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Edge/Hindrance Compendium
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Does Savage Worlds need more Edges and Hindrances?
You can never have too much of a good thing
75%
 75%  [ 88 ]
Oh yes you can
24%
 24%  [ 29 ]
Total Votes : 117

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Sitting Duck
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PostPosted: Thu Oct 26, 2006 6:35 am    Post subject: Edge/Hindrance Compendium Reply with quote

This is where you actually post your Edges and Hindrances. Comments go to the board reserved for such things.
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Sean Patrick Fannon
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PostPosted: Thu Oct 26, 2006 9:40 am    Post subject: Reply with quote

The Shaintar Mounted Combat Edges

The following Edges do not appear in the core Shaintar: Immortal Legends book or Players Guide. They are additional, optional Edges, shared as "web content" to support Shaintar and other Savage Worlds gaming.

Horseman (Background)
Requirements: Agility d6

"Born in the saddle" is more than a turn of phrase for this hero. His people learn to ride at least as soon as they learn to walk.

Heroes with the Horseman Edge gain +2 to all Riding checks (but not when using Riding in place of Fighting for melee). Additionally, a Horseman can mount or dismount as a Free Action (though not both in the same Round).

Genre Tags - Epic Fantasy, Western, Pre-Industrial

Cavalryman (Professional)
Requirements: Seasoned, Riding d8, Fighting d8, Mount must be trained for combat

This hero knows how to make the most of mounted combat.

When performing a Mounted Charge, the Cavalryman gets a +2 on his Fighting roll as long as he moves at least 6" in a straight line before attacking. This is in addition to the +4 Damage. This Mounted Charge can be done at the end of the mount doing a Run with no Multiple Action Penalties.

Genre Tags - Epic Fantasy, Medieval, Napoleonic, Civil War

Master of Horse (Professional)
Requirements: Heroic, Cavalryman, Mount must be trained for combat.

Masters of Horse are experts of mounted combat, able to urge their horses to great deeds and protect them in the chaos of combat. The term is usually used with great respect for such mounted warriors as the "Riders of Vale" in Galea, the "Desert Riders" in the Eternal Desert, and the "Horsemasters of Fortune" in the Freelands.

A Rider's mount enjoys the benefit of his Parry, including the use of Edges and Shields. As well, the Rider's mount gains a +2 to its Pace and a Running die of d10 instead of a d8.

Genre Tags - Epic Fantasy, Medieval
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JackAce
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PostPosted: Thu Oct 26, 2006 9:55 am    Post subject: Reply with quote

Slow Witted (minor/major)
The Character is either very gullible or easily distractible (or both).
As a minor hindrance this causes a -2 penalty to resist one type of Trick (either Smarts or Agility).
If this is taken as a major hindrance, the penalty affects both types of Tricks.

In it's current form, this Hindrance is my creation. However, it's an extension (and generalisation) of an idea posted by Yuri.



Universial Knowledge
Requirements: Wild Card, Legendary, Master (Smarts)
The Character has studied virtually every aspect of life, culture, arts and sciences.
His Common Knowledge emcompasses every type of information that could under any circumstances concievably be classified as a Knowledge Skill.

I posted this Edge as part of d4's Marvelous Adventures in the Land of Oz thread, but it should be applicable in almost any setting.
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ogbendog
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PostPosted: Thu Oct 26, 2006 10:01 am    Post subject: Reply with quote

I suggesteed this:

Weapon trick
Requirements: fighting d8, Two-weapon fighting.
With this edge a character can do an (agility) trick as an attack. (It still uses Agility)/(Use fighting instead of agility). If done with the off-hand and the PC doesn't have ambidextrous, the -2 penalty applies.

I'm not sure if it should still be agility, or if it should fall under fighting.

Clint sugested instead:

Tricky Fighter
Requirements: Seasoned, Fighting d8, Agility or Smarts d8

You suffer no MAP when using a Trick in the same round as a Fighting attack. You must choose which type of Trick this Edge applies to (Agility or Smarts) and must have a d8 in that Attribute. You may take this Edge twice to apply it to both kinds of Tricks.

Then I thought of
Advanced Two fisted
Requirements: Two fisted, Seasoned
Like Two fisted, but you can take any two actions as long as each is "one-handed", such as casting a spell and fighting, driving and shooting a pistol, an Agility Trick and an attack, etc.
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ron blessing
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PostPosted: Thu Oct 26, 2006 10:35 am    Post subject: Reply with quote

I put this edge together (along with a little help from Clint and other Savages) to compliment Clint's Modern Martial Arts document.

Knockback
Requirements:
Novice, Unarmed Warrior

Sometimes you just get the right angle when you hit an opponent, and you send him flying. Characters with this edge can choose to forego the additional d6 damage from a raise on their Fighting roll in favor of sending their opponent flying 1d4” directly away from them. If the opponent strikes a solid object, such as a wall, they are automatically Shaken. If already Shaken, the opponent takes a wound.
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Clint
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PostPosted: Thu Oct 26, 2006 10:39 am    Post subject: Reply with quote

Just to cover the bases...

Tricky Fighter
Requirements: Seasoned, Fighting d8, Agility or Smarts d8

You suffer no MAP when using a Trick in the same round as a Fighting attack. You must choose which type of Trick this Edge applies to (Agility or Smarts) and must have a d8 in that Attribute. You may take this Edge twice to apply it to both kinds of Tricks.
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Boulder
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PostPosted: Thu Oct 26, 2006 10:49 am    Post subject: Got some Edges and Hindrances of my own Reply with quote

Hindrances
Panicky (Major)
This character does not perform well under stressful situations and cannot focus on committing to a target when in combat.
Anytime the player pulls an Ace or a face card during combat, he must redraw until he pulls a ten or lower.
A character with this Hindrance cannot take the Quick or Level-headed edges.

Weak-willed (Minor/Major)
This character has problems with face-to-face verbal conflict and will usually back down in such situations.
This character suffers -1 to all opposed rolls, such as Persuasion, Taunt, or Intimidation. This penalty increase to -2 if the Major version is chosen. In either case, no Edge that gives bonuses to the Guts skill may be chosen until this Hindrance is bought off.

Edges
Doctor
Requirements: Seasoned, Smarts d8+, Healing d8+, Knowledge (Anatomy) d6+
A character with this Edge may ignore one point of his patient’s wound penalties when healing an injured person.

Surgeon
Requirements: Veteran, Doctor
Just as Doctor, but the Surgeon may ignore two wound levels, instead of one.

Haggler
Requirements: Novice, Persuasion d8+
The edge allows a character to talk a buyer or seller to the best possible price for the character. A successful Persuasion test against the opponent’s Smarts changes the price by 10%. Every raise changes the price an additional 10% to a max of 50%.

Experienced Haggler
Requirements: Seasoned, Haggler
Same as above, but the character receives a +1 to the Persuasion roll.

[EDIT] I'm Mark 'Boulder' Swafford and I approve this message.
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JackAce
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PostPosted: Thu Oct 26, 2006 12:41 pm    Post subject: Reply with quote

Expensive Taste (Minor)
It's not like this character specifically chooses to buy only the most expensive equipment. It's more that the items that he likes have a tendency to be the most expensive ones available.
Whenever the character buys equipment, he pays 25% more then the listed price for the purchased item.

This is the type of person who prefers the P90 over the MP5, for the sole reason that it looks cooler.
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Sean Patrick Fannon
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PostPosted: Thu Oct 26, 2006 12:44 pm    Post subject: Reply with quote

The Shaintar Shield Edges

The following Edges do not appear in the core Shaintar: Immortal Legends book or Players Guide. They are additional, optional Edges, shared as "web content" to support Shaintar and other Savage Worlds gaming.

Shield Expertise (Combat)
Requirements: Seasoned, Agility d6, Fighting d8

Many soldiers train in the use of weapon-and-shield combat, but the dedicated warrior learns how to make a shield a very powerful tool in surviving combat.

A character with Shield Expertise increases the Parry value of any Shield by +1 while worn.

Genre Tags - Epic Fantasy, Medieval

Shield Mastery (Combat)
Requirements: Veteran, Shield Expertise, Two-Fisted, Fighting d10

A true master with weapon-and-shield combat learns how to use his shield offensively while maintain the defensive value of it.

Shield Mastery allows the warrior to make an attack with his shield without losing the Parry bonus it confers. Medium Shields (or less) do STR+1 damage, while a Large (or greater) Shield does STR+2.

(Note - It is assumed in Shaintar: Immortal Legends that a "Shield Bash" maneuver is like any two-weapon attack, but the Shield no longer adds to the user's Parry until his next action normally.)

(Note - Using Deadlands' "Way of the Brave" damage rules, a Medium or lesser Shield would be a d4 weapon, while larger Shields count as d6 weapons.)

Genre Tags - Epic Fantasy, Medieval

Shield Guardian (Combat)
Requirements: Heroic, Shield Expertise

For some warriors, the shield becomes a powerful symbol of not only self-defense, but the defense of others they are sworn to protect.

The Shield Guardian has learned how to use his Shield to effectively protect another as well as himself. Before taking an Action, a character with this Edge can declare an adjacent character as receiving all of the same defensive bonuses he receives from the Shield (Parry bonuses, Shield bonues to Armor against ranged damage); these bonuses are shared, not lost. If the declared target moves away from the Guardian, the bonuses are lost to the target (though not to the Guardian).

The shared defenses remain applied until the Shield Guardian acts again.

Genre Tags - Epic Fantasy
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d4
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PostPosted: Fri Oct 27, 2006 2:15 am    Post subject: Reply with quote

here's something i'm working on for the next edition of my Oz sourcebook.

Phalanx Fighter
Combat Edge
Requirements: Novice, Fighting d8+.
You are part of a highly trained fighting unit that knows how to work together to defend each other.

You receive a +1 Parry bonus for each adjacent ally who also possesses this Edge, up to a maximum bonus of +4.

(in Oz, this Edge will be called Nomish Soldier, and will be specific to the Army of the Nome King.)
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Sitting Duck
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PostPosted: Fri Oct 27, 2006 6:38 am    Post subject: Reply with quote

This one is appropriate for pretty much any setting where Arcane Backgrounds are featured prominently.

Arcane Crutch (minor/major)
Arcane types with this hindrance have gotten into the habit of performing some action while performing magic and now it's gone psychosomatic. Whenever the magician can't perform this action while trying to use magic, a -2 is applied to any arcane skill rolls. The minor version is something that is inconvenient, like waving your arms about or having a lucky piece at hand. The major version is either a real hassle or is hazardous to the magician, like getting shot up with a narcotic.
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perplext
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PostPosted: Fri Oct 27, 2006 2:42 pm    Post subject: Reply with quote

Background Edge

Resilient
Requirements: Novice, Vigor d8+
Thick as a brick or the heart of a lion either way your hero is unaffected by attacks that would leave others crying for their momma. When any damaging attack creates a Shaken condition with no accompanying wounds your hero may make a free Soak roll. On a Raise the Shaken condition is removed. If unsuccessful a benny may still be paid to immediately eliminate the Shaken penalty.

Combat Edge

Steadfast
Requirements: Seasoned
The trials of battle have left your hero resistant to less debilitating wounds. Add +2 to his Vigor rolls when trying to Soak.


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Sitting Duck
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PostPosted: Sun Oct 29, 2006 7:02 am    Post subject: Reply with quote

This one is exclusively for Necessary Evil and other supers games. As you might guess after reading it, it was inspired by The Incredibles. This one is a bit rough at the moment and will need some tweaking.

Cape Fetish (major)
The cape is a popular fashion accessory among both superheroes and supervillains, particularly those who can fly. Your character is particularly proud of his cape and will not remove it even when it becomes a safety hazard. Anytime the trait die for an Agility or Agility-linked skill comes up as one (regardless of the Wild Die result), the character loses an action as he attempts to unsnag his cape. Should the roll have come up snake eyes, it got snagged in a manner where it chokes the character, inflicting an automatic Shaken result as well.
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Sean Patrick Fannon
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PostPosted: Mon Oct 30, 2006 1:46 pm    Post subject: Reply with quote

Selected Shaintar Edges (Part One)

The following Edges do appear in the core Shaintar: Immortal Legends book or Players Guide. They are shared here to support Shaintar and other Savage Worlds gaming. You are welcome to use them in your own efforts, so long as you acknowledge the source appropriately. If they are to be used in for-profit products, please contact Talisman Studios first.

Atypical (Background)
Requirements: Novice (WC), Special

For every race, there are exceptions to the norm. These individuals are born with variances in their blood that make them truly different from those around them. They are, essentially, the exceptions that prove the rule.

This Edge only has value to someone playing a Race that has one or more Limited Attributes*. By taking this Edge at the start, the player may designate a different Attribute as being Limited. For example, a the player of a Brinchie could determine that his character’s Strength falls under the Limited restrictions, instead of Spirit, as is normal for most Brinchie.

One restriction is that the player may not select an Attribute that starts with any bonuses. The player of an Ogre, for example, could determine that his Agility is Limited, instead of his Spirit. He could not, however, select his Strength or Vigor, since both of those start out enhanced for that Race.

Note that this Edge only allows one such trade-off. The player of the above-mentioned Ogre could only choose to trade-off for Spirit or Smarts, but not both. This Edge may only be taken once.

* Some races have Limited Attributes. This means they must expend extra effort in raising these Attributes. Such an Attribute costs 2 points to raise at character creation, and requires two “level ups” to raise during game play. This idea was adapted from 50 Fathoms

Genre Tags - Epic Fantasy, Fantasy, Science Fiction

Charge (Combat)
Requirements: Seasoned, Fighting d10+

The warrior is experienced at moving across a large distance and getting the most effect out of rushing his foe. He may ignore the standard penalty for Running when making a Fighting attack.

Genre Tags - Epic Fantasy

Hold Off (Combat)
Requirements: Seasoned, Strength d8+, Fighting d10+

The character is skilled at using the reach and size of a larger weapon to enhance their defensive posture. The hero adds +1 to his Parry if using a weapon with a Reach of 1 or more. This is in addition to any bonus already granted by such a weapon.

Genre Tags - Epic Fantasy, Medieval

Improved Defend (Combat)
Requirements: Heroic or Kor-In Student*, Agility d8+, Fighting d10+

The character masters his defensive techniques. A character with this Edge who performs the Defend action gains a +4 to his Parry (instead of just +2). He also subtracts 2 from any ranged attacks against him this round, as well as adding +2 to any attempts to evade area effect attacks.

* - Kor-In is a martial art form in Shaintar; references to this could be include any formalized martial arts training in your campaign

Genre Tags - Epic Fantasy, Martial Arts
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Sean Patrick Fannon
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PostPosted: Mon Oct 30, 2006 2:01 pm    Post subject: Reply with quote

Selected Shaintar Edges (Part Two)

The following Edges do appear in the core Shaintar: Immortal Legends book or Players Guide. They are shared here to support Shaintar and other Savage Worlds gaming. You are welcome to use them in your own efforts, so long as you acknowledge the source appropriately. If they are to be used in for-profit products, please contact Talisman Studios first.

Archer (Professional)
Requirements: Veteran, Agility d6+, Shooting d8+, Marksman; only works with bows.

Archers are among the most prized soldiers in any military. Those who train in advanced techniques learn how to master the bow in all conditions, and they can compensate for any difficulties.

Archers reduce all Called Shot, Range, and Cover penalties by 1.

Genre Tags - Epic Fantasy, Medieval Japan

Bard (Professional)
Requirements: Novice, Spirit d6+, Smarts d6+, Persuasion d8+, At least 2 appropriate Knowledge Skills (such as History, Legend Lore, or Politics)

The bringers of news and entertainment around the world, Bards are a respected (though sometimes mistrusted) lot. They are well-educated and well-traveled, taking every opportunity to learn a new tale or a new piece of news. Bards are skilled orators, jugglers, singers, and musicians. They are also capable negotiators, and in many smaller towns they are called upon to arbitrate disputes.

Bards may expect hospitality almost anywhere they go. They also gain a +2 on any Knowledge checks that have to do with the stories and lore of Shaintar. Bards all know how to play multiple instruments, sing, juggle, and tell good stories. They use their Persuasion skill in performing such feats.

Genre Tags - Epic Fantasy, Historical Fantasy, Medieval

Combat Archer (Professional)
Requirements: Heroic, Archer, Agility d8+, Fighting d8+, Shooting d10+, Trademark Weapon (bow)

The Azure Feathers. The Silver Arrows. The 3rd Freelord Archery Company. These are some of the distinguished units whose members specialize in Combat Archery techniques. Their members train with heavy-duty bows, made from either ironwood or everwood, and they are capable of firing in the midst of a melee. They can also use their bows in hand-to-hand combat very effectively.

Combat Archers may fire their bows in Close Combat, using the target’s Parry as the Target Number. They may also strike opponents with their stout bows in melee (doing STR+1 damage).

Genre Tags - Epic Fantasy

Fencer (Professional)
Requirements: Novice, Agility d6+, Fighting d8+

In the Prelacy of Camon, they’ve developed the art of fencing to a fine, disciplined martial form. In the Freelands and the Pirate Archipelagoes, the forms are much less structured and far more brazen. The essence is the same, though; masters of the rapier become exceptionally skilled at defending themselves, as well as exploiting opportunities to place a well-aimed thrust.

Fencers gain a +1 Parry while unencumbered, and they gain a +1 to offset any Called Shot penalties. Both of these bonuses require them to be armed with a rapier, saber, or (GM’s option) similar light weapon.

Genre Tags - Epic Fantasy, Renaissance

Kor-In Student (Professional)
Requirements: Novice, Agility d8+, Spirit d6+, Fighting d8+

The character, either a Korindian or being trained by someone who knows the art, has begun the path of mastering Kor-In. He automatically gains the benefit of being considered “Armed” for purposes of avoiding penalties when fighting unarmed against armed opponents. Kor-In Students also learn how to roll with attacks and stand quickly from being knocked down. If ever a Kor-In Student is knocked back or down, he may make an Agility check to immediately regain his feet, even if he is Shaken.

Genre Tags - Epic Fantasy, Fantasy Martial Arts

Kor-In Practitioner (Professional)
Requirements: Veteran, Kor-In Student, Spirit d8, Fighting d10+

The advanced Kor-In Student learns how to throw opponents to the ground. By making an attack at –2, he may throw an opponent Prone with a successful strike. He still does damage as normal, and the opponent is unable to rise until his next Action. Additionally, the Kor-In Practitioner may do Lethal Damage with their bare hands at will.

Note - Kor-In is a martial art form very similar to Eastern forms of our world. These Edges could be used with a different name for any martial art form, or the base combat abilities of "Monks" in D&D-style games.

Genre Tags - Epic Fantasy, Fantasy Martial Arts

Seafarer (Professional)
Requirements: Novice, Agility d6+, Boating d8+, Climbing d6+

The seas around Shaintar are treacherous indeed, and it takes a special kind of person to thrive on them. Those that do, however, are worth twice their weight in gold aboard a ship that plies those waters.

Seafarers enjoy a +2 to Boating, as well as any Climbing, Survival, or Knowledge checks made in relation to a ship. In addition, they get to use a d8 as their Wild Die for physical actions only when aboard a ship.

Note - This Edge effectively replaces the Ace Edge in the Core Book, being more appropriate to the setting.

Genre Tags - Epic Fantasy, Pirates
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Sean Patrick Fannon
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PostPosted: Mon Oct 30, 2006 2:10 pm    Post subject: Reply with quote

Selected Shaintar Edges (Part Three)

The following Edges do appear in the core Shaintar: Immortal Legends book or Players Guide. They are shared here to support Shaintar and other Savage Worlds gaming. You are welcome to use them in your own efforts, so long as you acknowledge the source appropriately. If they are to be used in for-profit products, please contact Talisman Studios first.

Archmage (Legendary)
Requirements: Legendary, Mage, Smarts d12+, Sorcery d12+

Some very few masters of eldritch forces achieve the coveted title of Archmage, and they are truly magical forces to be reckoned with. They no longer master the Patterns - they are integral parts of the Patterns.

Archmages have such mastery over Sorcery, they may cast two spells a round (though they still take a Multiple Action Penalty in doing so). Archmages also ignore 1 point of Maintenance Penalties.

Note - "Mage" is a Professional Edge that confers the Wizard Edge on the character; Wizard fulfills the Requirements for this one in a non-Shaintar setting. "Sorcery" is the skill for the AB: Magic in the setting.

Genre Tags - Epic Fantasy

Archon (Legendary)
Requirements: Legendary, Lightbringer, Faith d12+, Spirit d12+, Special

The rarest of rare heroes in service to the Light experience a kind of ascension, becoming beings not quite of the world anymore. They attain a celestial quality, becoming a kind of "living angel" in Shaintar.

Archons cease aging, perhaps even losing a few years to return to a state of physical peak. They become immune to all forms of disease and poison, and they only breathe and eat as a matter of choice. Archons are immortals, and are only capable of dying from physical damage done to them. That may prove difficult, however, as they also have Slow Regeneration, gaining a natural Healing roll once per day.

You cannot simply choose to take this edge when your character reaches Legendary status. The GM must determine at what point the character is worthy, if ever. You may set aside a level-up, unused, that the GM may then use to reward your character with this Edge should circumstances in the story merit it.

Note - "Lightbringer" is a Professional Edge that confers the Holy Warrior Edge on the character; Holy Warrior fulfills the Requirements for this one in a non-Shaintar setting.

Genre Tags - Epic Fantasy

Kor-In Master (Legendary)
Requirements: Legendary, Kor-In Practitioner, Combat Sense, Improved Defend

The character is a true master of hand-to-hand combat. Upon attaining Master status, the character receives the following benefits:

· When performing a Wild Attack, he takes only a –1 Parry.
· When Grappling or being Grappled, he may use his Fighting Trait in place of his Strength or Agility.
· When performing a Disarm, he takes no penalty on his attack.

Note - See previous entries regarding Kor-In. Combat Sense is from the Necessary Evil setting and is allowed in Shaintar (with additional Requirements).

Genre Tags - Epic Fantasy, Fantasy Martial Arts
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Sitting Duck
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PostPosted: Sun Nov 05, 2006 8:04 am    Post subject: Reply with quote

This one is most appropriate for horror and some of the darker fantasy settings. Depending on what types you have, it should be restricted to certain Arcane Backgrounds.

Curse (Power Edge)
Requirements: Veteran, Spirit d10+, Arcane Skill d8+
To make use of this Edge, the magician must spend double the normal amount of Power Points when using a power which has a detrimental effect on someone. What it does is make the power last until the victim fufills certain conditions chosen by the magician. The GM must approve the conditions and they should be possible (though not necessarily easy) to accomplish. When inflicting the Curse, the caster must make a pronouncement to the victim that he's been Cursed as well as what needs to be done to break it (though the latter may be stated as a riddle of some sort). As long as the Curse is in effect, the caster cannot regain half of the Power Points spent (i.e., the normal cost of the power). While a magician can place multiple curses on a target, the same curse cannot be used again while the first is still in effect.
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Last edited by Sitting Duck on Fri Nov 10, 2006 7:43 am; edited 1 time in total
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gauss
Seasoned


Joined: 15 Dec 2003
Posts: 118

PostPosted: Tue Nov 07, 2006 5:15 pm    Post subject: Reply with quote

When you select any of these Edges, you must chose a single specific Trademark Weapon for which you have the Trademark Weapon Edge. You can take them multiple times for different weapons.

Master Trademark Weapon
Requirements: Legendary, Improved Trademark Weapon
As Improved Trademark Weapon but the bonus when using the weapon increases to +3.

Accurate Trademark
Requirement: Seasoned, Trademark Weapon
When wielding your Trademark Weapon, you cancel out 2 points of penalties (due to cover, range, or called shots) to your attack roll.

Improved Accurate Trademark
Requirement: Heroic, Accurate Trademark
As Accurate Trademark, but you cancel out 4 points of penalties.

Deadly Trademark
Requirement: Novice, Trademark Weapon
You now add +1 to your damage when using your Trademark Weapon.

Improved Deadly Trademark
Requirement: Veteran, Deadly Trademark
As Deadly Trademark but the bonus when using the weapon increases to +2.

Master Deadly Trademark
Requirement: Legendary, Improved Deadly Trademark
As Improved Deadly Trademark but the bonus when using the weapon increases to +3.

Piercing Trademark
Requirement: Novice, Trademark Weapon
Your Trademark Weapon now gains AP 2 (stacking with a weapon's normal AP, if it has any).

Improved Piercing Trademark
Requirement: Veteran, Piercing Trademark
As Piercing Trademark, but the bonus increase to AP 4.

Master Piercing Trademark
Requirement: Legendary, Improved Piercing Trademark
As Improved Piercing Trademark, but the bonus increases to AP 6.

Defensive Trademark
Requirement: Novice, Trademark Weapon
When wielding your trademark weapon, you add +1 to your Parry.

Improved Defensive Trademark
Requirement: Veteran, Defensive Trademark
As Defensive Trademark but the bonus when using the weapon increases to +2.

Master Defensive Trademark
Requirement: Legendary, Improved Defensive Trademark
As Improved Defensive Trademark but the bonus when using the weapon increases to +3.
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JacobTHG
Novice


Joined: 15 Jul 2006
Posts: 70
Location: Columbus, OH

PostPosted: Thu Nov 09, 2006 10:36 pm    Post subject: Reply with quote

Trademark Power
Requirements: Seasoned, Arcane Background
Select a power that you know when you take this Edge. Reduce the cost of this power by one (minimum cost of one) and get +1 to the spellcasting roll.

Improved Trademark Power
Requirements: Veteren, Trademark Power
When using you trademark power, reduce the cost of this power by two (minimum cost of one) and get another +2 to the spellcasting roll. These bonuses do not stack with the bonuses from Trademark Power.

Improved Charge
Requirements: Veteran, Charge
If you move more then six inches toward your target in a straight line, you get +2 damage if you attack with a melee weapon. You must move in a straight line and not pass through allies or over hindering terrain.[/b]
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perplext
Seasoned


Joined: 10 Feb 2005
Posts: 205
Location: at the intersection of Dazed & Confused

PostPosted: Thu Nov 16, 2006 6:37 pm    Post subject: Reply with quote

Background Edge

Black Cat
Requirements: Novice
Whenever you're around nothing seems to go right. Anyone attempting to use a benny in your presence (half of your Spirit in inches) must make an opposed Spirit roll. If you succeed against them the attempt cannot be made as Fate turns a blind eye. Another benny cannot be spent on the same attempt until their next turn. On a raise the benny must be discarded. This has nothing to do with your own personal luck and may be combined with Luck or Bad Luck. If you have both Bad Luck and Black Cat on a raise instead of being discarded the benny goes to your character in a reversal of fortunes (limited to once per session).
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