Tag: Edge

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  • Mechanical Genius

    *Source:* Supers Companion *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 …

  • Spurred On

    *Source:* Slipstream *Requirements:* Seasoned, Command What happens to the hero inspires those around him to fight harder. If your character suffers a wound, all allies within 5” gain a +1 bonus to attack and damage rolls for the rest of the combat.

  • My Own Leader

    *Requirements:* Seasoned, Command Tu bénéficies des mêmes bonus que tu donnes à tes alliés grâce à tes Leadership edges.

  • Field Medic

    *Requirements:* Healing d4 Tu ignores le malus au Healing lorsque l'équipement de base n'est pas disponible.

  • Bond of Pain

    *Requirements:* Veteran, Spirit d6, Command, Hold the Line! Les hommes sous ton commandement réduisent de 1 les malus dû aux Wounds. Non-cumulatif avec Nerves of Steel.

  • Band of Brothers

    *Source:* Weird Wars II; Necropolis 2350; Weird Wars - Tour of Darkness *Requirements:* Wild Card, --Veteran--, --Common Bond--, _Every Member of the Gang takes it_ This group of soldiers has been to Hell and back together. That kind of bond hardens men …

  • Move and Fire

    *Source:* Necropolis 2350 - 2351-55 Update *Requirements:* Veteran, Agility d8+, Smarts d6+, Shooting d10+, Marksman Snipers understand the necessity to move to a new position immediately after firing. This character has taken that mentality to a new …

  • Failsafe

    *Source:* MARS *Requirements:* Veteran, Arcane Background (Weird Science), Smarts d10+, Repair d10+, Weird Science d10+ The character designs his inventions with failsafes to prevent malfunctions. The devices only ever fail on a critical failure. This …

  • Team Leader

    *Source:* Super Powers Companion *Requirements:* Novice, Smarts d8+ Team leaders excel at getting people to work together like the idiomatic well-oiled machine. If a character with this Edge is present when a Cooperative roll is made, the lead character …

  • Fast Strike

    *Source:* Agents of Oblivion *Requirements:* Seasoned, Agility d8+, Fighting d8+ The agent has learned to fight with great dexterity — moving in and striking quickly, then moving away before his opponent can react. If the character can move at least 2 …

  • Delegate Command

    *Requirements:* Veteran, Command, Command Presence, Persuasion d6+ You can inspire your men so they retain the leadership benefits you grant beyond your command radius. Before you split up, roll Persuasion to command your men. They retain the benefits …

  • Incoming!

    *Requirements:* Seasoned, Command, Notice d8+ You anticipate danger and direct your men to react accordingly. You add +2 to your Notice rolls to detect and react to ambushes, surprise attacks, environmental dangers or dire changes in a situation. When …

  • Lunge

    *Source:* Solomon Kane *Requirements:* Novice, Fighting d8+ A lunge allows a swordsman to extend the reach of his weapon. The character gains +1 Reach to his weapon. He may not use this Edge with First Strike, Frenzy, or Sweep.

  • Solid Determination

    *Source:* Solomon Kane, Slipstream (as "True Hero") *Requirements:* Heroic, Wild Card, --Iron Jaw-- Elan OR [[Relentless]] When lesser men fall by the wayside, this hero just keeps soldiering on. Whenever the character is Incapacitated, he makes a …

  • Don't Get 'im Riled!

    *Source:* Deadlands - Hell on Earth Reloaded *Requirements:* Wild Card, Seasoned, Spirit d8+ Your hero adds his wound levels to both his Fighting rolls and the damage he causes from them. A hero with 3 wounds, for instance, adds +3 to his Fighting and …

  • Relentless

    *Source:* Horror Companion *Requirements:* Novice, Spirit d8+ Your slayer is truly driven to defeat evil. He must seek it out wherever he suspects it lies, and brooks no interference from those he thinks bar his way. In exchange for this dogged …

  • First Shot

    *Requirements:* Seasoned, Agility d8+, Shooting d8+ Once per turn the hero (if not Shaken) gets a free Shooting attack against a single foe who moves adjacent to an ally or a specified target in range. This automatically interrupts the opponent’s action …

  • Precision Shot

    *Requirements:* Seasoned, Shooting d8+ The hero reduces Shooting penalites by 2 when making a Called Shot.

  • Far Shot

    *Requirements:* Seasoned, Notice d6+, Shooting d6+ The hero reduces Shooting penalties due to range by 2.

  • Targets Aquired

    *Requirements:* Heroic, Agility d8, Shooting d8, Marksman At the end of your turn, chose a target. He is considered Aimed until the end of your next turn. Aiming normally doesn't override this target, you just Aim an additional target.

  • Tricky Fighter

    *Source:* "Designer's rules @Pinnacle Forums":http://www.peginc.com/forum/viewtopic.php?p=142239#142239 *Requirements:* Seasoned, Fighting d8, Agility or Smarts d8 You suffer no MAP (multi-action penalty) when using a Trick in the same round as a …

  • Maul Smash!

    *Source:* "Designer's rules @Pinnacle Forums":http://www.peginc.com/forum/viewtopic.php?p=299675#299675 *Requirements:* Novice, Fighting d6, Strength d10 If you get a success or better on a damage roll with a two-handed melee weapon, the target must …

  • Hold Off

    *Source:* Shaintar: Immortal Legends *Requirements:* Seasoned, Strength d8+, Fighting d10+ The character is skilled at using the reach and size of a larger weapon to enhance their defensive posture. The hero adds +1 to his Parry if using a weapon that …

  • Charge

    *Source:* Shaintar: Immortal Legends *Requirements:* Seasoned, Fighting d10+ The warrior is experienced at moving across a large distance and getting the most effect out of rushing his foe. He may ignore the standard penalty for Running when making a …

  • Dirty Fighter

    *Source:* Solomon Kane, Pirates of the Spanish Main *Requirements:* Seasoned There is no honor among thieves. Those with this Edge will do anything to win a fight. This scoundrel is particularly deceitful in combat and good at tricks. He adds +2 to …

  • Blood and Guts

    *Source:* Weird War II *Requirements:* Veteran This warrior has seen his fair share of gore and carnage and grown jaded to it. He automatically passes fear tests caused by gore. In addition, his savagery grants him +1 damage in bloody close combat.

  • Really Dirty Fighter

    *Source:* Solomon Kane, Pirates of the Spanish Main *Requirements:* Seasoned, Dirty Fighter The knave is extremely skilled in tactical deceit. By describing the trick and spending a benny, he may automatically get the drop on any single opponent. (sur …

  • Night Fighter

    *Source:* Rippers Companion *Requirements:* Seasoned, Notice d8+ The character halves all penalties for poor lighting (rounding down).

  • Oversized Weapon Master

    *Source:* Hellfrost *Requirements:* Veteran, Strength d10+, Fighting d10+ The character may use two-handed melee weapons with one hand. He may only use one such weapon at a time, even if he has the Ambidextrous or Two-Fisted Edges, though he may use …

  • Rebel Yell

    *Source:* Deadlands Reloaded *Requirements:* Novice When used, the Rebel 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 …

  • Snake Oil Salesman

    *Source:* Deadlands Reloaded *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 …

  • Urban Warrior

    *Source:* Necropolis 2350 Update *Requirements:* Seasoned, Agility d6+, Smarts d6+, Notice d8+, Stealth d8+ The character is a veteran of many urban battles and has learned tricks for staying alive. He gains +2 to Notice rolls to detect traps or …

  • Crushing Blow

    *Source:* Suzerain *Requirements:* Legendary, Strength d12+ This character crushes bones and rips sinews with each blow. Whenever he gets a Raise in close combat he rolls +1d10 to damage instead of the normal +1d6.

  • Deadly Aim

    *Source:* Suzerain *Requirements:* Legendary, Shooting d12+ or Throwing d12+ The character deals death from a distance. Whenever he gets a Raise on a shooting or throwing attack he rolls +1d10 to damage instead of the normal +1d6.

  • Reader

    *Source:* Suzerain *Requirements:* Novice, Notice d6+, Taunt d4+, Intimidation d4+ Careful observation has taught your character a library of personal quirks and ‘tells’ that suggest veiled truths. He is now skilled enough at social manipulation to …

  • Indomitable

    *Source:* Suzerain *Requirements:* Novice, Smarts d8+, Spirit d8+ The spirit is willing, but the flesh is weak? Not anymore! Your character can use his faith or unflagging willpower as a battery to power any action. Your character may voluntarily …

  • Combat Sense

    *Source:* Necessary Evil, Solomon Kane, etc. *Requirements:* Seasoned, Fighting d8+, Notice d8+ This character is adept at fighting and keeping track of multiple foes. Opponents gain no Gang Up bonus against him.

  • Photographic Memory

    *Source:* Thrilling Tales *Requirements:* Smarts d10+ The character is able to remember everything they see, hear or read, down to the tiniest detail.

  • Light Sleeper

    *Source:* Apocalypse Prevention, Inc. You only need four hours of sleep per night and can be woken easily by noises with a Notice roll at -2.

  • Massive Strike

    *Source:* "Designer's rules @Pinnacle Forums":http://www.peginc.com/forum/viewtopic.php?p=363805#363805 *Requirements:* Novice, Strenght d10+, Vigor d8+, Fighting d8+ Your character really knows how to put his weight behind his attacks with two-handed …

  • Fast Learner

    *Requirements:* [[Jack-of-all-Trades]] Gain training (d4) in 2 skills or 3 Smarts-based skills.

  • Coordinated Strike

    *Requirements:* Heroic, Smarts d10, Command Designate a target as a free action. You and your allies can combine your forces to take him down. After all attack rolls against the target are made, all participating characters make one combined damage …

  • Fast and Silent

    *Source:* Hellfrost - Rassilon Expansion *Requirements:* Seasoned, Agility d8+, Stealth d8+ The character is both fast and silent on his feet, a deadly combination. When moving stealthily, the adventurer suffers no penalties to stealth rolls for …

  • Man of a Thousand Faces

    *Source:* Ravaged Earth *Requirements:* Novice, Persuasion d6+, Stealth d6+ You are adept at both concealing your identity and impersonating others. You get a +2 bonus on all rolls made to disguise your true identity or impersonate others.

  • Hard

    *Source:* Deadlands Noir *Requirements:* Novice, Spirit d8+ Maybe it’s willpower. Maybe it’s muscle density. Or maybe your hero’s just one tough bastard. Either way,he adds +1 to his Toughness.

  • Hardboiled

    *Source:* Deadlands Noir *Requirements:* Veteran, [[Hard]] This bruiser is tougher than shoe leather baked in the Sahara. He adds +2 to his Toughness.

  • Hitman

    *Source:* Deadlands Noir *Requirements:* Veteran, Agility d6+, Smarts d6+, Spirit d8+, Shooting d8+, Stealth d8+, --Streetwise d6+-- This hitter isn’t your average mook. She’s got a knack for putting her shots where they count. When she rolls a raise …