Does not require AB(Miracles).
You are able to re-distribute non-joker initiative cards with anyone you have a Common Bond with. All Command edges apply to players.
Not used, test Spirit for fear effects. Players will gain +1 per level (20, 40, 60 etc) to such tests.
Is only available to characters who have a positive CHA modifier on their Social Class.
Can only be chosen if your are a Noble.
Sorcerors gain 2 new Powers (not 1) when they take this edge.
Miracle workers should see Chapt4.
Wizard eliminate one of the components needed for casting of their choice, plus can cast without the others, but at a penalty. For each requirement not used they suffer -1 to their casting roll.
They may also cast without visible indicators (glowing symbols) but at another -1 penalty.
In AAA you gain 3 skill points each time you level if you take a Skill choice, instead of the standard 2.
Unlisted Arcane Backgrounds are not used in this game.
The ability to use raw, mundane and 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 – 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. See Chapt 8 Misc.
All arcane magic requires motion (hands and feet), sound(voice or instruments) and materials (trappings) to cast. 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. Materials are not expended, they just need to be present.
The effect of casting creates symbols of power around the caster, glowing symbols of light that are then directed at their targets. These are quite visible. Followers of a Chaos or Darkness God (have the Mark of Seth or the Mark of Chaos) will instead gain ‘dark’ symbols that will not be as visible in darkness.
They must pick an elemental form to use, fire water air or earth. They will gain Favour of that Element, Vulnerable to the opposing. All spells must be manifested in that form, with trappings.
Sorcerers may be Wizards.
They start the game with 4 starting powers.
Sorcerors CANNOT take Healing, Greater Healing, Raise Dead or Resurrection as a Power.
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.
The gods can no longer visit the mortal world, but they can manifest themselves in other ways. One option is to have a follower die and pass into the world of the dead. Here the god infuses their divinity into the spirit of the dead person and then returns them to life. The mortal awakens with some of the powers of a god, vastly stronger than they were before.
There is a draw back to this, if the avatar is slain then part of the god is also slain. A god may withdraw their divine presence from the subject at anytime, taking one whole action to do so. A god may only ever have one avatar at a time.
When a character becomes an avatar they gain the following:
v All traits improve one dice type.
v. Traits are not limited to d12.
v Prot vs Damage (all types) -2.
v Immunity to Poison and Disease.
v +2 to all survival rolls.
v Double lifespan.
v Gain Combat Reflexes.
v Gain +2 Charisma
Req: Seasoned or Amazon.
Ability of intimidate multiple opponets at once. Place a SBT incontact with the character but centred infront of them. Anyone within this area of effect will be the target of their Intimidate or Taunt effect.
Req: Battlecry
Increases the template to a MBT.
Req: Seasoned, Fighting d8, Notice d8
Reduces any melee penalties for lack of light, or sight, by 2.
Req: Veteran, Blind Fighting.
Reduces the penalty by 4.
Req: Background edge
The player begins with a minor magical item.
Req: Background edge
+2 to riding rolls, cancels 2pts of unsteady platform penalty.
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.
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.
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.
Req: Veteran, Combat Casting
Reduces the penalty by upto 4, down to the normal value.
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.
Req: Veteran, Combat Archer
The shooter may shoot whilst in melee, reducing the Parry base by 2.
Several casters can work together to reduce the modifier of a spell. All involved must know and be able to cast the spell. For each caster over the first reduce the modifier by 1. The casters must all be in contact with each other and either performing the cast, or holding their action ready to cast it (in which cast their hold is used).
The active character is the caster and their skill level is used.
Priests and Sorcerers cannot co-operate. Priests of different Gods cannot co-operate. Sorcerers can co-operate with each other but it rarely works as they all want to be the primary caster.
This becomes very important with regard to some of the very powerful spells, which have matching high negative mods. Resurrection for example is usually cast at a major temple.
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).
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.
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.
Req: Veteran
No -2 penalty on this action.
REQ: Background edge
You are a…
+2 to survival rolls in the desert.
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.
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 for their next attack.
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 a magical gift related to your god, one spell power from a relevant domain. Use SP-2 to cast if you don’t have Faith.
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. The benefit of Marksman is applied to the first shot only.
Req: Veteran, Double Shot
The shooter ignores the -2 penalty for two shots, or allows 3 shots at -2 penalty each.
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.
Req: Seasoned, Monk, Agility d8, Strength d8
You are able to strike at exposed or un-protected spots on an opponents body. Your hero's unarmed attacks gain +1 damage and AP+1.
Req: Legendary, Fist of Iron.
Your hero's unarmed attacks gain +2 damage and AP+2.
Req: Veteran.
Whether that character is branded a hero or villain, they have earned a reputation. They may add their Charisma to Persuasion, Taunt and Intimidation rolls. A negative score is treated as positive for Taunt and Intimidation.
Req: Giant, Scorpianman, Eye Lord, Golem.
The listed creatures continue growing throughout their lives. They may take a Size increase. See the Races & Monsters Chapter for details about Size. Golems grow by adding new parts.
To enact Growth the player must have a month of free time, during which they change, shedding shells or scales or going on an eating binge.
Req: Faith d8
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.
Req: Holy Light.
Template is increased to MBT.
Req: ST d6, AG d6, Fighting d6.
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 (from Shield).
This edge can be gained during game play by anyone who can find a trainer. One month of training is required.
Req: Novice, Follower of Chaos, Faith d6
Those who pledge themselves to the cause of Chaos, honestly and truly, can be branded on their left breast with the sign of Chaos. From this day forward, the character gains the Arcane Resistance Edge (or Improved if they have it already).
The Edge comes with a price though. A Chaos God knows what is in the person’s heart, and does not impart his brand to those who have no intention of fulfilling their duties.
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 IP tables are being used).
Req: Seasoned, 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 IP tables are being used).
Req: Monk, unencumbered.
+1 Pace, add +2 to Parry when retreating from melee
Req: Mobility
+2 Pace, add +4 to Parry while retreating from melee.
Req: AG d6, ST d6, SP d6, VG d6. Vow of Poverty
They are a priest class primarily who abstain from personal wealth, but this doesn’t stop them having personal possessions of considerable value. Being a monk is a lifestyle choice.
Monks are non-magic using priests, like a friar, but their power manifests through exceptional combat abilities.
They may gain the Faith skill if they wish.
Gain: School (pick +1 Tough or +1 Parry)
Req: None
The character can only possess items they can carry without encumbrance, and money sufficient to pay for food and shelter, the rest must be passed to the nearest priesthood. They always take their share of any loot. They cannot chose the Rich edge.
This is a free edge, it can be taken by anyone.
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.
Req: Seasoned, Fighting d8, ST d12, Size 2+
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
Req: Veteran, Fighting d8, ST d12, Size 2+
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
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.
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.
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.
Req: Novice, Spirit d6+ Faith d6.
Allows the use of one Domain of Divine 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.
Req: Riding d6
A chariot or large creature can be used to ride over an opponent and inflict trampling damage. This requires the mounts 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 damage (a horse is Size 2, a chariot gains +1 size due to the vehicle if light, +2 if heavy, and +1 per extra horse). If a target is already prone or helpless 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.
Req: Trample
No -2 to the Riding/Driver attack roll.
Req: Seasoned, SP d6, Intimidation d8, Savage/Barbarian social class.
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.
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).
Req: Novice, Strength d8, Fighting d6
Your hero gains a +1 bonus to Fighting and Parry when grappling.