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; Edges | ; Edges | ||
: Arcane Background (Psionics) | : Arcane Background (Psionics) | ||
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: Strong-Willed | : Strong-Willed | ||
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; Edges | ; Edges | ||
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: Musketeer (Reload in 1 round) | : Musketeer (Reload in 1 round) | ||
: Trademark Weapon (Cornish Marine Musket - "Retribution") | : Trademark Weapon (Cornish Marine Musket - "Retribution") | ||
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: Jury-Rigger (McGyver) | : Jury-Rigger (McGyver) | ||
: Digger | : Digger | ||
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; Hindrances | ; Hindrances | ||
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: Beast Master | : Beast Master | ||
: Linguist | : Linguist | ||
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: [https://wiki.rpg.net/index.php/Treasure_Islands#New_Edges Old Salt] | : [https://wiki.rpg.net/index.php/Treasure_Islands#New_Edges Old Salt] | ||
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==Rules== | ==Rules== | ||
− | '''One | + | '''One Benny start, regular refresh.''' Bennies can be won easily though, through role-playing (esp. to hindrances) |
− | '''Common Knowledge only.''' The RAW Common Knowledge rule that characters use their | + | '''Common Knowledge only.''' The RAW Common Knowledge rule that characters use their smarts, at +2 when background is relevant, will serve universally for all knowledge rolls. |
− | '''Natural skills.''' Most skills like | + | '''Natural skills.''' Most skills like climbing, stealth, throw, persuade can be attempted "unskilled" at d4 (NOT the RAW d4-2), provided the character has at least a d6 in the related attribute. |
'''Starting gear.''' Adventurers start with their essential gear (clothes, simple weapons, etc.) and a dozen pieces of eight (silver pieces, 8 being worth one gold coin). | '''Starting gear.''' Adventurers start with their essential gear (clothes, simple weapons, etc.) and a dozen pieces of eight (silver pieces, 8 being worth one gold coin). | ||
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'''No soak roll!''' | '''No soak roll!''' | ||
− | '''Three fails rule.''' Three fails earns a | + | '''Three fails rule.''' Three fails earns a benny if at least one of these fails is portrayed amusingly. |
===New Edges=== | ===New Edges=== | ||
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Apply half the power's PP cost (rounded down) as a penalty to the arcane skill roll to activate it. If the roll fails, the Caster is Shaken. If the arcane skill die rolls 1, the caster suffers 2d6 damage. | Apply half the power's PP cost (rounded down) as a penalty to the arcane skill roll to activate it. If the roll fails, the Caster is Shaken. If the arcane skill die rolls 1, the caster suffers 2d6 damage. | ||
− | Powers can be maintained indefinitely once successfully activated, but are automatically canceled if the caster falls asleep or unconscious or fails a casting roll. If the caster becomes Shaken by something other than a failed casting roll or takes Wounds or Fatigue, they have to roll Smarts to avoid dropping all currently maintained powers. Each power maintained inflicts a cumulative -1 penalty to the arcane skill roll to activate any further powers. | + | Powers can be maintained indefinitely once successfully activated, but are automatically canceled if the caster falls asleep or unconscious or fails a casting roll. If the caster becomes Shaken (by something other than a failed casting roll) or takes Wounds or Fatigue, they have to roll Smarts to avoid dropping all currently maintained powers. Each power maintained inflicts a cumulative -1 penalty to the arcane skill roll to activate any further powers. |
Preparing a power by concentrating for one entire round, with no movement or interruptions (roll Smarts as above if taking damage), negates up to -2 points of penalties on the casting roll. | Preparing a power by concentrating for one entire round, with no movement or interruptions (roll Smarts as above if taking damage), negates up to -2 points of penalties on the casting roll. | ||
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