Edges

In Savage Worlds, Edges are what really make your character unique.

For edge requirements with skills that have specialization options, if it's listed simply with the skill that means it doesn't matter what specialization as long as you at least have the skill rank necessary. If it lists a specialization, you need at least that specialization (you can have others as well).

New Edges in MLP:SA

Design Note: A majority of the new edges in MLP:SA are to expand the non-lethal combat capabilities of Savage Worlds - in other words, increasing the capabilities of Tricks and Test of Wills. It also includes edges that aid in defending allies (rather than beating up enemies) and more Professional edges that aren't focused on combat.

Background Edges

(Although in SW:D you're free to take them at any time, background edges are generally only to be taken at character creation. Your GM may want you to rationalize it if you're taking it much later in time.)

  • Best Young Flier
      • Novice, Pegasi-only, Agility d8+
      • Whether you won the national competition or are just the best flier in your hometown, you are exceptionally good at flying, bet it for speed or graceful dancing. You have a +1 bonus to all flying-related Agility rolls.
  • Canterlot School for Gifted Unicorns
      • Novice, Unicorns-only, Smarts d8+
      • At a young age, you had the opportunity to receive specialized tutoring and training in the arcane studies of magic. You may increase your Spellcraft and Investigation skills one die-type higher than your Attribute without having to spend a full Advance (up to skill d12)
    • In addition, you have +1 to resist opposed rolls against magic, or any magical effects
  • Fame / Infamy
      • Novice
      • You have done (or ponies believe you have done) a great or notorious deed in the past. Ponies that recognize you and what you did either look at you favorably (+1 Charisma) or with wariness (-1 Charisma), depending on the tale and their own viewpoint.
      • You may take this edge multiple times, with each one providing an additional +/-1 Charisma bonus, to a maximum of +4/-4. That's one tall tale going around...or is it?
  • Iron Pony
      • Novice, d6+ in Agility, Strength, and Vigor
      • You are a natural athlete; it's easy for you to pick up new sports and other skills of balance and strength. You may increase Agility/Strength/Vigor linked skills one die-type higher than your Attribute without having to spend a full Advance (up to skill d12)
      • You are also used to pushing through pain to win the game. You have a +1 bonus to resist Fatigue and all Hazards (typically Vigor or Agility rolls; see core Savage Worlds > Situational Rules > Hazards).
  • Stand Firm
      • Novice, Earth ponies-only, Strength d8+
      • You are as solid as the earth, and have the muscles to prove it - nothing's too heavy to lift for a friend! You have a +2 bonus to all Strength rolls to lift, push, bend or hold down stuff (including Push maneuvers), and a +1 bonus to all other Strength rolls (including damage).

Combat Edges

  • Analyze Foe
    • Novice, Smarts d8+
      • Knowledge is power! Especially if you can take advantage of it.
      • With a successful Smarts Trick, you learn a single Immunity, Invulnerability, Weakness or Hindrance of the Target (if such exists).
    • You may learn multiple Immunities/Invulnerabilities/Weaknesses/Hindrances via this edge, but only one at a time per Smarts Trick, and that's assuming the opponent has multiple weaknesses.
  • Beat Back
      • Novice, Strength d6+, Fighting d8+
      • Sometimes half the battle is getting your opponent exactly where you want 'em.
      • If you hit with a raise in melee, you can forgo the usual extra 1d6 of damage to instead push your foe 1" away in the direction of your choice; if the opponent strikes a solid object they are Shaken (this can cause a Wound). You can then follow up on the shove to occupy your enemy's previous position (this is only possible if you must push the opponent into an empty space).
        • In addition if the defender is pushed into Difficult Terrain they must make an Agility roll to avoid falling down and being knocked Prone
      • A defender who is beaten back doesn't trigger a free attack from the attacker when they're moved away, but all other rules for leaving melee still apply (ie, other attackers can make a free attack instead).
  • Dauntless
    • Veteran, Improved Frenzy
      • The vision of your incoming fast and furious attacks is a terrifying sight to behold. At the beginning of combat, you can make a free Intimidate Test of Wills. This is a normal Intimidate (cannot be combined with Forbidding Presence).
  • Evasive Maneuvering!
    • Novice, Agility d8+
    • Move move move! As an action, you may make an Agility roll. On a success, there's a -1 penalty to target you until your next action. On a Raise, there's a -2 penalty.
  • Fool You Twice
    • Novice, Smarts d8+
    • "Fool me once, shame on you. Fool me twice, shame on me." But all's fair in love and war!
    • With a successful Smarts Trick, you get a +1 to your next action to directly effect the Target and the Target suffers a -1 penalty to Trait rolls on their next action to directly affect you.
  • The Glomp
      • Novice, Fighting d6+
      • Let Me Hug You To Death, or, "I Will Love And Tolerate The Shit Out Of You." The ability to come flying out of nowhere in an aggressively "affectionate" tackle is known as The Glomp and is feared universally. Beware, you ponyfolk. Beware.
      • You have a +2 bonus to grapple (and keep them grappled) and to disarm opponents, as well as +2 to damaging your grappled victim...I mean hug plushie.
      • In addition, you receive +1 to Stealth rolls to either Grapple or Push an opponent
  • Got Your Back
      • Novice, Fighting d8+, Spirit d6+
      • 99% of the time, action hero duos get at least one scene of fighting back to back against a massive horde. As long as you've got an adjacent ally who also has this edge, your opponents halve their gang-up bonus (round down).
      • In addition, your allies count you as an additional ally when calculating Gang-Up bonuses (even if your ally doesn't have this edge), as long as you're adjacent to them. This still can't exceed the normal maximum of Gang-Up bonus of +4. Let's get 'em, boys!
    • Herd Fighting
        • Heroic, Got Your Back, Fighting d10+
        • You've got a friend in me~ And these friends hit hard. You can add your Gang-Up bonus to damage for melee attacks (regardless if your allies have Got Your Back or not).
  • Hit And Run
    • Novice, Agility d8+
    • Dine'n'Dash with a splash of audacity. Reduce the multi-action penalty by 2 for doing an Agility Trick while Running.
        • Ex: While running, you do an Agility Trick and a Taunt. The Agility Trick is at -2 and the Taunt is at -4.
    • Note that the free attack from withdrawing from melee still applies even with this edge
  • Nature's Fury
      • Novice, Pegasi or Earth ponies only, Nature d8+
      • You have strong ties to the physical elements around you, and when you get angry, they get a little restless themselves...
        • For pegasi
          • Beware, you're amped up! The damage from Lightning Bolt increases to 2d6.
          • Wind Power! with your powers combined i am captain planet Buffet will also push back friends and foes 1d4" if they fail the opposed Strength roll. If they hit an obstacle, the target is Shaken (this can cause a Wound).
      • For earth ponies:
          • Get ready to rumble! The damage from Stomp can optionally be wrecked as a radius around you, instead of a straight line. This still can hit friends and foes alike.
          • ...Or duck and cover, that's cool too. The strength of Earthen Wall can optionally increase to Toughness 6, gives +2 Armor, and counts as Medium Cover, OR Earthen Wall can extend 2" (12 feet) wide.
  • Protector
    • Novice, Fighting d6+
      • When you're around, your friends know they've got a great ally to cover them. (Never going to give you up, never going to let you down...) Your Full Defense action result, including your shield parry, may also apply to one adjacent ally (which can be different than Shieldwall).
  • Shieldwall
    • Seasoned, Block, medium/large shield
    • "Stand side by side, and not fall." You know how to use your shield to its full advantage, especially to help protect your allies. When wielding at least a medium or large shield (small shields like bucklers don't count), your Parry bonus applies to 1 adjacent ally (which can be different from Protector).
  • Strong Legs
      • Novice, Shooting d6+, Strength d6+
      • Your character has exceptionally strong legs (perhaps you too have named them akin to "Bucky McGillicuddy and Kicks McGee"). The range of how far you can throw/buck things is increased by 50% (round down), which includes muscle-propelled distance weapons.
        • In other words, the range of things like cannons is not increased (while ranged, it's not muscle-propelled). Fixed-damage ranged weapons (ex: bows) also don't count (a bow's range is primarily due to its draw weight, not your muscle). Strong Legs is for primarily how far you can chuck something.
  • Tag-Team
    • Novice, Agility d8+
    • Give them the old one-two! You can discard your Initiative card to act on an ally's card instead. You must declare this intent at the beginning of the round before cards are drawn; otherwise you act on your own card as normal.
    • If your ally has the Joker, you act at the same time as your ally (whenever they decide to act) but you do not have the +2 Joker bonus or the automatic Interrupt capability (you will have to roll Agility to Interrupt).
    • Design Note: To act alongside an ally a character may have to go on Hold, which has the risk of being Shaken before acting and losing the Hold status since they then have to act right then and there (starting with the roll to recover from Shaken). This edge eliminates the necessity of going on Hold, at the cost of losing the chance of a Joker and the interrupt capability of being on Hold.
  • Tricky Fighter
    • Seasoned, Fighting d8+, Agility or Smarts d10+
    • Reduce the multi-action penalty by 2 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 d10 in that Attribute. You may take this Edge twice to apply it to both kinds of Tricks.
    • Ex: If you wish to do a Trick, a Fighting attack, and another action (for example a Taunt), the Trick & Fighting attack would be at -2 and the Taunt at -4.
  • Try And Catch Me
      • Seasoned, Agility d8+, Pace 6+
      • Why bother with words when you can turn 'em dizzy? As long as you freely move at least 6" of new movement in a round (aka no, you can't just go back and forth between two squares), you may make an extra Agility Trick per round.
        • Design Note: normally in Savage Worlds you only get 1 type of action per limb per round. This is the Agility Trick version of Frenzy.
    • Catch Me If You Can
        • Seasoned, Try And Catch Me
        • Now you can make three Agility Tricks, all at -1 penalty to all Agility rolls. Ha ha, take that, suckers!

Leadership Edges

  • Bolster
      • Seasoned
      • Whether rallying your friends to fight on or pleading for them to hold on just a little while longer, with a successful Leadership roll all adjacent allies can ignore 1 point in Wound penalties until their next action, in addition to any Leadership bonuses your roll may inspire.
  • Galvanize
      • Novice, Leadership d4+
      • Your words greatly inspire and galvanize your comrades, leading them on to victory! Now with each Raise on a Leadership roll, your (adjacent) friends get an additional +1 bonus to their next action, up to +4. This doesn't stack with other character's Leadership rolls.
  • Team Leader
      • Novice, Smarts d8+, Leadership d4+
      • Come on, let's all work together! When a character with this Edge is present when a Cooperative Roll is made, the lead character does not have to be designated beforehandhoof. The participant with the highest total is automatically considered to be the lead.
  • Through the Gates of Tartarus
      • Veteran, Hold The Line!
      • The character is beloved and trusted by his troops, so that they would literally follow him to the Gates of Tartarus and beyond. Whenever any Extras need to make Fear checks or Spirit morale during Mass Combat, as long as this character succeeds on his Spirit roll, all Extra troops under your character's command automatically succeed as well.

Power Edges

  • Arcane Trickster
      • Seasoned, Arcane Background (magic)
      • In a pinch, you can use your magic on the fly to cause a different effect. When casting an Inherent Spell (doesn't include their core Powers if you've taken them as a full spell), you can take an additional -2 Casting Penalty (or the victim has a +2 to their resistance roll, if it makes more sense) to describe your spell with a twist. If successful, the Inherent Spell works as usual and the intended Trick is triggered as well.
      • Any effect can be used with good rationale and the GM's permission, and you don't have to choose the same effect each time. It's all about the description and the narrative - a light sticking of the target's hoof (via simple telekinesis) might delay the opponent just enough for somepony else to act (Delay or Lower Trait(Agility)), a flash of bright light from your horn (via simple light) could momentarily blind a nearby opponent (Lower Defenses), or making a small target glow with magic (via detect magic) to help somepony nail the opponent's weak spot (Setup).
    • Trick List:
        • Delay: the victim must trade their current Action Card with the next character lower than them (they can't trade with a character on Hold). If the victim already acted this round, the trade occurs on the following round unless the victim gets the Joker, which nullifies the delay effect.
        • Lower Defenses: the victim has -2 Parry until his next action. This is basically like a regular Trick, except in MLP:SA for this Arcane Trickster's case a Raise doesn't cause a mental Wound.
        • Lower Trait: one of the target's attributes and all linked skills have a -2 penalty on their next action
        • Setup: all allies get a +2 bonus against the target until the target's next action. This is basically like a team Test of Wills, except the bonus applies to your allies and not the caster, and in MLP:SA for this Arcane Trickster a Raise doesn't cause a mental Wound.
        • Slow: the target's Pace is halved on their next action
  • Natural Caster
      • Novice, Arcane Background (magic), Smarts d10+
      • Of the spells that all unicorns know, your character is naturally attuned to casting them. You have a +1 bonus to casting all Inherent Spells. This doesn't include their core Powers should you have chosen to learn them as a full spell: telekinesis, light/obscure, and detect/conceal arcana
  • Spell Finesse
      • Novice, Arcane Background (magic), Spellcraft d6+
      • Your character is particularly skilled in casting a single spell. Choose 1 spell with a particular trapping that you know. You get +1 to cast that spell. You may take this edge multiple times, each time for a different spell, but only once per rank.
  • Spell Juggler
      • Novice, Arcane Background (magic), Spellcraft d6+
      • Multi-tasking is the name of the game! Reduce the Fatigue penalties for maintaining a spell by 1. You can take this edge multiple times for a cumulative effect, but only once per rank.

Professional Edges

  • [Talent]
      • Novice, d6+ in the affected skills and attributes
    • This is a catch-all Professional edge for cutie-mark talents or background skills that don't already have an existing edge.
    • You have a particular talent for some activity or area of expertise that isn't covered by the existing skill system or edges. You get a +1 bonus to two or three specific Skills or Attributes, but only when using them in a manner consistent with your area of talent.
      • Roughly speaking, you get a +2 bonus if you have a d8+ in the relevant Traits when you take this edge, and +1 bonus if you have a d6+. This more or less follows other Professional edges
    • Your GM must approve the talent, and should veto any talent that doesn't make sense or seems too powerful (in particular, the +1 bonus should never apply to attack rolls or checks to activate arcane powers except in very select situations; in MLP:SA's case, that's Fighting, Shooting, Agility, Smarts, Taunt, Intimidate, Spellcraft and Persuasion with the Silver Tongue edges). Remember that bonuses from Professional edges don't stack with each other.
      • Based on the talent edge by 77IM (also see some examples in linked post)
        • Ex: Camouflage: You get a +1 bonus to Repair, Stealth, or Survival rolls made to conceal something or someone as part of the environment.
        • Ex: Free Running: You get a +1 bonus to Athletics checks, Strength checks to jump, and Agility checks to balance, but only in an urban environment.
        • Ex: Tactician: You get a +1 bonus on Knowledge (Battle) checks to lead a mass combat, and to Fighting checks when you participate in a mass combat.
    • You may only take this edge once
  • Aerial Superiority
      • Seasoned, Pegasus-only, not Clipped Wings, d12+ Agility, Fleet-of-Hoof
      • If you're not a Wonderbolt already you're definitely on the "to-call" or "watch for" list. You have +2 additional Pace, +2 to Agility for all flying-related rolls, and your Climb value increases to 1 (meaning you're even better at Chases now). I believe you can flyyyyyyyy
  • Engineer
      • Novice, Smarts d8+, Repair d8+
    • Your character knows how to take something apart and put it back together again. Especially the latter part. Your character has +2 to Repair rolls; with a raise, they halve the time normally required to fix something.
      • This means if a particular Repair job can be accomplished in half the time with a raise, an engineer could finish the job in one-fourth the time.
        • (This is basically the Mr. Fix-it edge without the Arcane Background (Weird Science) part.)
  • Entertainer
      • Novice, Perform d6+, Spirit d6+, Smarts d6+
      • On with the show! You're either a party pony, a storyteller, or a waxing poet. Whatever your choice of entertainment, you have a way of making ponies feel, be it happy or sad or thoughtful.
      • In appropriate situations, you can use your Perform skill instead of Leadership, Taunt, Persuasion (including Test of Wills; Persuasion still requires Silver Tongue edge). Your foe's opposed roll is whatever your Perform's linked Attribute is (typically Spirit).
        • This is limited to cases where your talent can be used effectively: composing a mocking rhyme to taunt a opponent (replacing Taunt), winning the hearts of a crowd of fans via a rockin' song (replacing Persuasion), trumpeting a battle song to rally your friends (replacing Leadership) make sense; singing a love song during a heated court battle probably isn't. unless the defendant actually is your true love and you're trying to save them from certain death hey it could happen The GM has final say on what's appropriate for skill substitution.
      • In addition, you receive an extra benny whenever the GM runs an Interlude. If your character is the focus of the Interlude, you get 2!
  • Explorer
      • Novice, Vigor d6+, Survival d8+, Streetwise d6+
      • Adventure! Excitement! Your character is well-used to travel and living in new places...and surviving them, if need be. You get +2 to Survival and Streetwise rolls as well as +2 to resist harsh environments (Heat, Cold, etc)
  • Guardian
    • Novice, Agility d8+, Fighting d8+, Notice d6+
    • This character might be a professional bodyguard or just intensely devoted, but in either case they can jump in front of attacks intended for another and take the blow instead. A character with this Edge must declare whom they are guarding at the beginning of any combat. As long as the guardian stays adjacent of the chosen character, any Fighting attack aimed at that declared ally (or maybe even former enemy!) is automatically rolled against the guardian instead. A guardian can switch charges during a battle, but doing so requires an action to refocus their attention. If the guardian ever takes a Wound (not just Shaken) while defending another character, the guardian receives a benny
  • Knight
      • Novice, Spirit d6+, Strength d8+, Vigor d8+, Fighting d8+, must swear an oath to patron
      • Some ponies only dream of becoming a knight of the realm; you actually are one. In order to become a knight you must swear an oath to a patron (an order or noble) and must answer the call when summoned, even if it means certain death. HONOR!
    • For your oath, the common pony pays you greater respect; attain +2 Charisma. (Unless you happen to be a knight of evil, then -2 Charisma. Hey, you swore an oath, man)
    • For your service, you are gifted a free suit of chainmail armor, lance, longsword, and medium shield emblazoned with the symbol of your patron.
      • Design Note: Usually the collective material goods of a knight breaks the bank of a PC; this edge saves that.
  • Medic
      • Novice, Spirit d6+, Healing d8+
      • Your pony is either trained or highly skilled in patching up other ponies, including yourself...which may be more necessary than you'd like! You get +2 to all Healing rolls, including Natural Healing. As a medic, you can also save an Incapacitated Extra (returning them to just Shaken) if you can reach them before the end of the round in which they were wounded and make a successful Healing-2 roll; the attempt takes an action.
  • One With Nature
      • Novice, Vigor d6+, Nature d8+
      • Every team on Winter-Wrap wants you! You have a particular skill in managing the natural elements around you, whether it's making sure the sky stays right on their cloud-schedule, taking care of animals, or a "green hoof" at growing plants. You get a +2 to all Nature rolls, as well as +1 to resist harsh environments (Heat, Cold, etc)
  • Sleuth
    • Novice, Smarts d6+, Notice d6+
    • You've got a knack (or a nose) for sniffing out clues that other ponies miss. You can spend a benny to have your character find any and all relevant clues in a scene, no roll necessary.
  • Street Rat
    • Novice, Spirit d6+, Survival d8+, Stealth d6+, Streetwise(commoner) d4+
    • You've either grown up on the streets or know your way around a city. You know how to sneak pass the cops, survive in the alleyways, and find the local tipsters; the urban corollary to the Woodspony edge. You have +2 to Survival/Stealth and Streetwise(Commoner) rolls in urban areas.
  • Upper Crust
    • Novice, Persuasion d8+, Streetwise(High Society) d8+, Charisma 0+
      • If you're not the type of pony every pony should know, you at least know how to make your mark in high society. ;D You get +1 Charisma, as well as +1 to Persuasion and Streetwise(High Society) rolls (which typically stacks with the Charisma for a net +2 bonus).
      • In addition, if you roll a natural 1 on the skill die on a Persuasion or Streetwise (High Society) roll or any roll to act properly in high society settings, you may re-roll it once (but just the skill die, not the wild die too).
  • Virtuoso
    • Novice, Perform d8+
    • You're not just talented at showbiz, you're gifted! Choose a Perform(something) when you take this edge (you can take it multiple times). You get +2 to all your rolls with the chosen specialization. Also, in general you're able to find a club or theater willing to give you the stage once a week. Whenever you do, you earn $5 x total of your skill. This edge doesn't guarantee fame, but you're on your way!

Social Edges

  • Barbed Wit
    • Novice, Taunt d10+
    • Your zingers are so sharp they could cut glass. With a raise on a Taunts Test of Will, lower one of the Target's Traits by one die step (which can affect derived stats, like Toughness) for the rest of this round. A Trait cannot be lowered below a d4 and this effect does not stack with multiple Raises or Taunts (although multiple Traits could be lowered via different Taunts).
  • CUTIE MARK CRUSADERS YAY
      • Novice, Blank Flank hindrance, Spirit d6+
    • You've got a gang of buddies, and you're out to change the world! Or at least have a bunch of fun in it. ;D All crusaders (aka characters with this edge) have a benny "pool" among themselves. For each ally also with this edge, there is +1 benny in this pool (ie, two characters with this edge have 1 benny in the pool, three characters have 2 bennies, etc). This is a shared pool, renewed each session, that any crusader can use, with the agreement (or argument!) of their fellow crusaders. ;D In addition, the GM can add a benny to the pool for trying a new crusader activity! CUTIE MARK CRUSADER ARCHAEOLOGISTS, YAY!
    • In addition, crusaders get +1 to Fear checks for each adjacent crusader (to a maximum of +4)...but if just one crusader fails, all crusaders fail and run!
  • Friends Together
    • Wild Card, Veteran, Common Bond
    • When you've got your friends with you, you can stand against anything! Characters with this edge gain +1 Toughness for each friend with this edge within 6", to a maximum of +5 For instance, if six friends *cough*Mane6*cough* stand together, they each gain +5 Toughness.
  • Forbidding Presence
    • Novice, Strength d10+, Intimidation d6+
      • Maybe it's your steely gaze, brazen yell, or large hulking bulk, but you can intimidate everypony around you. You may use a Intimidation Test of Will with a -1 penalty on multiple targets within a 2" radius of you.
      • Design Note: this is effectively the Sweep edge, Intimidate style, with a slightly larger radius
  • HULK SMASH
    • Novice, Intimidate d8+, Strength d6+
      • Formally called "the beefcake edge," you know exactly how to leverage your weight around to get what you want. You get +2 to Intimidate Test of Will rolls and to resist Spirit-based Test of Wills, and you may use your Intimidate skill to resist Intimidate Test of Wills as well
  • I Laugh At You
      • Seasoned, Taunt d8+
      • Aka "I Mock Your Pain," characters with this edge know how to poke fun at an opponent's mistakes. Once per round (if not Shaken), the character may make a free Taunt Test of Wills against one adjacent foe who failed a Fighting attack. This Taunt is a normal Taunt (cannot be combined with Barbed Wit)
  • Is That The Best You've Got?
    • Seasoned, Intimidate d8+
      • Aka "Bring It," characters with this edge shake off attacks with such a menacing effect it's downright scary. Once per round (if not Shaken), the character may make a free Intimidate Test of Wills against one foe who failed to Shake or Wound this character. This Intimidate is a normal Intimidate (cannot be combined with Forbidding Presence)
  • Motor Mouth
    • Veteran, Taunt d8+, Smarts d6+
    • You talk so fast it might be incomprehensible, but that doesn't mean the verbal beatdown is going to stop coming! You may now make two Taunt Test of Wills per round, each at a -1 penalty.
  • Moxie
    • Novice, Taunt d8+, Spirit d6+
    • Your character knows exactly the right words to put together a real zinger. You get +2 to Taunt Test of Will rolls and to resist Smarts-based Test of Wills, and you may use your Taunt skill to resist Smart-based Test of Wills as well.
  • Reputation
      • Veteran, Intimidate d8+, negative Charisma
      • Playing nice is for sissies. You're mean, you're scarred, you've got a surly attitude, and with that you're gotta intimidate that sucker. Your negative Charisma from basically being a meanie-pants now counts as a bonus to Intimidate Test of Will rolls.
  • Silver Tongue
      • Novice, Persuasion d8+, Smarts d6+
      • You have a way with words or maybe even body language, and know how to craft a particularly great argument...or sell. You may use Persuasion as a Test of Wills, as opposed by Smarts, against a single opponent within a 5" radius of you. Your charisma bonus does not apply to the roll.
    • Improved Silver Tongue
      • Veteran, Silver Tongue, Smarts d8+
      • Now your Charisma applies to the Persuasion Test of Will roll, up to a maximum of +4. I smell a great salespony...or a con! ;D
  • This Is For My Friend!
      • Novice, Spirit d10+, Common Bond
      • Whenever one of your friends gets hurt badly, you get really, really, really mad. To put it politely. Whenever a Wild Card ally is Incapacitated, your attacks against the opponent who struck the blow inflict an additional 1d6 damage.
    • Nopony Hurts My Friend!
      • Veteran, Spirit d10+, This Is For My Friend!, Common Bond
      • Nopony, and I mean nopony, hurts your friends, buster. For each Wound any adjacent Wild Card ally has, your attacks get a +1 damage bonus.

Weird Edges

  • Intuition
      • Novice, Spirit d8+
      • Perhaps your hero is related to Pinkie Pie, because you are known to have sudden flashes of insight. You may spend a benny and make a Spirit roll; if successful, you may ask the GM a single, simple question which your character might theoretically know the answer to.
  • Oops Gotta Go!
      • Novice, Agility d6+, Notice d6+, Spirit d8+, Pace 6+
      • Your character is pretty darn good at escaping bad situations and running away really fast. At the start of every Chase sequence (either being pursued or in pursuit), you get a free Benny. You also get a free Spirit roll at -2 to instinctively find your way to the nearest exit, even in pitch darkness. Note that this doesn't mean it's the safest exit, just that it's the closest and probably the fastest!

From the Core Rules

Ditched Edges from Core Rules

  • all the Power Point ones (since we're using the No Power Points setting rules): Power Points, Rapid Recharge, Soul Drain
  • all the Arcane Background professional edges (since we don't have those Arcane Backgrounds anymore): Adept, Champion, Gadgeteer, Holy/Unholy Warrior, Mentalist, Mr. Fix It, Wizard
  • Healer (see new MLP:SA professional edge Medic instead)
  • Ambidextrous and Florentine (doesn't make much sense with 4-legged creatures; however, see Multiple Actions in Game Rules)
  • Strong-Willed
    • it's been split into two edges due to Tricks and Test of Wills now becoming more effective: Moxie and Hulk Smash

Changed Edges from Core Rules

  • Brawny is +2 Significant Items (if you're using the simplified Encumbrance rules)
  • Command expands the radius of the inspire Leadership roll from just adjacent allies to also 5"
  • Command Presence similarly expands the radius of the Leadership roll effect to 10"
  • Fleet-of-Foot ("Fleet-of-Hoof") also gives a d12 "running" die for flying, instead of a d10 while flying (so Flying with this edge is 8" / running d12)
  • Improved Martial Artist also gives a +1 Parry bonus, to make up for the fact that the Unarmed Defender rule doesn't apply in MLP:SA
  • Tactician uses the Leadership skill instead of Knowledge(tactics) skill
  • Two-Fisted ("Rodeo Bucking") doesn't apply to hands anymore (duh), but instead whatever two pairs of limbs the GM agrees with (typically forehooves and backhooves; see Multiple Actions in Game Rules)
  • Slightly changed requirements due to merging of skills:
    • Beast Master ("Animal Companion") needs d6 Nature instead of d6 Survival
    • Thief needs d6 Athletics instead of d6 Climb
    • Woodsman ("Woodspony") needs d8 Survival and d8 Nature instead of d8 Survival/d8 Tracking, and gives a +2 bonus to Survival/Nature/Stealth rolls in wilderness
  • Rename some edges for pony-flavor:
    • Assassin to Sneaky Pony
    • Beast Bond to Animal Bond
    • Beast Master to Animal Companion
    • Fleet-of-Foot to Fleet-of-Hoof
    • Killer Instinct to Hates to Lose
    • Marksman to Markspony
    • Scavenger to In Case Of X Emergency
    • Steady Hands to Steady Hooves
    • Two-Fisted to Rodeo Bucking
    • Woodsman to Woodspony

Summary of Available Edges from Core Rules

Note that as per Savage Worlds fan-licensing rules, I can't replicate the whole text here. For Edge requirements and full details, please see the core Savage Worlds rules. I'm just listing the names and a brief description of what it does here.

  • Ace* : Bonus to all vehicle skill rolls; can make Soak rolls for vehicle
  • Acrobat* : Bonus to Agility rolls when making acrobatic maneuvers; Parry increased when unencumbered
  • Alertness : Bonus to Notice rolls
  • (Arcane Background) : let there be magic
  • Arcane Resistance : Magic of all sorts less effective
    • Improved Arcane Resistance : Magic of all sorts even less effective
  • Attractive : Possess good looks, improving Charisma
    • Very Attractive : u r v.pretty; even more Charisma
  • Assassin ("Sneaky Pony")* : bonus to damage rolls if caught foe unawares
  • Beast Bond ("Animal Bond") : Character may spend bennies for his animals
  • Beast Master ("Animal Companion") : You gain an animal companion
  • Berserk : When wounded, Strength, Fighting, and Toughness benefit while Parry is reduced
  • Block : Increase Parry
    • Improved Block : Increase Parry even more
  • Brave : Bonus to Fear checks
  • Brawler : Bonus to bare-hooved attacks
    • Bruiser : on a Raise with bare-hooved attacks, roll a larger raise die d6
  • Brawny : Increased Toughness and load limit
  • Charismatic : Charisma is increased
  • Combat Reflexes : bonus to recover from being Shaken
  • Command : Allies recover from being Shaken more easily
    • Command Presence : increase Command radius
  • Inspire : Same as Command but better
  • Common Bond : May give bennies to companions in communication
  • Connections : Call upon powerful friends with Persuasion roll
  • Counterattack : free fighting attack against opponent that failed their Fighting attack against you
    • Improved Counterattack : same as Counterattack but better
  • Danger Sense : Always has a chance to Notice ambushes and similar unpleasant surprises
  • Dead Shot : Inflicts double damage on a ranged attack
  • Dodge : Become harder to hit at range
    • Improved Dodge : Same as Dodge but better
  • Elan : Benny effects are stronger
  • Extraction : Agility roll to dodge one opponent's free attack when you disengage from melee
    • Improved Extraction : dodge all opponents
  • Fast Healer : Bonus to natural healing rolls
  • Fervor : Allies inflict extra Fighting damage
  • First Strike : Automatically attack one foe who moves adjacent per round
    • Improved First Strike : Automatically attack all foes who move adjacent
  • Fleet-of-Hoof : Increased Pace and running die
  • Followers : Attract 5 henchponies
  • Frenzy : May make an additional Fighting attack every round
    • Improved Frenzy : Same as Frenzy but with no penalty
  • Giant Killer : Extra damage against larger opponents
  • Hard to Kill : Wound modifiers not applied to Knockout Blow and Injury tables
    • Harder to Kill : Has a chance of escaping death
  • Hold the Line! : Toughness of allies increased
  • Improvisational Fighter : no penalty to use improvised weapons
  • Investigator* : Bonus to Investigation and Streetwise rolls; also Notice rolls made searching through evidence
  • Jack of All Trades* : Unskilled penalty involving Smarts-based skills reduced
  • Killer Instinct ("Hates to Lose") : win tied opposed rolls
  • Leader of Ponies : Allies roll a larger wild die
  • Level Headed : Draw extra action card and keep best
    • Improved Level Headed : Same as Level-Headed but better
  • Linguist : Starts with additional languages; can figure out unfamiliar languages on a Smarts roll
  • Liquid Courage : You're tougher after drinking alcohol
  • Luck : Moar bennies
    • Great Luck : even moar bennies
  • Markspony : Bonus to Shooting rolls when not moving
  • Martial Artist : Bonus when making an unarmed attack; never considered to be Unarmed Defender
      • Improved Martial Artist : Increased bonus when making an unarmed attack, +1 Parry (in MLP:SA)
        • Martial Arts Master : even more damage with bare-hooved damage
  • McGyver : No penalty for using makeshift tools; can jury-rig one use devices in an emergency
  • Mighty Blow : Inflicts double damage on a melee attack
  • Natural Leader : May share bennies with allies.
  • Nerves of Steel : Able to partially ignore the results of pain
    • Improved Nerves of Steel : Character doesn't need Novocaine
  • (New Power) : Character gains one new power
  • Noble : Has high status with society, increasing Charisma and wealth; offset with responsibilities
  • No Mercy : May spend bennies to reroll damage
  • Professional : Gain a bonus for one d12 Trait
    • Expert : Increased bonus for one d12 Trait
      • Master : Increased wild Die for one d12 Trait
  • Quick : May redraw low action cards
  • Quick Draw : May draw and use weapon on same action without penalty
  • Rich : More starting funds and a salary
    • Filthy Rich : u r a pony even more starting funds and a whopping huge salary
  • Rock and Roll! : Ignore recoil penalties
  • Scavenger ("In Case of X Emergency") : 1 small useful item per session
  • Scholar* : Bonus to two different Knowledge skills
  • Sidekick : Characters gains a Novice WC sidekick
  • Steady Hooves : Penalty for fighting on an unstable platform negated
  • Sweep : can make an attack against all adjacent targets on one action; may not be used in conjunction with Frenzy
    • Improved Sweep : Like Sweep but better
  • Tactician : Can modify initiative
  • Thief* : Bonus to Athletics, Lockpicking, and Stealth rolls made in an urban environment
  • Tough as Nails : Increased Toughness
    • Improved Tough as Nails : Even more increased Toughness
  • Trademark Weapon : Gain a skill bonus when wielding a specific weapon
    • Improved Trademark Weapon : Increased skill bonus when wielding a specific weapon
  • Two-Fisted ("Rodeo-Bucking") : reduce multi-action penalty for two Fighting attacks
  • Weapon Master : Increased Parry
    • Master of Arms : Even higher Parry
  • Woodspony* : Bonus to Survival, Nature, and Stealth in wilderness environments

*Professional Edge - bonuses don't stack with other Professional edges.

Creating New Edges

If the gamut of existing edges from Savage Worlds and the new ones listed here in MLP:SA aren't enough for you, then you can create your own! Here are some guidelines, but if you're lazy and don't want to click the link:

General advice on creating new edges:

    1. Make sure an existing edge doesn't already fit. If all it needs is a different name, then do that!
    2. Avoid excessive bonuses.
    • This can't be emphasized enough. Unlike DnD, in Savage Worlds a +1 bonus is HUGE, because the default TN is 4.
      • A +1 bonus bumps up a d4's Wild Card success rate from 63% to 83%.
      • A +2 means you practically never fail. Which is why +2 bonuses are reserved for Professionals; they make sure Mr. Ranger doesn't accidentally eat a poisoned mushroom.
    • As a rule of thumb, a Professional Edge has d8+ requirements and can give a +2 bonus to 2-3 non-combat/arcane skills, while a Combat Edge might negate 2 points of penalty or grant a +1 bonus to a specific use of a combat skill.
    1. Minimize the need for additional rolls and bookkeeping, particularly for combat-oriented Edges, as they can significantly slow down combat resolution.
    2. Keep the bigger picture in mind. Don't view Edges in isolation, consider the impact they'll have in combination with other Edges, abilities and setting rules. This is also why +2 skill bonuses should generally be limited to Professional Edges, as it avoids potential stacking.
  1. Don't create no-brainer choices. If an Edge is so good that everyone feels obliged to take it, it actually reduces the overall choices (because players will take that Edge before diversifying).