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Edges
Below is a list of Edges common to most settings. You'll find more Edges in official Savage Worlds setting books as well. The Edges are grouped by type to help during character creation. Unless an Edge specifically says otherwise, it may only be selected once.
► Requirements: Below each Edge are any skills and Rank required to take it. A Novice character can't buy a Legendary Edge, for instance. A character may always purchase an Edge of a Rank lower than his.
► Improved Edges: Some Edges have improved effects if you purchase additional “levels” in them, such as Attractive and Very Attractive, or Rich and Filthy Rich. To buy an Improved Edge, you must have all previous versions of an Edge. You must choose Rich before buying Filthy Rich, for example.
These Edges are hereditary and background advantages or learned responses that develop in a character after prolonged training or exposure to certain events. Players can choose these Edges after character creation but the Game Master might require a little more rationalization. An individual might choose the Attractive Edge, for example, by cleaning herself up, getting a makeover, and generally paying more attention to her looks. Characters might be able to gain the Arcane Background Edge as well, should they find a book of forbidden knowledge or train under another arcane type in their party.
Design Note - Background Edges
In previous versions of Savage Worlds, Background Edges could only be taken at character creation without special permission by the Game Master. We've changed that rule and you may now take Background Edges as advances just like any other. If you care about the rationalization of such things, you may want to link them to an event in your game. If a player wants the Fast Healer Edge, for example, you might say (or the Game Master might require) that exposure to the party's magical healing, or a new emphasis on health and fitness, have given the hero this ability.
Alertness
Requirements: Novice
Not much gets by your hero. He's very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Ambidextrous
Requirements: Novice, Agility d8+
Your hero is as deft with his left hand as he is with his right. Characters normally suffer a –2 penalty when performing physical tasks with the off-hand (characters are assumed to be right-handed). With this Edge, your warrior ignores the –2 penalty for using his off-hand (see page 75).
Ancestral Weapon
Requirements: Novice
The character owns a weapon of particularly fine quality, which deals an additional +1 damage and grants +1 on the attack roll. For each rank increase the weapon can be improved, granting either +1 to damage or +1 to the attack roll. If the weapon is lost or destroyed, so is the benefit of this edge.
Arcane Background (Hucksters)
Requirements: Novice
Magic in the Weird West is not to be taken lightly. Those who practice sorcery must often wrestle their powers from the dark spirits of the Weird West, who are rarely willing to give up easily. Hucksters envision these duels of will as card games, and the best are capable of amazing powers. It is rumored that others tread even darker paths, and harness the power of blood magic. If you choose to take this Edge, be sure to read the appropriate details in No Man’s Land, where you’ll find additional Edges available only to Hucksters (see page 76).
Arcane Background (Miracles)
Requirements: Novice
Certain characters can call upon the power of their deity (or deities) for aid. In the Weird West, these pious souls are called the blessed. Blessed are nuns, priests, or even average but (relatively) pure-hearted folks blessed by a divine entity. Though rare in the Weird West, there are also blessed imams, Buddhistmonks, and others of faith running around with higher powers covering their holy backsides. When these folks behave themselves, they can sometimes invoke miracles to help them fight the evils of the Weird West. For details on playing one of these crusaders, see page 72, where you’ll find some extra Edges available only to the Blessed.
Arcane Background (Shamanism)
Requirements: Novice
Shamans are Indian holy men and women, and keepers of tribal medicine. Their power comes from bargains with the demanding spirits of the natural world. When these medicine men honor the nature spirits, they can accomplish amazing feats that make even the most doubting Thomas tremble. For details on playing a shaman, along with some extra Edges, see page 80.
Arcane Background (Chi Mastery)
Requirements: Novice, Martial Arts
A few folks in the Weird West have studied the ancient oriental fighting arts. A very few of these supremely skilled fighters have achieved spiritual discipline necessary to channel supernatural force through their own bodies, called chi. These enlightened fighters use the Arcane Background (Chi Mastery) Edge to reflect their astonishing abilities. For details on playing one of these enlightened warriors, as well as a new Edge that opens up different martial arts fighting styles, see page 85.
Arcane Background (Weird Science)
Requirements: Novice
Adherents to the principles of New Science (called Mad Scientists by most) build weird and wonderful devices, machines which often seem to defy the very laws of reality. Most every such inventor (or at least the successful ones) rely on ghost rock to power their inventions in some fashion. For the scoop on these crackpot inventors and their bizarre gizmos, see page 83.
Arcane Resistance
Requirements: Novice, Spirit d8+
This individual is particularly resistant to magic (including psionics, weird science, etc.), whether by nature or by heritage. He acts as if he had 2 points of Armor when hit by damage-causing arcane powers, and adds +2 to his Trait rolls when resisting opposed powers. Even friendly arcane powers must subtract this modifier to affect the resistant hero.
Improved Arcane Resistance
Requirements: Novice, Arcane Resistance
As above but Armor and resistance are increased to 4.
Attractive
Requirements: Novice, Vigor d6+
It's no secret that beautiful people have an easier time getting their way in life. This Edge grants your beautiful or handsome character +2 to Charisma.
Very Attractive
Requirements: Novice, Attractive
Your hero is drop-dead gorgeous. His Charisma is increased to +4.
Berserk
Requirements: Novice
Immediately after suffering a wound (including a Shaken result from physical damage), your hero must make a Smarts roll or go Berserk. While Berserk, his Parry is reduced by 2 but he adds +2 to all Fighting, Strength, melee damage rolls, and Toughness. The warrior ignores all wound modifiers while Berserk, but cannot use any skills, Edges, or maneuvers that require concentration, including Shooting and Taunt, but not Intimidation. Berserkers attack with reckless abandon. Anytime his Fighting die is a 1 (regardless of his Wild Die), he hits a random adjacent target (not the original target). The attack may hit friend as well as foe. If there are no other adjacent targets, the blow simply misses. The Berserker may end his rage by doing nothing (not even moving) for one full action and making a Smarts roll at –2.
Brave
Requirements: Novice, Spirit d6+
Those with this Edge have learned to master their fear. Or perhaps are so jaded or emotionally distant they've just lost their normal “fight or flight” responses. Either way, your hero adds +2 to Fear tests. If the character is in a setting that uses Guts as a Setting Rule, it adds to that as well.
Brawny
Requirements: Novice, Strength and Vigor d6+
Your bruiser is very large or perhaps just very fit. His bulk resists damage better than most and adds +1 to his
Toughness. In addition, the character can carry more than most proportional to his Strength. He can carry 8 times his Strength in pounds without penalty instead of the usual 5 times his Strength.
Captain
Requirements: Novice, Command, Boating d8+
This hombre has lived near water a long time, maybe his whole life, and he has a Maze runner (see page 21) of his own to get around in. The Maze runner may have been purchased, inherited, or stolen, but that's all in the past now (which is why this is a Background Edge). Your hero is now in charge of maintaining and fueling the ship, hiring crew (up to 2 others), and paying their wages. Treat that vessel with care! If your ship gets busted up and sunk it's your responsibility to procure another in-game. If a ship's cannons fire on the Captain's action (by either the gunners or the captain going on Hold), the gunners can ignore the Unstable Platform penalty as the Captain chooses the moment to fire.
Destiny's Child
Requirements: Novice
Your hero is favored by Destiny. He gets to draw and play an additional Adventure Card each game session.
Fast Healer
Requirements: Novice, Vigor d8+
Some individuals just seem to heal faster than others. Those with this blessing add +2 to Vigor rolls when checking for natural healing. See page 78 for complete rules on Healing.
Fleet-Footed
Requirements: Novice, Agility d6+
The hero's Pace is increased by +2 and he rolls a d10 instead of a d6 when running.
Linguist
Requirements: Novice, Smarts d6+
The character has an ear for languages and a rare talent for recognizing similarities between them. A character with this Edge starts with a number of languages equal to his Smarts die, and can make a Smarts roll at –2 to make herself understood in any language or dialect she has heard spoken for at least a week.
Gallows Humor
Requirements: Novice, Taunt d6+
It’s said Georgians and Louisianans make jokes about the direst situations. They can stare the Grim Reaper himself in the face, just so long as something about him strikes them as funny. It’s a skill that serves anyone well. When a character with this Edge fails a Guts check, she may immediately re-roll using her Taunt skill with the same modifier. If the Taunt roll is also failed, the hero suffers the effects of Fear. If that effect is a roll on the Fear Effects Table, it is made at +2. It’s pretty
terrifying when a joke backfires! Because it’s no fun keeping a joke to oneself the ridiculing phrase must be spoken aloud by both the player and the character. Being gagged or otherwise speechless deprives a character of the benefits of this Edge. In other words, you have to actually make light of the situation—no joke, no roll.
Knack
Requirements: Wild Card, Novice
This Edge should only be taken during character creation (unless there is a good reason for the hero to “discover” his latent powers at a later date). The Weird West is a superstitious place, where rumor and old wives’ tales abound. Just occasionally, though, these folk tales contain a germ of truth. A knack is just that—folklore come true. Well, now you get to choose one of the special events that coincided with the time of your birth. Each one gives you access to a special ability, which you can activate by using a Fate Chip (of any color). If you don’t have a Fate Chip to spare, you can’t use your knack.
Bastard: Well, that’s what your hero is. Not the mean ornery kind, but the fatherless kind. A child born out of wedlock is said to be able to see the unseen. Discard a Fate Chip to be able to see invisible critters, or those that supernaturally blend in with their surroundings.
Born on All Hallow’s Eve: They say the King of Halloween favors those born on his day of mischief, and grants them a greater understanding of the arcane world. As one of these rascals, your herocan only choose Magic and Weird Science Arcane Backgrounds. If you’ve already set your heart on a different Arcane Background, you’ll have to choose another knack. A Weird Scientist with this knack can discard a Fate Chip and make a successful Spirit roll to avoid dementia as a result of taking the New Powers Edge see page 84). A huckster with this knack can discard a Fate Chip to discard and redraw a card when making a poker hand to cast a hex (see page 78).
Born on Christmas: A babe born on Christmas is particularly resistant to arcane effects powered by evil spirits. As such, your hero can only use Miracles and Shamanism Arcane Backgrounds. If you wanted to take a different Arcane Background, this isn’t the knack for you. When targeted by a power from any other Arcane Background, a hero with this knack can discard a Fate Chip to negate the effect and force the caster to make a Spirit roll (–4) or be Shaken.
Breech Birth: A baby born butt-first is said to have the uncanny ability to heal injuries. Your hero is just such a person and can spend a Fate Chip to use the Greater Healing power. He doesn’t need to roll, he automatically gets a single success (healing one wound).
Seventh Son: Your hero is fated for greatness; his legend will loom large in the Weird West. This hombre has the ability to control fate. Any time a Fate Chip is used in his presence, he can discard a like-colored chip to negate its effect.
Shooting Star: A shooting star or comet lit up the sky at the time of your hero’s birth, and many believe it foretold his skills as a great leader. At the beginning of any combat, you may spend a white chip to increase the range of effect for your Leadership Edges to a distance equal to your Spirit die type. A red chip increases them to Spirit x2, and a blue chip to Spirit x4. The increased range lasts until the end of the fight.
Spirit Touched: You character was contacted by some entity from the Hunting Grounds before his birth. It has guarded him ever since. Shamans call this a guardian spirit, blessed tend to view it as a guardian angel or patron saint, and voodooists refer to the person as “favored chual” of a particular loa. Folks touched by Magic are a relatively new phenomenon, and their link to dark and destructive manitou spirits has resulted in the nickname “tempests.” Choose a single power from either the Miracles (Voodooist), Shamanism, or Magic list depending on what type of spirit guards your hero. Once per session you can spend a Fate Chip to activate the power. By spending a white chip, the character gains 5 Power Points with which to activate the power during that session. A red chip grants 1d6+5 Power Points (and does not grant the Marshal a draw from the pot), and a blue chip grants 2d6+5 Power Points. A Legend chip grants the same as a blue chip, but the character also gains a +2 bonus to activate the power. In all cases the character makes a Spirit roll to enact the power. The spirit cannot maintain the power forever, and the points are lost at a rate of 1 per hour. Any points remaining at the end of a session are lost. Because manitous are so unpredictable, tempests with this knack take a bigger risk than other spirit-touched heroes. If a tempest rolls a 1 on his Spirit die (regardless of the Wild Die) the manitou takes control of the power. Damaging effects are directed at a random ally, while beneficial spells affect the most powerful enemy in the area.
Storm Born: You were born in the midst of a great storm. Among your people it is said that fear has no power over you. If you spend a white Fate chip to reroll Guts, you ignore any penalty other than the local Fear Level. If you spend a red Fate chip to reroll Guts, you ignore all penalties, including the local Fear Level. You may also spend a blue Fate chip to allow everyone within a range of your Spirit in inches to reroll a Guts check (including yourself), ignoring any penalty other than Fear Level.
Luck
Requirements: Novice
The adventurer seems to be blessed by fate, karma, the gods, or whatever external forces he believes in (or believe in him!)
He draws one extra Benny at the beginning of each game session, allowing him to succeed at important tasks more often than most, and survive incredible dangers.
Great Luck
Requirements: Novice, Luck
The player draws two extra Bennies instead of one at the start of each session.
Noble
Requirements: Novice
Those born of noble blood have many perks in life, but often have just as many responsibilities. Nobles have high status in their societies, are entitled to special treatment from their foes, gain +2 Charisma, and also have the Rich Edge. This gives the hero several Edges for the price of one, but the responsibilities more than offset the additional perks. Nobles often have troops under their control, as well as land, a family home, and other assets. All of this must be determined by the GM, and balanced by the grave responsibilities the character faces. As an example, a character in a fantasy campaign might have a company of swordsmen, a small keep, and even a magical sword he inherited from his father. But he also has an entire region to manage, criminals to judge, justice to mete out, and a jealous neighbor who covets his lands and constantly plots against him at court.
Quick
Requirements: Novice, Agility d8+
Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5. Characters with both the Level Headed and Quick Edges draw their additional card and take the best as usual. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it's Six or higher.
Rich
Requirements: Novice
Whether the individual was born with a silver spoon in his mouth or earned it through hard work, he's got more money than most. Rich heroes start with three times the normal starting funds for the setting. If a regular income is appropriate for this setting, the hero receives the modern day equivalent of a $150,000 annual salary.
Filthy Rich
Requirements: Novice, Rich or Noble
This character is very wealthy. He has five times the starting funds for the setting and, if appropriate, a yearly income of around $500,000. Wealthier characters should have a very complete background as well. This needs to be worked out with the GM, and comes with many more assets as well as onerous responsibilities.
Veteran o’ the Weird West
Requirements: Wild Card, Novice, Guts d6+, Knowledge (Occult) d6+
So you want to be a hero, huh? A big, tough, experienced hero? No problem. Just check your sanity at the door, because those who have already been around the cactus a few times have seen things that would stop most men’s tickers. And as a result, they ain’t the same as they used to be! Veterans o’ the Weird West begin play at Seasoned (or one Rank higher than the rest of the cowpokes in your campaign), which means they gain 20 Experience Points. Go ahead and level up your hero normally. There’s a price, though. If you take this Edge, you must draw a single card from the action deck once you’re done creating your cowpoke. Show it to your Marshal and he’ll check the table in the Marshal’s Handbook (page 126) to see just what kind of bad luck your hombre wandered into on his path to studliness. If you draw a Joker, draw again and tell your Marshal whether you drew a black card or a red card (or another Joker). Beware, though, that the results can be quite extreme—from maiming to insanity. Your Marshal has the details. You’ve been warned!
These Edges are designed to help your hero dish out terrible damage—or survive it—in the bloody battles of Savage Worlds.
Blind Fighting
Requirements: Seasoned, Martial Arts, Fighting d8+, Notice d10+
Whether your cowpoke's blind as a bat, or just well-versed in night-fighting, the advantage is his in darkness. The character receives no penalties for darkness when attacking foes within 3”, and can sense their movement well enough to move toward them as if he could see them. Characters with the Blind Hindrance suffer no penalties when making Fighting rolls against opponents within 3”.
Block
Requirements: Seasoned, Fighting d8+
Warriors who engage in frequent hand-to-hand combat are far more skilled in personal defense than most others. They've learned not only how to attack, but how to block their opponent's blows as well. A fighter with this Edge adds +1 to his Parry.
Improved Block
Requirements: Veteran, Block
As above, but the hero adds +2 to his Parry.
Brawler
Requirements: Novice, Str d8+
Frequent fights with his bare hands have given this thug a powerful punch. When he hits a foe with a successful bare-handed Fighting roll, he adds +2 to his damage.
Bruiser
Requirements: Seasoned, Brawler
When the bruiser gets a raise on his bare-handed Fighting attack, he rolls a d8 instead of a d6.
Cannoneer
Requirements: Seasoned, Shooting d10+
A sailor who can take out enemy ships with a well-aimed shot quickly grows in the admiration of his shipmates. It takes training and a good eye, and the Cannoneer has both. When dealing damage in ship combat, the character may modify his roll on the Critical Hit Table by 1 point either way, as he chooses. He does this after rolling the dice for a Critical Hit.
Combat Reflexes
Requirements: Seasoned
Your adventurer recovers quickly from shock and trauma. He adds +2 to his Spirit roll when attempting to recover from being Shaken.
Counterattack
Requirements: Seasoned, Fighting d8+
Fighters with this Edge know how to respond instantly to an enemy's mistakes. Once per round (if not Shaken), the character receives one free Fighting attack against one adjacent foe who failed a Fighting attack against him. This attack is made at –2, and the Counterattack must be a normal attack (no Disarm, Wild Attack, or other maneuvers), and may not be combined with Frenzy or Sweep. It may be used with the Defend maneuver, but not Full Defense.
Improved Counterattack
Requirements: Veteran, Counterattack
As above but the character may ignore the –2 penalty.
Counterpunch
Requirements: Seasoned, First Strike, Fighting d8+
Martial artists or bare-knuckle fighters with this Edge know how to respond instantly to an enemy's mistakes. Once per round, the character receives a free Fighting attack against one adjacent foe who failed a Fighting attack against him. This attack is made at –2. The Counterpunch must be a straight attack (no Disarm, Wild Attack, or other maneuvers) and may not be combined with Frenzy or Sweep. It may be used with the Defend maneuver (but not the Full Defense maneuver).
Improved Counterpunch
Requirements: Veteran, Counterpunch
As above, except the character may make a free attack with no penalty
Dodge
Requirements: Seasoned, Agility d8+
Some crafty types know how to get out of harm's way. This Edge allows them to use cover, movement, and concealment to make them harder to hit. Unless they are the victim of a surprise attack and taken completely unaware, attackers must subtract 1 from their ranged attack rolls when targeting them (even in close combat). Characters who attempt to evade area effect attacks may add +1 to their Agility roll as well (when allowed).
Improved Dodge
Requirements: Veteran, Dodge
As above but attackers subtract 2 from their attack rolls, and the character adds +2 to evade area effect weapons when allowed.
Don’t Get ’im Riled!
Requirements: Novice, Wild Card
The hero with this Edge can be a real curly wolf when he gets roughed up. When causing melee damage, he adds his wound penalties to the roll. A hero with a –3 wound penalty, for instance, adds +3 to his melee damage rolls!
Duelist
Requirements: Wild Card, Novice, Shooting d6+
Your hombre is a deadly gunfighter, and most anyone foolish enough to face him in a duel at High Noon is likely to wind up in the boneyard by sunset. In a duel, this hero receives an extra hole card for each point of Grit he has. Rules for dueling can be found on page 62.
Elan
Requirements: Novice, Spirit d8+
When this spirited hero puts his heart into something it tends to pay off in big ways. When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
Extraction
Requirements: Novice, Agility d8+
When a character normally withdraws from a melee, his attacker gets a free attack before he does so—a very dangerous proposition for most. Your hero is adept at retreating from an engagement. Make an Agility roll. If successful, one opponent doesn't get a free attack anytime you disengage (see page 76).
Improved Extraction
Requirements: Novice, Extraction
As above but if you succeed with a raise all opponents currently in melee with the character lose their free attack as your warrior withdraws.
First Strike
Requirements: Novice, Agility d8+
Once per turn the hero (if not Shaken) gets a free Fighting attack against a single foe who moves adjacent to him. This automatically interrupts the opponent's action and does not cost the hero his action if he is on Hold or has not yet acted this round.
Improved First Strike
Requirements: Heroic, First Strike
As above but the hero may make one free attack against each and every foe who moves adjacent to him.
Florentine
Requirements: Novice, Agility d8+, Fighting d8+
A character trained to fight “Florentine” is a master at wielding two weapons at once. He adds +1 to his Fighting rolls versus an opponent with a single weapon and no shield. In addition, opponents subtract 1 from any “gang up” bonuses they would normally get against the fighter as his two flashing blades parry their blows.
Frenzy
Requirements: Seasoned, Fighting d10+
Frenzied fighters make fast and furious melee attacks, sacrificing finesse for raw speed. This allows them to make an extra Fighting attack per round at a –2 penalty to all Fighting rolls. This attack must be taken at the same time as another Fighting attack though it may target any two foes adjacent to the hero (Wild Cards roll two Fighting dice and one Wild Die). The –2 penalty is subtracted from all attacks. A character armed with two weapons still only makes one extra attack.
Improved Frenzy
Requirements: Veteran, Frenzy
As above but the character may ignore the –2 Frenzy penalty.
Giant Killer
Requirements: Veteran
The bigger they are, the harder they are to kill. At least for most. But your hero knows how to find the weak points in massive creatures. Your hero does +1d6 damage when attacking creatures three sizes or more larger than himself. An ogre (Size +3) with this ability, for example, gains the bonus only against creatures of Size +6 or greater. A human Giant Killer (Size 0), can claim the bonus against the ogre, however.
Hard to Kill
Requirements: Wild Card, Novice, Spirit d8+
This adventurer has more lives than a truckload of cats. When forced to make Vigor rolls due to Incapacitation, he may ignore his wound modifiers. This only applies to Vigor rolls called for to resist Incapacitation or death (see page 68). He still suffers from wound modifiers for other Trait rolls normally.
Harder to Kill
Requirements: Veteran, Hard to Kill
Your hero is tougher to kill than Rasputin. If he is ever “killed,” roll a die. On an odd result, he's dead as usual. On an even roll, he's Incapacitated but somehow escapes death. He may be captured, stripped of all his belongings, or mistakenly left for dead, but he somehow survives.
Hip-Shooting
Requirements: Seasoned, Shooting d8+
Any hombre can fan a single-action pistol, but your hero’s a natural hip-shooter. He suffers only a –2 to his Shooting rolls when fanning the hammer (see page 60).
Improved Hip- Shooting
Requirements: Heroic, Shooting d10+, Hip-Shooting
Your hero’s got fanning down to a fine art. He suffers no penalty to his Shooting roll when fanning the hammer.
Improvisational Fighter
Requirements: Seasoned, Smarts d6+
Heroes often find themselves fighting with pieces of equipment or furnishings not designed for combat. A character with this Edge has a knack for using such improvised weapons, and does not suffer the usual –1 penalty to attack and Parry when wielding them. See page 73 for details.
Iron Parry
Requirements: Heroic, Improved Block, Martial Arts
Some pugilists can bust up an opponent pretty bad just by blocking an attack. If an adjacent opponent using an unarmed attack fails a Fighting roll against the character, the opponent suffers damage equal to the hero's Strength. If he is using a melee weapon, he suffers the weapon's damage instead.
Killer Instinct
Requirements: Heroic
This hero hates losing. If he ties on an opposed roll of any sort, he wins. In addition, if his skill die on an opposed skill roll is a 1, he can reroll it (but must keep the second result, even if it's another 1).
Level Headed
Requirements: Seasoned, Smarts d8+
Fighters who can keep their cool when everyone else is running for cover are deadly customers in combat. A hero with this Edge draws an additional Action Card in combat and acts on the best of the draw.
Improved Level Headed
Requirements: Seasoned, Level Headed
As above but the hero draws 3 cards.
Marksman
Requirements: Seasoned
The hero excels at taking controlled, measured shots. If he does not move in a turn, he may fire as if he took the Aim maneuver. Marksman may never be used with a Rate of Fire greater than 1. Marksman works with both Shooting and Throwing.
Martial Arts
Requirements: Novice, Fighting d6+
You’ve trained in martial arts or boxing, or learned to street fight really dirty. Your character’s body is a finely honed weapon so, even when your hero fights unarmed, he is considered armed. In addition, opponents in melee combat never benefi t from any gang-up bonus against your hero.
Improved Martial Arts
Requirements: Veteran, Martial Arts, Fighting d10+
Your character has truly mastered the fighting arts— either his body and his chi are one, or he’s as mean as a viper after a three-day binge. By standing still and concentrating, the hero subtracts 2 points of modifiers for a Called Shot on the next Fighting attack made with hands or feet. The character cannot move during the round this Edge is used.
Martial Arts Master
Requirements: Legendary, Improved Martial Arts, Fighting d12+
As Improved Martial Arts, but now the pugilist can subtract 4 points of modifiers for a Called Shot.
Movement of the Serpent
Requirements: Veteran, Martial Arts, Agility d8+
Your hero's about as slippery as a greased pig. A character with this Edge can Withdraw from Combat without giving any adjacent opponents a free attack.
Nerves of Steel
Requirements: Wild Card, Novice, Vigor d8+
Your hero has learned to fight on through the most intense pain. He may ignore 1 point of wound penalties.
Improved Nerves of Steel
Requirements: Novice, Nerves of Steel
The hero ignores 2 points of wound penalties.
No Mercy
Requirements: Seasoned
The character may spend a Benny to reroll any one damage roll, including those made for area effect attacks.
Pistolero
Requirements: Veteran, Marksman, Two-Fisted, Shooting d10+
The gunslinger with this Edge can fire two weapons with accuracy or speed. He can use Marksman against two separate targets or he can fire double-action pistols as if they had RoF 2. All Automatic Fire rules are applied (–2 to Shooting and uses two bullets per attack).
Quick Draw
Requirements: Novice, Agility d8+
This Edge allows a hero to draw a weapon as a free action (and thus ignore the usual –2 multi-action penalty if he chooses to fire as well). If the character must make an Agility roll to draw a weapon (see page 66), he adds +2 to the roll.
Rebel Yell
Requirements: Novice, hero must be from the CSA
The blood-curdling Rebel Yell has terrified Yankees and emboldened Confederates from Manassas on. Sure, the shooting has mostly stopped now, but feelings run pretty deep on both sides and, when the blood is up, this war cry can still elicit the same responses. When used, the Reb may make an Intimidation roll against all targets in an area (as opposed to a single victim as usual). Place a Large Burst Template adjacent to the character (a 6” area of effect, with the edge adjacent to the cowpoke). Every creature within the circle must roll against the character’s Intimidation total.
Rock and Roll!
Requirements: Seasoned, Shooting d8+
Some veteran shooters learn to compensate for the recoil of fully automatic weapons. If a character with this Edge does not move, he may ignore the recoil penalty for firing a weapon on full automatic.
Speed Load
Requirements: Seasoned, Agility d8+, Shooting d6+
Your pistolero has mastered the fine art of loading his six-gun in an all-fired hurry. Your hero can reload one weapon on his action, ignoring the usual –2 penalty to Shooting rolls in the same round. If your hero is using a weapon that requires a full round or more to reload, the time required is reduced by 1 round.
Steady Hands
Requirements: Novice, Agility d8+
Your hero ignores the “unstable platform” penalty for firing from the backs of animals or while riding in moving vehicles. In addition, when performing actions while Running (see page 65), his penalty is –1 instead of –2.
Sweep
Requirements: Novice, Strength d8+, Fighting d8+
Sweep allows a character to make a single Fighting attack and apply it against all currently adjacent targets at a –2 penalty (friends and foes alike—be careful). Resolve each damage roll separately. The attack is applied immediately when rolled and only affects targets adjacent at that time. A character may not use Sweep in the same round she uses Frenzy, nor may she Sweep more than once per round, or with a second weapon held in another hand. In effect, the hero may only perform Sweep once per action unless she somehow gets two entire actions (perhaps under the effects of a spell or power, for example).
Improved Sweep
Requirements: Veteran, Sweep
As above but the hero may ignore the –2 penalty.
Ten-Tiger Punch
Requirements: Novice, First Strike, Agility d6+, Fighting d8+, Intimidation or Taunt d6+
Your hero is as threatening as a lion or as tricky as a panther—either way, he can put his catlike qualities to good use in a fight. If he succeeds in a Test of Will against an adjacent opponent, the character receives an immediate free Fighting attack against that opponent. This attack does not incur a multi-action penalty.
Trademark Weapon
Requirements: Novice, Fighting or Shooting of d10+
The hero knows one unique weapon (Excalibur, Old Betsy, Sting) like the back of his hand. When using that weapon, he adds +1 to his Fighting, Shooting, or Throwing rolls. A hero can take this Edge multiple times, applying it to a different weapon each time. If a Trademark Weapon is lost, the hero can replace it, but the benefit of the Edge doesn't kick in for two game weeks.
Improved Trademark Weapon
Requirements: Veteran, Trademark Weapon
As above but the bonus when using the weapon increases to +2.
Two-Fisted
Requirements: Novice, Agility d8+
A Two-Fisted hero isn't ambidextrous—he's simply learned to fight with two weapons (or both fists) at once. When attacking with a weapon in each hand, he rolls each attack separately but ignores the multi-action penalty (see page 66).
Advanced Two-Fisted
Requirements: Seasoned, Agility d8
This edge negates the multi-action penalty for performing two different actions in a round. An example would be shooting with my right hand, and casting a spell in the same round wouoldn't give a multi action penalty. Taking another action would impose a multi action penalty, and this edge doesn't stack with two fisted, you don't get three attacks, sorry.
Leadership Edges
Leadership Edges grant bonuses to subordinates, making them more effective, reliable, or durable. These Edges apply only to a number of subordinates within 5” (the “command radius”), and are not cumulative with the same Edge from other leaders. Subordinates may benefit from different Leadership Edges by the same or different leaders.
Command
Requirements: Novice, Smarts d6+
Command is the ability to give clear instructions to surrounding allies and enforce your hero's will upon them. This makes your character's compatriots more willing to fight on despite their wounds, and so adds +1 to their Spirit rolls to recover from being Shaken.
Command Presence
Requirements: Novice, Command
A booming voice, effective commands, natural charisma, or simple training results in a much more effective combat element. At the center of that element is the officer in command. A hero with this Edge has a “command radius” of 10” instead of the usual 5”.
Fervor
Requirements: Veteran, Command, Spirit d8+
A simple phrase uttered by a great leader can sometimes have momentous results. A leader with this ability can inspire his men to bloody fervor by yelling a motto, slogan, or other inspirational words. Those in the command radius add +1 to their Fighting damage rolls.
Hold the Line!
Requirements: Seasoned, Command, Smarts d8+
This Edge strengthens the will of the men under the hero's command. The troops add +1 to their Toughness.
Inspire
Requirements: Seasoned, Command
Leaders with exceptional reputations and experience in battle inspire the soldiers around them. They add +2 to Spirit rolls when recovering from being Shaken (this includes the original +1 bonus for the Command Edge).
Leader of Men
Requirements: Veteran, Command
Command comes easy to this commander. Those under his command work like a well-oiled machine when he's in charge. Allies under the leader's command roll a d10 as the Wild Die instead of a d6 when making group rolls.
Natural Leader
Requirements: Novice, Command, Spirit d8+
This Edge signifies a special link between a leader and his men. With it, he may share his Bennies with any troops under his command.
Tactician
Requirements: Seasoned, Command, Wild Card, Smarts d8+, Knowledge (Battle) d6+
The leader has a natural grasp of small unit tactics and can frequently take advantage of a rapidly changing situation. At the beginning of a fight and before any Action Cards are dealt, the hero makes a Knowledge (Battle) roll. For each success and raise he receives one Action Card. These are kept separate from his regular Action Cards and are not placed back into the deck until used or the combat ends (including Jokers!). At the start of any round, the hero may give one or more of these extra cards to his allies, whether Extras or Wild Cards, who then use it as their Action Card for the round in place of the one dealt them. This allows Extras to operate independently of Wild Card characters for one round if they receive their own card. Only one character per encounter may use this Edge.
Power Edges are for those with Arcane Backgrounds. See Chapter Five for more information on each type of Arcane Background, how to use them, and the powers available.
New Power
Requirements: Novice, Arcane Background
An arcane character may learn a new power by choosing this Edge (which may be taken multiple times). He may choose from any powers normally available to his particular Arcane Background.
Power Points
Requirements: Novice, Arcane Background
Wizards, weird scientists, and other arcane types always want more power. This Edge grants them an additional 5 Power Points. Power Points may be selected more than once, but only once per Rank.
Rapid Recharge
Requirements: Seasoned, Spirit d6+, Arcane Background
This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Improved Rapid Recharge
Requirements: Veteran, Rapid Recharge
The character regains 1 Power Point every 15 minutes.
Professional Edges are very special abilities that reflect many years of practicing a particular trade. In some cases they may also represent special blessings from higher powers as well. These Edges help you create a character who is far more competent in his chosen field than most others. If you want to make a very effective Mad Scientist, for example, you could combine the Arcane Background (Weird Science) with the Gadgeteer and Mr. Fix It Edges. Professional Edges represent many years of training so their Requirements are quite high. Players may purchase Professional Edges after character creation, but should usually lead up to it story-wise by practicing the affected trade during down-time or in between adventures. The time spent acquiring one of these abilities is subjective and up to the Game Master, but makes the game much more believable if a little narrative time is spent training.
► Stacking: Bonuses to the same Trait from different Professional Edges do not stack. If you make a hero with both the Woodsman and the Thief Edges, for example, he gains +2 to his Stealth skill, not +4.
Ace
Requirements: Novice, Agility d8+
Aces are special pilots and drivers who feel more comfortable behind the wheel, throttle, or flight stick than on their own two feet. Aces add +2 to Boating, Driving, and Piloting rolls. In addition, they may also spend Bennies to make Soak rolls for any vehicle or vessel they control. This is a Boating, Driving, or Piloting roll at –2 (cancelling their usual +2). Each success and raise negates a wound and any critical hit that would have resulted from it.
Acrobat
Requirements: Novice, Agility d8+, Strength d6+
Those who have formal training in the acrobatic arts or are naturally agile may take this Edge. It adds +2 to all Agility rolls made to perform acrobatic maneuvers (including Trick maneuvers), and also adds +1 to a character's Parry as long as he has no encumbrance penalty.
Agent
Requirements: Seasoned, Smarts d8+, Fighting d6+, Knowledge (Law) d4+, Knowledge (Occult) d6+, Investigation d6+, Shooting d6+
The shadowy Agency is the Union’s answer to the mysterious occurrences some say are happening in the world. Its Agents are a secretive lot, and do not share information outside their ranks if they can avoid it, not even with the local law. This Edge is for full-time Agents beholden to the Agency. Other characters may work for the Agency on a part-time “troubleshooter” basis, but only those who work for the Agency every minute of every day of their lives until they retire (rarely) or die (much more common) should take this Edge. Agents are expected to spy on the enemies of the Union, seek out and contain, destroy, or capture weird creatures, and generally follow the orders handed down to them by the Agency itself. These secretive servants of the Union have jurisdiction anywhere within its borders, but are expected not to reveal their credentials except under extreme and desperate circumstances. Agents receive a free Gatling pistol upon completion of their training course and always add +1 to their Guts checks. Agents are simply ranked as Grade 0 through 5. Grade 6 is reserved for the legendary leader of the Agency, the “Ghost,” though rumors of his recent demise are widely circulated. Agent characters begin at Grade 0, and test for promotion upon the completion of each assignment or the destruction of some great evil (Marshal’s call). See the Promotion Table on the following page for the procedure. Pay is $40 per month at Grade 0, though Agents have access to more funds on a temporary and returnable basis, as shown on the table below. These allotments are rough guidelines per month—not absolutes. If an Agent absolutely needs people, equipment, or other resources beyond his rank to stop some unholy threat, he’ll either get it or a more senior Agent will be sent out to take over. If a more senior Agent is needed, however, that Agent will most likely get the promotion and accolades instead. More on the Agency can be found on page 70.
Agency Ranks
||3||$120||$4000||
4
5
$150
$200
$8000
$15,000
Assassin
Requirements: Novice, Agility d8+, Climbing d6+, Fighting d6+, Stealth d8+
Assassins are trained killers who know how to kill with deadly precision — if they can properly approach their prey. Assassins add +2 to any damage roll where they strike a foe unawares (even with ranged attacks).
Born in the Saddle
Requirements: Novice, Agility d8+, Riding d6+
Some folks have spent so much time on horseback it’s become second nature to them. In fact, there’s no place else they’d rather be. Heroes who were Born in the Saddle add +2 to Riding rolls. This bonus also applies to long-distance travel; see Saddle Sore in the Deadlands Player’s Guide. The caballero may also spend Bennies to make Soak rolls for any horse he happens to be riding, but only when he’s in the saddle. This is a Riding roll at –2 (cancelling the usual +2). Each success and raise negates a wound to the mount.
Investigator
Requirements: Novice, Smarts d8+, Investigation d8+, Streetwise d8+
Investigators have spent a great deal of time researching ancient legends, working the streets, or deducing devilish mysteries. Some of these heroes are actual Private Investigators for hire while others may be sleuthing mages in a fantasy world or perhaps inquisitive college professors stumbling upon Things Man Was Not Meant to Know in the dark of night. Investigators add +2 to Investigation and Streetwise rolls, as well as Notice rolls made to search through evidence.
Jack-of-All-Trades
Requirements: Novice, Smarts d10+
Through advanced schooling, book-learning, computer-enhanced skill programs, or just amazing intuitive perception, your hero has a talent for picking up skills on the fly. There is little he can't figure out given a little time and a dash of luck. Any time he makes an unskilled roll for a Smarts-based skill, he may do so at d4 instead of the usual d4–2.
McGyver
Requirements: Novice, Smarts d6+, Repair d6+, Notice d8+
This character can improvise something when the need for a tool arises. He suffers no negative penalties on Trait rolls for lack of equipment in most situations. In addition, given a few simple tools, props, or devices, he can generally rig devices to help escape from death-traps, weapons to match some bizarre need, or otherwise create something that's needed when such a thing isn't actually present. The extent of this is completely up to the Game Master, but creativity should be rewarded, particularly in dire situations where few other answers are possible.
Scholar
Requirements: Novice, d8+ in affected skill
Learned professors, devoted students, and amateur enthusiasts spend months of their lives studying particular subjects. They become experts in these fields, and rarely fail to answer questions in their particular area of expertise. Pick any two Knowledge skills the Scholar has a d8 or better in. Add +2 to your total whenever these skills are used. Those who study military history have a natural edge when commanding troops in Mass Battles (see page 92)—a +2 to a Knowledge (Battle) roll can mean the difference between a rousing victory and a crushing defeat.
Scout
Requirements: Novice, Notice d6+, Tracking d6+
Scouts have learned to watch the signs and trust their instincts when it comes to navigating the vast wilderness. Anytime the Game Master draws a face card while traveling (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. Don’t forget to remind the Marshal you have this Edge if your posse’s going to be traveling. Scouts also gain +2 to Notice rolls made to avoid surprise in tactical situations
Snakeoil Salesman
Requirements: Novice, Smarts d6+, Spirit d6+, Persuasion d8+
With honey-dewed lips that weave lies and fabrications like they were the Gospel truth, this smooth talker could sell salt to the Mormons and buffalo hides to Indians. The character gains a +2 bonus to Persuasion and Streetwise rolls. He can also use his forked tongue to initiate a Persuasion Test of Will, opposed by the target’s Smarts.
Silver-Tongued Devil
Requirements: Novice, Snakeoil Salesman
Your fancypants character doesn't just have a way with oratory; he could talk a bird into giving up its feathers. With a successful Persuasion roll, this hero reduces a location's Price Modifier by 1, to a minimum of 1, for a whole day. On a raise he lowers the Price Modifier by 2. Only he and his allies gain the benefits of the preferential pricing.
Soldier
Requirements: Special
A hero with this Edge may start as a private, NCO, or officer when he takes this Edge. Each step comes with its own perks and responsibilities—it’s not necessarily better to be an officer instead of an NCO or private. Characters may progress upward from their current rank by making Promotion rolls (see the Promotion Table). Note that the Union Army pays slightly better than its Confederate counterpart, as noted under Rank Hath Its Privileges. Characters may also be demoted a number of ranks if they perform poorly, abandon their post, disobey orders, or otherwise operate outside the code of military conduct. Demotions are subjective and entirely up to the Marshal, and no roll is required. Soldiers are on duty 24 hours a day, seven days a week. Those who decide to run off on personal adventures without permission may find themselves victims of a court martial or even summary execution! Characters aren’t expected to take entire companies on traditional adventures, of course (though this is Savage Worlds, so they could!), but the Rank Table lists the resources they may be able to draw upon if the situation warrants.
*Private - Requirements: Novice, Fighting d6+, Shooting d6+
Privates get regular food, pay, and their gear, which includes a uniform, Winchester ’73 rifle with 20 rounds, canteen, bedroll, and a horse if the private is part of a cavalry troop. Privates always subtract 2 from Promotion rolls. Once they are promoted to corporals, they no longer suffer the penalty. Corporals who gain promotions become NCOs.
*NCO - Requirements: Seasoned, Fighting d6+, Intimidation d6+, Shooting d6+
Noncommissioned Officers (NCOs) in the Union or Confederate Army start as sergeants and lead squads of ten privates. As NCOs advance through the ranks, they lead larger and larger formations. Note however, that they are held directly responsible for the lives of the men under their command, their performance, and morale. Sergeants start play with the same gear given to a private, plus an Army pistol and 20 rounds. Sergeants also gain +1 Charisma due to their rank when dealing with those who respect their authority
*Officer - Requirements: Novice, Smarts d6+, Knowledge (Battle) d6+
Officers lead a command, depending on their rank, as shown on the table below. Unlike NCOs, officers are often held responsible for operations and battles before individual lives, though they must often weigh these lives carefully against defeat. Officers gain +2 Charisma when dealing with those who respect their authority. Officers are given a uniform, saber, an Army pistol with 20 rounds, and a horse if commissioned by the cavalry.
Texas Ranger
Requirements: Seasoned, Vigor d8+, Fighting d6+, Riding d6+, Shooting d6+, Streetwise d6+, Survival d6+, Tracking d6+
The South uses the Texas Rangers to police its interior. These hardened men hunt the High Plains and other regions for outlaws, bandits, deserters, and Union spies. The Tombstone Epitaph claims that, like the Agency, they are tasked with seeking out stranger prey as well, but only crackpots believe these bedtime stories, right? Rangers advance along military ranks, but always start as privates. Ranger privates are given a badge (giving them +2 Charisma to those who respect its authority, and jurisdiction over all civilians of the Confederacy), a copy of Fugitives from Justice (giving them +2 to Law-based Common Knowledge rolls), and a general direction to mosey toward. Pay is slightly higher for the Rangers than for their Union counterparts, but Rangers of all ranks are expected to handle things themselves according to the old creed: “One riot, one Ranger.” On the completion of every encounter with outlaws or other weirdness, the Ranger must report in and the Marshal can check for promotion on the promotion table on page 37.
Thief
Requirements: Novice, Agility d8+, Climbing d6+, Lockpicking d6+, Stealth d8+
Thieves specialize in deceit, treachery, and acrobatics. They can be invaluable where traps must be detected, walls must be climbed, and locks must be picked. Thieves add +2 to Climbing, Lockpick, Stealth, as well as Notice or Repair rolls that relate to traps and similar devices. The bonus to Stealth does not apply when the character is in a wilderness environment—only in urban areas.
Wilderness Man
Requirements: Novice, Smarts d8+, Vigor d6+, Notice d8+, Survival d6+, Tracking d6+
Whether they live in the high Rockies, the Great Plains, or the deserts, wilderness men are used to the rigors of nature and take extremes of weather in their stride. They gain +2 to Survival and Tracking. In addition, lives of living with nature give them a +2 bonus to Vigor rolls to resist Fatigue from Heat or Cold (see Savage Worlds).
Woodsman
Requirements: Novice, Spirit d6+, Survival d8+, Tracking d8+
Woodsmen are rangers, scouts, and hunters who are more at home in the wilderness than in urban areas. They are skilled trackers and scouts, and know how to live off the land for months at a time. Woodsmen gain +2 to Tracking, Survival, and Stealth rolls made in the wilderness (not towns, ruins, or underground).
Getting people to do what you want is a critical skill in most any setting. These Edges help your hero do just that.
Card Sharp
Requirements: Novice, Gambling d6+
Your hero has a way with a deck and never feels more at home than when he’s shuffl ing cards. He’s learned a whole heap of ways to cut, shuffle and deal that give him an edge in a game. A gambler with this Edge only gets caught cheating on a roll of snake eyes. What’s more, if your hero’s a Huckster, folks get a –2 to Notice rolls when trying to spot a hex being cast.
Charismatic
Requirements: Novice, Spirit d8+
Your hero has learned how to work with others, even those who might be somewhat opposed to him or his efforts. This adds +2 to his Charisma.
Common Bond
Requirements: Wild Card, Novice, Spirit d8+
This Edge signifies a special link between close companions— such as a typical party. It doesn't matter whether or not the characters get along perfectly or not, they've just formed a close and common bond during their epic adventures. A character with this Edge may freely give his Bennies to any other Wild Card he can communicate with. This represents the character giving his verbal or spiritual support to the ally. The player should say what his character is doing to give the support. The gesture could be as complex as a rousing speech, or as simple as a knowing nod.
Connections
Requirements: Novice
Whether it's to the Feds, the cops, the Mob, or some big corporation, your heroine knows someone on the inside— someone who is willing to lend her a hand on occasion (usually once per game session). This Edge may be taken more than once, but each time must be applied to a different organization. The GM should also ensure the organization is limited to a single, unique organization. A hero may, for instance, have Connections (US Army), but he shouldn't have a blanket Connections (Military). To use a character's Connections requires that she first get in touch with one of her contacts. This requires a Streetwise roll. Failure means the particular contact wasn't available, their cell phone wasn't on, or they were otherwise tied up. Once in contact, the hero must make a Persuasion roll. The GM should feel free to modify both the Persuasion roll and any results based on the circumstances. A failure indicates the heroine's contacts just couldn't come through this time, or perhaps just weren't persuaded that their help was really necessary. On a success, the contact might share information, but won't do anything too risky to help. On a raise, the contact is willing to leak sensitive information, but stops short of outright betrayal. Two or more raises means the heroine has pushed the right buttons and can count on serious help. The Connection will risk serious consequences for the heroine, and if she needs financial assistance, may provide more than he's comfortable with. If the heroine asks for muscle, the contact delivers either one expert (a safe-cracker, wheel-man, security expert, etc.) or five average fighter-types for the contact's particular organization (a mob boss sends five thugs, the Army sends five infantrymen, etc.).
Reputation
Requirements: Veteran
Whether the character is branded a hero or villain, he has earned a reputation across the West. He may add his Charisma to Intimidation rolls. A negative score is treated as positive for this purpose (and the character has a bad reputation).
Strong Willed
Requirements: Novice, Intimidation d6+, Taunt d6+
Characters with strong willpower use their voice, steely stares, or quick wits to unnerve their opponents. Strong Willed adds +2 to a character's Intimidation and Taunt rolls, as well as his Spirit and Smarts rolls when resisting Test of Wills attacks.
True Grit
Requirements: Wild Card, Novice, Spirit d8+
Some folks just seem to exude toughness, and your hero is one of them. The horrors of life in the Weird West don’t faze this hombre. He’s got gravel in his gut and ice water running through his veins. Your hero’s cool demeanor give him +1 Grit.
Weird Edges are slightly supernatural and only appropriate in games with those elements.
Beast Bond
Requirements: Novice
Some individuals can exert incredible will over their animal companions. These characters may spend their own Bennies for any animals under their control, including mounts, pet dogs, familiars, and so on.
Beast Master
Requirements: Novice, Spirit d8+
Animals like your hero, and won't attack him unless he attacks them first or they are enraged for some reason. His “animal magnetism” is so great he's attracted a loyal animal of some sort as well. This is typically a dog, wolf, or raptor, though the GM may allow other companions if it fits the setting. The beast is an Extra (not a Wild Card). If it should be killed, the hero finds a replacement in 2d6 days.
Danger Sense
Requirements: Novice
Your hero can sense when something bad is about to happen. Anytime he's about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 65).
Fate’s Favored
Prerequisites: Wild Card, Seasoned
This cowpoke’s got someone watching out for him, and he can trust Lady Luck to come through in a pinch. Once per session, he may spend a Fate Chip of any color and treat it as if it were a blue chip. Fate’s Favored may be selected more than once, but only one time per Rank. Each time you choose it, your hero gains another use of the ability in each session.
Harrowed
Requirements: Wild Card, Novice, Spirit d6+
Some shootists are just too tough to lie down and stay dead when they get beefed. The price they pay is an eternal battle for their own soul with the demonic “manitous” that provide their unnatural vitality.
The Harrowed Edge may only be selected at character creation. To get it later requires shedding the mortal coil and a whole lot of luck (the Marshal has information on how this occurs in the Deadlands Marshal’s Handbook). If you take this Edge, your character has been reborn into unlife and you can read up on the grisly details on the next page. Otherwise, vamoose and show some respect for the dead.
In the Deadlands Player’s Guide, we restricted Harrowed to those heroes who died during the course of their adventures and had the sand—and luck o’ the draw—to crawl back out of the grave. But now, amigo, we’ve decided to switch up a few of those things, officially speaking.
Where the Harrowed are concerned, now you can choose—with your Marshal’s consent—to have your hombre or chica begin play as a deader. Consider that choice carefully, though, because we’ve made some important changes to how Harrowed work to give undeath a fiercer bite.
Then again, we also cooked up a whole passel of new Hindrances and Edges to sweeten the deal! Check out this link to the Arcane Background: Harrowed for the full details!!!
Healer
Requirements: Novice, Spirit d8+
A hero with this Edge adds +2 to all Healing rolls (including natural healing rolls for his own wounds), whether natural or magical in nature. Up to five companions traveling with a Healer add the bonus to their natural healing rolls as well.
Liquid Courage
Requirements: Novice, Vigor d8+
Your hero processes alcohol far differently than most. The round after consuming a stiff drink (at least 8 ounces of hard liquor or equivalent), the character's Vigor increases by one die type (increasing Toughness as well). The hard drinker can also ignore one level of wound modifiers (which stacks with other abilities that do the same). The effect lasts for one hour after it begins. If the drunkard seeks inebriation he suffers –2 to Smarts and Agility-based rolls for as long as he continues to drink and the next 1d6 hours thereafter.
Nose for the Rock
Requirements: Novice, Spirit d8, Notice d6
Whether it's a sixth sense, deductive reasoning, or just dumb luck, your hero has a nose for ghost rock and other fundaments (gold, silver, etc.). He's not much of a prospec-tor, but he can almost smell it once it has been excavated. He has little trouble tracking down sellers of ghost rock in a new burg. On the minus side, those who are “in tune” with ghost rock often seem a bit odd to right-thinking folks. Any Investigation, Notice, or Streetwise rolls used to locate ghost rock are made with a +4 bonus. Characters with this Edge also receive +2 on rolls to avoid contracting “rock fever,” and to shake it if they do.
Scavenger
Requirements: Novice, Luck
Once per session the hero may “suddenly remember” that he has a much-needed piece of equipment on his person. The item must be capable of being stored in the hero's pocket or bag (assuming he has one), and the Game Master has the final word on what can be found.
Seen the Elephant
Requirements: Veteran, True Grit, Guts d8+
Soldiers are routinely exposed to carnage that’s inconceivable to civilians. The rumble of cannon fire is like the chirping of crickets at night to a soldier who’s seen the elephant. The memories haunt them long after a battle ends, but as compensation they no longer have quite the same reaction to terrifying events. When a hero with this Edge has to roll on the Fear Effects Table, he subtracts –4 from the roll— being numbed by trauma has its benefits.
The following Edges work only when the character is dealt a Joker during combat. The Edge's effects are in addition to the usual effects of being dealt a Joker.
Dead Shot
Requirements: Wild Card, Seasoned, Shooting/ Throwing d10+
The character doubles his total damage when making a successful Shooting or Throwing attack this round.
Mighty Blow
Requirements: Wild Card, Seasoned, Fighting d10+
The character doubles his total damage when making a successful Fighting attack this round.
Power Surge
Requirements: Wild Card, Seasoned, arcane skill d10+
This Edge is for those characters with Arcane Backgrounds. When dealt a Joker, the character recovers 2d6 Power Points. He may not exceed his usual limit.
Most Legendary Edges are very specific to their campaign world—such as gaining a stronghold or divine favor—but a few fit most anywhere, as shown below.
Behold A Pale Horse...
Requirements: Legendary
The Lone Ranger had Silver, Zorro had Toronado, and your steed is no less impressive. Whether it is a new stallion you’ve just broken in, or the same faithful pony you’ve had since you were young, there is something special about your horse. It has character. Your faithful beast uses the statistics for a war horse (see the Savage Worlds rules) but gains the Fearless special ability and the Danger Sense Edge. What’s more, the horse is a Wild Card. That’s right, muchacho, your horse has its own Fate Chips and can do all the things a Wild Card can do. If the trusty steed dies, however, you have to choose this Edge again, or lose the benefit.
Damned
Requirements: Legendary, Reputation
Old gunslingers don’t die, they just... Okay, they do die. Usually in messy and embarrassing ways. But if your grizzled veteran of the Weird West goes down, he’s defi nitely coming back. Taking this Edge is something of an insurance policy against having your plans for this old hand ended prematurely. If your hero is killed, he automatically returns from the grave, a Harrowed (and we’re not talking suicide here). Just how long that takes relies on the Marshal’s whim and the story. It could be near instant, or it could be after your partners put you in a pine box and read the 23rd psalm. Your Marshal has more information on this weird state of affairs. Death is just the beginning, amigo!
Fast As Lightning
Requirements: Legendary, Quick, Agility d10+
When your hero reaches for his shootin’ irons, folks rarely have time to blink, much less draw him down. Some say he’s the fastest gun in the West. Whether that’s true or not, he’s quick, real quick. Any time your hero is dealt lower than a ten for initiative, treat his card as a ten of the same suit.
Followers
Requirements: Wild Card, Legendary
Heroes often acquire dedicated warbands, “merry men,” or others who voluntarily follow the hero on his adventures. Each time this Edge is chosen, five followers join the hero's band. Casualties are not automatically replaced, so a hero may need to choose this Edge again on occasion to replenish his losses. The followers must have some way to eat and earn income, and generally want a piece of whatever loot, treasure, or other rewards the hero acquires. Otherwise, they are completely dedicated to their idol and risk their lives for him under any normal conditions. They won't knowingly throw their lives away except under very special circumstances. The GM determines the followers' statistics, but in general, use the Soldier statistics presented on page 81. Followers generally come with only basic equipment depending on their particular setting (warriors in fantasy come with at least leather armor and short swords, for example). The hero must purchase any additional equipment for his Followers himself.
Professional
Requirements: Legendary, d12 in affected Trait
The character is an expert at a particular skill or attribute (his choice). That Trait becomes d12+1. This Edge may be selected more than once, but it may never be applied to the same skill or attribute twice.
Expert
Requirements: Legendary, Professional in affected Trait
As above, but the Trait increases to d12+2.
Master
Requirements: Wild Card, Legendary, Expert in affected Trait
The character's Wild Die increases to a d10 when rolling a particular Trait of his choice. This Edge may be chosen multiple times, though it only affects a particular Trait once.
Right Hand of the Devil
Requirements: Legendary, Shooting, Fighting, or Throwing d10+
Your hero is fast on the trigger and renowned far and wide as one mean hombre in a fi ght. Folks have taken to calling him the right hand of the devil (or left hand of the devil if your cowpoke is of the sinister persuasion). Whichever weapon you hero uses in his favored hand has been infused with some of the mythic status he is accorded, turning that weapon into a powerful relic. A relic weapon does an extra die damage of the same type as that weapon’s highest damage die. So a relic Colt revolving rifl e would do a fearsome 3d8 damage. Of course, the Edge remains with the weapon, so if you lose your gun, you lose the Edge and whoever takes the weapon gains the benefit of the relic.
Sidekick
Requirements: Wild Card, Legendary
A character who triumphs over evil time and time again becomes an inspiration to others. Eventually, one of these young crusaders may attempt to join the hero in his epic quests. The hero gains a Novice Rank sidekick. The sidekick is a Wild Card, gains experience as usual, and has abilities that complement or mimic his hero's. The player character should control his sidekick just like any other ally. Of course, the sidekick may occasionally cause trouble (by getting captured, running into danger when he's not supposed to, etc.). The player should be prepared for his “Edge” to occasionally become a “Hindrance.” If the sidekick dies, he isn't replaced unless the hero chooses this Edge again.
Tough as Nails
Requirements: Legendary
Your hero is a grizzled veteran. Increase his Toughness by +1.
Improved Tough as Nails
Requirements: Legendary, Tough as Nails
Increase your hero's Toughness by another +1.
Weapon Master
Requirements: Legendary, Fighting d12
Increase your hero's Parry by +1.
Master of Arms
Requirements: Legendary, Weapon Master
Increase your hero's Parry by another +1.