Editing
SWAE.Spellslinger
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
== Hindrances and Edges == Forbidden Hindrances – Doubting Thomas Forbidden Edges – Aristocrat*, Rich*, Filthy Rich* (*) NPC only Edges '''NEW HINDRANCES''' :'''Heavy Sleeper''' (Minor): A thunderstorm from Hell itself won’t wake the Dozing Doolie. The hero is at -4 to Notice checks to wake up when sleeping. Also suffers a -2 to Vigor checks to remain awake. :'''Lyin Eyes''' (Minor): Lies don’t come easy to this hombre. The hero suffers a -2 penalty on Intimidate and Persuasion checks where he has to lie – even little white lies. He also suffers a -2 to Gambling checks when playing Poker games and others similar games. :'''Old Ways''' (Minor): Also called back-to-eathers and Old Worlders, these folk don’t believe in modern technology and think that they should return to the old ways (of the ancient Old World). They refuse to use firearms or ride on trains. They see Cog-Hearts as foolish and misled at best or evil and corrupted at worst. '''NEW ARCANE BACKGROUND EDGES''' All Arcane Backgrounds but Psionic is found in the Territories but the types have some limitation or conditions set on them. They are also called different things here. Each has a ‘Brand’ that is extremely obvious when a Power is active. '''Forbidden Powers''' – Conceal Magic and Summon Allies. NOTE that most beneficial Powers except those cast by Magi and Padres (and Devices created by Cog-Hearts) must have the Aspect Limitation – Self Only (i.e. Boost Trait would require a Blackhand to take it as Range Self, while the Lower Trait would still affect enemy targets as normal). When you reduce the cost to below 0 PP you instead add +PP modifiers that bring the cost back up to a minimum of 1 PP (i.e. a Blackhand with the Protection Power which costs 1 PP with Aspect Self automatically gains a +1 PP modifier). :'''Blackhand''': Natural enemies of other power users, they are not popular in many parts of the Territories except those place where the people also dislike power users. Their brand is that one of their hands is glossy black that burns with black-light grow when powers are active. Blackhands use the Gifted Arcane Background and use the Gifted (Blackhand) skill. Their first power must be the Dispel Power. The Blackhand treats all other types of magic as its 'type' and does not suffer the normal -2 for tests against a different type of arcane background (i.e. like Magic vs. Miricles). Blackhands may not take the Beast Friends, Burrow, Disguise, Entangle, Fly, Growth/Shirk, Healing, Illusion, Intangibility, Invisibility, Puppet, Resurrection, Relief, Shape Change, Teleport or Zombie powers. :'''Cog-Heart''': create strange and mystical devices via the Weird Science Arcane Background and use the Weird Science skill. Their brand is golden cog like circle in the center of the chest. They are required to take Elemental Resistance as a first Power however it costs them 1 less Power Point to activate. It costs at least $250 (or $25 silver dollars) per power point to create an arcane device for yourself or others. A beginning character can have one device that includes any of her powers for free and must pay for any additional ones. Each power or device must have a quasi-scientific techno-babble sounding name. Cog-Heart cannot take the Shape Change power. :'''Magi''': also called Mages, Witch-Eyes and Evil Eyes. Their brand is called the “Witches Eye” or Evil Eye as one of their eyes is milky white and glows with a ''dead white shine'' when powers are active. Their Arcane Background is Magic and use the Spellcasting skill. They gain the Detect Arcane and Light Powers for free. The Light power has a range of Self and originates from the Mage’s witch-eye and it can also be a Cone Template. It and the Detect Arcana power do not cost the Magi any Power Points to use or do they requires no skill roll to active either. Magi may not take the Healing, Resurrection, Relief or Shape Change powers. :'''Padre''': one of the most popular Brands beside the Cog-Heart, Padres are the spiritual leaders of many communities throughout the Territories. They follow the old gods who seem to have gone silent over the centuries and no longer communicate with their followers. However they still seem to grant powers. The Padres brand is their deity symbol that appears on the center of their foreheads and glow with a holy light when they use their powers. Padre use the Miracles Arcane Background with the Faith skill for their powers. Padre automatically gain the Arcane Protection power for free. Padre may not take the Shape Change or Teleport powers. :'''Pale Ride'''r: one of the more feared of the brands, the Pale Riders are also called Death Bringers and the Harrowed. Their brand is a reddish like birth mark on their cheek in the shape of a hand. This brand glows reddish when her powers are activated. Their Arcane Background is a Gifted and they use the Gift (Pale Rider) skill. Their first Power must be the Smite Power with the limitation of Range: Self automatic. However the base damage bonus with Smite is +4 (+6 with a raise) for free. Pale Riders may not take the following powers – Barrier, Burrow, Disguise, Dispel, Divination, Entangle, Fly, Growth/Shrink, Illusion, Intangibility, Mind Reading, Mind Wipe, Puppet, Resurrection, Relief, Shape Change, Teleport or Zombie powers. :'''Skin Walker''': a somewhat rare Brand, the Skin Walker have a stylized Animal-like Totem like tattoo on their chest and arms. When using their powers these glow blue or green and the brand remains glowing when they are shape shifted into their animal form. Their Arcane Background is Gifted and they use the Gifted (Skin Walker) skill. Their first power must be Shape Change. However the duration for their power lasts a base of 10 rounds. The Skin Walker may not take the Barrier, Resurrection, Teleportation or Zombie powers. '''NEW COMBAT EDGES''' :'''Charger''' [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 multi-action penalty for Running when making a Fighting attack roll at the end of your movement. :'''Gunslinger''' [Seasoned, Marksmen, Shooting d10+, Revolver only]: Expert with revolvers the Gunslinger, with a Rate of Fire of 1 for the first action may either gain a +1 to hit or ignore up to 4 points in from Called Shots, Cover, Illumination, Range, Scale or Speed. This is a lesser form of the Aim maneuver (which does not stack) and includes the bonus from the Marksmen edge. This bonus applies for the full round and maybe used while moving up to the hero’s Pace in the round (but not Running). This bonus may be used in conjunction with Double Tab but not Rapid Fire edge. :'''Heavy Weapons Specialist''' [Novice, Shooting d6+]: you can operate cannons and catapults without the normal -4 penalty for firing such weapons in combat. :'''Quick Draw''' [Novice, Agility d8+, Shooting d6+]: When on Hold the hero adds +2 to Agility checks to interrupt an opponent’s actions if drawing a weapon and when rolling for Surprise may check Agility instead of Notice to act first in the Round. If the hero has the Danger Sense edge can also substitute Agility for Notice roll with the listed bonus. :'''Spring Attack''' [Seasoned, Extraction, Fighting d8+]: You can move both before and after your attack, and as long as you end your movement not adjacent to any opponents, you do not suffering a free attack from any attacker. You may not move more than your Pace (cannot Run as part of this maneuver) in this round. You also cannot ignore First Strike or someone on ‘Hold’. :'''Speed Loader''' [Novice, Shooting d8+]: With a Pace of 0 you can reload up to your Agility die (instead of ½) rounds into a revolver or rifle without suffering a multi-Action penalty. '''NEW PROFESSIONAL EDGES''' :'''Cowpoke''' [Novice, Riding d6+]: Some folk are born in the saddle. A cowpoke can ignore 2 points of penalty with Riding skill and can spend a Benny to make a Soak roll for a mount she is controlling. :'''Gambler''' [Novice, Gambling d10+]: Gamblers are half swindler, half psychologist who makes their living playing games of chance. Gambles gains a +2 too Gambling skill. The Gambler may also spend a Benny, automatically winning a game of chance unless his opponent is also a Gambler and spends a Benny to cancel the edge. :'''Monster Slayer''' [Novice, Smarts d6+, Occultism d6+, Notice d6+, Survival d6+]: Many monster hunters have dedicated themselves to protecting the civilized lands from the monsters from the wastes. When confronted by a monstrous or supernatural foe the hero may make an Occultism skill check to identify a foe, its characteristics, and common tactics. The GM may impose penalties for uncommon or unique beings. With a success the Monster Slayer knows any weakness the creature might have and gains a +1 to all Trait rolls and damage totals against it until the end of the encounter. On a raise she gains all the creature’s special abilities and the Trait and damage bonus increase to +2. :'''Trailblazer''' [Novice, Survival d6+]: You have learned to watch the signs and trust your instincts when it comes to navigating the vast wilderness. Anything the GM draws a face card while traveling (indicating a random encounter) the trailblazer can make a Notice -2 check. If successful the trailblazer detects the hazard, creature or situation at the earliest opportunity, giving the party time to likely avoid it or at least attack it on their own terms. The trailblazer also gains +2 to Notice rolls to avoid being surprised. '''NEW LENDARY EDGE'''S :'''Behold a Pale Horse''' [Legendary]: Your faithful steed uses the statistics of a war horse (SWA pg. 185) and gains the Fearless and Danger Sense edges. What’s more the horse is a Wild Card.
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information