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Edges
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'''Hindrance Type Effects'''
  
*Acrobat N, A d8, St d6 +2 to nimbleness-based Agility rolls; +1 Parry if unencumbered
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* Allergy (Minor/Major) –2 or –4 to Trait rolls when exposed to allergen
*Alertness* N +2 Notice
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* All Thumbs (Minor) –2 Repair; Roll of 1 on a mechanical or electronic device causes malfunction
*Ambidextrous* N, A d8 Ignore –2 penalty for using off-hand
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*Anemic (Minor) –2 Vigor to resist sickness, disease, poison or environment
*Attractive* N, V d6 Charisma +2
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*Arrogant (Major) Must humiliate opponent, always look to challenge the ‘leader’
*Very Attractive* N, Attractive Charisma +4
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*Bad Eyes (Minor) –2 to attack or notice something more than 5” distant
*Bilge Rat N, Ag d8, Fighting d8 No –2 penalty below decks with weapon with Reach of 0
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*Bad Luck (Major) One less benny per session
*Improved Bilge Rat S, Bilge Rat No penalty when fighting below decks
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*Big Mouth (Minor) Unable to keep a secret, blabs at the worst time
*Block S, Fighting d8 Parry +1
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*Blind (Major) –6 to all actions that rely on vision, –2 on social rolls, gain additional Edge
*Improved Block V, Block Parry +2
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*Branded (Minor) –2 Charisma among non-pirates; –2 Fame
*Board ’Em N, Command, Throw d8 +4 to group Throwing rolls when boarding
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*Cautious (Minor) Character is over-cautious
*Boarder N, Boating d6, Climb d8, Throw d8 +2 to Climbing and Throwing with ropes; earns a benny if first to board enemy vessel
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*Clueless (Major) –2 to most Common Knowledge rolls
*Brawny* N, St d6, V d6 Toughness +1; load limit is 8 x Str instead of 5 x Str
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*Cocky (Minor) The character must spend his first action bragging or lose a benny
*Cannoneer S, Shoot d10 Modify Critical Hit table by one point
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*Code of Honor (Major) The character keeps his word and acts like a gentleman
*Captain* N, Boating d8, Command Start with a ship; gunners can ignore Unstable Platform penalty if acting on the captain’s action
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*Curious (Major) Character wants to know about everything
*Charismatic N, Sp d8 Charisma +2
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*Death Wish (Minor) Hero wants to die after completing some task
*Close Fighting N, Ag d8, Fighting d8 Bonus to Parry equal to opponent’s Reach +1
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*Delusional (Minor/Major) Character suffers from grave delusions
*Improved Close Fighting N, Close Fighting Bonus to Fighting equal to opponent’s Reach +1
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*Dependent (Major) See text
*Combat Reflexes S +2 to recover from being Shaken
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*Elderly (Major) Pace –1, –1 to Strength & Vigor die types; +5 skill points for Smarts skills.
*Command N, Sm d6 +1 to troops recovering from being Shaken within 5”
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*Enemy (Minor/Major) The character has a recurring nemesis of some sort
*Command Presence N, Command Double command radius to 10”
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*Garrulous (Minor) Carousing costs are doubled
*Common Bond WC, N, Sp d8 May give bennies to allies in communication
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*Glass Jaw (Minor) –2 to Soak rolls
*Connections N Call upon powerful friends with Persuasion roll
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*Greedy (Minor) The character is obsessed with wealth
*Danger Sense N Notice at –2 to detect surprise attacks/danger
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*Habit (Minor) A Minor Habit is simply annoying (Charisma –1)
*Dead Shot WC, S, Shoot/Throw d10 Double ranged damage when dealt Joker
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*Hard of Hearing (Minor/Major) –2 to Notice sounds; automatic failure if completely deaf
*Dirty Fighter S +2 to Tricks
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*Heroic (Major) The character is a true hero and always helps those in need; +2 Fame
*Really Dirty Fighter S, Dirty Fighter Can spend benny to get the Drop
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*Illiterate (Minor) The character cannot read or write
*Dodge S, A d8 –1 to be hit with ranged attacks
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*Jingoistic (Minor/Major) –2 or –4 to Charisma when dealing with other races and cultures
*Improved Dodge V, Dodge –2 to be hit with ranged attacks
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*Lame (Major) –2 Pace and running die is a d4
*Dual Identity N Character has alter-ego, and two Fame scores
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*Landlubber (Minor) Cannot buy Boating with starting skills; –2 to all Boating rolls
*Entangle S, Fight d8 The character can trap his foe’s weapon arm, leaving him as an
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*Loyal (Minor) The hero tries to never betray or disappoint his friends
*Unarmed Defender and unable to retreat from combat.
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*Mean (Minor) The character suffers –2 to his Charisma for his ill-temper and surliness
*Explorer N, Vi d6, Survival d8 +2 to survival rolls and increase rate of overland movement
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*Obese (Minor) +1 Toughness, –1 Pace, d4 running die
*Fast Healer* N, V d8 +2 to natural healing rolls
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*One Arm (Major) –4 to tasks requiring two arms
*Fencing Academy See notes See notes
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*One Eye (Major) –1 Charisma, –2 to rolls requiring depth perception
*Fervor V, Sp d8, Command +1 melee damage to troops in command
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*One Leg (Major) Pace –2, d4 running die, –2 to rolls requiring mobility, –2 to Swimming skill
*Firepot Specialist N, Shooting d8+ Firepots ignite enemy ships on 4-6, or 3-6 if the hit inflicts a wound
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*Outsider (Minor) –2 Charisma, treated badly by those of the more dominant society
*First Strike N, A d8 May attack one foe who moves adjacent
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*Overconfident (Major) The hero believes he can do anything
*Improved First Strike H, First Strike May attack every foe who moves adjacent
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*Pacifist (Minor/Major) The character fights only in self-defense as a Minor Hindrance, and won’t fight living creatures under any circumstance as a major Hindrance
*Fleche V, Ag d8, Fighting d8 See text
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*Phobia (Minor/Major) –2 or –4 to Trait tests when near the phobia
*Fleet-Footed N, A d6 +2 Pace, d10 running die instead of d6
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*Poverty (Minor) Half starting funds, general inability to hang onto future income
*Florentine N, A d8, Fighting d8 +1 vs. foes with single weapon and no shield, ignore 1 point of gang up bonus
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*Quirk (Minor) The character has some minor but persistent foible, such as bragging, elitism,or the pursuit of fame
*Frenzy S, Fighting d10 1 extra Fighting attack at –2
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*Seasick (Major) Hero makes a Vigor roll each time he boards a ship or suffer a –2 penalty Small Major –1 Toughness
*Improved Frenzy V, Frenzy As above but no penalty
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*Stubborn (Minor) Hero always wants his way
*Frugal N, Sm d6 +2 to Smarts to avoid getting drunk
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*Trouble Magnet (Minor/Major) Nothing goes right for the hero
*Gifted Leader V, Command Extras under the hero’s command roll d8 Wild Die for Group rolls
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*Ugly (Minor) –2 Charisma due to the character’s less-than-average appearance
*Good/Bad Reputation N Character gains or loses 5 Fame
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*Vengeful (Minor/Major) Character holds a grudge, will kill to settle the score as a Major Hindrance
*Grit V, WC, Iron Jaw May make a free soak roll to avoid being Incapacitated
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*Vow (Minor/Major) The hero has a pledge to himself, a group, a deity, or a religion
*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.
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*Wanted (Minor/Major) The character is a criminal of some sort
*Gunsmith N, Sm d8, Repair d8 +2 when making grenades, powder bombs, guns or shot
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*Yellow (Major) The character is cowardly and suffers –2 to his Guts rolls
*Healer N, Sp d8 +2 Healing
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*Young (Major) 3 points for Attributes (instead of 5); 10 skill points (instead of 15), +1 benny per sessionHindrances
*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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