November 08, 2005

Skill-Based Edges

  • Weapon Specialist (requires appropriate combat skill at 5+ and specialized in weapon of choice): Pick a weapon specialty when you take this Edge. Whenever you spend Hero Points to boost an attack roll with your chosen weapon specialty, double the number of Bonus Dice received.
  • Warrior Born (requires Light Weapons 5+ and Heavy Weapons 5+): Neither Light Weapons nor Heavy Weapons is a specialized skill for you anymore; you are automatically specialized in all melee weapons. If you have purchased additional Specialties already, you get 1/2 of the points spent back.
  • Natural Marksman (Requires Missile Weapons 5+): Neither Missile Weapons nor Thrown Weapons is a specialized skill for you anymore; you are automatically specialized in all ranged weapons. If you have purchased additional Specialties already, you get 1/2 of the points spent back.
  • Master Lockpick (requires Lock-picking 5+): the penalties for picking a lock with makeshift tools are reduced from -5 to -1 and the penalty for picking a lock with no tools whatsoever is reduced from -10 to -2. If you spend Hero Points on a Lock-picking roll, the number of Bonus Dice that you receive are doubled.
  • Natural Leader (requires Leadership 5+): when rolling Leadership to inspire troops, you can spend a Hero Point to give every person following your commands a Bonus Die that they can spend on their assigned task. If you spend Hero Points to boost your own Leadership roll, the number of Bonus Dice that you receive is doubled.
  • Master Merchant (requires Business 5+): you can substitute Merchant for Persuasion, Oratory or other social skills when money is involved. If you spend Hero Points on a Business roll, the number of Bonus Dice that you receive are doubled.
  • Natural Charmer (requires Charm 5+): you can use Charm without penalty even in inappropriate situations such as in the middle of combat. If you spend Hero Points on a Charm roll, the number of Bonus Dice that you receive are doubled.
  • Indomitable (requires Resolve 5+): you automatically succeed at any attempt to resist torture. If you spend Hero Points on a Resolve roll, the number of Bonus Dice that you receive is doubled.
  • Professional Torturer (requires Torture 5+): whenever you roll damage on someone you're torturing, you can choose to only inflict 1 point of real damage, with the rest being stun. If you spend "Hero" Points on a Torture roll, the number of Bonus Dice that you receive is doubled.
  • Scholarly (Requires Lore 5+): you are never penalized on Lore rolls due to distractions... recalling this information is second-nature to you. If you spend Hero Points on a Lore roll (inside a specialty or not), the number of Bonus Dice that you receive is doubled.
  • Reflexive Catch (requires Thrown Weapons 5+): whenever someone throws a weapon at you that you could wield and throw yourself and you have a hand free and can see it coming, you can choose to defend yourself by rolling your Thrown Weapons skill (at full value) vs their attack roll. If you succeed, you catch the weapon yourself. You can also use this against missile weapons like arrows and crossbow bolts, but you have to spend a Hero Point to even make the attempt.
  • Spinning Strike (Requires Light Weapons 5+ or Heavy Weapons 5+): you can perform a spinning strike for 2 actions. This is a single attack (and it must use a weapon skill that you have rated at 5+) that every adjacent foe has to defend against or be struck by. If you spend a Hero Point, you can perform a spinning strike for 1 action. Note that since you only roll once, if you perform a spinning strike against just two foes and spend a Hero Point to add Bonus Dice to it, you'll see the benefit against both opponents.
  • Devout (Requires Lore: Religion 5+): you are unusually devout in your religious beliefs. Whenever you spend Hero Points to add bonus dice to a Lore: Religion roll or a related task such as using Oratory to give a religious speech, the number of Bonus Dice that you receive is doubled.
  • Pickpocket Training (Requires Sleight of Hand 5+): you can now use your Sleight of Hand skill to try and steal items from other characters with minimal physical contact. You'll roll Sleight of Hand vs their Awareness (at a -5 penalty if they're suspicious of you and at -10 if they're actively watching for it) with the Success Level indicating what sort of thing can be stolen. Whenever you spend Hero Points on a Sleight of Hand roll, the number of Bonus Dice that you receive is doubled.
  • Advanced Magical Technique (Requires appropriate spell skill at 5+): pick a single spell skill when you take this Edge. You can now perform the advanced effects associated with that skill. Whenever you spend Hero Points for bonus dice when using that skill, the number of Bonus Dice that you receive is doubled. This Edge can be taken multiple times, but a different spell skill must be selected each time.
Posted by Kiz at November 8, 2005 10:17 PM
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