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RPG Laboratory

Edges

This is kind of a long entry; but I like Variety:

Edges are extra abilities that further define your character, giving him an ‘edge’ in certain situations. Characters are given 3 pts to purchase edges, additional points can be gained by taking Drawbacks.
The cost of an edge is listed in parenthesis next to the name a description follows. Not all edges are useful in all games, so chose with care. A list of edges follows:
Note: edges marked with an asterisk (*) can be purchased after character creation as if it were a double cost skill of the level of the edge cost, (i.e. Lightsleeper would be like a double cost 2nd level skill: 18 xp)

Access* (1): You have access to some restricted location; examples include: the court of a king, a military base, CIA headquarters, a guildhall, etc.

Acute Sense (1): This grants your character a bonus die to one of their five senses.

Alertness* (1): This gives you a bonus die on any awareness roll for noticing thing that have been tampered with or moved in areas that you have observed before.

Ambidexterity* (1): This gives you the ability to use your off hand as effectively as your main hand.
Attractive (1): This gives you a bonus die for each level purchased when trying to influence someone sexually compatible to you.

Big (2): This makes your character unusually large, you gain a plus one bonus to Strength and Resilience for calculating damage, BD, HP and KO; but you get a penalty die on stealth and dodging rolls.
Note: You cannot take this and Petite as well.

Blind Fighting* (1): Each level removes one of the penalty die you receive for fighting blind.

Certified* (2): You have a certificate that you are trained in a special skill or a license to practice a profession.
Note: You must have the appropriate skill at a +3 (or pay twice the price).

Contact* (1): Each level gives you two useful contacts that you have nurtured; examples include: a powerful sorcerer, a high-level bureaucrat, a hacker, an influential diplomat, etc.
Note: These are not slaves! You only have a way to contact them, you must convince them to help. If you want a big favor, expect to do something in return; the more it endangers the contact the more persuasive you’ll have to be.

Good Reputation* (3): You have a positive image with the populace, this gives you double your Charisma on any influence rolls, a fumble means you’ll have a black mark; to many black marks means the loss of your reputation. (yes, a –2 Charisma means you lose 4 dice on your roll: the price of fame!)

Highly Skilled (1): Each level gives you another 15 point with which to by skills.

Improved Aspect (3): This grants a permanent plus one to one of your aspects, no limit.

Improved Stat (5): This gives you a permanent plus one to one of your stats.

Improved Trait (1): This gives a bonus die to a part of an Aspect; such as hand-eye coordination for Agility, Memory for Logic, or Spiritual Awareness for Awareness.

Lightning Reflexes* (2): Each level gives you a bonus die on your Agility for determining Initiative.

Lightsleeper* (2): Your character gains a normal Awareness roll when asleep, and gets an automatic success on their Intuition roll to react to the situation.

Literate* (1): You can read and write (assumed with the Edge Magus); not necessary if literacy is the norm.

Lithe (2): This make your character exceptionally thin and flexible, this gives you a bonus die on any dodge, stealth, or escape rolls.

Luck (2): Each level gives you one re-roll per game on any failed or inadequate roll.

Magus* (4): This gives you the ability to buy the skill Cast Magic.

Membership* (3): You have a membership to some prestigious organization. However, remember that the eyes of your peers are upon you!

Multiple Opponent Fighting* (2): Each level removes one of the penalty die you gain for fighting multiple opponents.

Natural Talent* (1): This gives your character another specialty or an additional bonus die in the specialty of a skill you know.

Nobility, Higher (4): You are a member of high nobility, mostly role-playing benefits.

Nobility, Lower (2): You are a member of low nobility, mostly role-playing benefits.

Pain Tolerance* (1): This gives you an additional point on your Knockout level.

Petite (1): This makes your character unusually small, you gain a bonus die for any stealth and dodging rolls, but gain minus one penalty Strength and Resilience for calculating BD, HP and KO.
Note: You cannot take this and Big as well.

Sixth Sense* (3): This gives you the ability to make an Awareness roll for any danger coming your way.

Stocky (2): You are incredibly broad-built, you gain a plus one on Strength and Resilience when calculating HP and BD.

Toughness* (2): Each level gives you a plus one on your Hit Points; two levels give you plus one on your Knockout.

Two-weapon Fighting* (1): Each level removes one of the penalty die you receive for using two weapons at once.

Wealthy (2): Each level grants you another roll on your starting money.

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