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− | Edges
| + | '''Hindrance Type Effects''' |
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− | *Acrobat N, A d8, St d6 +2 to nimbleness-based Agility rolls; +1 Parry if unencumbered | + | * Allergy (Minor/Major) –2 or –4 to Trait rolls when exposed to allergen |
− | *Alertness* N +2 Notice | + | * 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
| + | *Anemic (Minor) –2 Vigor to resist sickness, disease, poison or environment |
− | *Attractive* N, V d6 Charisma +2
| + | *Arrogant (Major) Must humiliate opponent, always look to challenge the ‘leader’ |
− | *Very Attractive* N, Attractive Charisma +4
| + | *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
| + | *Bad Luck (Major) One less benny per session |
− | *Improved Bilge Rat S, Bilge Rat No penalty when fighting below decks
| + | *Big Mouth (Minor) Unable to keep a secret, blabs at the worst time |
− | *Block S, Fighting d8 Parry +1
| + | *Blind (Major) –6 to all actions that rely on vision, –2 on social rolls, gain additional Edge |
− | *Improved Block V, Block Parry +2 | + | *Branded (Minor) –2 Charisma among non-pirates; –2 Fame |
− | *Board ’Em N, Command, Throw d8 +4 to group Throwing rolls when boarding
| + | *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 | + | *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
| + | *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
| + | *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
| + | *Curious (Major) Character wants to know about everything |
− | *Charismatic N, Sp d8 Charisma +2 | + | *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
| + | *Delusional (Minor/Major) Character suffers from grave delusions |
− | *Improved Close Fighting N, Close Fighting Bonus to Fighting equal to opponent’s Reach +1 | + | *Dependent (Major) See text |
− | *Combat Reflexes S +2 to recover from being Shaken | + | *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”
| + | *Enemy (Minor/Major) The character has a recurring nemesis of some sort |
− | *Command Presence N, Command Double command radius to 10” | + | *Garrulous (Minor) Carousing costs are doubled |
− | *Common Bond WC, N, Sp d8 May give bennies to allies in communication
| + | *Glass Jaw (Minor) –2 to Soak rolls |
− | *Connections N Call upon powerful friends with Persuasion roll | + | *Greedy (Minor) The character is obsessed with wealth |
− | *Danger Sense N Notice at –2 to detect surprise attacks/danger
| + | *Habit (Minor) A Minor Habit is simply annoying (Charisma –1) |
− | *Dead Shot WC, S, Shoot/Throw d10 Double ranged damage when dealt Joker | + | *Hard of Hearing (Minor/Major) –2 to Notice sounds; automatic failure if completely deaf |
− | *Dirty Fighter S +2 to Tricks | + | *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 | + | *Illiterate (Minor) The character cannot read or write |
− | *Dodge S, A d8 –1 to be hit with ranged attacks | + | *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
| + | *Lame (Major) –2 Pace and running die is a d4 |
− | *Dual Identity N Character has alter-ego, and two Fame scores
| + | *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
| + | *Loyal (Minor) The hero tries to never betray or disappoint his friends |
− | *Unarmed Defender and unable to retreat from combat. | + | *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 | + | *Obese (Minor) +1 Toughness, –1 Pace, d4 running die |
− | *Fast Healer* N, V d8 +2 to natural healing rolls | + | *One Arm (Major) –4 to tasks requiring two arms |
− | *Fencing Academy See notes See notes | + | *One Eye (Major) –1 Charisma, –2 to rolls requiring depth perception |
− | *Fervor V, Sp d8, Command +1 melee damage to troops in command | + | *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 | + | *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 | + | *Overconfident (Major) The hero believes he can do anything |
− | *Improved First Strike H, First Strike May attack every foe who moves adjacent | + | *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 | + | *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 | + | *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 | + | *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
| + | *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 | + | *Stubborn (Minor) Hero always wants his way |
− | *Frugal N, Sm d6 +2 to Smarts to avoid getting drunk
| + | *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 | + | *Ugly (Minor) –2 Charisma due to the character’s less-than-average appearance |
− | *Good/Bad Reputation N Character gains or loses 5 Fame | + | *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
| + | *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. | + | *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 | + | *Yellow (Major) The character is cowardly and suffers –2 to his Guts rolls |
− | *Healer N, Sp d8 +2 Healing | + | *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
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− | *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
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− | *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
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− | *Improved Level Headed S, Level Headed Act on best of three cards in combat
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− | *Lookout N, Notice d8 +2 Notice in tactical situations and +2 to Boating in chases or to avoid maritime hazards
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− | *Luck* N +1 benny per session | |
− | *Great Luck* N, Luck +2 bennies per session
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− | *Lunge N, Fight d8 Can extend melee weapon Reach by 1”
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− | *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
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− | *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
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− | *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
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− | *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
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− | *Filthy Rich* N, Noble Birth or Rich 5x starting funds, $25K annual salary; +/–3 Fame
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− | *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
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− | *Improved Riposte V, Riposte As above, but with no penalty.
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− | *Rope Monkey S, Ag d8, Climb d10 See notes
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− | *Scholar N, d8 in affected skills +2 to two different Knowledge skills
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− | *Seducer N, Attractive, Persuade d8 Can use Persuasion to make Tests of Will
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− | *Shipwright N, Boating d6, Repair d8 Can repair ships’ wounds
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− | *Spot Weakness See notes When a foe rolls a 1 on his Fighting die against you, you get +1 to Fighting rolls against him
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− | *Steady Hands N, A d8 Ignore unstable platform penalty for mounts or vehicles
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− | *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
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− | *Improved Sweep V, Sweep As above but with no penalty
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− | *Thief N, A d8, Climb d6, Lockpick d6, Stealth d8 +2 Climb, Lockpick, Stealth, or to disarm traps
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− | *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
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− | *Treasure Hound N, Luck Increase value of Booty by 25%; chance of finding a special item increased by 10%
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− | *Two-Fisted N, A d8 May attack with a weapon in each hand without multi-action penalty
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− | *Wall of Steel V, Florentine, Notice d8 Foes get no Gang Up bonus against you
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− | *Wind Sense N, Sm d8, Boating d8+2 Boating during chases; draws extra card in storm
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− | ''**Background Edges—must be chosen during character creation.''
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