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What should I choose for my next system?
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<blockquote data-quote="frankthedm" data-source="post: 4600152" data-attributes="member: 1164"><p>Well, a tighter grip on those is almost <em>always</em> needed and the games that have them often suggest GM involvment. Not <em>only</em> to reign in powergamers, but to excise the ones that will have too much impact beyond the character. Sadly Savage words IS a <em>Slaps and Beanies</em> system. </p><p> </p><p> [sblock=Savage worlds Edges& Hindrances]</p><p> <span style="font-family: 'Arial'">So you might be looking at a couple of Savage Worlds characters and thinking “Hmm. These guys both have a d8 in Fighting. What makes them different?” That’s where Edges and Hindrances come in. These all-important feats and drawbacks are what make two otherwise similar fighters VERY different from one another.</span></p><p> <span style="font-family: 'Arial'">The list below will get you through playing the characters in our free adventures. For more details, you’ll want to check out the actual <em>Savage Worlds </em>rulebook.</span></p><p> Hindrances</p><p> <strong><span style="font-family: 'Arial'">All Thumbs (Minor): </span></strong><span style="font-family: 'Arial'">-2 Repair; Roll of 1 on a mechanical or electronic device causes malfunction</span></p><p> <strong><span style="font-family: 'Arial'">Anemic (Minor): </span></strong><span style="font-family: 'Arial'">-2 Vigor to resist sickness, disease, poison, or environment</span></p><p> <strong><span style="font-family: 'Arial'">Arrogant (Major): </span></strong><span style="font-family: 'Arial'">Must humiliate opponent, challenge the ‘leader’</span></p><p> <strong><span style="font-family: 'Arial'">Bad Eyes (Minor/Major): </span></strong><span style="font-family: 'Arial'">-2 to attack or notice something more than 5” distant</span></p><p> <strong><span style="font-family: 'Arial'">Bad Luck (Major): </span></strong><span style="font-family: 'Arial'">One less benny per session</span></p><p> <strong><span style="font-family: 'Arial'">Big Mouth (Minor): </span></strong><span style="font-family: 'Arial'">Unable to keep secret, blabs at wrong time</span></p><p> <strong><span style="font-family: 'Arial'">Blind (Major): </span></strong><span style="font-family: 'Arial'">-6 on all actions that require vision; -2 on social rolls, gain additional Edge</span></p><p> <strong><span style="font-family: 'Arial'">Bloodthirsty (Major): </span></strong><span style="font-family: 'Arial'">Never takes prisoners; -4 Charisma if known</span></p><p> <strong><span style="font-family: 'Arial'">Cautious (Minor): </span></strong><span style="font-family: 'Arial'">Character is overly careful</span></p><p> <strong><span style="font-family: 'Arial'">Clueless (Major): </span></strong><span style="font-family: 'Arial'">-2 to most Common Knowledge rolls</span></p><p> <strong><span style="font-family: 'Arial'">Code of Honor (Major): </span></strong><span style="font-family: 'Arial'">The character keeps his word and acts like a gentleman</span></p><p> <strong><span style="font-family: 'Arial'">Curious (Major): </span></strong><span style="font-family: 'Arial'">Character wants to know about everything</span></p><p> <strong><span style="font-family: 'Arial'">Death Wish (Minor): </span></strong><span style="font-family: 'Arial'">Character wants to die after completing some task</span></p><p> <strong><span style="font-family: 'Arial'">Delusional (Minor/Major): </span></strong><span style="font-family: 'Arial'">Character suffers from grave delusions</span></p><p> <strong><span style="font-family: 'Arial'">Doubting Thomas (Minor): </span></strong><span style="font-family: 'Arial'">Character doesn’t believe in the supernatural</span></p><p> <strong><span style="font-family: 'Arial'">Elderly (Major): </span></strong><span style="font-family: 'Arial'">Pace -1, -1 to Strength and Vigor die types; 5 extra skill points for any skill linked to Smarts</span></p><p> <strong><span style="font-family: 'Arial'">Enemy (Minor/Major): </span></strong><span style="font-family: 'Arial'">The character has a recurring nemesis of some sort</span></p><p> <strong><span style="font-family: 'Arial'">Greedy (Minor/Major): </span></strong><span style="font-family: 'Arial'">The character is obsessed with wealth</span></p><p> <strong><span style="font-family: 'Arial'">Habit (Minor/Major): </span></strong><span style="font-family: 'Arial'">Charisma -1; must make Fatigue rolls when deprived of Major Habits</span></p><p> <strong><span style="font-family: 'Arial'">Hard of Hearing (Minor/Major): </span></strong><span style="font-family: 'Arial'">-2 to Notice sounds; automatic failure if completely deaf</span></p><p> <strong><span style="font-family: 'Arial'">Heroic (Major): </span></strong><span style="font-family: 'Arial'">The character is a true hero and always helps those in need</span></p><p> <strong><span style="font-family: 'Arial'">Illiterate (Major): </span></strong><span style="font-family: 'Arial'">The character cannot read or write.</span></p><p> <strong><span style="font-family: 'Arial'">Lame (Major): </span></strong><span style="font-family: 'Arial'">-2 Pace and running die is a d4</span></p><p> <strong><span style="font-family: 'Arial'">Loyal (Minor): </span></strong><span style="font-family: 'Arial'">The hero tries to never betray or disappoint his friends</span></p><p> <strong><span style="font-family: 'Arial'">Mean (Minor): </span></strong><span style="font-family: 'Arial'">The character suffers -2 to his Charisma for his ill-temper and surliness</span></p><p> <strong><span style="font-family: 'Arial'">Obese (Minor): </span></strong><span style="font-family: 'Arial'">+1 Toughness, -1 Pace, d4 running die</span></p><p> <strong><span style="font-family: 'Arial'">One Arm (Major): </span></strong><span style="font-family: 'Arial'">-4 to tasks requiring two arms</span></p><p> <strong><span style="font-family: 'Arial'">One Eye (Major): </span></strong><span style="font-family: 'Arial'">-1 Charisma, -2 to rolls requiring depth perception</span></p><p> <strong><span style="font-family: 'Arial'">One Leg (Major): </span></strong><span style="font-family: 'Arial'">Pace –2, d4 running die, -2 to rolls requiring mobility, -2 to Swimming skill</span></p><p> <strong><span style="font-family: 'Arial'">Outsider (Minor): </span></strong><span style="font-family: 'Arial'">-2 Charisma, treated badly by those of the more dominant society</span></p><p> <strong><span style="font-family: 'Arial'">Overconfident (Major): </span></strong><span style="font-family: 'Arial'">The hero believes he can do anything</span></p><p> <strong><span style="font-family: 'Arial'">Pacifist (Minor/Major): </span></strong><span style="font-family: 'Arial'">The character fights only in self-defense as a Minor Hindrance, and won’t fight living creatures under any circumstance as a major Hindrance</span></p><p> <strong><span style="font-family: 'Arial'">Phobia (Minor/Major): </span></strong><span style="font-family: 'Arial'">-2 or –4 to trait tests when near the phobia</span></p><p> <strong><span style="font-family: 'Arial'">Poverty (Minor): </span></strong><span style="font-family: 'Arial'">Half starting funds, general inability to hang onto future income</span></p><p> <strong><span style="font-family: 'Arial'">Quirk (Minor): </span></strong><span style="font-family: 'Arial'">The character has some minor but persistent foible, such as bragging, elitism, or the pursuit of fame </span></p><p> <strong><span style="font-family: 'Arial'">Small (Major): </span></strong><span style="font-family: 'Arial'">-1 Toughness</span></p><p> <strong><span style="font-family: 'Arial'">Stubborn (Minor): </span></strong><span style="font-family: 'Arial'">The character always wants his way</span></p><p> <strong><span style="font-family: 'Arial'">Ugly (Minor): </span></strong><span style="font-family: 'Arial'">-2 Charisma due to the character’s less-than average appearance</span></p><p> <strong><span style="font-family: 'Arial'">Vengeful (Minor/Major): </span></strong><span style="font-family: 'Arial'">Character holds a grudge, will kill to settle the score as a Major Hindrance</span></p><p> <strong><span style="font-family: 'Arial'">Vow (Minor/Major): </span></strong><span style="font-family: 'Arial'">The hero has a pledge to himself, a group, a deity, or a religion</span></p><p> <strong><span style="font-family: 'Arial'">Wanted (Minor/Major): </span></strong><span style="font-family: 'Arial'">The character is a criminal of some sort </span></p><p> <strong><span style="font-family: 'Arial'">Yellow (Major): </span></strong><span style="font-family: 'Arial'">The character is cowardly and suffers -2 to his Guts rolls</span></p><p> <strong><span style="font-family: 'Arial'">Young (Major): </span></strong><span style="font-family: 'Arial'">3 points for Attributes (instead of 5); 10 skill points (instead of 15), +1 benny per session</span>11 </p><p> Edges</p><p> <span style="font-family: 'Arial'">Edges sometimes have Requirements. These are listed in parentheses after the Edge. N is Novice Rank, S is Seasoned, etc. Attribute requirements are listed as A=Agility, St=Strength, Sm=Smarts, Sp=Spirit, and V=Vigor.</span></p><p> <strong><span style="font-family: 'Arial'">Ace* (N, A d8): </span></strong><span style="font-family: 'Arial'">+2 to Boating, Driving, Piloting; may make soak rolls for vehicle at -2</span></p><p> <strong><span style="font-family: 'Arial'">Acrobat* (N, A d8, St d6): </span></strong><span style="font-family: 'Arial'">+2 to Agility tricks; +1 Parry if unencumbered</span></p><p> <strong><span style="font-family: 'Arial'">Alertness* (N): </span></strong><span style="font-family: 'Arial'">+2 Notice</span></p><p> <strong><span style="font-family: 'Arial'">Ambidextrous* (N, A d8): </span></strong><span style="font-family: 'Arial'">Ignore -2 penalty for using off-hand</span></p><p> <strong><span style="font-family: 'Arial'">Arcane Background* (N): </span></strong><span style="font-family: 'Arial'">Allows access to supernatural powers</span></p><p> <strong><span style="font-family: 'Arial'">Arcane Resistance* (N, Sp d8): </span></strong><span style="font-family: 'Arial'">Armor 2 vs. magic, +2 to resist magic effects </span></p><p> <strong><span style="font-family: 'Arial'">Improved Arcane Resistance* (N, Arcane Res.): </span></strong><span style="font-family: 'Arial'">Armor 4 vs. magic, +4 to resist magic effects</span></p><p> <strong><span style="font-family: 'Arial'">Attractive* (N, V d6): </span></strong><span style="font-family: 'Arial'">Charisma +2 </span></p><p> <strong><span style="font-family: 'Arial'">Very Attractive* (N, Attractive): </span></strong><span style="font-family: 'Arial'">Charisma +4</span></p><p> <strong><span style="font-family: 'Arial'">Beast Bond (N): </span></strong><span style="font-family: 'Arial'">Character may spend bennies for his animals</span></p><p> <strong><span style="font-family: 'Arial'">Beast Master (N, Sp d8): </span></strong><span style="font-family: 'Arial'">You gain an animal companion</span></p><p> <strong><span style="font-family: 'Arial'">Berserk* (N): </span></strong><span style="font-family: 'Arial'">Smarts roll or go Berserk after being wounded; +2 Fighting and Strength rolls, -2 Parry, +2 Toughness; Roll of 1 on Fighting die hits random adjacent target</span></p><p> <strong><span style="font-family: 'Arial'">Block (S, Fighting d8): </span></strong><span style="font-family: 'Arial'">Parry +1 </span></p><p> <strong><span style="font-family: 'Arial'">Improved Block (V, Block): </span></strong><span style="font-family: 'Arial'">Parry +2</span></p><p> <strong><span style="font-family: 'Arial'">Brawny* (N, St d6, V d6): </span></strong><span style="font-family: 'Arial'">Toughness +1; load limit is 8xStr instead of 5xStr</span></p><p> <strong><span style="font-family: 'Arial'">Champion* (N, AB (Miracles), Sp d8, St d6, V d8, Faith d6, Fighting d8): </span></strong><span style="font-family: 'Arial'">+2 damage and Toughness vs. supernatural evil</span></p><p> <strong><span style="font-family: 'Arial'">Charismatic (N, Sp d8): </span></strong><span style="font-family: 'Arial'">Charisma +2</span></p><p> <strong><span style="font-family: 'Arial'">Combat Reflexes (S): </span></strong><span style="font-family: 'Arial'">+2 to recover from being Shaken</span></p><p> <strong><span style="font-family: 'Arial'">Command (N, Sm d6): </span></strong><span style="font-family: 'Arial'">+1 to troops recovering from being Shaken within 5”</span></p><p> <strong><span style="font-family: 'Arial'">Common Bond (N, Wild Card, Sp d8): </span></strong><span style="font-family: 'Arial'">May give bennies to companions in communication</span></p><p> <strong><span style="font-family: 'Arial'">Connections (N): </span></strong><span style="font-family: 'Arial'">Call upon powerful friends with Persuasion roll</span></p><p> <strong><span style="font-family: 'Arial'">Danger Sense (N): </span></strong><span style="font-family: 'Arial'">Notice-2 to detect surprise attacks/danger</span></p><p> <strong><span style="font-family: 'Arial'">Dead Shot (WC, S, Shoot/Throw d10): </span></strong><span style="font-family: 'Arial'">Double ranged damage when dealt Joker</span></p><p> <strong><span style="font-family: 'Arial'">Dodge (S, A d8): </span></strong><span style="font-family: 'Arial'">-1 to be hit with ranged attacks </span></p><p> <strong><span style="font-family: 'Arial'">Improved Dodge (V, Dodge): </span></strong><span style="font-family: 'Arial'">-2 to be hit with ranged attacks</span></p><p> <strong><span style="font-family: 'Arial'">Fast Healer* (N, V d8): </span></strong><span style="font-family: 'Arial'">+2 to natural healing rolls</span></p><p> <strong><span style="font-family: 'Arial'">Fervor (V, Sp d8, Command): </span></strong><span style="font-family: 'Arial'">+1 melee damage to troops in command</span></p><p> <strong><span style="font-family: 'Arial'">First Strike (N, A d8): </span></strong><span style="font-family: 'Arial'">Automatically attack one foe who moves adjacent per round </span></p><p> <strong><span style="font-family: 'Arial'">Improved First Strike (H, First Strike): </span></strong><span style="font-family: 'Arial'">Automatically attack all foes who move adjacent</span></p><p> <strong><span style="font-family: 'Arial'">Fleet-Footed (N, A d6): </span></strong><span style="font-family: 'Arial'">+2 Pace, d10 running die instead of d6</span></p><p> <strong><span style="font-family: 'Arial'">Florentine (N, A d8, Fighting d8+): </span></strong><span style="font-family: 'Arial'">+1 vs. foes with single weapon and no shield, ignore 1 point of gang up bonus</span></p><p> <strong><span style="font-family: 'Arial'">Followers (L, WC): </span></strong><span style="font-family: 'Arial'">Attract 5 henchmen</span></p><p> <strong><span style="font-family: 'Arial'">Frenzy (S, Fighting d10): </span></strong><span style="font-family: 'Arial'">1 extra Fighting attack at -2 </span></p><p> <strong><span style="font-family: 'Arial'">Improved Frenzy (V, Frenzy): </span></strong><span style="font-family: 'Arial'">As above but no penalty</span></p><p> <strong><span style="font-family: 'Arial'">Gadgeteer* (N, AB (Weird Science), Sm d8, Repair d8 Weird Science d8, two scientific Knowledge skills d6): </span></strong><span style="font-family: 'Arial'">May “jury-rig” a device with any available power once per game session</span></p><p> <strong><span style="font-family: 'Arial'">Giant Killer (V): </span></strong><span style="font-family: 'Arial'">+1d6 damage when attacking large creatures</span></p><p> <strong><span style="font-family: 'Arial'">Hard to Kill (N, WC, Sp d8): </span></strong><span style="font-family: 'Arial'">Ignore wound penalties for Vigor rolls made on the Knockout or Injury tables </span></p><p> <strong><span style="font-family: 'Arial'">Harder to Kill (V, Hard to Kill): </span></strong><span style="font-family: 'Arial'">50% chance of surviving “death” by some unlikely means</span></p><p> <strong><span style="font-family: 'Arial'">Healer (N, Sp d8): </span></strong><span style="font-family: 'Arial'">+2 to all Healing rolls and the <em>healing </em>power if applicable.</span></p><p> <strong><span style="font-family: 'Arial'">Hold the Line! (S, Sm d8, Command): </span></strong><span style="font-family: 'Arial'">Troops have +1 Toughness</span></p><p> <strong><span style="font-family: 'Arial'">Holy/Unholy Warrior* (N, AB (Miracles), Sp d8, Faith d6): </span></strong><span style="font-family: 'Arial'">Spend 1 Power Point to make evil creatures make Spirit check or be Shaken; roll of 1 kills Extras, wounds Wild Cards; cost is 1 Power Point per creature affected</span></p><p> <strong><span style="font-family: 'Arial'">Inspire (S, Command): </span></strong><span style="font-family: 'Arial'">+1 to Spirit rolls of all troops in command</span></p><p> <strong><span style="font-family: 'Arial'">Investigator (N, Sm d8, Investigation d8+, Streetwise d8+): </span></strong><span style="font-family: 'Arial'">+2 Investigation and Streetwise</span></p><p> <strong><span style="font-family: 'Arial'">Jack of All Trades* (N, Sm d10): </span></strong><span style="font-family: 'Arial'">Ignore -2 untrained penalty for skills linked to Smarts</span></p><p> <strong><span style="font-family: 'Arial'">Level Headed (S, Sm d8): </span></strong><span style="font-family: 'Arial'">Act on best of two cards in combat </span></p><p> <strong><span style="font-family: 'Arial'">Improved Level Headed (S, Level Headed): </span></strong><span style="font-family: 'Arial'">Act on best of three cards in combat</span>12 </p><p> <strong><span style="font-family: 'Arial'">Luck* (N): </span></strong><span style="font-family: 'Arial'">+1 benny per session </span></p><p> <strong><span style="font-family: 'Arial'">Great Luck* (N, Luck): </span></strong><span style="font-family: 'Arial'">+2 bennies per session</span></p><p> <strong><span style="font-family: 'Arial'">Marksman (S): </span></strong><span style="font-family: 'Arial'">Character gets the aim maneuver (+2 Shooting) if he does not move</span></p><p> <strong><span style="font-family: 'Arial'">McGyver* (N, Sm d6, Repair d6, Notice d8): </span></strong><span style="font-family: 'Arial'">No penalties due to lack of equipment</span></p><p> <strong><span style="font-family: 'Arial'">Mentalist* (N, AB (Psionics), Sm d8, Psionics d6): </span></strong><span style="font-family: 'Arial'">+2 to any opposed Psionics roll</span></p><p> <strong><span style="font-family: 'Arial'">Mighty Blow (S, Wild Card, Fighting d10): </span></strong><span style="font-family: 'Arial'">Double melee damage when dealt Joker</span></p><p> <strong><span style="font-family: 'Arial'">Mr. Fix It* (N, AB (Weird Science), Sm d10, Repair d8, Weird Science d8, two scientific Knowledge skills at d6): </span></strong><span style="font-family: 'Arial'">+2 to Repair rolls, halve normal Repair time with raise</span></p><p> <strong><span style="font-family: 'Arial'">Natural Leader (N, Sp d8, Command): </span></strong><span style="font-family: 'Arial'">Leader may give bennies to troops in command</span></p><p> <strong><span style="font-family: 'Arial'">Nerves of Steel (N, WC, V d8): </span></strong><span style="font-family: 'Arial'">Ignore 1 point of wound penalties </span></p><p> <strong><span style="font-family: 'Arial'">Improved Nerves of Steel (N, Nerves of Steel): </span></strong><span style="font-family: 'Arial'">Ignore 2 points of wound penalties</span></p><p> <strong><span style="font-family: 'Arial'">New Power (N, AB): </span></strong><span style="font-family: 'Arial'">Character gains one new power</span></p><p> <strong><span style="font-family: 'Arial'">Noble* (N): </span></strong><span style="font-family: 'Arial'">+2 Charisma; Character is noble born with status and wealth</span></p><p> <strong><span style="font-family: 'Arial'">No Mercy (S): </span></strong><span style="font-family: 'Arial'">May spend bennies on damage rolls</span></p><p> <strong><span style="font-family: 'Arial'">Power Points (N, AB): </span></strong><span style="font-family: 'Arial'">+5 Power Points, once per rank only</span></p><p> <strong><span style="font-family: 'Arial'">Power Surge (S, arcane skill d10): </span></strong><span style="font-family: 'Arial'">+2d6 Power Points when dealt a Joker</span></p><p> <strong><span style="font-family: 'Arial'">Professional (L, d12 in trait): </span></strong><span style="font-family: 'Arial'">Trait becomes d12+1 </span></p><p> <strong><span style="font-family: 'Arial'">Expert (L, Professional in trait): </span></strong><span style="font-family: 'Arial'">Trait becomes d12+2 </span></p><p> <strong><span style="font-family: 'Arial'">Master (L, WC, Expert in trait): </span></strong><span style="font-family: 'Arial'">Wild Die is d10 for one trait</span></p><p> <strong><span style="font-family: 'Arial'">Quick* (N, A d8): </span></strong><span style="font-family: 'Arial'">Discard draw of 5 or less for new card</span></p><p> <strong><span style="font-family: 'Arial'">Quick Draw (N, A d8): </span></strong><span style="font-family: 'Arial'">May automatically draw weapon as a free action</span></p><p> <strong><span style="font-family: 'Arial'">Rapid Recharge (S, Sp d6, AB): </span></strong><span style="font-family: 'Arial'">Regain 1 Power Point every 30 minutes </span></p><p> <strong><span style="font-family: 'Arial'">Improved Rapid Recharge (V, Rapid Recharge): </span></strong><span style="font-family: 'Arial'">Regain 1 Power Point every 15 minutes</span></p><p> <strong><span style="font-family: 'Arial'">Rich* (N): </span></strong><span style="font-family: 'Arial'">3x starting funds, $75K annual salary </span></p><p> <strong><span style="font-family: 'Arial'">Filthy Rich* (N, Noble or Rich): </span></strong><span style="font-family: 'Arial'">5x starting funds, $250K annual salary</span></p><p> <strong><span style="font-family: 'Arial'">Rock and Roll! (S, Shooting d8): </span></strong><span style="font-family: 'Arial'">Full-auto penalty is -1 instead of -2</span></p><p> <strong><span style="font-family: 'Arial'">Scholar* (N, d8 in affected skills): </span></strong><span style="font-family: 'Arial'">+2 to two</span><span style="font-family: 'Arial'"> different Knowledge skills</span></p><p> <strong><span style="font-family: 'Arial'">Sidekick (L, WC): </span></strong><span style="font-family: 'Arial'">Characters gains a Novice WC sidekick</span></p><p> <strong><span style="font-family: 'Arial'">Soul Drain (S, Special): </span></strong><span style="font-family: 'Arial'">Special</span></p><p> <strong><span style="font-family: 'Arial'">Steady Hands (N, A d8): </span></strong><span style="font-family: 'Arial'">Ignore unstable platform penalty for mounts or vehicles</span></p><p> <strong><span style="font-family: 'Arial'">Sweep (N, St d8, Fighting d8): </span></strong><span style="font-family: 'Arial'">Attack all adjacent foes at -2 </span></p><p> <strong><span style="font-family: 'Arial'">Improved Sweep (V, Sweep): </span></strong><span style="font-family: 'Arial'">As above but with no penalty</span></p><p> <strong><span style="font-family: 'Arial'">Strong Willed (N, Intimidate d6, Taunt d6): </span></strong><span style="font-family: 'Arial'">+2 Intimidate and Taunt, +2 to resist</span></p><p> <strong><span style="font-family: 'Arial'">Thief* (N, A d8, Climb d6, Lockpick d6, Stealth d8): </span></strong><span style="font-family: 'Arial'">+2 Climb, Lockpick, Stealth, rolls made to trick or deceive, detecting or disarming traps</span></p><p> <strong><span style="font-family: 'Arial'">Tough as Nails (L): </span></strong><span style="font-family: 'Arial'">Toughness +1 </span></p><p> <strong><span style="font-family: 'Arial'">Improved Tough as Nails (L, Tough as Nails): </span></strong><span style="font-family: 'Arial'">Toughness +2</span></p><p> <strong><span style="font-family: 'Arial'">Trademark Weapon (N, Fighting or Shooting d10): </span></strong><span style="font-family: 'Arial'">+1 Fighting or Shooting with one particular weapon </span></p><p> <strong><span style="font-family: 'Arial'">Improved Trademark Weapon (V, Trademark Weapon): </span></strong><span style="font-family: 'Arial'">+2 Fighting or Shooting with one particular weapon</span></p><p> <strong><span style="font-family: 'Arial'">Two-Fisted (N, A d8): </span></strong><span style="font-family: 'Arial'">May attack with a weapon in each hand without multi-action penalty.</span></p><p> <strong><span style="font-family: 'Arial'">Weapon Master (L, Fighting d12): </span></strong><span style="font-family: 'Arial'">Parry +1 </span></p><p> <strong><span style="font-family: 'Arial'">Master of Arms (L, Weapon Master): </span></strong><span style="font-family: 'Arial'">Parry +2</span></p><p> <strong><span style="font-family: 'Arial'">Wizard* (N, AB (Magic), Sm d8, Knowledge (arcana) d8, Spellcasting d6): </span></strong><span style="font-family: 'Arial'">Each Spellcasting raise reduces cost of spell by 1 point</span></p><p> <strong><span style="font-family: 'Arial'">Woodsman* b (N, Sp d6, Survival d8, Tracking d8): </span></strong><span style="font-family: 'Arial'">+2 Tracking, Survival, and Stealth(while in Wilderness)</span></p><p> <em><span style="font-family: 'Arial'">*Background or Professional Edge—must be chosen during character creation or with GM approval thereafter.</span></em></p><p> [/sblock]</p></blockquote><p></p>
[QUOTE="frankthedm, post: 4600152, member: 1164"] Well, a tighter grip on those is almost [I]always[/I] needed and the games that have them often suggest GM involvment. Not [I]only[/I] to reign in powergamers, but to excise the ones that will have too much impact beyond the character. Sadly Savage words IS a [I]Slaps and Beanies[/I] system. [sblock=Savage worlds Edges& Hindrances] [FONT=Arial]So you might be looking at a couple of Savage Worlds characters and thinking “Hmm. These guys both have a d8 in Fighting. What makes them different?” That’s where Edges and Hindrances come in. These all-important feats and drawbacks are what make two otherwise similar fighters VERY different from one another.[/FONT] [FONT=Arial]The list below will get you through playing the characters in our free adventures. For more details, you’ll want to check out the actual [I]Savage Worlds [/I]rulebook.[/FONT] Hindrances [B][FONT=Arial]All Thumbs (Minor): [/FONT][/B][FONT=Arial]-2 Repair; Roll of 1 on a mechanical or electronic device causes malfunction[/FONT] [B][FONT=Arial]Anemic (Minor): [/FONT][/B][FONT=Arial]-2 Vigor to resist sickness, disease, poison, or environment[/FONT] [B][FONT=Arial]Arrogant (Major): [/FONT][/B][FONT=Arial]Must humiliate opponent, challenge the ‘leader’[/FONT] [B][FONT=Arial]Bad Eyes (Minor/Major): [/FONT][/B][FONT=Arial]-2 to attack or notice something more than 5” distant[/FONT] [B][FONT=Arial]Bad Luck (Major): [/FONT][/B][FONT=Arial]One less benny per session[/FONT] [B][FONT=Arial]Big Mouth (Minor): [/FONT][/B][FONT=Arial]Unable to keep secret, blabs at wrong time[/FONT] [B][FONT=Arial]Blind (Major): [/FONT][/B][FONT=Arial]-6 on all actions that require vision; -2 on social rolls, gain additional Edge[/FONT] [B][FONT=Arial]Bloodthirsty (Major): [/FONT][/B][FONT=Arial]Never takes prisoners; -4 Charisma if known[/FONT] [B][FONT=Arial]Cautious (Minor): [/FONT][/B][FONT=Arial]Character is overly careful[/FONT] [B][FONT=Arial]Clueless (Major): [/FONT][/B][FONT=Arial]-2 to most Common Knowledge rolls[/FONT] [B][FONT=Arial]Code of Honor (Major): [/FONT][/B][FONT=Arial]The character keeps his word and acts like a gentleman[/FONT] [B][FONT=Arial]Curious (Major): [/FONT][/B][FONT=Arial]Character wants to know about everything[/FONT] [B][FONT=Arial]Death Wish (Minor): [/FONT][/B][FONT=Arial]Character wants to die after completing some task[/FONT] [B][FONT=Arial]Delusional (Minor/Major): [/FONT][/B][FONT=Arial]Character suffers from grave delusions[/FONT] [B][FONT=Arial]Doubting Thomas (Minor): [/FONT][/B][FONT=Arial]Character doesn’t believe in the supernatural[/FONT] [B][FONT=Arial]Elderly (Major): [/FONT][/B][FONT=Arial]Pace -1, -1 to Strength and Vigor die types; 5 extra skill points for any skill linked to Smarts[/FONT] [B][FONT=Arial]Enemy (Minor/Major): [/FONT][/B][FONT=Arial]The character has a recurring nemesis of some sort[/FONT] [B][FONT=Arial]Greedy (Minor/Major): [/FONT][/B][FONT=Arial]The character is obsessed with wealth[/FONT] [B][FONT=Arial]Habit (Minor/Major): [/FONT][/B][FONT=Arial]Charisma -1; must make Fatigue rolls when deprived of Major Habits[/FONT] [B][FONT=Arial]Hard of Hearing (Minor/Major): [/FONT][/B][FONT=Arial]-2 to Notice sounds; automatic failure if completely deaf[/FONT] [B][FONT=Arial]Heroic (Major): [/FONT][/B][FONT=Arial]The character is a true hero and always helps those in need[/FONT] [B][FONT=Arial]Illiterate (Major): [/FONT][/B][FONT=Arial]The character cannot read or write.[/FONT] [B][FONT=Arial]Lame (Major): [/FONT][/B][FONT=Arial]-2 Pace and running die is a d4[/FONT] [B][FONT=Arial]Loyal (Minor): [/FONT][/B][FONT=Arial]The hero tries to never betray or disappoint his friends[/FONT] [B][FONT=Arial]Mean (Minor): [/FONT][/B][FONT=Arial]The character suffers -2 to his Charisma for his ill-temper and surliness[/FONT] [B][FONT=Arial]Obese (Minor): [/FONT][/B][FONT=Arial]+1 Toughness, -1 Pace, d4 running die[/FONT] [B][FONT=Arial]One Arm (Major): [/FONT][/B][FONT=Arial]-4 to tasks requiring two arms[/FONT] [B][FONT=Arial]One Eye (Major): [/FONT][/B][FONT=Arial]-1 Charisma, -2 to rolls requiring depth perception[/FONT] [B][FONT=Arial]One Leg (Major): [/FONT][/B][FONT=Arial]Pace –2, d4 running die, -2 to rolls requiring mobility, -2 to Swimming skill[/FONT] [B][FONT=Arial]Outsider (Minor): [/FONT][/B][FONT=Arial]-2 Charisma, treated badly by those of the more dominant society[/FONT] [B][FONT=Arial]Overconfident (Major): [/FONT][/B][FONT=Arial]The hero believes he can do anything[/FONT] [B][FONT=Arial]Pacifist (Minor/Major): [/FONT][/B][FONT=Arial]The character fights only in self-defense as a Minor Hindrance, and won’t fight living creatures under any circumstance as a major Hindrance[/FONT] [B][FONT=Arial]Phobia (Minor/Major): [/FONT][/B][FONT=Arial]-2 or –4 to trait tests when near the phobia[/FONT] [B][FONT=Arial]Poverty (Minor): [/FONT][/B][FONT=Arial]Half starting funds, general inability to hang onto future income[/FONT] [B][FONT=Arial]Quirk (Minor): [/FONT][/B][FONT=Arial]The character has some minor but persistent foible, such as bragging, elitism, or the pursuit of fame [/FONT] [B][FONT=Arial]Small (Major): [/FONT][/B][FONT=Arial]-1 Toughness[/FONT] [B][FONT=Arial]Stubborn (Minor): [/FONT][/B][FONT=Arial]The character always wants his way[/FONT] [B][FONT=Arial]Ugly (Minor): [/FONT][/B][FONT=Arial]-2 Charisma due to the character’s less-than average appearance[/FONT] [B][FONT=Arial]Vengeful (Minor/Major): [/FONT][/B][FONT=Arial]Character holds a grudge, will kill to settle the score as a Major Hindrance[/FONT] [B][FONT=Arial]Vow (Minor/Major): [/FONT][/B][FONT=Arial]The hero has a pledge to himself, a group, a deity, or a religion[/FONT] [B][FONT=Arial]Wanted (Minor/Major): [/FONT][/B][FONT=Arial]The character is a criminal of some sort [/FONT] [B][FONT=Arial]Yellow (Major): [/FONT][/B][FONT=Arial]The character is cowardly and suffers -2 to his Guts rolls[/FONT] [B][FONT=Arial]Young (Major): [/FONT][/B][FONT=Arial]3 points for Attributes (instead of 5); 10 skill points (instead of 15), +1 benny per session[/FONT]11 Edges [FONT=Arial]Edges sometimes have Requirements. These are listed in parentheses after the Edge. N is Novice Rank, S is Seasoned, etc. Attribute requirements are listed as A=Agility, St=Strength, Sm=Smarts, Sp=Spirit, and V=Vigor.[/FONT] [B][FONT=Arial]Ace* (N, A d8): [/FONT][/B][FONT=Arial]+2 to Boating, Driving, Piloting; may make soak rolls for vehicle at -2[/FONT] [B][FONT=Arial]Acrobat* (N, A d8, St d6): [/FONT][/B][FONT=Arial]+2 to Agility tricks; +1 Parry if unencumbered[/FONT] [B][FONT=Arial]Alertness* (N): [/FONT][/B][FONT=Arial]+2 Notice[/FONT] [B][FONT=Arial]Ambidextrous* (N, A d8): [/FONT][/B][FONT=Arial]Ignore -2 penalty for using off-hand[/FONT] [B][FONT=Arial]Arcane Background* (N): [/FONT][/B][FONT=Arial]Allows access to supernatural powers[/FONT] [B][FONT=Arial]Arcane Resistance* (N, Sp d8): [/FONT][/B][FONT=Arial]Armor 2 vs. magic, +2 to resist magic effects [/FONT] [B][FONT=Arial]Improved Arcane Resistance* (N, Arcane Res.): [/FONT][/B][FONT=Arial]Armor 4 vs. magic, +4 to resist magic effects[/FONT] [B][FONT=Arial]Attractive* (N, V d6): [/FONT][/B][FONT=Arial]Charisma +2 [/FONT] [B][FONT=Arial]Very Attractive* (N, Attractive): [/FONT][/B][FONT=Arial]Charisma +4[/FONT] [B][FONT=Arial]Beast Bond (N): [/FONT][/B][FONT=Arial]Character may spend bennies for his animals[/FONT] [B][FONT=Arial]Beast Master (N, Sp d8): [/FONT][/B][FONT=Arial]You gain an animal companion[/FONT] [B][FONT=Arial]Berserk* (N): [/FONT][/B][FONT=Arial]Smarts roll or go Berserk after being wounded; +2 Fighting and Strength rolls, -2 Parry, +2 Toughness; Roll of 1 on Fighting die hits random adjacent target[/FONT] [B][FONT=Arial]Block (S, Fighting d8): [/FONT][/B][FONT=Arial]Parry +1 [/FONT] [B][FONT=Arial]Improved Block (V, Block): [/FONT][/B][FONT=Arial]Parry +2[/FONT] [B][FONT=Arial]Brawny* (N, St d6, V d6): [/FONT][/B][FONT=Arial]Toughness +1; load limit is 8xStr instead of 5xStr[/FONT] [B][FONT=Arial]Champion* (N, AB (Miracles), Sp d8, St d6, V d8, Faith d6, Fighting d8): [/FONT][/B][FONT=Arial]+2 damage and Toughness vs. supernatural evil[/FONT] [B][FONT=Arial]Charismatic (N, Sp d8): [/FONT][/B][FONT=Arial]Charisma +2[/FONT] [B][FONT=Arial]Combat Reflexes (S): [/FONT][/B][FONT=Arial]+2 to recover from being Shaken[/FONT] [B][FONT=Arial]Command (N, Sm d6): [/FONT][/B][FONT=Arial]+1 to troops recovering from being Shaken within 5”[/FONT] [B][FONT=Arial]Common Bond (N, Wild Card, Sp d8): [/FONT][/B][FONT=Arial]May give bennies to companions in communication[/FONT] [B][FONT=Arial]Connections (N): [/FONT][/B][FONT=Arial]Call upon powerful friends with Persuasion roll[/FONT] [B][FONT=Arial]Danger Sense (N): [/FONT][/B][FONT=Arial]Notice-2 to detect surprise attacks/danger[/FONT] [B][FONT=Arial]Dead Shot (WC, S, Shoot/Throw d10): [/FONT][/B][FONT=Arial]Double ranged damage when dealt Joker[/FONT] [B][FONT=Arial]Dodge (S, A d8): [/FONT][/B][FONT=Arial]-1 to be hit with ranged attacks [/FONT] [B][FONT=Arial]Improved Dodge (V, Dodge): [/FONT][/B][FONT=Arial]-2 to be hit with ranged attacks[/FONT] [B][FONT=Arial]Fast Healer* (N, V d8): [/FONT][/B][FONT=Arial]+2 to natural healing rolls[/FONT] [B][FONT=Arial]Fervor (V, Sp d8, Command): [/FONT][/B][FONT=Arial]+1 melee damage to troops in command[/FONT] [B][FONT=Arial]First Strike (N, A d8): [/FONT][/B][FONT=Arial]Automatically attack one foe who moves adjacent per round [/FONT] [B][FONT=Arial]Improved First Strike (H, First Strike): [/FONT][/B][FONT=Arial]Automatically attack all foes who move adjacent[/FONT] [B][FONT=Arial]Fleet-Footed (N, A d6): [/FONT][/B][FONT=Arial]+2 Pace, d10 running die instead of d6[/FONT] [B][FONT=Arial]Florentine (N, A d8, Fighting d8+): [/FONT][/B][FONT=Arial]+1 vs. foes with single weapon and no shield, ignore 1 point of gang up bonus[/FONT] [B][FONT=Arial]Followers (L, WC): [/FONT][/B][FONT=Arial]Attract 5 henchmen[/FONT] [B][FONT=Arial]Frenzy (S, Fighting d10): [/FONT][/B][FONT=Arial]1 extra Fighting attack at -2 [/FONT] [B][FONT=Arial]Improved Frenzy (V, Frenzy): [/FONT][/B][FONT=Arial]As above but no penalty[/FONT] [B][FONT=Arial]Gadgeteer* (N, AB (Weird Science), Sm d8, Repair d8 Weird Science d8, two scientific Knowledge skills d6): [/FONT][/B][FONT=Arial]May “jury-rig” a device with any available power once per game session[/FONT] [B][FONT=Arial]Giant Killer (V): [/FONT][/B][FONT=Arial]+1d6 damage when attacking large creatures[/FONT] [B][FONT=Arial]Hard to Kill (N, WC, Sp d8): [/FONT][/B][FONT=Arial]Ignore wound penalties for Vigor rolls made on the Knockout or Injury tables [/FONT] [B][FONT=Arial]Harder to Kill (V, Hard to Kill): [/FONT][/B][FONT=Arial]50% chance of surviving “death” by some unlikely means[/FONT] [B][FONT=Arial]Healer (N, Sp d8): [/FONT][/B][FONT=Arial]+2 to all Healing rolls and the [I]healing [/I]power if applicable.[/FONT] [B][FONT=Arial]Hold the Line! (S, Sm d8, Command): [/FONT][/B][FONT=Arial]Troops have +1 Toughness[/FONT] [B][FONT=Arial]Holy/Unholy Warrior* (N, AB (Miracles), Sp d8, Faith d6): [/FONT][/B][FONT=Arial]Spend 1 Power Point to make evil creatures make Spirit check or be Shaken; roll of 1 kills Extras, wounds Wild Cards; cost is 1 Power Point per creature affected[/FONT] [B][FONT=Arial]Inspire (S, Command): [/FONT][/B][FONT=Arial]+1 to Spirit rolls of all troops in command[/FONT] [B][FONT=Arial]Investigator (N, Sm d8, Investigation d8+, Streetwise d8+): [/FONT][/B][FONT=Arial]+2 Investigation and Streetwise[/FONT] [B][FONT=Arial]Jack of All Trades* (N, Sm d10): [/FONT][/B][FONT=Arial]Ignore -2 untrained penalty for skills linked to Smarts[/FONT] [B][FONT=Arial]Level Headed (S, Sm d8): [/FONT][/B][FONT=Arial]Act on best of two cards in combat [/FONT] [B][FONT=Arial]Improved Level Headed (S, Level Headed): [/FONT][/B][FONT=Arial]Act on best of three cards in combat[/FONT]12 [B][FONT=Arial]Luck* (N): [/FONT][/B][FONT=Arial]+1 benny per session [/FONT] [B][FONT=Arial]Great Luck* (N, Luck): [/FONT][/B][FONT=Arial]+2 bennies per session[/FONT] [B][FONT=Arial]Marksman (S): [/FONT][/B][FONT=Arial]Character gets the aim maneuver (+2 Shooting) if he does not move[/FONT] [B][FONT=Arial]McGyver* (N, Sm d6, Repair d6, Notice d8): [/FONT][/B][FONT=Arial]No penalties due to lack of equipment[/FONT] [B][FONT=Arial]Mentalist* (N, AB (Psionics), Sm d8, Psionics d6): [/FONT][/B][FONT=Arial]+2 to any opposed Psionics roll[/FONT] [B][FONT=Arial]Mighty Blow (S, Wild Card, Fighting d10): [/FONT][/B][FONT=Arial]Double melee damage when dealt Joker[/FONT] [B][FONT=Arial]Mr. Fix It* (N, AB (Weird Science), Sm d10, Repair d8, Weird Science d8, two scientific Knowledge skills at d6): [/FONT][/B][FONT=Arial]+2 to Repair rolls, halve normal Repair time with raise[/FONT] [B][FONT=Arial]Natural Leader (N, Sp d8, Command): [/FONT][/B][FONT=Arial]Leader may give bennies to troops in command[/FONT] [B][FONT=Arial]Nerves of Steel (N, WC, V d8): [/FONT][/B][FONT=Arial]Ignore 1 point of wound penalties [/FONT] [B][FONT=Arial]Improved Nerves of Steel (N, Nerves of Steel): [/FONT][/B][FONT=Arial]Ignore 2 points of wound penalties[/FONT] [B][FONT=Arial]New Power (N, AB): [/FONT][/B][FONT=Arial]Character gains one new power[/FONT] [B][FONT=Arial]Noble* (N): [/FONT][/B][FONT=Arial]+2 Charisma; Character is noble born with status and wealth[/FONT] [B][FONT=Arial]No Mercy (S): [/FONT][/B][FONT=Arial]May spend bennies on damage rolls[/FONT] [B][FONT=Arial]Power Points (N, AB): [/FONT][/B][FONT=Arial]+5 Power Points, once per rank only[/FONT] [B][FONT=Arial]Power Surge (S, arcane skill d10): [/FONT][/B][FONT=Arial]+2d6 Power Points when dealt a Joker[/FONT] [B][FONT=Arial]Professional (L, d12 in trait): [/FONT][/B][FONT=Arial]Trait becomes d12+1 [/FONT] [B][FONT=Arial]Expert (L, Professional in trait): [/FONT][/B][FONT=Arial]Trait becomes d12+2 [/FONT] [B][FONT=Arial]Master (L, WC, Expert in trait): [/FONT][/B][FONT=Arial]Wild Die is d10 for one trait[/FONT] [B][FONT=Arial]Quick* (N, A d8): [/FONT][/B][FONT=Arial]Discard draw of 5 or less for new card[/FONT] [B][FONT=Arial]Quick Draw (N, A d8): [/FONT][/B][FONT=Arial]May automatically draw weapon as a free action[/FONT] [B][FONT=Arial]Rapid Recharge (S, Sp d6, AB): [/FONT][/B][FONT=Arial]Regain 1 Power Point every 30 minutes [/FONT] [B][FONT=Arial]Improved Rapid Recharge (V, Rapid Recharge): [/FONT][/B][FONT=Arial]Regain 1 Power Point every 15 minutes[/FONT] [B][FONT=Arial]Rich* (N): [/FONT][/B][FONT=Arial]3x starting funds, $75K annual salary [/FONT] [B][FONT=Arial]Filthy Rich* (N, Noble or Rich): [/FONT][/B][FONT=Arial]5x starting funds, $250K annual salary[/FONT] [B][FONT=Arial]Rock and Roll! (S, Shooting d8): [/FONT][/B][FONT=Arial]Full-auto penalty is -1 instead of -2[/FONT] [B][FONT=Arial]Scholar* (N, d8 in affected skills): [/FONT][/B][FONT=Arial]+2 to two[/FONT][FONT=Arial] different Knowledge skills[/FONT] [B][FONT=Arial]Sidekick (L, WC): [/FONT][/B][FONT=Arial]Characters gains a Novice WC sidekick[/FONT] [B][FONT=Arial]Soul Drain (S, Special): [/FONT][/B][FONT=Arial]Special[/FONT] [B][FONT=Arial]Steady Hands (N, A d8): [/FONT][/B][FONT=Arial]Ignore unstable platform penalty for mounts or vehicles[/FONT] [B][FONT=Arial]Sweep (N, St d8, Fighting d8): [/FONT][/B][FONT=Arial]Attack all adjacent foes at -2 [/FONT] [B][FONT=Arial]Improved Sweep (V, Sweep): [/FONT][/B][FONT=Arial]As above but with no penalty[/FONT] [B][FONT=Arial]Strong Willed (N, Intimidate d6, Taunt d6): [/FONT][/B][FONT=Arial]+2 Intimidate and Taunt, +2 to resist[/FONT] [B][FONT=Arial]Thief* (N, A d8, Climb d6, Lockpick d6, Stealth d8): [/FONT][/B][FONT=Arial]+2 Climb, Lockpick, Stealth, rolls made to trick or deceive, detecting or disarming traps[/FONT] [B][FONT=Arial]Tough as Nails (L): [/FONT][/B][FONT=Arial]Toughness +1 [/FONT] [B][FONT=Arial]Improved Tough as Nails (L, Tough as Nails): [/FONT][/B][FONT=Arial]Toughness +2[/FONT] [B][FONT=Arial]Trademark Weapon (N, Fighting or Shooting d10): [/FONT][/B][FONT=Arial]+1 Fighting or Shooting with one particular weapon [/FONT] [B][FONT=Arial]Improved Trademark Weapon (V, Trademark Weapon): [/FONT][/B][FONT=Arial]+2 Fighting or Shooting with one particular weapon[/FONT] [B][FONT=Arial]Two-Fisted (N, A d8): [/FONT][/B][FONT=Arial]May attack with a weapon in each hand without multi-action penalty.[/FONT] [B][FONT=Arial]Weapon Master (L, Fighting d12): [/FONT][/B][FONT=Arial]Parry +1 [/FONT] [B][FONT=Arial]Master of Arms (L, Weapon Master): [/FONT][/B][FONT=Arial]Parry +2[/FONT] [B][FONT=Arial]Wizard* (N, AB (Magic), Sm d8, Knowledge (arcana) d8, Spellcasting d6): [/FONT][/B][FONT=Arial]Each Spellcasting raise reduces cost of spell by 1 point[/FONT] [B][FONT=Arial]Woodsman* b (N, Sp d6, Survival d8, Tracking d8): [/FONT][/B][FONT=Arial]+2 Tracking, Survival, and Stealth(while in Wilderness)[/FONT] [I][FONT=Arial]*Background or Professional Edge—must be chosen during character creation or with GM approval thereafter.[/FONT][/I] [/sblock] [/QUOTE]
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