Edges and Hindrances
As per the standard Savage Worlds rules, all characters have Edges and Hindrances. These are in addition to the ones listed in the Savage Worlds core rulebook.
As per the standard Savage Worlds rules, all characters have Edges and Hindrances. These are in addition to the ones listed in the Savage Worlds core rulebook.
The following Hindrances have been removed.
Doubting Thomas
Young
The following Edges have been removed.
Giant Killer
Any Power Edge
Beast Master
Champion
The following Hindrances have been modified:
Due to the high-tech nature of the world, All Thumbs is a Major Hindrance
The following Hindrances are in use (taken from Interface Zero 3.0, Sprawlrunners, Street Wolves, and Dominions of Steel), in addition to the ones in the SWADE Corebook.
Your character has a serious need for speed and can't get enough thrills. When in control of a fast vehicle or engaging in some extreme activity like surfing or parachuting, the character puts themselves at maximum risk in order to chase that rush.
Global pollution and the omnipresence of chemical cleaning agents have left many people with weakened immune systems. This character suffers from an allergy to a rather common substance in their environment, making their life unpleasant and difficult at times.
As a Minor hindrance, contact with the substance or material is distracting, inflicting a -1 penalty on all Trait rolls. As a Major hindrance, it is outright painful, inflicting a -2 penalty on all Trait rolls. Damage from sources involving the substance or material are made at +2.
The character is easily enamored with a pretty face. Perhaps it's lust or lechery, or perhaps he just has a keen appreciation of natural beauty.
Amorous characters suffer an additional -2 penalty to resist Tests by any character with the Attractive or Very Attractive Edge.
You've got a bad street rep. Whatever it was that you did or didn't do, word got around. You begin the campaign On the Outs (d4 Street Cred) and your Street Cred may never advance past d8.
Some heroes take a while to master their craft. Select a skill central to your character's Origin. The hero suffers a Critical Failure whenever she fails a roll and that skill die is a 1.
A Boy Scout follows the letter of the law as much as possible. While this may be a bit difficult for an illegal vigilante, this means they follow the procedures to the T and have a difficulty bending or circumventing procedure or mission parameters.
While similar to the Code of Honor hindrance, Boy Scout has the additional repercussion that the character subtracts 2 from all Drive, Piloting, or Boating checks.
You cheated death at some point in your past or was brought back from the dead and owes the Ferryman a fee. Whatever the reason, the hero subtracts 2 from Soak rolls.
This runner just cannot get their cyberware to operate smoothly. Maybe they purchased it second-hand and from really shady sources, maybe it's a prototype with all the kinks, or possibly it was just made on a Monday. Whenever their Skill die shows a natural 1 on a Trait roll involving cyberware, the implant is acting up.
As a Minor hindrance the cyberware doesn't work for 1d4 rounds. As a Major hindrance the character also suffers a -2 penalty to further rolls involving the faulty cyberware until it can be fixed. This requires a successful Repair roll by a cyber-technician.
Maybe you served in the military in any of the follow up actions after World War III, or one of the many Corporate Wars, or just suffered a heavily traumatic experience in their life. The character has a certain trigger which induces flashbacks if they fail on a Spirit (-2) roll.
As a Minor hindrance the character is instantly Distracted. As a Major hindrance the character also suffers 1 level of Fatigue, which can be removed by a few minutes of peace and quiet.
You took out a loan from some very bad people. Yo owe them a lot of money and are expected to pay them back regularly. Every week, your character has to pay $1,000. If you're unable to pay, then they send a thug around to collect or hurt you on an escalating scale. Payments stop when you or your hairs have paid back double the debt. Once you have paid your debt, you can replace this Hindrance with another of similar intensity, use an Advance to remove it entirely or take out a new debt. The debt is $15,000 for a Minor hindrance or $30,000 for a Major. The good news is that your starting funds increase by the debt you owe.
The hero is serious, taciturn, and finds mirth tiresome. He's Provoked (See Savage Worlds) on any successful Taunt - whether the opponent has the Provoke Edge or not.
Provoked characters subtract 2 from rolls to affect any opponent except the one who insulted him. This lasts until a Joker is drawn (by either side) or someone else successfully Taunts the dour ruffian.
Your hero gives love a bad name. They may be abrasive, thoughtless, or any other reason why they have a bad reputation when it comes to attracting or keeping a mate.
When your attempt to initiate a romantic relationship, suffer a -2 penalty to your Persuasion check.
You see things in black and white and struggle with more nuanced dilemmas. Most of the time this is an admirable virtue, but it causes great issues when on the horns of a moral dilemma, such as whether to hand a starving thief over to the police or let him get away with his desperate but perhaps necessary crime.
Every little thing makes this individual nervous or scared. Any time there's a sudden noise, shock or surprise (GM's call), the Jumpy hero must make a fear check.
Your character was infected with a nano-virus and ended up on the short end of the mutation stick. As a Minor hindrance, choose one Skill. The Wild Die associated with that skill is one step lower (typically a d4). As a Major Hindrance, select one Attribute. The Wild Die for that Attribute is treated as one step lower (typically a d4).
Framed for a crime they didn't commit, your character chose to run because the odds were stacked against them. Now they're looking over their shoulder, trying to stay one step ahead of the law.
The severity of this hindrance depends on the crime. White collar offenses like embezzlement don't usually warrant a nationwide, ongoing manhunt, so the Minor version applies. But a crime like murder? You can bet that the police will want to catch the killer and it should be a Major hindrance.
The higher profile the crime, the more interest from law enforcement. There's likely to be a lead investigator who is doggedly pursuing your hero, which would pair nicely with the Enemy hindrance. In fact, that investigator could even be a former friend or lover of your character for a bigger emotional gut punch.
A Renegade can get rid of this Hindrance as part of a quest to prove their innocent.
Note: This Hindrance is similar to Wanted, but the hero truly didn't commit the crime. If you want a character with a criminal background, pick Wanted.
No matter how much your hero fight it, fear and terror elicit an ear-splitting scream. Any time the character fails a Fear Check, he automatically screams at the top of his lungs and is Distracted until he makes a Smarts roll as a free action. Allies (who can hear) within a LBT centered on the Screamer are also Distracted until the screaming ends, or they move out of the template.
You think of others before yourself. You sleep on the floor to give another the bed. You pretend to be full to give your friends the last bite of a meal. You buy the book that everone else in your party reads - a true hero!
The extent and frequency of your sacrifice determines whether this is a Minor or Major Hindrance.
Your character is between a rock and a hard place. A powerful individual or group has leverage over them and manipulates them to do their bidding. It could be a drug cartel or an enemy faction in a corporation or the government, who has compromising intel on them.
At the GM's discretion, the character may be asked to do a favor during a mission. The level of Hindrance indicates the kind of power they have over your character. The Minor version might lead to request for stealing drugs, collecting intel, or cash. The Major version leads to more dangerous and possibly mission-derailing requests, such as murder or theft of highly sensitive information.
If the character fails to turn over what is wanted or refuses the request, they lose Under a Thumb and gain the Enemy Hindrance at the level they had for Under A Thumb.
Your hero can identify with every sap in every song who's been cheated and mistreated and they keep finding themselves in the same situation. The hero is so lovestruck that they ignore the warning signs of potential mates and often fall for the bad boy or femme fatale types.
How this plays out in the game is up to you and the GM. It could be handled through roleplay. Alternately, the hero could gain a bonus when trying pick up on a love interest who is bad news, or her your hero could suffer a -2 penalty to resist such a love interest.
Note that Unlucky In Love doesn't automatically mean the love interest is a bad person, they could simply be misunderstood when most other people would write them off as nothing but trouble.
You have no CIP or WIP and are unable to see or interact with cyberspace, including, but not limited to digital displays, instant banking, etc. Your Firewall is 0 (but you don't have anything to Hack).
You cannot take the Hacking skill or make sure of Cyberware as they require a CIP or WIP to operate. You may still utilize most Biotech. You may remove this Hindrance by spending an Advance and purchasing a CIP or WIP.
Whether your character knows it or not, she is constantly monitored. This could be because she's a famous pop star, a corporate slug just high enough on the ladder to warrant observation. Maybe you're a mole (or a rat) and the police are constantly feeding your sensory input to the law dog's data pool. Whatever the reason, your character's WIP contains software that can be monitored any time by your overseer.
While monitoring may not be constant, you should assume that every move you make is logged and filed away "just in case". Anything that upsets your monitor may warranty a house call. The software can be removed with a successful Hacking attempt, but would have immediate repercussions.
Note: This hindrance cannot be taken if you have the Unplugged hindrance.
The following Edges have been modified.
Requirements change: Either Fighting d6+ or Shooting d6+
Requirements change: Instead of Spirit d8+, it is Smarts d8+
The +2 bonus also applies to Healing checks related to Forensics.
The following Edges are in use (taken from Interface Zero 3.0, Sprawlrunners, Street Wolves, and Dominions of Steel), in addition to the ones in the SWADE Corebook.
Requirements: Novice, Thievery d6, Notice d6
Your character is adept at locating items of value in inhabited structures, whether this means only grabbing the most valuable loot in a heist, knowing the best places to look for a concealed safe, or simply ignoring the valuable looking but worthless items. Active Notice checks when searching for hidden or valuable items take only half the time.
Requirements: Novice, Common Knowledge d6+
Your character grew up in a corporate enclave and has learned everything there is about the corporate culture. She receives 2 points less penalty to Persuasion and Common Knowledge rolls in corporate environment, or +1 if there are no penalties.
Requirements: Novice
You look exactly like everyone else in the crowd. It is a talent you have mastered. You are one of the countless masses that no one pays attention to. In an appropriate environment (Chosen when the edge is taken: Streets, Corporate, Military, Suburbia, etc.) the character receives a +1 bonus to Stealth.
Requirements: Novice, Taunt d6+
Some people use humor to deal with horrific circumstances, or are maybe just so tough they can laugh in the Grim Reaper's face.
A character with Gallows Humor may use her Taunt skill instead of Spirit when making a Fear check (and all the usual modifiers apply as normal). If she gets a raise, she mocks the threat so effectively it acts as +1 Support for all allies making the same Fear Check.
Requirements: Novice, Vigor d8
Your hero ignores one level of Fatigue penalties.
Requirements: Veteran, Vigor d10, Indefatigable
In addition to Indefatigable, you also have a +2 bonus to Vigor tests to resist Fatigue.
Requirements: WC, novice, Spirit d6+
Rad tunes provide focus for your hero. If your hero is listening to their favorite beats, you can draw one extra Action Card at the start of a round and pick which one you'd like to use. This Edge can be combined with other Action Card Edges like Level Headed or Quick.
Unfortunately, while listening to music, all sound-based Notice checks are reduced by -1.
The GM encourages the player to build a play list. It must be rad, and by rad, I mean cyberpunk.
Requirements: WC, Seasoned, Into the Groove, Spirit d8+
Music provides solace. In addition to the regular benefits of Into The Groove, they also add +1 to Spirit when resisting Tests during times of crisis. This includes +1 to Spirit to resist Fear.
Requirements: Novice, Spirit d8+
Your hero is a person of singular focus... sheer fucking will. Whenever you are on the hunt, you brook no interference from those he thinks will bar the way.
In exchange for this dogged determination and unflinching dedication to the chase, Relentless characters who are Shaken may still take a single action at a -2 penalty.
Requirements: Novice, Vigor d6+, Survival d6+
Your rough upbringing has taught you how to survive on your own. You can ignore two points of penalties caused by an environmental condition (heat, cold, radiation, etc).
Requirements: Novice, Survival d6, Notice d6
Your character has lived on the starving edge of the wastelands for much of their life. They receive a +2 to Notice tests for the purpose of finding useful or valuable items in ruins, whether that be in the wastelands, an abandoned neighborhood, or even a radioactive crater in Chicago.
Requirements: Novice, Agility d8+, Cyberlimb
The character has learned how to use his cyberlimb for both offensive and defensive purposes. Augmented warriors increase their Parry by 1 and roll Str+d4 when hitting with their cyberlimbs. If Augmented Warriors also buy Martial Artist, the Parry bonus stacks and the combined edges increases the damage to Str+d6.
Requirements: Seasoned, Fighting d8+
A short burst of speed adds significant impact to this hero's melee damage. If she runs at least 5" (10 yards), she adds +2 to the damage of her first Fighting attack that turn. This may be combined with a Wild Attack.
Requirements: Novice, Agility d8+, Fighting d8+
Skilled knife-fighters are able to deal lethal strikes when in close. A Close Fighter armed with a knife or similar small weapon (GM's call) can choose a single adjacent target as a free action each turn. Against that target only, gain +1 Parry and increase the AP for your knife by +1. This goes away if you choose a new target or move out of melee range.
Requirements: Veteran, Close Fighting
The Close Fighter also ignores 2 points of penalties for Called Shots against that target.
Requirements: Seasoned, Fighting d6+
You can share your shield's Parry and cover bonus with one adjacent ally as a free action. Shield bonuses don't stack, so use only the highest if a character is protected by more than one.
Requirements: Seasoned, Fighting d4+, Spirit d8+
What's the best way to win a fight? Doing whatever it takes to win!. A dirty fighter receives a +2 bonus when performing a Test to make their opponent Vulnerable or Distracted when using some sort of dirty trick. This bonus is typically used with Athletics or Fighting, but GMs should allow for other creative skill uses.
The player should have a good description for what they're doing: Throwing sand, a kick to the crotch, and eye gouges are all common dirty tricks, but feel free to get creative.
It's less effective to perform the same trick multiple times on the same opponent, so GMs are free to rule that a reuse of a dirty trick would not work.
Requirements: Seasoned, Dirty Tricks
Your character is extremely skilled in tactical deceit. Should he get a raise on a Test, he gains The Drop against that opponent until the foe is no longer Shaken.
Requirements: Seasoned, Fighting d8+
Some melee weapons have features like hooks that are able to grab onto an opponent's weapon. Your hero is able to use them to yank or knock weapons right out of enemy hands.
If using a weapon with the disarm feature, your character can do the following: As an action make an opposed Fighting roll versus an armed opponent (it can either be melee or ranged weapon). With a success, the opponent drops their weapon and takes no damage. On a Raise, the weapon flies 1d4" away in a direction that makes the most sense, chosen by the GM.
Requirements: Seasoned, Fighting d8+
Martial arts like Judo teach a practitioner to use an opponent's leverage against them. Your hero knows this gentle way and can flip and trip opponents with ease.
After a successful Fighting attack, you can choose to throw or trip your target instead of causing damage. The target lands in an adjacent square to teh attack, as chosen by the attacker. The target is prone and Vulnerable until they stand up. On a Raise the target is also Shaken. If already Shaken, the target receives a Wound.
Requirements: Seasoned, Fighting d8+
Getting a grip on an enemy is a great intro to sending them on a guided tour of a world of pain.
Your martial artist gains a +1 bonus when making a Grappling check. They also receive a +1 bonus when attempting to break free from being Bound or Entangled by a foe.
Requirements: Novice, Martial Artist, Fighting d6+, Shooting d6+
Heavily trained in close quarters gunplay, you know gun fu. When using pistols against a target's Parry, add +2 to Shooting and +2 to pistol damage. This benefit only applies to such close range combat, not to attacks from further than adjacent.
Requirements: Seasoned, Gun Fu, Fighting d10+, Shooting d10+
Integrated training has honed this warrior's reflexes to the point that pistols are an extension of her body. She may fire pistols when using Combat Edges such as First Strike, Frenzy, and Sweep.
Requirements: Veteran, Enlightened Gun Fu, Marksman
The master of flowing pistol combat has evolved her techniques to compensate for motion. She may use the Marksman Edge while moving up to half Pace and apply it to the first and second attacks she makes in a turn.
Requirements: Seasoned, Fighting or Shooting d8+
Your character has learned to be ready in combat. She knows the tactical advantages to be had in countering another's offensive moves before they have a chance to bear fruit. When On Hold, the character receives a +2 bonus to Interrupt another's actions. They also are allowed a Vigor Roll to not lose On Hold status if they are Shaken or Stunned.
Requirements: Veteran
Opportunity is what one makes of it. When a character with this Edge is dealt a Joker, he adds +4 to his Trait and damage rolls instead of +2
Requirements: Novice, Fighting d8+
You have a natural talent for turning overwhelming force into overwhelming damage. You add half your gang-up bonus (round down) to damage from melee attacks.
Requirements: Seasoned, Fighting d8+, Martial Artist
Your character has trained to hone their strikes to bypass armor and deal damage to exposed areas.
Their unarmed Fighting attacks gain +2 Armor Piercing against a foe wearing body armor or carrying armor such as a shield. With a Raise on the attack, you can choose to either apply a bonus die as normal or have the target make a Vigor check and be Vulnerable until the end of their turn.
Requirements: Seasoned, Spirit d8+
Power lungs or great size allow you to issue a great, bone-shaking roar. As an action, the character can make an Intimidation Test in a Cone Template. All targets within are affected and must resist separately.
Requirements: Novice, Fighting d6+
Violence is a way of life for some. Those with this Edge hit their foes hard enough that they often don't get to reply in kind. A character with this Edge causes +4 damage when making a Wild Attack rather than +2
Requirements: Seasoned, Athletics d8+
Ninjas can throw weapons like a hail storm of pointy death.
When using small thrown weapons with a damage of Str+1d4 such as small knives or throwing stars, the hero can treat them like a weapon with a rate of fire of 2. Instead of rolling Shooting, they use their Athletics skill and there is no recoil penalty.
The "ammo" consumed is slightly different than that listed in Savage Worlds. Its a rate of fire of two, but three of the weapons are thrown.
This Edge can be taken twice. The second time taken, the ROF increases to, with an ammo use of five.
Requirements: Novice, Agility d8
Your ability to maneuver and fire is unequaled. Any turn in which you run, deal an additional 1d6 damage on your first successful attack.
Requirements: Seasoned, Assassin
The +2 bonus from the Assassin Edge is replaced by a d6, which may Ace as usual. This applies to Athletics (for throwing), Fighting, or Shooting attacks.
Requirements: Veteran, Sneak Attack
The character's Sneak Attack bonus also now applies if the foe is Distracted.
Requirements: Seasoned, Strength d8+
The character's blows are powerful or precise enough to stun his foes. If he strikes an opponent with a blunt weapon (a hammer or maul) and causes at least a Shaken or Wound result, resolve damage and any attempt to Soak. Then the victim must make a Vigor roll or be Stunned.
Requirements: Seasoned, iron Jaw, Vigor d10+
You've learned to endure a violent life filled with merciless brutality. A character with this Edge has learned to survive under the most relentless conditions. He gets a free reroll on Soak rolls made to eliminate Wounds or Vigor rolls to resist Knockout Blows.
Requirements: Veteran, Athletics d8
Choose a specific type of Difficult Ground (thick forest, steep incline, slippery ice, etc.). Ignore the Difficult Ground penalty for that type of terrain. This Edge can be bought multiple times, each time applying to a different type of difficult ground.
Requirements: Seasoned, Athletics d8+ or Shooting d8+
When performing a Test with Athletics or Shooting skill, you can choose to make the foe resist with Smarts instead of Agility.
Requirements: Veteran, Agility d8+, Athletics d8+
The character has an uncanny ability to avoid area attacks and effects. She ignores the usual -2 Agility penalty when making Evasion attempts.
Requirements: Novice, Fighting d6+, Research d6+, Shooting d6+
Bio-hunters destroy the biological horrors (biohorrors) that infest numerous areas, either by accident or intent. As a Bio-Hunter, you deal with all manner of strange creatures on a daily basis. to successfully combat these creatures you need to have a broad understanding of their biology. A Bio Hunter can Reroll Fear checks. Extensive research also allows her to exploit weak points, increasing the bonus damage from Called Shots by +2; this only affects Called Shots that already get bonus damage.
Requirements: Veteran, Electronics d8, Repair (Cybernetics) d8, Smarts d10
As a cyber surgeon, you are master at installing all types of cybernetic implants. You can also repair damaged implants. Gain +2 to Repair (Cybernetics) rolls when attempting to fix or install cybernetic implants.
Requirements: Seasoned, Piloting, Boating, or Driving d8+
Anybody with a VCI and an eyespy can call themselves a drone jockey, but they are pale imitations. Increase your Vehicle Control slots by 2. In addition, ignore the first level of Fatigue or Wounds from your character or the drone when in Pilot mode.
Requirements: Seasoned, Demolitions d8+, Repair d6+, Science (Chemistry) d6+
A character possessing electrical engineering skills and knowledge of chemical compounds can whip up some nasty explosive devices with cleaning products and supplies readily found in any hardware store.
An Explosive Improviser is able to cobble together items to make explosive devices that are more powerful than those made by the McGyver Edge. As long as your character has access to supplies, you can make a bomb out of stuff like chemicals, old nails, and metal pipes.
A successful Demolitions check creates an explosive device that deals 3d6 damage within an MBT. Every Raise adds +1d6 damage. A critical fialure results in either the explosive not detonating or prematurely exploding (not exactly right away). There is a -2 penalty if there's a lack of tools or supplies for the job.
Instead of creating one device, you can choose to make two smaller devices by splitting the damage and using a SBT for each one. For instance, instead of a device that deals 4d6 damage, it can be split into two 2d6 damage explosives. An odd number of damage dice like 3d6 can be split into one 1d6 device and one that's 2d6.
Requirements: Novice, Common Knowledge d6+
A fashion faux pas can have disastrous consequences in the field. Imagine if a suave super spy showed up to the fancy casino in beachwear. A Fashionista can avoid such a debacle. A Fashionista has an eye for design, keeps their finger on the pulse of fashion trends, and closely follows the world of high fashion couture.
Before any social interaction where fashion choices could make a difference, a Fashionista can make a Common Knowledge check. GMs adjust modifiers to the check based on what is known about the event. The more the Fashionista knows about the people and situation, the more of an advantage they should have and vice versa.
Success results in knowing the optimal clothing for the situation.
If the hero wears the appropriate ensemble, they don't receive penalties or social stigma they otherwise might suffer at the event. They also receive a +1 to Persuade or Performance (Acting) checks during the duration of the event (and as long as combat doesn't break out).
Requirements: Seasoned, Agility d6+, Driving d8+
With a squeal of tires and shifting of gears, your hero expertly weaves their way through traffic.
When drawing a Diamond or Joker Action Card while driving a vehicle, riding a motorcycle, or pilot a boat or flying craft, the Getaway Driver receives a free skill re-roll for the appropriate skill for the vehicle (Driving, Piloting, Boating, etc.). This Edge can be combined with other Action Card Edges like Level Headed or Quick.
Requirements: Novice, Academics d8+
A Legal Eagle knows the law like the back of their hand, specializing in obscure laws and case precedence. This makes them a formidable foe who can bury opponents with the threat of potential lawsuits.
When dealing with agents from the criminal justice system, your Legal Eagle can use Academics (Law) skill in place of Persuasion or Intimidation. When doing so, they get a +2 bonus to either get the law to back down from a minor infraction or lessen the legal impact of a major offense. It's up to the GM to decide how this plays out. Perhaps a cop is willing to overlook the character fleeing the scene of a crime.
This Edge may also be used in the same manner to get an officer of the law to perform a favor for the Legal Eagle, such as giving them access to evidence, seeing a case file, or revealing the name of witness.
This bonus also applies to Intimidate or Persuasion checks versus someone who has a reason to fear the law (either real or imagined) and believes the Legal Eagle can make their life a lot worse.
This Edge only applies to laws of the AFR, unless the lawyer has good reason to be intimately familiar with laws of another nation.
Requirements: Seasoned, Healing d8+
Those who have expert medical knowledge are true lifesavers. A character with this Edge gets the following benefits.
The Golden Hour for this character is increased to six hours.
A Healing skill application is five minutes instead of ten.
The Lifesaver can spend a Benny to re-roll Healing rolls on Critical Failures.
Requirements: Novice, Thievery d8+
Lock Experts have nimble fingers and specialized tools to pick locks. They get a free Thievery re-roll picking locks or cracking safes.
Requirements: Seasoned, Smarts d10+, Healing d10+
People don't die on your watch. You won't let them. Call it strength of will, exceptional skill, or just plain stubbornness, but you have a knack for resuscitating the dead. You can revive a person who has died by making a Healing roll at -1 penalty for every minute that has passed since the character died (max 5 minutes). Each attempt takes a minute.
Characters that are revived are considered to be Stable (and have three Wounds), but also have three levels of Fatigue (as per the Savage Worlds core rules). They recover one level of Fatigue per day. A raise on the initial Healing roll removes one level of Fatigue.
Requirements: Novice, Smarts d6+, Spirit d6+, Intimidation d8+
Sector cops blend training and experience in getting instant compliance from anyone that hears them use 'cop voice'. This Edge has three effects.
First, a Critical Failure never makes the target immune to this Sector Cop's Intimidation. Second, a success on the opposed roll when using Intimidation out of combat works like a raise; the target backs down for the remainder of the scene, spills their guts, or flees with all haste depending on the situation. Third, a success when using Taunt out of combat works like a raise; the victim is cowed for the scene, departs obviously distraught, or attacks recklessly at the GM's discretion.
Requirements: Novice, Repair d6+
Your character was born with a wrench in her hand and spent half her childhood and all her teen years under the hood of some vehicle making it run just right. Offset 2 points of penalties on Repair rolls.
Requirements: Novice, Driving, Piloting, or Boating d8+
Your character has a close affinity with a particular vehicle. While piloting that vehicle, they receive a +1 to tests to operate it (Driving Boating, or Piloting). Additionally, they receive a +1 to opposed tests while in a chase. If the vehicle is lost, the character may replace it but it will take a few weeks for her to develop an affinity for the new vehicle.
Requirements: Seasoned, Trademark Vehicle
As above, but the bonuses are +2
See the >Hacking page for more information on the Combat Deckers, including the Arcane Background (Combat Decker) that these Edges are used for.
Requirements: Heroic, Arcane Background (Combat Decker), Hacking d10+
With knowledge comes power and this decker knows when to say when. After you form a five-card poker hand when Hacking on the Fly, you can discard up to three cards and redraw.
Requirements: Seasoned, Smarts d8+, Arcane Background (Combat Decker), Hacking d6+
Your hero draws an extra card anytime he Hacks on the Fly.
Requirements: Veteran, Codeslinger
Draw two extra cards (total) when Hacking on the Fly.
Requirements: Novice, Smarts d6, Hacking d6
As a hacker, you are committed to learning everything you can about the science (or art) of cracking into secure systems. Your skills give you an edge in many situations. You may ignore 2 points of penalties to Hacking rolls when you Manipulate the System with an active Security Rating.
Requirements: Seasoned, Hacker
Spend a Benny to ignore Security Rating penalties when activating an IC-Breaker.
Requirements: Seasoned, Hacker
You have broad familiarity of exploits common to networks and use that knowledge to great effect. You may ignore a further 2 points of penalties to Hacking rolls when you Manipulate the System with an active Security Rating.
Requirements: Veteran, Hacking d10
They call you a ghost because you're adept at covering your tracks while attempting. Notice rolls made to find you in the network suffer a -2 penalty (for a total of -4 with WIPs). Also, once per session, you can spend a Benny to automatically succeed on a Secure Logout without making a Skill roll.
Requirements: Novice
You have another identity you are known by, airtight with a background, job history, computer records, official documentation, etc.
This lets you operate under an alias that cannot easily be traced back to you, since everything checks out for all but the most persistent snoop. If the character's identity is ever revealed through actions (or inactions), he loses the benefits of this Edge. This Edge may be taken multiple times, each time the Edge is taken the character gains a new identity.
Requirements: Novice, Intimidation d8+
A character with this edge has a knack for getting people to talk without being violent.
When making an Intimidation attempt to make a target spill the beans, your hero gets a free re-roll. Bad to the Bone also applies to Networking attempts where Intimidation is in use.
Requirements: Seasoned, Smarts d8+
Lies, deception, and misdirection are stock-in-trade for this character. When making a Test based on Smarts or Spirit-linked skills, he can choose whether the target resists with Smarts or Spirit.
Requirements: Novice, Gambling d6+
You have a stone-cold poker face, giving nothing away when relieving opponents of their hard-earned money. You've mastered the games in which deception plays a role. In any game that is not entirely random in nature, receive a +2 bonus to your Gambling tests. On a raise, choose one opponent. That opponent is Distracted during the next round of gambling.
Requirements: Novice, Persuasion d8+, Thievery d6+
Paying for stuff is totally bogus. A Grifter knows all the tricks to get goods and services for "free" and can even trick people into giving them money at the point of sale.
When making a purchase you must state the scam your grifter is running (forged check, stolen credit card, switching price tags, etc). The scam may require resources secured before hand, such as as stolen card or counterfeit cash.
When ready to perform the grift, make a Persuade check with a +2 bonus. A successful check reduces the cost of the item by 100%, a Raise mean its free and nets a 25% gain to the Grifter. GMs are free to allow for circumstantial penalties to this check.
If the check is a failure, the purchase doesn't go through. The seller becomes seriously suspicious and acts accordingly, such as refusing to do further business and/or immediately becoming unfriendly. With a Critical Failure, the seller contacts store security or the police, the black market deal goes sour resulting in a shootout, or whatever the GM determines is the logical outcome.
Requirements: Novice, Stealth d6
Humans are social animals, you are perhaps a bit more social than most. It could be said that you utilize your team to the greatest tactical advantage, it could also be said that you know how to use your allies as cover. Gain +1 parry for every two adjacent allies.
Requirements: Novice, Taunt d6+
A totally hilarious and well-placed pun or joke by a hero after dispatching a foe helps break the tension and raise the spirits of their comrades.
After delivering the killing (or incapacitating) blow to an opponent in combat, your hero can say a cool and/or hilarious one liner. It's up to the GM to determine the quality of the one liner to see if the following applies, but a serious effort should count for a lot. If the line passes muster, draw a card.
Drawing a card of five or higher gains one Benny. Bennies earned with this Edge can be given to allies.
Using the same one liner multiple times loses its effectiveness and may not award any Bennies. However, an exception can be made if the hero has a signature catchphrase that's amusing. Overall, it's up to GM discretion to what counts for the Edge.
Requirements: Seasoned, Spirit d6+
The character has studied the reactions of others and knows what her opponent is going to do before they do it. She understands the way typical people of various roles react. She gains a +1 to opposed tests.
Requirements: Your character managed to impress the masses with his ability to get things done. His Street Cred die type is increased by 1 to a max of d12+2. This Edge may be taken up to three times. The Edge may only be taken a second time when the character is Veteran, or a third time when he reaches Legendary.
Requirements: Seasoned, Intimidation d10+
No one can stare down a Ronin. They are masters of intimidation and staring into a Ronin's eyes makes even the mightiest warrior's legs weak. Any round that a Ronin succeeds on an Intimidation roll, they receive +2 Parry in addition to any other effects of the Intimidation until their next turn.
Requirements: Novice, Persuasion d8+
With a sly smile, a subtle look, or whispered words, a Smooth Operator can get you to betray your country, turn your back on your friends, and have you begging for more.
Smooth Operators receive a free Persuasion re-roll when attempting to seduce/get information in a seductive way.
Requirements: Novice, Code of Honor or Heroic
Street Samurai are mercenaries with hearts of gold (not literally). They aren't as common as fiction claims, but they are trustworthy. A samurai starts with Street Cred d8 and gets a free Reroll on failures when using Street Cred.
Requirements: Seasoned, Command, Persuasion d8+
A calm, stalwart hero inspires those around her, even in the face of overwhelming horror. Every ally within Command Range gets a free reroll on a failed Fear Check.
Requirements: Novice
You are more resistant to the intrusion of augments on your body than the average person. Increase your Max Strain by +2. This Edge may be taken once at Novice, Veteran, and Legendary ranks.