Difference between revisions of "Pirate Edges"

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

Latest revision as of 20:23, 21 November 2014

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.