lanten (Bullseye) 5cp 3
Lantern 3cp 1 bits 3
Lockpicks 1sp 2cp 4 bits 1
Manacles 3cp 1 bits 2
Medicine Chest 6sp 2cp 4 bits 10
Oil (1 Pint) 2 bits 1
Parchment (Per sheet) 1 bits 0.05
Pick or Shovel 5 bits 5
Pole (10’) 3cp 1 bits 8
Quiver (Holds 20 arrows) 1cp 2 bits 2
Rope (50’) 1cp 2 bits 15
Saddle 1cp 2 bits 10
Soap 1 bits 0.2
Spikes (10) 1cp 2 bits 10
Spyglass 12sp 5cp 2
Torch 5 bits 1
Waterskin 5 bits 1
Whetstone 5 bits 1
Whistle 2 bits
Writing Equipment 6cp 2 bits 1

ANIMALS
Item Price
Horse, Riding 3sp 7cp 4 bits
Horse, Light War 9sp 3cp 6 bits
Horse, Heavy War 25sp
Horse, Draft 6sp 2cp 4 bits
War Horse Barding, Light 6sp 2cp 4 bits
War Horse Barding, Heavy 15sp 6cp 2 bits
Donkey 1sp 8cp 6 bits
Hawk 2sp 5cp
Hunting Dog 2sp 5cp
Guard Dog 1sp 2cp 4 bits
War Dog 3sp 1cp 2 bits

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The Chronicles of Fallwater Bay BigTom