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Edges *Acrobat N, A d8, St d6 +2 to nimbleness-based Agility rolls; +1 Parry if unencumbered *Alertness* N +2 Notice *Ambidextrous* N, A d8 Ignore –2 penalty for using off-hand *Attractive* N, V d6 Charisma +2 *Very Attractive* N, Attractive Charisma +4 *Bilge Rat N, Ag d8, Fighting d8 No –2 penalty below decks with weapon with Reach of 0 *Improved Bilge Rat S, Bilge Rat No penalty when fighting below decks *Block S, Fighting d8 Parry +1 *Improved Block V, Block Parry +2 *Board ’Em N, Command, Throw d8 +4 to group Throwing rolls when boarding *Boarder N, Boating d6, Climb d8, Throw d8 +2 to Climbing and Throwing with ropes; earns a benny if first to board enemy vessel *Brawny* N, St d6, V d6 Toughness +1; load limit is 8 x Str instead of 5 x Str *Cannoneer S, Shoot d10 Modify Critical Hit table by one point *Captain* N, Boating d8, Command Start with a ship; gunners can ignore Unstable Platform penalty if acting on the captain’s action *Charismatic N, Sp d8 Charisma +2 *Close Fighting N, Ag d8, Fighting d8 Bonus to Parry equal to opponent’s Reach +1 *Improved Close Fighting N, Close Fighting Bonus to Fighting equal to opponent’s Reach +1 *Combat Reflexes S +2 to recover from being Shaken *Command N, Sm d6 +1 to troops recovering from being Shaken within 5” *Command Presence N, Command Double command radius to 10” *Common Bond WC, N, Sp d8 May give bennies to allies in communication *Connections N Call upon powerful friends with Persuasion roll *Danger Sense N Notice at –2 to detect surprise attacks/danger *Dead Shot WC, S, Shoot/Throw d10 Double ranged damage when dealt Joker *Dirty Fighter S +2 to Tricks *Really Dirty Fighter S, Dirty Fighter Can spend benny to get the Drop *Dodge S, A d8 –1 to be hit with ranged attacks *Improved Dodge V, Dodge –2 to be hit with ranged attacks *Dual Identity N Character has alter-ego, and two Fame scores *Entangle S, Fight d8 The character can trap his foe’s weapon arm, leaving him as an *Unarmed Defender and unable to retreat from combat. *Explorer N, Vi d6, Survival d8 +2 to survival rolls and increase rate of overland movement *Fast Healer* N, V d8 +2 to natural healing rolls *Fencing Academy See notes See notes *Fervor V, Sp d8, Command +1 melee damage to troops in command *Firepot Specialist N, Shooting d8+ Firepots ignite enemy ships on 4-6, or 3-6 if the hit inflicts a wound *First Strike N, A d8 May attack one foe who moves adjacent *Improved First Strike H, First Strike May attack every foe who moves adjacent *Fleche V, Ag d8, Fighting d8 See text *Fleet-Footed N, A d6 +2 Pace, d10 running die instead of d6 *Florentine N, A d8, Fighting d8 +1 vs. foes with single weapon and no shield, ignore 1 point of gang up bonus *Frenzy S, Fighting d10 1 extra Fighting attack at –2 *Improved Frenzy V, Frenzy As above but no penalty *Frugal N, Sm d6 +2 to Smarts to avoid getting drunk *Gifted Leader V, Command Extras under the hero’s command roll d8 Wild Die for Group rolls *Good/Bad Reputation N Character gains or loses 5 Fame *Grit V, WC, Iron Jaw May make a free soak roll to avoid being Incapacitated *Guardian N, Ag d6, Fighting d6 Attacks against a chosen adjacent ally target the character instead. If the character is wounded by the attack, gain one benny. *Gunsmith N, Sm d8, Repair d8 +2 when making grenades, powder bombs, guns or shot *Healer N, Sp d8 +2 Healing *Helmsman N, Boating d8+ +2 Top Speed, +1 Travel Speed to a ship the helmsman steers *Hero V, WC May spend a benny to reroll and add the result to the previous roll *Hold the Line! S, Sm d8, Command Troops have +1 Toughness *Improvisational Fighter S, Sm d6 Suffers no penalties for using Improvised weapons *Inspire S, Command +1 to Spirit rolls of all troops in command *Iron Jaw N, Vi d8 +2 to Soak rolls *Jack-of-all-Trades N, Sm d10 No –2 for unskilled Smarts based attempts *Level Headed S, Sm d8 Act on best of two cards in combat *Improved Level Headed S, Level Headed Act on best of three cards in combat *Lookout N, Notice d8 +2 Notice in tactical situations and +2 to Boating in chases or to avoid maritime hazards *Luck* N +1 benny per session *Great Luck* N, Luck +2 bennies per session *Lunge N, Fight d8 Can extend melee weapon Reach by 1” *Marksman S Character gets the Aim maneuver (+2 Shooting) if he does not move *Master & Commander S, See notes Crews gain +2 to Boating rolls *Mighty Blow WC, S, Fighting d10 Double melee damage when dealt Joker *Musketeer N, Shoot d8, no All Thumbs Reload blackpowder weapon in 1 action *Natural Leader N, Sp d8, Command Leader may give bennies to troops in command *Nerves of Steel N, WC, V d8 Ignore 1 point of wound penalties *Improved Nerves of Steel N, Nerves of Steel Ignore 2 points of wound penalties *Noble* N Rich; +5 Fame; Character is a noble, born with status, wealth, and responsibility *Oarsman N, Boating d6+ Add +1 Top Speed and +1 Travel Speed to a ship powered by oars *Officer N, Sm d6 Take command of a ship or unit of soldiers (see notes) *Pilot N, Ag d8 +2 to Boating; can make Soak roll for ship *Quick* N Discard draw of 5 or less for new card *Quick Draw N, A d8 May draw weapon as a free action *Ramming Speed S, Boating d8 +2 to perform Ram; ship takes half damage *Rich* N 3x starting funds, $5K annual salary; +/–2 Fame *Filthy Rich* N, Noble Birth or Rich 5x starting funds, $25K annual salary; +/–3 Fame *Riposte S, First Strike, Fight d8 Once per round you may make a Fighting attack at –2 against a foe who misses you in melee *Improved Riposte V, Riposte As above, but with no penalty. *Rope Monkey S, Ag d8, Climb d10 See notes *Scholar N, d8 in affected skills +2 to two different Knowledge skills *Seducer N, Attractive, Persuade d8 Can use Persuasion to make Tests of Will *Shipwright N, Boating d6, Repair d8 Can repair ships’ wounds *Spot Weakness See notes When a foe rolls a 1 on his Fighting die against you, you get +1 to Fighting rolls against him *Steady Hands N, A d8 Ignore unstable platform penalty for mounts or vehicles *Storm Chaser N, Boating d8 +2 to Boating rolls in storm; draws extra card *Strong Willed N, Intimidation d6, Taunt d6 +2 Intimidation and Taunt, +2 to resist *Sweep N, St d8, Fighting d8 Attack all adjacent foes at –2 *Improved Sweep V, Sweep As above but with no penalty *Thief N, A d8, Climb d6, Lockpick d6, Stealth d8 +2 Climb, Lockpick, Stealth, or to disarm traps *Trademark Weapon N, Fighting or Shooting d10 +1 Fighting or Shooting with one particular weapon *Imp. Trademark Weapon V, Trademark Weapon +2 Fighting or Shooting with one particular weapon *Treasure Hound N, Luck Increase value of Booty by 25%; chance of finding a special item increased by 10% *Two-Fisted N, A d8 May attack with a weapon in each hand without multi-action penalty *Wall of Steel V, Florentine, Notice d8 Foes get no Gang Up bonus against you *Wind Sense N, Sm d8, Boating d8+2 Boating during chases; draws extra card in storm ''**Background Edges—must be chosen during character creation.''
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