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<blockquote data-quote="Zadmar" data-source="post: 6249750" data-attributes="member: 6700109"><p>In this post I'll give a quick breakdown of the non-core Edges I'm using in the archetypes mentioned earlier.</p><p></p><p><strong>Natural Weapons</strong> is from Savage Armoury, although for the monk you could just use Martial Artist instead.</p><p></p><p><strong>Summon Familiar</strong> is an Edge I'm still working on. For now, you could substitute it for the Familiar Edge from the Fantasy Companion.</p><p></p><p>The other Edges are as follows:</p><p></p><p><span style="font-size: 15px"><strong>Arcane Background (Bardic Magic)</strong></span></p><p><strong>Requirements: </strong>Novice, Bard</p><p><strong>Arcane Skill: </strong>Persuasion (Spirit)</p><p><strong>Starting Power Points: </strong>10</p><p><strong>Starting Powers: </strong>2</p><p>You've learned how to channel your music into magic, using Persuasion as your arcane skill (note that Charisma is not added to Persuasion when used for casting spells). You use the Arcane Spell Failure rule when using medium or heavy armour, or large shields (i.e., if the penalty is 1 then you ignore it, but if it's 2 or 3 then it applies in full). Your spells should generally have a sound-based trapping, and unlike sorcerers and wizards you can even learn healing magic (but not Greater Healing).</p><p></p><p><span style="font-size: 15px"><strong>Arcane Background (Sorcery)</strong></span></p><p><span style="font-size: 15px"><strong></strong></span><strong>Requirements: </strong>Novice</p><p><strong>Arcane Skill: </strong>Sorcery (Spirit)</p><p><strong>Starting Power Points: </strong>15</p><p><strong>Starting Powers: </strong>2</p><p>This works the same as Arcane Background (Magic), except with +5 PP and 1 less power, the arcane skill is linked to Spirit, and it uses the Arcane Spell Failure rule. Sorcerers cannot cast spells with a healing trapping.</p><p></p><p><span style="font-size: 15px"><strong>Arcane Background (Wizardry)</strong></span></p><p><strong>Requirements: </strong>Novice</p><p><strong>Arcane Skill: </strong>Wizardry (Smarts)</p><p><strong>Starting Power Points: </strong>10</p><p><strong>Starting Powers: </strong>3</p><p>The number of powers a wizard has represents the number of spells he can memorise at any one time (i.e., 3 + however many New Power Edges he's taken). A wizard begins with 6 different spells in his spellbook, and gains 2 new spells each time he takes the New Power Edge. He may also learn additional spells from books and scrolls. Each spell is a power with a specific trapping, much like the examples in Savage Spellbook.</p><p>Whenever a wizard rolls 1 on his Wizardry skill die, the spell he's just cast vanishes from his mind, and needs to be re-memorised before it can be cast again. After 8+ hours sleep the wizard can memorise up to his full quota, with each spell requiring 10 minutes per rank to memorise.</p><p>Wizards use the Arcane Spell Failure rule, and cannot cast spells with a healing trapping.</p><p></p><p><span style="font-size: 15px"><strong>Bard</strong></span></p><p><strong>Requirements: </strong>Novice, Charismatic, Persuasion d8, Knowledge (Bardic Lore) d6</p><p>You are a talented musician and entertainer. You gain the Command Edge, representing your ability to inspire people with your songs - you must sing or play an instrument in order to use Command, but the benefits applies to all allies within range, rather than just subordinates. The same trapping extends to any other Leadership Edges you take. If you take Tactician, replace Knowledge (Battle) with Knowledge (Bardic Lore). </p><p>If you wish to take Jack-of-all-Trades, you may ignore the Smarts requirement. If you wish to take Attractive and Very Attractive during play, you can have it represent the attraction of your growing celebrity status.</p><p></p><p><span style="font-size: 15px"><strong>Berserker Rage</strong></span></p><p><strong>Requirements: </strong>Novice</p><p>Whenever you are Shaken or wounded by an attack, or successfully Taunted, you must make a Smarts roll to resist entering a berserk rage. You may also spend a benny to automatically enter a rage as a free action.</p><p>While in this state you gain +2 Toughness, ignore wound modifiers, and must automatically declare either Powerful Stance or Offensive Stance at the beginning of each turn.</p><p>Whenever you roll 1 on your Fighting die, you hit a random target within range, not including yourself or the original target. While in a berserker rage you cannot perform actions that require concentration, typically you can only draw weapons, perform Fighting attacks, and make Intimidation checks.</p><p>Ending the rage requires a Smarts roll at -2 (although others can help you with Cooperative Rolls), and once it expires you must make a Vigor roll or suffer a level of Fatigue.</p><p><strong>Design note: </strong>This is a replacement for the Berserk Edge. It's easier to activate, but not as powerful.</p><p></p><p><span style="font-size: 15px"><strong>Sneak Attack</strong></span></p><p><strong>Requirements: </strong>Novice, Fighting d6, Stealth d8</p><p>When you initiate close combat with an opponent, or when attacking an opponent against whom you gain a Gang Up bonus, you can choose to first make a Stealth roll opposed by their Notice as a normal action. On a success you get half the benefit of the Drop (+2 attack and damage) against them, while on a raise you get the full benefit of the Drop (+4 attack and damage). This bonus only applies to your next action, which must be taken before the beginning of your opponent's next turn, otherwise it is lost. It also doesn’t stack if you already have the Drop.</p><p>If you make both the Stealth roll and the attack in the same turn then you incur the normal multi-action penalty.</p></blockquote><p></p>
[QUOTE="Zadmar, post: 6249750, member: 6700109"] In this post I'll give a quick breakdown of the non-core Edges I'm using in the archetypes mentioned earlier. [B]Natural Weapons[/B] is from Savage Armoury, although for the monk you could just use Martial Artist instead. [B]Summon Familiar[/B] is an Edge I'm still working on. For now, you could substitute it for the Familiar Edge from the Fantasy Companion. The other Edges are as follows: [SIZE=4][B]Arcane Background (Bardic Magic)[/B][/SIZE] [B]Requirements: [/B]Novice, Bard [B]Arcane Skill: [/B]Persuasion (Spirit) [B]Starting Power Points: [/B]10 [B]Starting Powers: [/B]2 You've learned how to channel your music into magic, using Persuasion as your arcane skill (note that Charisma is not added to Persuasion when used for casting spells). You use the Arcane Spell Failure rule when using medium or heavy armour, or large shields (i.e., if the penalty is 1 then you ignore it, but if it's 2 or 3 then it applies in full). Your spells should generally have a sound-based trapping, and unlike sorcerers and wizards you can even learn healing magic (but not Greater Healing). [SIZE=4][B]Arcane Background (Sorcery) [/B][/SIZE][B]Requirements: [/B]Novice [B]Arcane Skill: [/B]Sorcery (Spirit) [B]Starting Power Points: [/B]15 [B]Starting Powers: [/B]2 This works the same as Arcane Background (Magic), except with +5 PP and 1 less power, the arcane skill is linked to Spirit, and it uses the Arcane Spell Failure rule. Sorcerers cannot cast spells with a healing trapping. [SIZE=4][B]Arcane Background (Wizardry)[/B][/SIZE] [B]Requirements: [/B]Novice [B]Arcane Skill: [/B]Wizardry (Smarts) [B]Starting Power Points: [/B]10 [B]Starting Powers: [/B]3 The number of powers a wizard has represents the number of spells he can memorise at any one time (i.e., 3 + however many New Power Edges he's taken). A wizard begins with 6 different spells in his spellbook, and gains 2 new spells each time he takes the New Power Edge. He may also learn additional spells from books and scrolls. Each spell is a power with a specific trapping, much like the examples in Savage Spellbook. Whenever a wizard rolls 1 on his Wizardry skill die, the spell he's just cast vanishes from his mind, and needs to be re-memorised before it can be cast again. After 8+ hours sleep the wizard can memorise up to his full quota, with each spell requiring 10 minutes per rank to memorise. Wizards use the Arcane Spell Failure rule, and cannot cast spells with a healing trapping. [SIZE=4][B]Bard[/B][/SIZE] [B]Requirements: [/B]Novice, Charismatic, Persuasion d8, Knowledge (Bardic Lore) d6 You are a talented musician and entertainer. You gain the Command Edge, representing your ability to inspire people with your songs - you must sing or play an instrument in order to use Command, but the benefits applies to all allies within range, rather than just subordinates. The same trapping extends to any other Leadership Edges you take. If you take Tactician, replace Knowledge (Battle) with Knowledge (Bardic Lore). If you wish to take Jack-of-all-Trades, you may ignore the Smarts requirement. If you wish to take Attractive and Very Attractive during play, you can have it represent the attraction of your growing celebrity status. [SIZE=4][B]Berserker Rage[/B][/SIZE] [B]Requirements: [/B]Novice Whenever you are Shaken or wounded by an attack, or successfully Taunted, you must make a Smarts roll to resist entering a berserk rage. You may also spend a benny to automatically enter a rage as a free action. While in this state you gain +2 Toughness, ignore wound modifiers, and must automatically declare either Powerful Stance or Offensive Stance at the beginning of each turn. Whenever you roll 1 on your Fighting die, you hit a random target within range, not including yourself or the original target. While in a berserker rage you cannot perform actions that require concentration, typically you can only draw weapons, perform Fighting attacks, and make Intimidation checks. Ending the rage requires a Smarts roll at -2 (although others can help you with Cooperative Rolls), and once it expires you must make a Vigor roll or suffer a level of Fatigue. [B]Design note: [/B]This is a replacement for the Berserk Edge. It's easier to activate, but not as powerful. [SIZE=4][B]Sneak Attack[/B][/SIZE] [B]Requirements: [/B]Novice, Fighting d6, Stealth d8 When you initiate close combat with an opponent, or when attacking an opponent against whom you gain a Gang Up bonus, you can choose to first make a Stealth roll opposed by their Notice as a normal action. On a success you get half the benefit of the Drop (+2 attack and damage) against them, while on a raise you get the full benefit of the Drop (+4 attack and damage). This bonus only applies to your next action, which must be taken before the beginning of your opponent's next turn, otherwise it is lost. It also doesn’t stack if you already have the Drop. If you make both the Stealth roll and the attack in the same turn then you incur the normal multi-action penalty. [/QUOTE]
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