Aegyptvs SW 2.Edges

All the IMPROVED/GREATER etc versions of FEATS require a trainer/master. This entails a month and probably a cost (generally $500). The following feats are extra to the core game.

Alchemy

The ability to use raw magical materials and convert them into usable magical items. There is a wide range of materials that can be used for this.

There is a matching skill that goes with this feat – Knowledge(Alchemy)(SM) that is used to make the rolls to convert the materials into potions and the like.

You begin with d4 in this skill when you take this edge. You cannot take the skill without this edge

Arcane Backgrounds: - Sorcerers And Priests.

All magic requires sight, sound and materials (trappings). Materials need not be tracked, but the inherent requirement to use them can mean that magic cannot be done if they are not present. They mostly take the forms of tokens, amulets, foci and insignias etc.

Spell effects are tied to a specific appearance, such that Bolt spell is a 'fire' bolt or an 'energy' bolt etc.

All spells that summon or involve water as a major component will be 2 harder in the Desert.

Sorcerers may be Wizards. They start the game with 4 starting powers.

Priests (See Below)

Other Arcane Backgrounds are not used in this game.

Avatar

Req: Faith d12, Legendary, Death.

The believer can sacrifice themselves for their god, hoping that they be returned to life as an avatar of that god.

Blind Fighting

Req: Seasoned, Fighting d8, Notice d8

Reduces any melee penalties for lack of light, or sight, by 2.

Blind Fighting, Improved.

Req: Veteran, Blind Fighting.

Reduces the penalty by 4.

Booty

Req: Background edge

The player begins with a minor magical item.

Born In The Saddle (Mounted Combat):

Req: Background edge

+2 to riding rolls, cancels 2pts of unsteady platform penalty.

Close Fighting (Sw.50 Fathoms)

Req: Novice, Agility d8+, Fighting d8+

This edge is for skilled knife-fighters and Monks, who pride themselves on defeating their opponents up close and personal.

Close fighters move inside most weapons’ reach, adding a bonus to 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.

Close Fighting (Improved) (Sw.50 Fathoms)

Req: Novice, Close Fighting

Close fighters train to go for vital areas and weak spots for quick and lethal kills. The attacker adds an extra 1 to his Fighting roll equal to his enemy’s Reach +1.

Combat Casting

Req: Seasoned, AG d8

A caster in melee range of an enemy casts with a target number equal to their parry. This edge reduces that effect by upto 2, down to the normal value of 4.

Combat Casting, Improved.

Req: Veteran, Combat Casting

Reduces the penalty by upto 4, down to the normal value of 4.

Combat Archer

Req: Seasoned, Shooting d8.

Allows the shooter to shoot while an enemy is adjacent, their base to hit score becomes equal to the highest Parry value of any adjacent enemy.

Combat Archer, Improved

Req: Veteran, Combat Archer

The shooter may shoot whilst in melee, reducing the Parry base by 2.

Co-Operative Magic:

Up to five people can combine to cast magic. They must all have this feat and the spell(Arcane)/domain-spell(Miracles). Effect: +1 to spellcasting/faith roll, per extra person (max +4). The lowest skill of the casters is used for the roll. Power costs are spread as desired.

Defensive Driving (Sw.Necropolis)

Requirements: Seasoned, Boating, Driving or Piloting d8+, Notice d6+

A sudden turn or a quick dive behind cover can save a vehicle from destruction. Unless caught by a surprise attack and taken completely unawares, attackers must subtract 1 from any attack roll against a vehicle driven by a character with this Edge.

Drivers may make a Boating, Driving, or Piloting roll (as appropriate to the vehicle) at +1 to evade area effect attacks (when allowed).

Defensive Driving, Improved (Sw.Necropolis)

Requirements: Veteran, Defensive Driver

As above but attackers subtract 2 from their attack rolls, and the character adds +2 to evade area effect weapons when allowed.

Deflect Missiles (Monks):

Req: Seasoned, Monk.

If still holding a card and able to see the attack coming (not surprised), the monk can discard and roll a Fighting-2 roll to set their missile target (or 4, whichever is more). If Dodge is known it adds +1 (or +2) to this roll and the base is 5 etc. Applies to all missile attacks till the monks next action.

Deflect Missiles Improved (Monks):

Req: Veteran

No -2 penalty on this action.

Desert Creature:

REQ: Background edge

You are a…

+2 to survival rolls in the desert.

Dirty Fighter (Sw.50 Fathoms)

Req: Seasoned

Those with this Edge will do anything to win out in a fight. This scoundrel is particularly good at tricks. He adds +2 to all Trick manoeuvre rolls.

Dirty Fighter, Really (Sw.50 Fathoms)

Req: 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.

Divine Heritage:

Req: None

You are a descendent of a god. This doesn’t have to be taken at the start but is required to become Pharaoh.

Gives you some minor magical gifts related to your god (one spell power from a relevant domain) and minimum required power to cast it. Faith roll to cast, one use per day.

Double Shot (Sw.Evernight)

Req: Seasoned, Shooting d8, Marksman

Double Shot allows an archer/slinger to fire two missiles in their bow or sling at once, both at the same target at a –2 modifier to the Shooting roll. The target must be within short range. If the attack is successful, both missiles hit, both causing normal damage.

Double Shot, Improved

Req: Veteran, Double Shot

The shooter ignores the -2 penalty.

Dune Warrior:

Req: none

Wearing ANY armour in HOT conditions imposes a negative equal to the Toughness rating during combat and during fatigue tests. DWs ignore 1 level of this penalty. They also get +1 to survival rolls in desert.

Fist Of Iron

Req: Seasoned, Martial Artist, Agility d8, Strength d8

Your hero's unarmed attacks gain AP+1, and on a raise will inflict a Shaken test (VGvs4) on the target, fail and they are Shaken.

Fist Of Legend

Req: Legendary, Fist of Iron.

Your hero's unarmed attacks gain AP+2, , and on a raise will inflict a Shaken test (VGvs6) on the target, fail and they are Shaken.

Good Rep/Bad Rep

Req: Veteran.

Whether that character is branded a hero or villain, he has earned a reputation. He may add his Charisma to Intimidation rolls. A negative score is treated as positive for this purpose (and the character has a bad reputation).

Holy Light:

Req: Faith d6

Make a Faith roll to cause all undead or darkness creatures in a small burst template around you to roll for magical stun, Spirit vs 4. A raise increases stun target to 6. This counts as your attack for the round.

Long Spear and Medium Shield.

Req: ST d8, AG d6, Fighting d6, Greek.

The user is able to use a Long Spear one handed with a medium shield. -1 to attacks, Reach 1 (from Spear), Parry +2(1 from spear, 1 from shield), +2 armour vs missiles. This edge can be gained during game play any anyone who can find a trainer. One month of training is required.

Mark Of Seth

Req: Novice, Follower of Set, Faith d6

Those who pledge themselves to the cause of Seth, honestly and truly, can be branded on their left breast with the sign of Seth. From this day forward, the character gains the Improved Arcane Resistance Edge.

The Edge comes with a price though. Set knows what is in the person’s heart, and does not impart his brand to those who have no intention of fulfilling their duties.

Martial Artist

Req: AG d8, ST d6

User ignores 2 points of gangup bonus. Fists and feet count as weapons.

Martial Artist, Improved

Req: Martial Artist

User ignores 4 points of gangup bonus. Fist and Feet do +1 damage.

Merchant (Sw.50 Fathoms)

Req: Novice, Persuasion d8+

A character with this edge is skilled at buying a selling large lots of cargo for resale.

Commodities on the Master Trading Table cost 25% less (or they gain +2 to skill rolls if the IP2 tables are being used).

Merchant, Master (Sw.50 Fathoms)

Req: Novice, Merchant

The Merchant now sells cargoes for 25% more than listed on the Master Trading Table (or they gain +4 to skill rolls if the tables are being used).

Mobility (Monks):

Req: Monk

+1 Pace, add +2 to Parry when retreating from melee

Mobility Improved (Monks):

Req: Mobility

+2 Pace, add +4 to Parry while retreating from melee.

Natural Linguist

Req: Novice, Smarts d8+

Some characters have a natural talent for languages. Given a few minutes of conversation, your hero effectively has a d4 in every language, meaning he can get across basic messages to just about anyone given a little time. In addition, he adds +1 to die rolls of any language skills he actually has a d4 or higher in.

You also gain a new common language of your choice.

New Power (Modified)

Instead of 1 new power the caster gains 2 new powers. A Priest may use this to gain a new domain, its edge, and one power.

Oversized Weapon Master

Req: Seasoned, Fighting d8, ST d8

The character may use two-handed melee weapons with one hand, at -2. He must still meet the minimum Strength requirement to use the weapon.

Improved Oversized Weapon Master

Req: Veteran, Fighting d8, ST d8

The character may use two-handed melee weapons with one hand, without penalty. He must still meet the minimum Strength requirement to use the weapon.

Ride-By-Attacks (Mounted Combat):

Req: Riding/Driving d8, Seasoned

Rider can move, fight at -2, move (normal move limits),

They do not suffer an opportunity attack from the target (only).

Inflicts +2 damage as long as they move at least 3 squares straight immediately before the attack.

Chariots with scyths may use this attack but must perform a charge move. Any target that the chariot runs adjacent to will be attacked using a Driving roll as the skill. See Chariots section for more details.

Ride-By-Attack, Improved (Mounted Combat):

Req: Ride-by-attack, Veteran

No -2 penalty and no opportunity attacks.

Sage

Req: Novice, Scholar, Smarts d8+. D10+ in Scholar affected Traits

The character is a recognized authority on a subject. The bonus to the two Knowledge skills from Scholar is increased to +4.

Scout (Sw.50 Fathoms)

Req: Seasoned

Scouts have learned to watch for signs and trust their instincts.

Anytime the GM draws a face card while travelling (indicating a random encounter has occurred), a Scout may make a Notice roll at -2. If successful, the Scout detects the hazard, creature, or situation at the earliest opportunity, likely giving his party time to avoid it or at least attack it on their own terms.

Scouts gain +2 to Notice rolls made to avoid surprise in tactical situation.

Touch Of The Divine:

Req: Novice, Spirit d8+ Faith d4.

Allows the use of one Domain of magic (but not the Domain edge). You may cast ONE spell from that domain per day. The number of power pts available to cast with equates to the (number of exp pts/20) +3.

Trample (Mounted Combat):

Req: Riding d8

A chariot or large creature can be used to ride over an opponent and inflict trampling damage. This requires the horses to be trained for battle, or they suffer -2 to the Drivers/Riders roll, and require a Driving/Riding roll to begin.

The attacker must do a charge move to execute this attack (see page 96 of the Core Rules).

The rider/driver does not get to attack but instead makes a riding/driving roll to attack the target at -2 (-4 if untrained).

If the attacker hits then they do ST+d6+Size(3 or 4) damage (a horse is Size 2, a chariot gains +1 size due to the vehicle if light, +2 if heavy). If a target is already prone the attack gains +2 damage.

A target that was holding their action may set to receive a charge or may make an AG(4/6) roll to avoid the attack (like against a burst attack).

The target of a trample attack is always knocked prone if they take any damage (including a Shaken). The target is then moved away to make room for the attacker. If you are using the Knock-Back rules these can apply instead.

Any figure it comes into contact with along its front edge will be Trample attacked, and needs to be run over or knocked back to allow continued movement. If the target remains standing then the Rider/Driver must make a Out-of-Control roll to bypass it, with the targets size applied as a negative (so large creatures are nasty).The larger of the two keeps possession of the square, the other is moved aside (ties to target). A (Size+1) handling penalty is applied for each such passed roll (representing the increasing instability of the move). This penalty is removed when the charge ends. See the Chariot rules for a fuller description of this.

Trample, Improved:

No -2 to the Riding/Driver attack roll.

Unarmed Strike (Monks):

Req: Monk

Monk only power adding +1 dam to unarmed attacks.

Unarmed Strike Improved (Monks):

Req: Unarmed Strike

Add another +1 dam to unarmed attacks.

War Cry. (Sw.Evernight)

Req: Seasoned, SP d6, Intimidation d8.

You can bellow an ear-splitting, nerve-wracking war cry that has been known to send foes fleeing from the field. When used, the character may make an intimidation roll against all targets in a large burst template adjacent to the cryer. Every creature within the circle must roll against the cryer’s intimidation roll.

Wind Sense:

Req: Novice, Redlander, Survival d8

Ability to sense the weather in the desert (common knowledge roll to warn of storms), to smell trouble (+1 to Notice rolls vs surprise), to find water and shelter etc (+1 survival rolls to all in group).

Wrestler

Req: Novice, Strength d8, Fighting d6

Your hero gains a +1 bonus to Fighting and Parry when grappling.