Ventaja ¡Mantened la Línea!

Académico* Acróbata* Alerta* Alter Ego Ambidextro* Arma Característica Arma Característica Mejorada Arreglalotodo*

Requisitos Ex, ING d8, Mando No, d8 en Habilidades específicas No, AGI d8, FUE d6 No No, AGI d8 No, AGI d8 No, Pelear o Disparar d10 Ve, Arma Característica No, Trasfondo Arcano: (Ciencia Extraña), ING d10, Reparar d8 Ciencia Extraña d8, dos Habilidades Conocimiento científicos d6 No, AGI d8 No, Noble o Rico No, VIG d6 No, FUE d8, Pelear d8 Ve, Barrido Ex, Pelear d8 Ve, Bloqueo No, Trasfondo Arcano: (Milagros), ESP d8, FUE d6, VIG d8, Fe d6, Pelear d8 No, ESP d8 Ex, In d8 Le, WC No, AGI d8 No No, FUE d6, VIG d6 No, VIG d8 No, AGI d8 Ex, Salvaje, Disparar/Lanzar d10 Ex, Especial Le

Propiedades Las tropas reciben +1 Resistencia +2 a dos habilidades de Conocimientos +2 a maniobras que requieren Agilidad; +1 Parada si no tiene penalización por ir cargado +2 Observación Tienes dos marcadores diferentes de Estatus El personaje usa ambas manos con soltura. Ignora la penalización -2 por usar la otra mano +1 Pelear o Disparar con un arma en particular +2 Pelear o Disparar con un arma en particular +2 a tiradas de Reparar, tiempo de Reparación se reduce a la mitad con Incrementos

Basico Core Core Core Core Rippers Core Core Core Core

Type · Leadership · Professional · Professional · Background · Social · Background · Combat · Combat · Professional

Edge Hold the Line! Scholar Acrobat Alertness Alter Ego Ambidextrous Trademark Weapon Trademark Weapon, Improved Mr.Fix It/Engineer

As* Asquerosamente Rico* Atractivo* Barrido Barrido mejorado Bloqueo Bloqueo Mejorado Campeón*

+2 a Navegar, Conducir, Pilotar; puede hacer Tiradas de Recuperación para vehículos con -2 5x Dinero Inicial, $250000 salario anual Carisma +2 Ataca a todos los enemigos alrededor suyo con -2 Ataca a todos los enemigos alrededor suyo sin penalización Parada +1 Parada +2 +2 Daños y Resistencia contra maldad sobrenatural

Core Core Core Core Core Core Core Core

· Professional · Background · Background · Combat · · · · Combat Combat Combat Professional

Ace Rich, Filthy Attractive Sweep Sweep, Improved Block Block, Improved Champion

Carismático Centrado Compañero Con Ambas Manos Conexiones Corpulento* Curación Rápida* Desenfundar Rápido Disparo Certero Drenar Alma Duro como una Roca

Carisma +2 Actúa al mejor de dos cartas en combate El personaje tiene un Compañero (Salvaje, Novato) Puede atacar con un arma en cada mano sin penalización de acción múltiple Puede recurrir a amigos (o aliados) poderosos con una tirada de Persuasión Resistencia +1; la carga limite es 8xFuerza en vez de 5xFuerza +2 tiradas de curación natural Puede desenfundar automáticamente un arma como una acción gratuita Dobla el daño total si la tirada es un éxito Especial Resistencia +1

Core Core Core Core Core Core Core Core Core Core Core

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Social Combat Legendary Combat Social Background Background Combat Wild Card Power Legendary

Charismatic Level Headed Sidekick Two-Fisted Connections Brawny Fast Healer Quick Draw Dead Shot Soul Drain Tough as Nails

Desventaja Analfabeto Anciano Anémico Arrogante Avaricioso Bocazas Cauteloso Cegato Ciego Cobardía Código de Honor Cojo Confiadísimo Curioso Duro de Oído Enemigo Feo Fobia Forastero Habito Heroico Incrédulo Juramento Leal Lisiado Mala Suerte Malhumorado Manco Maniático Muy Joven Negado Obesidad Pacifista Paranoia Pequeño Pobreza Se Busca Sed de Sangre Sin Pistas Suicida Tozudo Tuerto

Tipo Mayor Mayor Menor Mayor Menor/Mayor Menor Menor Menor/Mayor Mayor Mayor Mayor Mayor Mayor Mayor Menor/Mayor Menor/Mayor Menor Menor/Mayor Menor Menor/Mayor Mayor Menor Menor/Mayor Menor Mayor Mayor Menor Mayor Menor Mayor Menor Menor Menor/Mayor Menor/Mayor Mayor Menor Menor/Mayor Mayor Mayor Menor Menor Mayor

Vengativo Activist Ailin' Alien Form All Thumbs Allergy Armless Bad Dreams Branded Broken Spirit Bullet Magnet

Menor/Mayor Minor Minor/Major Major Major Minor/Major Major Major Minor Major Major

Claustrophobia Cocky Colorblind Cursed Dependent

Minor/Major Minor Minor Major Major

Disability Minor/Major Disowned Minor Distinctive Appearance Minor Doubting Thomas Major Exotic Atmosphere Breather Major Fanatic Major F-ing New Guy Minor Funny Looking Garrulous Gimmick Glass Jaw Minor Minor Major Minor

Gloater Major Glow Blind Minor Glowmad Susceptible Minor God Cursed Major Goldbrick Minor Grim Servant o' Death Major Hard Case Heartless Heat Prone Heavy Sleeper Hoardosaurus Major Minor Major Minor Minor

Homesick I'm With Him Inumerate Jingoistic Junkie Legless Light Sensitive Lost Faith Lyin' Eyes Mistaken Identity Moon Skin New Arrival Nightmares Old Ways Oath Minor/Major Major Major Minor/Major Major Major Major Minor Minor Minor/Major Minor/Major Minor Minor Major One Eye Minor Orders Minor Over-Sensitive Major Penitent Minor Power Negation Major Psionically Vulnerable Minor/Major Replacement Major Ripping PsychosisMajor Servitor Major Sheep Minor Shell Shocked Minor/Major Short Timer Major Slow Major Slowpoke Minor Sort of Clueless Minor Supernatural Weakness Minor Tenderfoot Minor Terminally Ill Major The Cup Overflows Major Thin Skinned Weak Willed Weakness Wuss Xenophobic Arcane Crutch Major Minor Minor/Major Minor Minor/Major Minor/Major .

Back-to-Backlash Cape Fetish Major Major Can't Swim Minor Chronic DepressionMinor/Major Expensive Taste Minor Flashbacks Minor Flatulence Minor/Major Impatient Minor/Major Insomnia Minor Intolerant Minor/Major Motion Sickness Minor Panicky Major Persistent Injury Minor .

Poor Cardio Major Power Burn Major Randy Minor/Major Rival Slow Minor/Major Major Slow-Witted Weak-Willed Minor/Major Minor/Major Unfocused Major .

alcoholismo. a un dios o a una religión El Héroe nunca traiciona ni decepciona sus amigos -2 Movimiento y d4 en Correr Un beni menos por sesión El personaje tiene -2 a su Carisma por su mal carácter -4 a tareas que requieren el uso de dos brazos El personaje tiene una manía inofensiva pero persistente. -2 para tiradas que requiere movilidad.) El personaje es un verdadero héroe y siempre ayuda a los débiles y necesitados El personaje no cree en lo sobrenatural El héroe ha hecho un juramento a sí mismo. reduce -1 a los tipos de dados de Fuerza y Vigor. gana una Ventaja adicional El personaje es cobarde y sufre -2 a las tiradas de Agallas El personaje mantiene su palabra y actúa como un caballero Movimiento -2. -4 Carisma si es revelado -2 a las tiradas de la Conocimiento Comunes mayoritarias El personaje quiere morir después de realizar una tarea El personaje quiere salirse con la suya -1 Carisma. 5 puntos extra de Habilidades relacionado con -2 Vigor para resistir enfermedades. envenamientos o ambiente Debe humillar oponente. inhabilidad general de tener ingresosmonetarios El personaje es una especie de forajido o criminal Nunca hace prisioneros. menospreciado por la sociedad dominante Carisma -1. fallo automático si es completamente sordo El personaje tiene una especie de enemigo recurrente -2 Carisma debido al aspecto físico del personaje -2 o -4 a las tiradas de características cuando esta cerca del foco de la fobia -2 Carisma.Propiedades El personaje no sabe leer y escribir Movimiento -1. estampar sus iníciales al enemigo antes del combate 3 puntos para Atributos (en vez de 5). tiene que realizar tiradas de Fatiga cuando los Hábitos son considerados Mayores (drogadicción. epidemias. como criticar a los demás. d4 Correr El personaje solo pelea en caso de auto-defensa como un Inconveniente Menor y no peleara con ningún ser vivo bajo ningún circunstancia como un Inconveniente Mayor El personaje cree firmemente en conspiraciones (perros hablan. desafiar al "líder" El personaje está obsesionado con riquezas Incapaz de mantener un secreto. 10 puntos para Habilidades (en vez de 15). etc. -2 en tiradas sociales. -2 a la habilidad de Nadar El héroe cree que puede hacer cualquier cosa El personaje quiere saber de todo -2 en tiradas para oír. alienígenas controlan el gobierno. +1 beni por sesión -2 Reparar. Resultado de 1 sobre un aparato mecánico o eléctrico causa malfuncionamiento +1 Resistencia. d4 para correr. a un grupo. -2 a tiradas que requieren una percepción profunda . los zombis son amigos suyos) -1 Resistencia Comienza con la mitad de fondos. -1 Movimiento. habla en el momento importuno El personaje es demasiado cauteloso -2 para atacar u observar algo a más de 5" de distancia -6 en todas las acciones que requiere visión. querer ser famoso a todo costa.

es considerado como un Inconveniente Mayor The character has a penalty to Charisma while interacting with those who possess differing viewpoints. The character suffers a penalty to Vigor rolls made to resist the effects of heat. Fatigue resistance more difficult. Has a physical or mental affliction not covered by any of the other Hindrances. Notice and Vigor rolls involving sleep penalized. si implica matar para cumplir el objetivo a toda costa. Possesses a completely nonhuman physiology. Must brag about own superiority at the beginning of a combat or incur benny loss. Intolerant of unprofessional behavior. Exposure to a particular condition or substance results in penalty to all Trait rolls or (in Necessary Evil) temporary negation of powers. Soak rolls penalized. Collects all sorts of things and won't let go of them. Laziness to the point it affects Charisma and promotion opportunity. Devoted to a danger-prone Novice rank NPC. Technology is so ingrained in the Necropolis and Slipstream settings that this a major Hindrance. your spirit is broken. tortued or just plain witnessed too much. Must perform some inconvenient task to gain access to powers. Charisma is penalized. Name says it all. Beneficial miracles have no effect due to some horrible misdeed in the character's past. Penalty to rolls for resisting glowmadness in addition to normal Phobia effects. Captured.El personaje busca venganza legalmente. Suffers from constant nightmares. Possesses a unique and easy to spot physical trait. Won't betray his country or cause. Critical miss in combat results in hitting allies. harmful powers from same more effective. resulting in a Charisma penalty. receipt of Fate Chips affected. Penalty to rolls for resisting glowmadness and boredom. Beneficial powers from AB: Miracles of a particular god ineffective. The character breathes the same atmosphere as most everyone else. . Indulges in monologuing and other old school super villain habits. Disadvantaged by being the new guy on the battlefield. As above but the character suffers more sanity loss. Cost for carousing increased. Suffers from a terminal disease. Received a brand for committing a crime. adversely affecting Charisma and Healing rolls. Has increased likelihood of being hit by adjacent fire. A scandalous action in the past results in a lowered Status. Penalty to ranged attacks when outdoors. Charisma is reduced. People find your appearance amusing. Doesn't have any qualms about killing to accomplish goals. Penalty to all rolls requiring arms unless some form of compensating is available.

May not use modern devices. Bear a strong resemblance to some notorious person. starting Reason lowered. The character only has a few weeks left in country. Takes extra damage from a particular substance. Takes a lower initiative card. Has a day job with superiors who can inadvertently interfere with Lodge work. Character has the "shakes" and suffers Charisma and Sanity penalties. Card draw at beginning of session determines if symptoms are acting up. Soak rolls required when possible. Suffers from an incurable disease. Penalty to all rolls requiring Agility and Pace is reduced. Plagued by bad dreams causing him to not sleep well. Presence of uncommon condition or substance results in loss of powers and penalty to all Trait rolls. Pace is reduced. like waving your arms about or having a lucky piece at hand. . Believes in the superiority of own culture. Knows fewer languages as they are new to the Slipstream. Very high strung.Suffer a Charima penalty due to their desire to go home. Subject to the whims of a greater power. The minor version is something that is inconvenient. Penalty to social-based skills because they are a follower. Penalties when wounded increased. or at all. Starts play with a Rippertech implant with all possible bad effects. a -2 is applied to any arcane skill rolls. bonus to Persuasion rolls when begging. Common Knowledge rolls penalized. Kung fu powers have overly flashy trappings. the opposite of the Quick Edge. Penalty to trait rolls when exposed to light. ranged attacks penalized. Somewhat cowardly. They're always the "second fiddle" character and are penalized on what skills they can take. Cannot perform Miracles. like getting shot up with a narcotic. Takes extra damage from a specific type of attack. Skin is highly sensitive. The character has been placed into a "lower order" to prove themselves. The major version is either a real hassle or is hazardous to the magician. penalty to Guts rolls. Has only one eye (rather than missing an eye). or have Miracles performed on him. penalty to all Trait rolls if addiction isn't sated daily. Arcane types with this hindrance have gotten into the habit of performing some action while performing magic and now it's gone psychosomatic. Starting Grit is lowered. A bit ignorant. Intimidation and Persuasion rolls penalized when lying. Addicted to something. Incapable of comprehending numbers. Suffers penalty to resist Psionic attacks. Rolls for Tests of Will and resisting arcane powers penalized. Whenever the magician can't perform this action while trying to use magic. Charisma penalty due to their intolerance to others not of their species. New to war and suffers penalties do to his inexperience. Wearing armor can be difficult or impossible. Charisma is penalized and Leadership Edges may not be used when dealing with foreigners.

but with a -2 penalty. inflicting an automatic Shaken result as well. //Major: The character is violently hateful of these people. //As a major hindrance. This can be sex. the Hero must make a Vigor roll or let one loose when in tense. race. or any other common characteristic.. is up to you. The cape is a popular fashion accessory among both superheroes and supervillains. provided that s/he thinks s/he could do so without being caught or punished. kill them. For Supers games only This character simply can't swim. This character does not perform well under stressful situations and cannot focus on committing to a target when in combat. species. like Persuasion or Streetwise. A character may normally tread water even without the swimming skill (pace 1). The hero suffers from the inability to sleep. believing that one is not guilty of an accused crime. stressful situations. he may begin hallucinating and acting as if he were actually The Hero suffers from a nervous bowel and inefficient digestive system. The character wants to avoid this group. is difficult to rouse to action. Whether it is in the from of insomnia itself. s/he must make a Vigor roll. Given the opportunity. he must redraw until he pulls a ten or lower. going to a party hosted by one of them. It's not like this character specifically chooses to buy only the most expensive equipment. you're more prone to letting them get out of hand. the penalty does not apply.When wielding arcane forces. but this hindrance causes the character to The character is afflicted with melancholies that make him/her unmotivated and disinterested in life. or maybe some form of night terror. sound etc. when in a dreary mood. //In either form of this hindrance. . Individuals looking for a concealed Hero gain a +2 to their Notice roll. He passes gas at the most inappropriate times. either due to the sound or the stench. //Minor: The character strongly dislikes this group and accepts most negative stereotypes about them. This could be an old sports injury. Anytime the trait die for an Agility or Agility-linked skill comes up as one (regardless of the Wild Die result). boat. person. He suffer a cumulative penalty (-1. (Example: A thief gets penalties if he tries to open a lock if he had failed a first try). In tense or stressful situations. Whenever the character rolls a natural 1 using his/her Strength or Agility attributes. Your character is particularly proud of his cape and will not remove it even when it becomes a safety hazard. Whenever the Hero sees or hears an object. Taking proper medication will give the hero a +2 to his roll for the day. Flatulence can occur in one or two ways: The trumpeter or the SDB (Silent But Deadly). A character with this Hindrance cannot take the Quick or Level-headed edges. choose a group. or other fast moving vehicle for more than an hour. using normal rules for having no oxygen. Anytime the player pulls an Ace or a face card during combat. he must make a spirit roll. the Hero must make a Vigor roll at -2 or let one loose. always in a hurry. If he uses a benny to gain a reroll. it got snagged in a manner where it chokes the character. Taken as a minor hindrance. An old injury that never quite healed or other chronic condition sometimes comes back to haunt the character. Should the roll have come up snake eyes. he pays 25% more then the listed price for the purchased item. If s/he fails. either due to the sound or the stench. The character will never voluntarily cooperate or deal with the group s/he is intolerant of. culture. s/he is automatically shaken. s/he will kill a member of this group. If you fail. Examples: Buying things from them.-4. The character is especially prejudiced or bigoted against those different from himself. particularly those who can fly.-2. that may have been linked to a specific traumatic event in his life he must make a Spirit roll. make a Spirit check. Innately evil things like zombies and demons would not be appropriate. The character. With a failure he is unable to sleep for the next 6 hours. Whenever the character is attempting to fall asleep. //Minor: Anytime you want to use a benny. Individuals looking for a concealed Hero gain a +4 to their Notice roll. Whenever the character buys equipment. arthritis. With a failure the hero suffers a flashback and is shaken. has the attention span of a gnat. It's more that the items that he likes have a tendency to be the most expensive ones available. //Major: The penalties stay the same even he use bennies.-6.) for consecutive rolls of the same (non-combat) matter. You suffer a Backlash result when a one comes up on either the skill die OR the Wild Die. and in some cases. the character flounders for one round. The Hero has suffered a traumatic event in his life that has taken a portion of his sanity with it. etc. A character cannot suffer more than one point of fatigue in this way and the fatigue is removed once s/he has a few calm minutes off the vehicle. religion. S/he will avoid them when possible. the benny is wasted and has no effect. When subjected to water. or something similar. then sinks the next. the character loses an action as he attempts to unsnag his cape. the character suffers a -2 to Charisma and all associate social skills. and must make succeed on a Spirit roll do deal with them in any nonviolent way. car. with the GMs approval. You may not use a benny for this roll. When you take this hindrance. s/he suffers a point of fatigue. The character may not learn the swimming skill without first buying off this hindrance. Whenever the character makes a trip by plane. it is up to the GM to decide if the flatulence is audible or just Minor: The character is nervous by nature. //Major: As above. a bullet that was never dislodged.. or letting one marry his/her daughter.

The character has bronchitis, asthma, emphysema, or other condition making breathing difficult. Every turn the character runs consecutively, his/her Pace is cumulatively reduced by 1". These penalties may be removed one at a time by catching his/her breath for one turn. Example: A Character has run for 3 turns in a row. His Pace is 6" + 1d6" -3". If s/he doesn't move next turn, the penalty will be reduced to -2". This character's supernatural power comes at a price. Whenever the character uses their Arcane Background powers, they must also make a Vigor roll or take 2d6 damage. The character uses only his basic Vigor, not counting any supernatural enhancements. To take this hindrance, the character must have one of the following Arcane Background edges: Magic, Miracles, Psionics or Super Powers; it does not work well with Weird Science. No, this isn't the name of your character.... your hero is randy. That is to say, his belt is buckled a little looser than the rest. Whatever the case, the hero has a hard time keeping himself from making inapropriate or even vulgar comments about the opposite sex when the opportunity presents itself. When the opportunity does arise to act on those comments (e.g. a woman with the (Very) Attractive Edge is sitting across the bar, or a scantily dressed prostitute is asking him if he wants a good time) it's almost impossible for him to not do so. With the minor hindrance, the hero simply makes annoying comments and at times vulgar gestures sexual in nature. However as a major hindrance, the character must make a test of wills at a -2 penalty when he has the chance to act on his randiness (At GM's discretion). With a failure, he forgets his current objective and becomes consumed with whatever he has come across, for the time being. In addition he suffers a -2 charisma when talking with anyone of the opposite sex. (Goes great with the SW: Elderly Hindrance) There's an NPC associate of approximately equal ability to you with whom you engage in games of one-upmanship on a regular basis. The level of the Hindrance determines how far and how stupid you're willing to go to show up your Rival. The character is not a quick as others are when it comes to reacting to combat. When drawing cards, if they get a Jack or better, they draw another card until they get a card lower than a Jack. They act on the lower of the cards drawn. This Hindrance does not apply to Jokers. The Character is either very gullible or easily distracted (or both). //Minor: -2 penalty to resist one type of Trick (either Smarts or Agility). //Major: The penalty affects both types of Tricks. This character has problems with face-to-face verbal conflict and will usually back down in such situations. This character suffers -1 to all opposed rolls, such as Persuasion, Taunt, or Intimidation. This penalty increase to -2 if the Major version is chosen. In either case, no Edge that gives bonuses to the Guts skill may be chosen until this Hindrance is bought off. Your hero has a hard time focusing on any task he feels is unimportant, which unfortunately includes most of them. Your Wild Die is a d4 rather than a d6 for any Trait rolls. Whenever you spend a benny, your Wild Die returns to the normal type

Basico Core Core Core Core Core Core Core Core Core Core Core Core Core Core Core Core Core Core Core Core Core Core Core Core Core Core Core Core Core Core Core Core Core Core Core Core Core Core Core Core Core Core

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Hindrance Illiterate Elderly Anemic Arrogant Greedy Big Mouth Cautious Bad Eyes Blind Yellow Code of Honor One Leg Overconfident Curious Hard of Hearing Enemy Ugly Phobia Outsider Habit Heroic Doubting Thomas Vow Loyal Lame Bad Luck Mean One Arm

Type Minor Major Minor Major Minor/Major Minor Minor Minor/Major Major Major Major Major Major Major Minor/Major Minor/Major Minor Minor/Major Minor Minor/Major Major Minor Minor/Major Minor Major Major Minor Major Minor Major Minor Minor Minor/Major Minor/Major Major Minor Minor/Major Major Major Minor Minor Major

· Quirk · Young · All Thumbs · Obese · Pacifist · Delusional · · · · · · · · Small Poverty Wanted Bloodthirsty Clueless Death Wish Stubborn One Eye

Core Tour of Darkness Deadlands: Reloaded Setting Necessary Evil Setting Necropolis Setting, Slipstream Setting Necessary Evil Setting, Solomon Kane Setting Low Life Setting Deadlands: Reloaded Setting Solomon Kane Setting Necropolis Setting Tour of Darkness Setting, Necropolis Setting, Weird War II Setting Sundered Skies Setting Solomon Kane Setting Low Life Setting The Flood Plot Point Campaign Necessary Evil Setting, Solomon Kane Setting Necessary Evil Setting Rippers Setting Necessary Evil Setting Tour of Darkness Setting, Weird War II Setting Slipstream Setting Weird War II Setting Tour of Darkness Setting, Necropolis Setting Low Life Setting 50 Fathoms Setting Necessary Evil Setting Solomon Kane Setting, Slipstream Setting Necessary Evil Setting Sundered Skies Setting Sundered Skies Setting Sundered Skies Setting Weird War II Setting Deadlands: Reloaded Setting Tour of Darkness Setting Necessary Evil Setting Tour of Darkness Setting Deadlands: Reloaded Setting Low Life Setting

· Vengeful X Activist X Ailin' X Alien Form X All Thumbs X Allergy X Armless X Bad Dreams X Branded X Broken Spirit X Bullet Magnet

Minor/Major Minor Minor/Major Major Major Minor/Major Major Major Minor Major Major

X X X X

Claustrophobia Cocky Colorblind Cursed

Minor/Major Minor Minor Major Major

X Dependent X X X X

Disability Minor/Major Disowned Minor Distinctive Appearance Minor Doubting Thomas Major

X Exotic Atmosphere Breather Major X Fanatic Major X F-ing New Guy Minor X X X X X X X X X X X X X X Funny Looking Garrulous Gimmick Glass Jaw Minor Minor Major Minor

Gloater Major Glow Blind Minor Glowmad SusceptibleMinor God Cursed Major Goldbrick Minor Grim Servant o' Death Major Hard Case Heartless Heat Prone Heavy Sleeper Major Minor Major Minor Minor

X Hoardosaurus

Slipstream Setting Slipstream Setting Low Life Setting Solomon Kane Setting Low Life Setting Low Life Setting Evernight Setting Necropolis Setting Deadlands: Reloaded Setting Low Life Setting Evernight Setting Slipstream Setting Necropolis Setting Deadlands: Reloaded Setting Low Life Setting Rippers Setting Rippers Setting Necropolis Setting Necessary Evil Setting Slipstream Setting Weird War II Setting Rippers Setting Necessary Evil Setting Slipstream Setting Weird War II Setting Tour of Darkness Setting Tour of Darkness Setting . Necropolis Setting. Weird War II Setting Deadlands: Reloaded Setting Low Life Setting Rippers Setting Deadlands: Reloaded Setting Necessary Evil Setting The Flood Plot Point Campaign Deadlands: Reloaded Setting Necropolis Setting Necessary Evil Setting Low Life Setting Slipstream Setting Unofficial X X X X X X X X X X X X X X X X X X X X X X X X X X X Homesick I'm With Him Inumerate Jingoistic Junkie Legless Light Sensitive Lost Faith Lyin' Eyes Mistaken Identity Moon Skin New Arrival Nightmares Old Ways Oath Minor/Major Major Major Minor/Major Major Major Major Minor Minor Minor/Major Minor/Major Minor Minor Major One Eye Minor Orders Minor Over-Sensitive Major Penitent Minor Power Negation Major Psionically Vulnerable Minor/Major Replacement Major Ripping Psychosis Major Servitor Major Sheep Minor Shell Shocked Minor/Major Short Timer Major Slow Major X Slowpoke Minor X Sort of Clueless Minor X Supernatural Weakness Minor X Tenderfoot Minor X Terminally Ill Major X The Cup Overflows Major X Thin Skinned X X X X X Weak Willed Weakness Wuss Xenophobic Arcane Crutch Major Minor Minor/Major Minor Minor/Major Minor/Major .

Unofficial Unofficial X Back-to-Backlash X Cape Fetish Major Major Unofficial X Can't Swim Minor Unofficial X Chronic Depression Minor/Major Unofficial X Expensive Taste Minor Unofficial X Flashbacks Minor Unofficial X Flatulence Minor/Major Unofficial X Impatient Minor/Major Unofficial X Insomnia Minor Unofficial X Intolerant Minor/Major Unofficial X Motion Sickness Minor Unofficial X Panicky Major Unofficial X Persistent Injury Minor .

Unofficial X Poor Cardio Major Unofficial X Power Burn Major Unofficial X Randy Minor/Major Unofficial Unofficial X Rival X Slow Minor/Major Major Unofficial Unofficial X Slow-Witted X Weak-Willed Minor/Major Minor/Major Unofficial X Unfocused Major .

Doesn't fit in society. Convinced of own superiority and always wishes to prove it. how far he'll go determines the value. Has a hard time resisting sickness. Toughness is reduced due to slight stature. Engages in some annoying behavior constantly. Has an unappealing appearance which results in a lowered Charisma. Always exhibits proper behavior. disease. Strength. Insists on having own way no matter what. Presence of a particular object or situation causes a penalty to all Trait rolls. and Vigor reduced. Has an unpleasant disposition. Attribute and skill points for character creation are reduced. Willing to risk life to accomplish something. poison. bonus points for Smarts linked skills. Not very good at keeping secrets. Starting cash reduced. Hearing based Notice rolls adversely affected. full-fledged addictions can cause Fatigue. reducing Pace and running die. Responsible for a crime which could result in arrest. Penalty for all tasks requiring both hands. tech level of the setting affects the value. Pace and running die reduced. Likes to avoid rash decisions and plans out excessively. receives free Edge as compensation. Big penalty for all tasks requiring sight. Using mechanical or electronic device causes malfunction. latter two may never be raised. or environment. Doesn't believe in supernatural. resulting in a Charisma penalty and generally unpleasant treatment from most folks. Must look into anything that grabs attention. Obsessed with wealth. Has a recurring foe. resulting in a Charisma penalty among those who know about it. strictness determines the value. . Penalty to Trait rolls requiring depth perception. Is bound to a set of ideals or a goal to accomplish. Believes self to be capable of anything even in the face of common sense. Guts rolls penalized when faced with supernatural. affects repairing items. Is overweight. In Evernight. penalizing Charisma. Has a distinct foible of some description. All Guts rolls are penalized due to cowardice. Penalty to Common Knowledge rolls. receive an extra benny at start of session. it also affects Shooting. Can't see too well. possible Charisma penalty. penalty to Swimming rolls and Pace.Props Can't read or write. Bennies at start of session reduced. spendthrift ways. Toughness is increased. Excessively violent. resulting in a Charisma penalty. Always sticks by his friends. Pace. Disdains violence and avoids killing. Pace and running die reduced. Possesses an unconventional belief. Must always help those in need.

Penalty to rolls for resisting glowmadness and boredom.Must always right a wrong. Exposure to a particular condition or substance results in penalty to all Trait rolls or (in Necessary Evil) temporary negation of powers. . People find your appearance amusing. Possesses a completely nonhuman physiology. Beneficial powers from AB: Miracles of a particular god ineffective. A scandalous action in the past results in a lowered Status. Indulges in monologuing and other old school super villain habits. Charisma is reduced. Has a physical or mental affliction not covered by any of the other Hindrances. Must brag about own superiority at the beginning of a combat or incur benny loss. Must perform some inconvenient task to gain access to powers. harmful powers from same more effective. Critical miss in combat results in hitting allies. Disadvantaged by being the new guy on the battlefield. The character suffers a penalty to Vigor rolls made to resist the effects of heat. Beneficial miracles have no effect due to some horrible misdeed in the character's past. Penalty to ranged attacks when outdoors. Soak rolls penalized. Received a brand for committing a crime. Notice and Vigor rolls involving sleep penalized. Penalty to all rolls requiring arms unless some form of compensating is available. Cost for carousing increased. tortued or just plain witnessed too much. receipt of Fate Chips affected. As above but the character suffers more sanity loss. Name says it all. Captured. Doesn't have any qualms about killing to accomplish goals. The character breathes the same atmosphere as most everyone else. Laziness to the point it affects Charisma and promotion opportunity. Won't betray his country or cause. Possesses a unique and easy to spot physical trait. how far he'll go determines the value. adversely affecting Charisma and Healing rolls. Technology is so ingrained in the Necropolis and Slipstream settings that this a major Hindrance. Devoted to a danger-prone Novice rank NPC. Has increased likelihood of being hit by adjacent fire. resulting in a Charisma penalty. Fatigue resistance more difficult. Intolerant of unprofessional behavior. The character has a penalty to Charisma while interacting with those who possess differing viewpoints. Suffers from constant nightmares. Charisma is penalized. your spirit is broken. Penalty to rolls for resisting glowmadness in addition to normal Phobia effects. Suffers from a terminal disease. Collects all sorts of things and won't let go of them.

Character has the "shakes" and suffers Charisma and Sanity penalties. the opposite of the Quick Edge.Suffer a Charima penalty due to their desire to go home. Soak rolls required when possible. Has a day job with superiors who can inadvertently interfere with Lodge work. Starts play with a Rippertech implant with all possible bad effects. Pace is reduced. Has only one eye (rather than missing an eye). like getting shot up with a narcotic. Cannot perform Miracles. Starting Grit is lowered. Rolls for Tests of Will and resisting arcane powers penalized. or at all. The minor version is something that is inconvenient. Skin is highly sensitive. Penalty to trait rolls when exposed to light. Wearing armor can be difficult or impossible. Intimidation and Persuasion rolls penalized when lying. bonus to Persuasion rolls when begging. penalty to Guts rolls. Knows fewer languages as they are new to the Slipstream. Penalty to social-based skills because they are a follower. Takes a lower initiative card. Suffers penalty to resist Psionic attacks. Believes in the superiority of own culture. Bear a strong resemblance to some notorious person. May not use modern devices. A bit ignorant. a -2 is applied to any arcane skill rolls. like waving your arms about or having a lucky piece at hand. Takes extra damage from a particular substance. Kung fu powers have overly flashy trappings. Arcane types with this hindrance have gotten into the habit of performing some action while performing magic and now it's gone psychosomatic. The character has been placed into a "lower order" to prove themselves. Presence of uncommon condition or substance results in loss of powers and penalty to all Trait rolls. Charisma is penalized and Leadership Edges may not be used when dealing with foreigners. Suffers from an incurable disease. Very high strung. The major version is either a real hassle or is hazardous to the magician. Subject to the whims of a greater power. penalty to all Trait rolls if addiction isn't sated daily. New to war and suffers penalties do to his inexperience. They're always the "second fiddle" character and are penalized on what skills they can take. Whenever the magician can't perform this action while trying to use magic. Somewhat cowardly. Takes extra damage from a specific type of attack. The character only has a few weeks left in country. Penalty to all rolls requiring Agility and Pace is reduced. starting Reason lowered. Penalties when wounded increased. Plagued by bad dreams causing him to not sleep well. Card draw at beginning of session determines if symptoms are acting up. Charisma penalty due to their intolerance to others not of their species. Addicted to something. Common Knowledge rolls penalized. ranged attacks penalized. or have Miracles performed on him. Incapable of comprehending numbers. .

is up to you. the benny is wasted and has no effect. is difficult to rouse to action. Taking proper medication will give the hero a +2 to his roll for the day. He passes gas at the most inappropriate times. If you fail. Innately evil things like zombies and demons would not be appropriate. the character suffers a -2 to Charisma and all associate social skills. the character flounders for one round. //Minor: The character strongly dislikes this group and accepts most negative stereotypes about them. he must redraw until he pulls a ten or lower. //In either form of this hindrance. //As a major hindrance. with the GMs approval. either due to the sound or the stench. This could be an old sports injury. Whenever the character is attempting to fall asleep. //Major: As above. When subjected to water. If s/he fails. but with a -2 penalty. Taken as a minor hindrance. S/he will avoid them when possible. The character. It's more that the items that he likes have a tendency to be the most expensive ones available. The cape is a popular fashion accessory among both superheroes and supervillains. particularly those who can fly. Examples: Buying things from them.-2.When wielding arcane forces. (Example: A thief gets penalties if he tries to open a lock if he had failed a first try). but this hindrance causes the character to The character is afflicted with melancholies that make him/her unmotivated and disinterested in life. it is up to the GM to decide if the flatulence is audible or just Minor: The character is nervous by nature. With a failure he is unable to sleep for the next 6 hours. then sinks the next. going to a party hosted by one of them. A character may normally tread water even without the swimming skill (pace 1). Should the roll have come up snake eyes. and must make succeed on a Spirit roll do deal with them in any nonviolent way. or maybe some form of night terror. has the attention span of a gnat. Whenever the character rolls a natural 1 using his/her Strength or Agility attributes. Whenever the character makes a trip by plane. he must make a spirit roll. religion. make a Spirit check. For Supers games only This character simply can't swim. or other fast moving vehicle for more than an hour. that may have been linked to a specific traumatic event in his life he must make a Spirit roll. arthritis. when in a dreary mood. or something similar. Whenever the character buys equipment. he pays 25% more then the listed price for the purchased item. provided that s/he thinks s/he could do so without being caught or punished. A character with this Hindrance cannot take the Quick or Level-headed edges. species.-6. s/he suffers a point of fatigue. the penalty does not apply. The character will never voluntarily cooperate or deal with the group s/he is intolerant of. race. or letting one marry his/her daughter. Anytime the trait die for an Agility or Agility-linked skill comes up as one (regardless of the Wild Die result). s/he is automatically shaken. Flatulence can occur in one or two ways: The trumpeter or the SDB (Silent But Deadly). s/he will kill a member of this group. Whenever the Hero sees or hears an object.-4. The Hero has suffered a traumatic event in his life that has taken a portion of his sanity with it. Given the opportunity. you're more prone to letting them get out of hand. //Major: The penalties stay the same even he use bennies. etc. You may not use a benny for this roll.. like Persuasion or Streetwise. using normal rules for having no oxygen. When you take this hindrance. With a failure the hero suffers a flashback and is shaken. the Hero must make a Vigor roll at -2 or let one loose. sound etc. You suffer a Backlash result when a one comes up on either the skill die OR the Wild Die. he may begin hallucinating and acting as if he were actually The Hero suffers from a nervous bowel and inefficient digestive system. car. culture. In tense or stressful situations. the character loses an action as he attempts to unsnag his cape. kill them. it got snagged in a manner where it chokes the character. A character cannot suffer more than one point of fatigue in this way and the fatigue is removed once s/he has a few calm minutes off the vehicle. It's not like this character specifically chooses to buy only the most expensive equipment. always in a hurry. The hero suffers from the inability to sleep. inflicting an automatic Shaken result as well.. The character wants to avoid this group. The character is especially prejudiced or bigoted against those different from himself. s/he must make a Vigor roll. He suffer a cumulative penalty (-1. This can be sex. Anytime the player pulls an Ace or a face card during combat. . and in some cases. The character may not learn the swimming skill without first buying off this hindrance. An old injury that never quite healed or other chronic condition sometimes comes back to haunt the character. believing that one is not guilty of an accused crime. either due to the sound or the stench.) for consecutive rolls of the same (non-combat) matter. //Minor: Anytime you want to use a benny. or any other common characteristic. boat. If he uses a benny to gain a reroll. choose a group. //Major: The character is violently hateful of these people. the Hero must make a Vigor roll or let one loose when in tense. This character does not perform well under stressful situations and cannot focus on committing to a target when in combat. a bullet that was never dislodged. person. Individuals looking for a concealed Hero gain a +4 to their Notice roll. stressful situations. Whether it is in the from of insomnia itself. Individuals looking for a concealed Hero gain a +2 to their Notice roll. Your character is particularly proud of his cape and will not remove it even when it becomes a safety hazard.

With a failure. The Character is either very gullible or easily distracted (or both). In either case. a woman with the (Very) Attractive Edge is sitting across the bar. This Hindrance does not apply to Jokers. it does not work well with Weird Science. they draw another card until they get a card lower than a Jack. In addition he suffers a -2 charisma when talking with anyone of the opposite sex.. To take this hindrance. When drawing cards. or Intimidation. or a scantily dressed prostitute is asking him if he wants a good time) it's almost impossible for him to not do so. This character has problems with face-to-face verbal conflict and will usually back down in such situations. Whenever you spend a benny. your hero is randy. his belt is buckled a little looser than the rest.. which unfortunately includes most of them. Miracles. your Wild Die returns to the normal type . The level of the Hindrance determines how far and how stupid you're willing to go to show up your Rival. These penalties may be removed one at a time by catching his/her breath for one turn. His Pace is 6" + 1d6" -3". Whatever the case. This character suffers -1 to all opposed rolls. When the opportunity does arise to act on those comments (e. the character must have one of the following Arcane Background edges: Magic. for the time being. emphysema. With the minor hindrance. the hero simply makes annoying comments and at times vulgar gestures sexual in nature. //Major: The penalty affects both types of Tricks. his/her Pace is cumulatively reduced by 1". he forgets his current objective and becomes consumed with whatever he has come across. That is to say. Taunt. Your hero has a hard time focusing on any task he feels is unimportant. Example: A Character has run for 3 turns in a row. the penalty will be reduced to -2".The character has bronchitis. This character's supernatural power comes at a price. the hero has a hard time keeping himself from making inapropriate or even vulgar comments about the opposite sex when the opportunity presents itself. They act on the lower of the cards drawn. not counting any supernatural enhancements. no Edge that gives bonuses to the Guts skill may be chosen until this Hindrance is bought off. such as Persuasion. this isn't the name of your character. Psionics or Super Powers. The character uses only his basic Vigor. If s/he doesn't move next turn. or other condition making breathing difficult. (Goes great with the SW: Elderly Hindrance) There's an NPC associate of approximately equal ability to you with whom you engage in games of one-upmanship on a regular basis. if they get a Jack or better. However as a major hindrance. This penalty increase to -2 if the Major version is chosen. No. asthma. Every turn the character runs consecutively.. Your Wild Die is a d4 rather than a d6 for any Trait rolls. //Minor: -2 penalty to resist one type of Trick (either Smarts or Agility). The character is not a quick as others are when it comes to reacting to combat. Whenever the character uses their Arcane Background powers. the character must make a test of wills at a -2 penalty when he has the chance to act on his randiness (At GM's discretion).g. they must also make a Vigor roll or take 2d6 damage.

Evernight Setting Core Rules Core Rules Core Rules Core Rules Core Rules Core Rules Core Rules Core Rules Core Rules Core Rules Core Rules. 50 Fathoms Setting Core Rules Core Rules Core Rules Core Rules Core Rules Core Rules Core Rules Core Rules Core Rules Core Rules Core Rules Core Rules Core Rules Core Rules Core Rules Core Rules.Setting Core Rules Core Rules Core Rules Core Rules. 50 Fathoms Setting Core Rules Core Rules Core Rules. 50 Fathoms Setting Core Rules Core Rules Core Rules Core Rules Core Rules Core Rules Core Rules Core Rules. 50 Fathoms Setting .

Slipstream Necessary Evil Sundered Skies Sundered Skies Sundered Skies Weird War II Deadlands: Reloaded Tour of Darkness Necessary Evil Tour of Darkness Deadlands: Reloaded Low Life . Solomon Kane Low Life Deadlands: Reloaded Solomon Kane Necropolis Tour of Darkness . Slipstream Necessary Evil . Necropolis . Weird War II Slipstream Weird War II Tour of Darkness . Solomon Kane Necessary Evil Rippers Necessary Evil Tour of Darkness .Core Rules Tour of Darkness Deadlands: Reloaded Necessary Evil Necropolis . Weird War II Sundered Skies Solomon Kane Low Life The Flood Plot Point Campaign Necessary Evil . Necropolis Low Life 50 Fathoms Necessary Evil Solomon Kane .

Necropolis .Slipstream Slipstream Low Life Solomon Kane Low Life Low Life Evernight Necropolis Deadlands: Reloaded Low Life Evernight Slipstream Necropolis Deadlands: Reloaded Low Life Rippers Rippers Necropolis Necessary Evil Slipstream Weird War II Rippers Necessary Evil Slipstream Weird War II Tour of Darkness Tour of Darkness . Weird War II Deadlands: Reloaded Low Life Rippers Deadlands: Reloaded Necessary Evil The Flood Plot Point Campaign Deadlands: Reloaded Necropolis Necessary Evil Low Life Slipstream Unofficial .

Unofficial Unofficial Unofficial Unofficial Unofficial Unofficial Unofficial Unofficial Unofficial Unofficial Unofficial Unofficial Unofficial .

Unofficial Unofficial Unofficial Unofficial Unofficial Unofficial Unofficial Unofficial .

Very Berserk Big Ass Feet Bouncy Behind Brawny Captain College Boy Down to Earth Enhanced Senses Extra Limb Fast Healer Grizzled Irradiated Kraken Bone Sword and Armor Linguist Luck Luck. aren't you that one guy Slimy Sticky Stout-Hearted Tentacular Tongue Fu Twin. Good Two-Faced Veteran of the Weird West Req . Improved Attractive Attractive. Great Multidextrous National Identity Natural Swimmer Noble Oakthorn Armor One-Of-A-Kind Prehensile Body Quick Really Big Guy Really Small Guy Rich Rich. Filthy Rubbery Say. Evil Twin.Type Background Background Background Background Background Background Background Background Background Background Background Background Background Background Background Background Background Background Background Background Background Background Background Background Background Background Background Background Background Background Background Background Background Background Background Background Background Background Background Background Background Background Background Background Background Background Background Background Background Edge Academy Graduate Acclimated Alertness Ambidextrous Arcane Background Arcane Exposure Arcane Resistance Arcane Resistance.

Improved Double Shot Double Shot. Improved Dirty Fighter Dirty Fighter. Improved Dark Fighting Dig in! Dig in!. Improved Improvisational Fighter (Seasoned) (Seasoned) (Seasoned) (Veteran) (Veteran) (Seasoned) (Seasoned) (Heroic) (Seasoned) (Veteran) (Novice) (Seasoned) (Novice) (Novice) (Seasoned) (Seasoned/Veteran) (Seasoned) (Veteran) (Novice) (Novice) (Seasoned) (Seasoned) (Seasoned) (Seasoned) (Veteran) (Seasoned) (Veteran) (Novice) (Novice) (Seasoned) (Veteran) (Novice) (Novice) (Heroic) (Veteran) (Novice) (Novice) (Seasoned) (Veteran) (Veteran) (Seasoned) (Seasoned) (Novice) (Veteran) (Seasoned) (Heroic) (Novice) (Seasoned) (Novice) .Background West Pointer Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Beastling Blind Fighting Block Block. Improved Combat Reflexes Combat Sense/Wall of Steel Counterpunch Counterpunch. Improved Hose 'Em Down Hose 'Em Down. Imporved Cannoneer Celestial Kung Fu Chi Focus Clipping the Grass Close Fighting Close Fighting. Improved Giant Killer Grazing Fire Groundhog Hard to Kill Harder to Kill Hip-Shooting Hip-Shooting. Improved Blood and Guts Bring 'Em On Bullseye Bullseye. Improved Fleche Fleet-Footed Florentine Frenzy Frenzy. Really Dodge Dodge. Improved Duelist Elan Entangle Feet of Fury Fire for Effect First Strike First Strike.

Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Incoming! Iron Jaw Iron Parry Iron Will Killer Instinct Level Headed Level Headed. Improved True Hero (Seasoned) (Novice) (Heroic) (Novice) (Heroic) (Seasoned) (Seasoned) (Seasoned) (Seasoned) (Novice) (Seasoned) (Novice) (Veteran) (Legendary) (Novice) (Veteran) (Novice) (Novice) (Seasoned) (Novice) (Seasoned) (Novice) (Novice) (Novice) (Seasoned) (Veteran) (Seasoned) (Seasoned) (Novice) (Heroic) (Seasoned) (Novice) (Seasoned) (Novice) (Seasoned) (Seasoned) (Veteran) (Novice) (Novice) (Veteran) (Novice) (Novice) (Novice) (Novice) (Novice) (Seasoned) (Novice) (Novice) (Veteran) (Heroic) . Improved Rock and Roll! Scamper Slugger Solid Determination Speed Load Spit Spot Weakness Steady Hands Sucker Punch Sunder Sunder. Improved No Mercy Pickle Barrel Pimp Slap Quick Draw Rebel Yell Righteous Fury Riposte Riposte. Improved Ten-Tiger Punch Thumper King Thumper God Trademark Rocketship Trademark Weapon Trademark Weapon. Improved Martial Arts Master Mongoose Leap Movement of the Serpent Nerves of Steel Nerves of Steel. Improved Take the Hit Tank Hunter Tank Hunter. Improved Lightning Strike Loogie Hawker Lunge Marksman Martial Arts Martial Arts. Improved Superior Kung Fu Sweep Sweep.

Improved New Power Old Hand Power Points Rapid Recharge Rapid Recharge. George Spurred On Strategist Strategic Genius Tactician Alchemy Angelic Pact Chemist Contanimaster Conviction Dealer's Choice Elemental Mastery Fetish Creator Finely Tuned Genius High Roller High Roller. Improved Reek Repository Soul Drain Strong Caster (Novice) (Novice) (Seasoned) (Seasoned) (Veteran) (Heroic) (Heroic) (Novice) (Veteran) (Novice) (Novice) (Novice) (Veteran) (Veteran) (Seasoned) (Veteran) (Veteran) (Heroic) (Seasoned) (Seasoned) (Veteran) (Seasoned) (Novice) (Novice) (Novice) (Seasoned) (Veteran) (Heroic) (Seasoned) (Novice) (Novice) (Novice) (Veteran) (Novice) (Novice) (Seasoned) (Novice) (Seasoned) (Veteran) (Seasoned) (Veteran) (Novice) (Heroic) (Novice) (Seasoned) (Veteran) (Seasoned) (Veteran) (Novice) (Seasoned) (Seasoned) .Combat Combat Combat Combat Combat Leadership Leadership Leadership Leadership Leadership Leadership Leadership Leadership Leadership Leadership Leadership Leadership Leadership Leadership Leadership Leadership Leadership Leadership Leadership Leadership Leadership Leadership Leadership Leadership Leadership Power Power Power Power Power Power Power Power Power Power Power Power Power Power Power Power Power Power Power Power Power Power Tunnel Fighter Two-Fisted War Cry Whirlwind Whirlwind. Improved Rapid Recovery Rapid Recovery. Improved A Few Good Men A Few More Good Men Art of War Born Leader Command Command Presence Command Voice Cry Havoc Death Before Dishonor Fanaticism Fervor Gifted Leader Heroic Leadership Hold the Line! Inspire Leader of Men Master & Commander Natural Leader Rank Remember Cameron! Song of St.

Master Mr.Power Power Power Power Power Professional Professional Professional Professional Professional Professional Professional Professional Professional Professional Professional Professional Professional Professional Professional Professional Professional Professional Professional Professional Professional Professional Professional Professional Professional Professional Professional Professional Professional Professional Professional Professional Professional Professional Professional Professional Professional Professional Professional Professional Professional Professional Strong Caster. Improved Super Scientist Tinkerer Voodoo Whateley Blood Accomplished Surgeon Ace Acrobat Adept Agent Alienist Arcane Chemist Artifact Hunter Assassin Avatar of Solace Boogie Knight Boorglezarian Champion Commando Demo Man Explorer Familar Frogman Gadgeteer Giggity Gigger Guardian Gunsmith Hardened Hoink Holy/Unholy Warrior Hoomanitarian Investigator Jack-of-All-Trades Jeezle Freak Jemima's Witness Jump Qualified Knight Mark of Torquemada McGyver/Mechanical Genius Mechanically Inclined Medic Mentalist Merchant Merchant.Fix It/Engineer Musketeer Obsessulon (Heroic) (Heroic) (Seasoned) (Novice) (Novice) (Novice) (Novice) (Novice) (Novice) (Seasoned) (Novice) (Novice) (Novice) (Novice) (Novice) (Novice) (Novice) (Novice) (Novice) (Novice) (Novice) (Novice) (Novice) (Novice) (Novice) (Novice) (Novice) (Seasoned) (Novice) (Novice) (Novice) (Novice) (Novice) (Novice) (Novice) (Novice) (Novice) (Novice) (Novice) (Novice) (Novice) (Novice) (Novice) (Novice) (Novice) (Novice) (Novice) (Seasoned) Professional One Man Crew .

Professional Professional Professional Professional Professional Professional Professional Professional Professional Professional Professional One Man Crew. Improved Peasant Lore Ranger Tab Rank (NCO) Rank (Officer) Red Knight Rocketship Gunner Rocketship Navigator Rope Monkey Scholar Scout (Heroic) (Novice) (Novice) (Novice) (Novice) (Novice) (Novice) (Novice) (Seasoned) (Novice) (Novice/Seasoned) (Seasoned) (Novice) (Novice) (Seasoned) (Novice) (Novice) (Novice) (Novice/Seasoned) (Novice) (Novice) (Novice) (Novice) (Seasoned) (Novice) (Novice) (Novice) (Novice) (Novice) (Novice) (Novice) (Novice) (Veteran) (Novice) (Novice) (Novice) (Novice) (Novice) (Novice) (Novice) (Seasoned) (Novice) (Novice) (Novice) (Veteran) (Novice) (Novice) Professional Scrounger Professional Semper Fi. Mac Professional Silver-Tongued Devil Professional Professional Professional Professional Professional Slayer Slipstream Adjusted Smellementalist Snakeoil Salesman Soldier Professional Spotter Professional Stanismist Professional Sun Priest Professional Professional Professional Professional Professional Professional Professional Professional Professional Social Social Social Social Social Social Social Social Social Social Social Social Social Social Social Social Tale Teller Texas Ranger Thief Treasure Hound Troubadour Water Training Wilderness Man Wizard Woodsman Alter Ego Band of Brothers Card Sharp Charismatic Common Bond Compensating for Something Connections Femme Fatale/Ladykiller Fence Flock Frugal Idealist Party Member Reputation Scrounger Smoove .

Improved Sidekick Weapon Master Master of Arms (Novice) (Novice) (Seasoned) (Novice) (Novice) (Novice) (Heroic) (Novice) (Seasoned) (Novice) (Seasoned) (Novice) (Novice) (Veteran) (Novice) (Novice) (Novice) (Novice) (Novice) (Novice) (Novice) (Novice) (Novice) (Novice) (Seasoned) (Seasoned) (Seasoned) .Social Social Social Weird Weird Weird Weird Weird Weird Weird Weird Weird Weird Weird Weird Weird Weird Weird Weird Weird Weird Weird Weird Weird Weird Wild Card Wild Card Wild Card Legendary Legendary Legendary Legendary Legendary Legendary Legendary Legendary Legendary Legendary Legendary Legendary Legendary Legendary Legendary Legendary Legendary Legendary Legendary Strong Willed True Grit World Traveler Animal Magnetism Beast Bond Beast Master Conviction Courage Under Fire Courage Under Fire Danger Sense Fate's Favored Fish Breath Filthy MoFo Freak Occurence Magnet Gypsy Curse Healer I Have One Knack Linguist Liquid Courage Nose for the Rock Radar Radio Head Squid Sterner Stuff Dead Shot Mighty Blow Power Surge Behold A Pale Horse Cult Following Damned Face Munchin' Fast as Lightning Followers Gawdliness Leader of Men Professional Expert Master Mind of Quicksilver Right Hand of the Devil Supreme Bas Ass Tough as Nails Tough as Nails.

Vigor d8+ Background Wild Car Novice. Young Background Resilient Novice. Fighting d10+ . Seasoned Seasoned. Special Background Eidetic Memory Background Horseman Smarts d8 Agility d6 Background Intuition Spirit d8 Background Our Gang Novice. Agility d8.Background Atypical Novice (WC). Notice d8 Combat Artful Dodger Agility d10+ Combat Charge Seasoned. must own a vehicle. Combat Combat Advanced Two fisted Avoidance Two fisted.

Climbing d8+ Combat Freerunner Combat Frenzied Archer Seasoned. Avoidance Combat Improved Avoidance Combat Improved Defend Combat Improved Rapid Fire Heroic or Kor-In Student. Fighting d6 Novice. Agility d8+. Strength d8+. FleetFooted. Strength d10+. Fighting d8+ Combat Distracting Attack Smarts d6. Fighting d8+ . First Strike. Shooting d10+ Combat Combat Improved Frenzied Archer Hold Off Veteran. Rapid Fire Combat Knockback Novice. Fighting d10+ Veteran. Unarmed Warrior Combat Mighty Grip Seasoned. Agility d8+. Strength d6+. Frenzied Archer Seasoned. Fighting d10+ Veteran.Combat Counterstrike Seasoned.

Shooting d10+ Novice+. Fighting d10+ Combat Shield Guardian Heroic. Shooting d8 Seasoned Seasoned. Sufficient training Combat Combat Improved Trademark Vehicle Tricky Fighter Combat Weapon Specialization . Trademark Vehicle Seasoned. TwoFisted. Fighting d8+ Combat Rapid Fire Seasoned. Fighting d8 Combat Combat Steadfast Shield Expertise Combat Shield Mastery Veteran. Fighting d8+. Agility or Smarts d8+ Novice. Shield Expertise. relevant vehicle skill d8+ Veteran. Shield Expertise Combat Combat Stand and fight Sneak Attack Rock and Roll. Mighty Grip. Stealth d8+ Combat Trademark Vehicle Seasoned.Combat Combat Improved Mighty Grip Phalanx Fighter Veteran. Thief. Ace. Fighting d10+ Novice. Agility d6. Fighting/ Shooting/ Throwing d8+.

Mount must be trained for combat . Knowledge Arcana d8. Arcane Background. only works with bows. Spirit d10+. Spirit d6+. Shooting d8+ Veteran. Persuasion d8+. Marksman. Arcane Background: Magic Seasoned. stealth d8+ Professional Bard Professional Cavalryman Novice. Novice. Spellcasting d8. Command. Smarts d6+. Riding d8. Command. Weave Power Veteran. Spirit d8+ Veteran.Combat You Bastard! Leadership Inspire Courage Leadership Leadership Range Master Through the Gates of Hell Seasoned. Agility d6+. or Politics) Seasoned. Spirit d10+. Hold The Line! Veteran. At least 2 appropriate Knowledge Skills (such as History. Arcane Skill d8+ Power Curse Power Versatile Caster Power Weave Power Power Greater Weave Power Professional Archer Professional Assassin Seasoned. Fighting d8. Agility d8+. arcane skill d8+ Veteran. Shooting d8+. Legend Lore. Common Bond Seasoned.

Tracking d6+ Novice. Agility d8+. Repair d6+. Strength d6+. Cavalryman. Spirit d6+. Agility d6+. Trademark Weapon (bow) Seasoned. Climbing d6+ Novice. Investigation d6+. Archer. Agility d10+. Healing d6+ Novice. Lockpicking d8+. Survival d8+. Mount must be trained for combat. Vigor d6+ Novice. Persuasion d8+ Seasoned. Shooting d10+. Healing d8+. Fighting d8+. Persuasion d8 . Agility d8+. Fighting d10+ Novice. Fighting d8+ Professional Doctor Professional Surgeon Professional Fencer Professional Hacker Professional Haggler Novice. Agility d8+. Professional Combat Archer Heroic. Doctor Novice. Kor-In Student. Haggler Novice. Knowledge (Anatomy) d6+ Veteran. Spirit d8. Smarts d8+. Fighting d8+ Professional Experienced Haggler Professional Kor-In Student Professional Kor-In Practitioner Professional Martial Artist Professional Natural Athlete Professional Naturalist Professional Seafarer Professional Stage Magician Veteran. Agility d6+. Agility d6.Professional Master of the Horse Heroic. Fighting d8+ Novice. Boating d8+. Smarts d8+. Smarts d6.

Seasoned. Arcane Background (Super Powers). Improved Dodge Legendary.Professional Super Duper Novice. Persuasion d10 Novice. Novice. Attractive. Seasoned. Danger Sense. Srength d6+ Wild Card. Agility d10 Wild Card. Arcane Skill d8+ Novice. Vigor d10 Wild Card. Persuasion d6+ Seasoned. Climbing d6+ Novice. must belong to a "savage" culture. Vigor d8+. Agility d8+. BulletTime Legendary. Vigor d8. Weapon of Mass Distraction. Smarts d10 or Spirit d10. Expert Epic Professional Traceur Social Social Social Social Sincerity Smooth Recovery Sweeten the Deal Ways Of My People Weird Mystic Talent Weird Weird Weapon of Mass Distraction Hardbody Weird Tuff Enuff Weird Wild Card Strong Back I Am the Wind Wild Card Man of Iron Wild Card Multitasker Legendary Bullet-Time Legendary Legendary Legendary Improved Bullet-Time Epic Wild Epic . Spirit d8+ Novice. Seasoned. Spirit d8+ Novice. Agility d12+. Agility d10. Brawny Novice. Wild Card. Smarts d8 Legendary. Spirit d10+. Weapon of Mass Distraction. Strength d8+. Survival d10. Persuasion d8 Seasoned. must not have any Arcane Background edge Novice.

Master (Smarts) .Legendary Universial Knowledge Wild Card. Legendary.

easier to hit in combat Starting Agility automatically increased with a higher development ceiling. damage from falls reduced Toughness and Load Limit multiplier increased Owns and is responsible for the upkeep of a ship Additional skill points due to college training Starting Reason is higher Bonus to Notice rolls. but there's a price Bonus to Contanimation rolls. and Toughness benefit while Parry is reduced Improved leaping and kicking capabilities Improved leaping capabilities. get replaced with an evil version from a parallel universe Same as Twin. potential Strength growth stunted Starting cash increased and receives regular income Same as Rich but better Resistant to blunt weapons Resemble someone who is famous for something good Improved grappling ability Anything that comes in contact with you sticks Bonus to Guts rolls. Strength. but there's a price . Charisma is penalized Charisma bonus due to uniqueness Body acts as an entire limb. easier to hit in the dark Starts play with gear from service in the Kraken Navy Knows more languages and can pick up the basics of new ones easily Increases your number of Bennies received at beginning of session Same as Luck but better Like Ambidextrous. offset with responsibilities Possess bonded plant armor. modifies Fright Table rolls favorably Have tentacles instead of arms Have a prehensile tongue Upon death. can hold breath longer Has high status with society. but applies to all limbs Special ability due to national origin Bonus to Swimming skill and Swimming Pace. Evil but of an opposed alignment Have two faces which can act independently Start at Seasoned. improving Charisma Same as Attractive but better When wounded. increasing Charisma and wealth. bonus to Climbing rolls May redraw low action cards Starting Strength automatically increased with a higher development ceiling. Fighting. stacks with Alertness Perform an extra action or increase Pace Bonus to natural healing rolls The soldiers starts at Seasoned.Props Has professional military training Bonus to resist Fatigue resulting from heat Bonus to Notice rolls Off-hand penalty ignored Possess magical abilities Has experienced paranormal acitivity and resisitant to their influence Magic of all sorts less effective Same as Arcane Resistance but better Possess good looks.

but is penalized when dealing with rank and file troops.The character gains a Charisma bonus when interacting with officers. but better Bonus to Trick maneuver rolls Can automatically get drop on an opponent Become harder to hit at range Same as Dodge but better Allows character to fire two arrows in his bow at once Same as Double Shot but more accurate Receive extra hole cards when dueling Fights with distinctive and vigorous fighting spirit Can entangle a foe's weapon arm with a Disarm attack Possesses a special kick attack. adds a bonus to Parry Same as Close Fighting but also adds bonus to Fighting roll Improves ability to recover from being Shaken Unaffected by Gang Up attempts Gets a free Fighting attack against foes who miss. bonus to Promotion rolls Wildling gains Size and natural weapons Fighting attacks unaffected by visual impairment Learned to block an opponent's blow. may be taken multiple times Can zero in artillery fire Free Fighting attack against one adjacent foe each turn Same as First Strike but against all adjacent foes With a running start. can attack and withdraw without opponents getting a free attack Pace and running die are increased Bonus to Fighting when wielding two weapons against a shieldless foe with one May make an additional Fighting attack every round Same as Frenzy but with no penalty Extra damage against large opponents Skilled with suppresive fire The soldier gains a bonus to cover when prone Wound modifiers not applied to Knockout Blow and Injury tables Has a chance of escaping death Reduced penalty for fanning the hammer Same as Hip-Shooting but better The character can suppress a larger area then normal Same as Hose 'Em Down but better Can use items not meant to be weapons as such without penalty . may not be combined with certain maneuvers and Edges Same as Counterpunch but better Use hearing to reduce lighting penalties for combat skills Make better use of cover Like Dig In!. but better May adjust rolls on the Critical Hit Table slightly in ship combat Improved version of Superior Kung Fu Uses Spirit for Fighting damage The soldier is more effective with suppressing fire when using machine guns Used for skilled knife-fighters. adds bonus to Parry Same as Block but better Not affected by the gore of war Unaffected by Gang-Ups Good at finding vehicles weak spot Same as Bullseye.

May not be used in conjunction with Frenzy Same as Sweep but with no penalty Good at rolling with punches. bonus to Soak rolls Skill at destorying tanks Like Tank Hunter. unaffected by Gang Up attempts Can reduce penalty for Called Shots on a Fighting roll. and Shooting rolls with a specific rocketship Gain a skill bonus when wielding a specific weapon Same as Trademark Weapon but better Get a free Soak roll when Incapacitated . but better Gains a free attack on a successful Test of Will The results of deviation rolls with grenade launchers are reduced Same as Thumper King plus additional damage is inflicted Bonus to Piloting.Skilled diving for cover Bonus to Soak rolls Foes take damage on unsuccessful Fighting attacks Guts and Fright Table rolls are modified favorably Good with opposed skill roles Draw extra action card and keep best Same as Level Headed but better Increased damage from Fighting attacks when attempting to Break Things Same as Spit but better Melee weapons gain a bonus to their Reach. may not be combined with certain Edges Can withdraw from combat unmolested Able to partially ignore the results of pain Same as Nerves of Steel but better May spend Fate Chips to reroll damage Excellent bombardier Bonus when attacking Small creatures and females May draw and use weapon on same action without penalty May use Intimidation against multiple targets Bonus to Strength rolls when fighting supernatural creatures Gains a free Fighting attack against a foe who fails own Fighting attack Same as Riposte but with no penalty Ignore recoil penalties Character harder to hit by man-size or larger opponents Is never consider an Unarmed Defender Gets a free Soak roll against wounds that would result in being Incapacitated May reload and fire weapon in same round without penalty Can temporarily blind foes with spit attack Bonus to Fighting rolls for duration of a combat when opponent rolls a one on the Fighting die Penalty for fighting on an unstable platform negated Success in a Test of Will provides a bonus Fighting attack Attacks gain AP in addition to any possessed by the weapon being used Same as Sunder but better Learns a style of martial arts with its own particular set of bonuses Can make a Fighting attack against all adjacent targets on one action. may not be used in combination with certain other Combat Edges Bonus to Shooting rolls when not moving Disadvantages for fighting unarmed negated. cannot move Same as Improved Martial Arts but better Reach of Fighting attacks is increased. Repair.

but better Bonus to Mass Combat rolls Allies roll a larger wild die Allies recover from being Shaken more easily The character has a larger command radius Increase "Command Radius" Can cause enemy to lose extra token in Mass Battle Troops get bonus to morale checks with Mass Combat rules Troops under the leaders command are much braver Allies inflict extra Fighting damage Allies receive a bigger Wild Die when making groups rolls You can urge your men to do better than they ever thought possible Toughness of allies increased Same as Command but better Skilled at making group leadership rolls Crew gets bonus on Boating rolls May share bennies with allies You are a NCO or officer The soldier is able to rally the morale of his fellow Legionaries When singing.Bonus to acrobatic tricks and Parry when underground. may only be taken once per Rank Time needed to regain Power Points reduced Same as Rapid Recharge but better Time needed to recover from Fatigue resulting from backlash reduced Same as Rapid Recovery but better Can store a reek without an airtight container Gain Power Points through a Spirit roll at the risk of taking a wound Casting Modifier is reduced . harder to hit at range Can fight with two weapons without suffering MAP Can intimidate more than one opponent Can run and attack everyone in path with two weapons Same as Whirlwind but better Commander can help keep extras alive Like A Few Good Men. does not tie up Power Points Reduce Power Point cost when using Contanimation power Bonus to Faith rolls when calling down miracles May redraw cards by spending a Fate Chip May learn spells for another element May imbue an item with a power available to the shaman once per session Gizmos can use Power Points more efficiently Gizmos malfunction less frequently Draw more cards when Dealing with the Devil Same as High Roller but better Gain a power allowed to the Arcane Background Red Joker doesn't cause Backfire Base Power Points are increased. George who hear it gain a bonus to all die rolls Allies gain attack and damage bonus when you're wounded Can redraw cards during strategic missions Same as Strategist but better Can modifiy initiative May create powers as potions rather than devices Can extend spell duration for free Can convert powers into drug form. members of the Order of St.

with all the associated perks and responsibilities Can use Healing to treat mental afflictions When making extracts.Same as Strong Caster but better Select gizmos have effectively infinite Power Points Can modify gizmos to have a relevant bonus Has access to a broader range of powers and is unaffected by the Sinnin' table. bonus to Knowledge skills for determining their functions Can handle multiple rocketship systems without MAP . Parry increased when unencumbered A holy warrior trained to be a living weapon Is a member of the Agency. must perform nightly rituals Gain Power Points through self-inflicted wounds Does less damage when implanting Rippertech Bonus to all vehicle skill rolls. also Notice rolls made searching through evidence Unskilled penalty involving Smarts-based skills reduced Gains bonuses to Holy Rolling rolls by taking sacred vows Bonus in defending against Hoomanrace artifacts. can jury-rig one use devices in an emergency Skilled at using and reparing equipment Can save a wounded Extra Bonus to all opposed rolls involving Psionics Cost of commodities on the Master Trading Table reduced Can sell cargoes for a higher amount Bonus to Repair rolls. able to produce additional doses Good at finding magical treasure Trained to be a profesional killer Can enchant a weapon to burst into flame Bonus to attack rolls when fighting smelves. must faithfully serve Torquemada No penalty for using makeshift tools. can make Soak rolls for vehicle Bonus to Agility rolls when making acrobatic maneuvers. repair time can be reduced Can reload firearms more quickly Can detect the presence of an oofo artifact with Notice. Holy Rollers get bonus to Holy Rolling rolls Skilled using a parachute in combat Trained to be a chivalric soldier Magics of all sorts less effective. Charisma bonus when dealing with horcs Bonus to three skills of choice Toughness and damage inflicted increased when fighting against supernatural beings of an opposed alignment Trained to be special forces soldier Skilled at explosives Bonus to Survival rolls and to resisting the effects of extreme temperatures A mage gains a familiar Skilled swimmer Can create a limited use gadget with a Weird Science power once per session Can temporarily absorb essences from giggities Gains bennies by acting as a human shield for a specific person Bonus to Repair and Smarts rolls when creating weapons The character regains Sanity faster Has authority as a law enforcer Can spend Power Points to repulse supernatural beings and those with Arcane Background (Miracles) of an opposed alignment Bonus to Holy Rolling rolls when in contact with a Hoomanrace artifact Bonus to Investigation and Streetwise rolls.

and Stealth rolls made in the wilderness Has two different Status scores Can reduce damage taken when among others with this Edge Odds of being caught at cheating reduced Charisma is increased May give bennies to other Wild Cards Bonus to Spirit rolls when holding a large weapon Can obtain favors once per session from someone with influence May use Persuasion to initiate a Test of Will Able to locate buyers willing to purchase excess gear Gains a small following of Townsfolk. only affects the character and allies Inflicts additional damage when fighting the spider-creatures Ignores the penalties for operating in zero-G or breathing the space air Can regain some Power Points without having to release a reek Bonus to Persuasion and Streetwise rolls Is a member of the military. can hold breath longer Bonus to Tracking and Survival rolls as well as resisting Fatigue caused by extreme temperatures Can reduce Power Point cost with raises on Spellcasting rolls Bonus to Tracking. bonus to Smarts roll to avoid getting drunk The character gains a bonus to Charisma and Common Knowledge rolls when dealing with the native population Member of the Communist Party Charisma acts as bonus for Intimidation rolls The character can obtain equipment and luxury items when in a populated area Bonus to Gambling. any killed will eventually be replaced Carousing price reduced. and Persuasion rolls when attempting to con someone . Charisma bonus among believers May modify results on the Critical Hit Table in rocketship combat Bonus to Piloting rolls when navigating or avoiding hazards Able to move through a ship's rigging more easily Bonus to two Knowledge skills of choice May spot random encounters ahead of time with Notice roll. Charisma bonus among believers Bonus to Persuasion rolls when recounting the heroic deeds of the posse Is a member of the Texas Rangers. Intimidation. resists sleep deprivation less frequently Starts the game as a noncom Starts the game as an officer Is a holy warrior of Solace with access to the Miracles AB. with all the associated perks and responsibilities. Rank requirement dependent on Can obtain items at lower cost Bonus to Toughness Can adjust a location's Price Modifier on a successful Persuasion roll. Survival.Same as One Man Crew but better Possesses extensive knowledge of folklore Bonus to Survival and Fatigue rolls. with all the associated perks and responsibilities Bonus to Climbing. additional bonuses dependent on actual rank Can aid others attacking with artillery Won't be attacked by evil monsters Is a priest of Solace with access to the Miracles AB (and a greater selection of powers than Red Knight). bonus to avoid surprise. Lockpicking. and Stealth rolls made in an urban environment Value of Booty and odds of finding a magical item increased You can perform magic with you music Bonus to character's Swimming rolls.

both magical and mundane Always has a useful item at hand Spending Fate Chips activates an inborn mystical ability Starts with additional languages. only available to full-blooded gypsies Bonus to skill rolls involving Healing. command radius increased when standing in the open Chance you won't be wounded Always has a chance to Notice ambushes and similar unpleasant surprises A Fate Chip's value may be increased once per session Can breathe underwater Unhygenic appearance provides natural armor and a bonus to Smellcasting rolls. attracts an animal companion Can automatically trigger a Righteous Rage once per session May ignore a random number of wounds each mission. bonus to Riding Can spend bennies on animals Animals react favorably. can figure out unfamiliar languages on a Smarts roll You're tougher after drinking alcohol Bonus to rolls for locating ghost rock.Bonus to Intimidation and Taunt rolls as well as resisting them Grit is increased Ignores Outsider penalty when in foreign lands Animals won't attack you. Charisma is penalized Attracts random weirdness Can inflict a Shaken result. more resistant to rock fever You can anticipate incoming area effect attacks You can hear radio signals Bonus to Swimming rolls Reason loss caused by Rippertech implantation can be reduced Inflicts double damage on a ranged attack Inflicts double damage on a Fighting attack Instantly regain Power Points Gains a Wild Card steed with special abilities Attract a moderate sized following Automatically becomes Harrowed upon death Can gain insight from the dead Low action cards increase in value Has five Extras under command. not automatically replaced when killed Attract a huge following Command Edges can effect Wild Cards Gain a bonus for one d12 Trait Same as Professional but better Wild Die of an Expert Trait is increased Temporarily gains access to another's chi power when observing it in action Favored weapon becomes a Relic Bonus to all combat skills Toughness is increased Same as Tough as Nails but better Gains a Wild Card follower of Novice rank Parry is increased Same as Weapon Master but better .

but you can take any two actions as long as each is "one-handed". but she has a mind like a camera. The warrior is experienced at moving across a large distance and getting the most effect out of rushing his foe. Born in the saddle is more than a turn of phrase for this hero. or if she suffers a hit that would obviously obliterate her (like an artillery shell on a muscle car). essentially. The player of the abovementioned Ogre could only choose to trade-off for Spirit or Smarts. could determine that his Agility is Limited. Each wound still causes a -1 driving penalty and inflicts a critical hit. This Edge may only be taken once. You and your vehicle have gone through a lot together. instead of his Spirit. On a Raise the Shaken condition is removed. If an Area Effect attack does not allow an Agility roll to avoid. The player of an Ogre. This means they must expend extra effort in raising these Attributes. instead of Spirit. The GM must either give you a simple (no more than one sentence) answer or return your benny. //This Edge only has value to someone playing a Race that has one or more Limited Attributes ([1] Some races have Limited Attributes. If an Area Effect attack is not avoided with Agility but another Trait instead. you may ask the GM a single. //Note that this Edge only allows one such trade-off. The 'Artful Dodger' may not know how to hit someone but certainly does know how to make them miss! The character with this may use 1/2 Agility + 2 as their base parry score in place of fighting. an Agility Trick and an attack. the exceptions that prove the rule. He may ignore the standard penalty for Running when making a Fighting attack. if successful. This idea was adapted from 50 Fathoms).For every race. if one ally fails the check you all fail and run! Thick as a brick or the heart of a lion either way your hero is unaffected by attacks that would leave others crying for their momma. Additionally. and on Smarts rolls made to remember something. etc. such as casting a spell and fighting. However. The character also does not provoke the 'unarmed defender' bonus unless their last action was an attack. driving and shooting a pistol. and if failed. //You must choose a specific vehicle in your possession when you take this Edge. and she's almost as much of a hero as you are. This vehicle can survive an unlimited amount of wounds. . the bonus is lost and can not be transferred to a replacement. he gets an Agility roll at -2 to avoid it. he still gets the other Trait roll as normal. If the vehicle is ever completely destroyed. Heroes with the Horseman Edge gain +2 to all Riding checks (but not when using Riding in place of Fighting for melee). //One restriction is that the player may not select an Attribute that starts with any bonuses. You may spend a benny and make a Spirit roll. //The vehicle can still be wrecked by rolling a 12 on the Critical Hit Table. a Horseman can mount or dismount as a Free Action (though not both in the same Round). If unsuccessful a benny may still be paid to immediately eliminate the Shaken penalty. These individuals are born with variances in their blood that make them truly different from those around them. there are exceptions to the norm. but not both. the character may make his Agility roll first at -2. If an attack does allow an Agility roll to avoid it's effects. Like Two fisted. for example. They are. but the vehicle is not automatically wrecked by the fourth wound. select his Strength or Vigor. For example. each raise on his roll allows him to push or otherwise move an ally out of the area as well as himself. the player may designate a different Attribute as being Limited. a the player of a Brinchie could determine that his character's Strength falls under the Limited restrictions. She gains a +2 bonus on Common Knowledge rolls. When any damaging attack creates a Shaken condition with no accompanying wounds your hero may make a free Soak roll. since both of those start out enhanced for that Race. Your hero is prone to sudden flashes of insight. His people learn to ride at least as soon as they learn to walk. and requires two "level ups" to raise during game play. Your character may not be particularly brilliant. simple question which your character might theoretically know the answer to. Such an Attribute costs 2 points to raise at character creation. This character is trained or instinctively aware of incoming Area Effect attacks. As long as you are with your gang you get a +1 bonus to guts checks for every adjacent ally with this edge (for a max of +4). He could not. By taking this Edge at the start. as is normal for most Brinchie. When you're a kid Courage comes easier with numbers. however.

Freerunners recieve a +2 bonus on all climbing rolls and climb half strength +2 " per round instead of half strength. After announcing the counterstrike his Parry is lowered by 2 until his next action. As a general rule. he is considered to have at least Medium Cover against the damage (+2 Armor). The hero adds +1 to his Parry if using a weapon with a Reach of 1 or more. any object up to 1 cubic game inch is easily passable. The character is skilled at using the reach and size of a larger weapon to enhance their defensive posture. If the opponent strikes a solid object. while taking a running action and while not encumbred. In addition. Characters with this edge can choose to forgo the additional d6 damage from a raise on their Fighting roll in favor of sending their opponent flying 1d4" directly away from them. . and maces in his main hand. If the counterstrike exceeds the attacker's fighting roll then he has parried the blow. With this technique it is possible to not exceed the attacker's fighting roll but still land a hit on him. such as a wall. (This edge works best in urban/ modern settings) Frenzied archers sacrifice accuracy for a higher rate of fire. Counterstrike cannot be used in the same round as First Strike. as fighter can still be struck by his opponent even if his own attack hits. Freerunners study the art of getting from point A to point B in the most effective manner through climbing. running! With a successful Agility roll per round of freerunning. jumping. This ability may not be used in conjunction with the aim manuever. If the Area Effect attack is not damaging (like an entangle or stun spell). If the character fails to avoid an Area Effect attack. as well as adding +2 to any attempts to evade area effect attacks. If the character already has Medium or better cover. axes. its effect is increased one level up to a maximum of near total cover (-6 or +6 Armor). You can distract an enemy to allow your ally a better shot. but before the fighting roll against him is made. solid objects which must be climbed. This is in addition to any bonus already granted by such a weapon. The counterstrike is not without risk. Heroes with this edge can make 2 shooting attacks in a single round. the hero may pass over any obstacle and continue on as if it wasn't there.. the character gains a +2 bonus to escape or avoid its effect. if you hit. The fighter then makes a counterstrike (fighting roll) and compares the result against his attacker's fighting roll and Parry value.Fighters trained in this aggressive technique know how to deflect an attack and turn their defense into an attack of their own. The character masters his defensive techniques. If the counterstrike meets or exceeds the attacker's Parry value. Counterstrike may be combined with a wild attack. //Only one counterstrike attempt may be made per round. then the attacker has been struck by the counterstrike and damage is rolled. the opponent takes a wound. The bonus disappears once someone attacks the enemy (successful or not). However. or the round ends. Make a normal attack roll. and you send him flying. the enemy acts. The only exception is large. Sometimes you just get the right angle when you hit an opponent. and vice versa. A character with this Edge who performs the Defend action gains a +4 to his Parry (instead of just +2). You can use a non-fully automatic weapon to perform Suppressive Fire. but otherwise works as listed for Suppressive Fire.. Fighters with this edge have developed a stone grip. If wanted. While wielding a 2-handed weapon the hero recieves a -1 parry in additon to any negatives applied by the weapon itself. rolling. up to two different targets may be selected. Even if the character fails to escape an Area Effect attack. If already Shaken. The additional attack must be used with another shooting roll. Such use requires firing 5 shots from the weapon and only affects a Small Burst Template instead of a Medium one. he is still able to find some level of protection for himself. He also subtracts 2 from any ranged attacks against him this round. they are just so quick and agile its almost as if they do. they are automatically Shaken. alowing him to wield 2 handed swords. Freerunners don't move through objects. and most importantly. and only one wild die may be used with both rolls for Wild Cards. all shooting rolls suffer a -2 penalty. //A fighter may announce his intent to use counterstrike when an attack is declared upon him. resulting in damage being rolled by both combatants. tall. you deal no damage but the next ally to attack that enemy gains a +2 bonus on their Fighting roll. Same as above. however the archer may ignore the -2 penalty.

7. You must choose which type of Trick this Edge applies to (Agility or Smarts) and must have a d8 in that Attribute. He can use Double Tap with a weapon not normally capable of it (as long as the weapon does not needed to be reloaded between shots). As above except the penalty is at -2.. pistols . //[2] Using Deadlands' "Way of the Brave" damage rules. etc. This always results in an empty clip. a Medium or lesser Shield would be a d4 weapon. This Edge should be restricted to personal vehicles (so no dreadnaughts). The heroes weapon now deals an extra d10 of damage instead of a d6 when attacking with a raise. A character with Shield Expertise increases the Parry value of any Shield by +1 while worn. You suffer no MAP when using a Trick in the same round as a Fighting attack. Using this edge the character my give up his movement to double the rate of fire of his weapon. one handed swords.) A true master with weapon-and-shield combat learns how to use his shield offensively while maintain the defensive value of it.. but the Shield no longer adds to the user's Parry until his next action normally. Many soldiers train in the use of weapon-and-shield combat. up to a maximum bonus of +4.).). Add +2 to his Vigor rolls when trying to Soak. The trials of battle have left your hero resistant to less debilitating wounds.Same as above. During combat you may use a Stealth roll against your opponent. the bonuses are lost to the target (though not to the Guardian). but the defense of others they are sworn to protect. //[1] It is assumed in Shaintar: Immortal Legends that a "Shield Bash" maneuver is like any two-weapon attack. but the dedicated warrior learns how to make a shield a very powerful tool in surviving combat. while larger Shields count as d6 weapons. however the hero does not recieve the additional -1 parry for wielding a 2-handed weapon. the shield becomes a powerful symbol of not only self-defense. You may take this Edge twice to apply it to both kinds of Tricks. You receive a +1 Parry bonus for each adjacent ally who also possesses this Edge. While driving a specific vehicle. Honor? Rules of Combat? No no no. these bonuses are shared. The Shield Guardian has learned how to use his Shield to effectively protect another as well as himself. all Shooting rolls to hit it are at -1.) For some warriors. Before taking an Action. while a Large (or greater) Shield does STR+2. you my friend fight dirty and always seize the opportunity when it arises. but the Shield no longer adds to the user's Parry until his next action normally. //[1] It is assumed in Shaintar: Immortal Legends that a "Shield Bash" maneuver is like any two-weapon attack. a Medium or lesser Shield would be a d4 weapon. //[2] Using Deadlands' "Way of the Brave" damage rules. Medium Shields (or less) do STR+1 damage. a character with this Edge can declare an adjacent character as receiving all of the same defensive bonuses he receives from the Shield (Parry bonuses.. .. Shield bonues to Armor against ranged damage). This character is capable of pulling a trigger faster and retaining accuracy. while larger Shields count as d6 weapons. If the declared target moves away from the Guardian. The maneuverability you can squeeze out of it makes it difficult for anyone to get a decent shot at it.3). You are part of a highly trained fighting unit that knows how to work together to defend each other. A raise will grant you the Drop (+4 to attack and damage on your next action or you may attack immediately with a +2 to attack and +4 to damage) You have a feel for your vehicle which borders on the supernatural.g.). Shield Mastery allows the warrior to make an attack with his shield without losing the Parry bonus it confers. with a -2 to all actions. and he can use Three Round Burst with a weapon capable of Double Tap. The shared defenses remain applied until the Shield Guardian acts again. A success gives you +2 to your attack and damage rolls against that opponent on your next action or you may attack immediately with the normal multiaction penalty (effectively no penalty) with +2 damage. two handed maces. The hero must be proficient with the desired weapon (See house Rules 1. This edge may be applied to any one weapon type (e. Your character has spent much time and effort mastering the most efficient way to wield his weapon. not lost.

They also gain a +2 on any Knowledge checks that have to do with the stories and lore of Shaintar. and tell good stories. They are well-educated and well-traveled. the Cavalryman gets a +2 on his Fighting roll as long as he moves at least 6" in a straight line before attacking. Range. The GM must approve the conditions and they should be possible (though not necessarily easy) to accomplish. They are also capable negotiators. As long as the Curse is in effect. juggle. Spend a Benny to gain a one-time use of any Power that would normally be available to your character through the New Power Edge. When inflicting the Curse. singers. and they can compensate for any difficulties. This hero knows how to make the most of mounted combat. the normal cost of the power). assassins are skilled killers who know a thousand ways to kill an enemy efficiently. In addition. the caster must make a pronouncement to the victim that he's been Cursed as well as what needs to be done to break it (though the latter may be stated as a riddle of some sort). taking every opportunity to learn a new tale or a new piece of news. Bards all know how to play multiple instruments. all troops under his command automatically succeed as well. The character is beloved and trusted by his troops. The bringers of news and entertainment around the world. as long as this character succeeds on his Guts roll. //Whenever the fighters need to make Fear checks. .. Those who train in advanced techniques learn how to master the bow in all conditions.You take great umbrage whenever one of your friends gets hurt badly. Archers are among the most prized soldiers in any military. Assassins may only recieve the bonus if his target has vital areas. but the penalty is reduced by 2 (minimum 0). Your presence heartens and inspires those around you. Assassins gain a +6 to the attack and resulting damage roll when he gains the drop on his target. Your Command edge affects Wild Cards as well as Extras. and Cover penalties by 1. //Those in the command radius add +1 to their Shooting rolls. Bards may expect hospitality almost anywhere they go. sing. This Mounted Charge can be done at the end of the mount doing a Run with no Multiple Action Penalties. This is in addition to the +4 Damage. jugglers. While a magician can place multiple curses on a target. so that they would literally follow him to the Gates of Hell and beyond. You are a skilled shooting range master and know how to make most of the ranged troops under your control. the caster cannot regain half of the Power Points spent (i. Bards are skilled orators. The spellcaster is adept at maintaining multiple magical effects simultaneously. When performing a Mounted Charge. Archers reduce all Called Shot. and in many smaller towns they are called upon to arbitrate disputes. Both modern or medieval. //Note: Best suited for dark fantasy and horror settings. the same curse cannot be used again while the first is still in effect. etc must still be paid.all costs. Assassins may ignore 1 point of called shot penalties during combat. Whenever a Wild Card ally (includes fellow PCs) is Incapacitated. and musicians.e. The arcane skill roll penalty for maintaining multiple powers is reduced by 1 (minimum 0). Treat that Power exactly as if you'd bought it with New Power . To make use of this Edge. the magician must spend double the normal amount of Power Points when using a power which has a detrimental effect on the target. What it does is make the power last until the victim fufills certain conditions chosen by the magician. your attacks against the opponent who struck the blow inflict an additional 1d6 damage. They use their Persuasion skill in performing such feats. Bards are a respected (though sometimes mistrusted) lot. As Weave Power.

If ever a Kor-In Student is knocked back or down. Kor-In Students also learn how to roll with attacks and stand quickly from being knocked down.Masters of Horse are experts of mounted combat. Their members train with heavy-duty bows. The Silver Arrows. and the "Horsemasters of Fortune" in the Freelands. prestidigitation. though. The essence is the same. saber. A successful Persuasion test against the opponent's Smarts changes the price by 10%. physically gifted. In the Freelands and the Pirate Archipelagoes. Just as Doctor. Both of these bonuses require them to be armed with a rapier. You also have the knack of spotting the signs that someone else may have done the same. He suffers no penalty to Healing for not having proper materials as he can scro The seas around Shaintar are treacherous indeed. You are a whiz at ferreting information out of computers no matter how well protected a file may be. including the use of Edges and Shields. The edge allows a character to talk a buyer or seller to the best possible price for the character. Fencers gain a +1 Parry while unencumbered. The term is usually used with great respect for such mounted warriors as the "Riders of Vale" in Galea. masters of the rapier become exceptionally skilled at defending themselves. agility. and they are capable of firing in the midst of a melee. and it takes a special kind of person to thrive on them. and Tracking rolls involving computers. mobi Your character can make useful items from natural materials. Add a +2 to all Investigation. the Rider's mount gains a +2 to its Pace and a Running die of d10 instead of a d8. Combat Archers may fire their bows in Close Combat. These are some of the distinguished units whose members specialize in Combat Archery techniques. The Martial artist is considered armed. as well as exploiting opportunities to place a well-aimed thrust. either a Korindian or being trained by someone who knows the art. natural athlete. A character with this Edge may ignore one point of his patient's wound penalties when healing an injured person. balance. or (GM's option) similar light weapon. he may throw an opponent Prone wit Martial Artists are highly trained hand to hand combat specialists. Performing feats of dexterity. Every raise changes the price an additional 10% to a max of 50%. the "Desert Riders" in the Eternal Desert. A Rider's mount enjoys the benefit of his Parry. The Azure Feathers. Those that do. even without a weapon equiped. even if he is Shaken. They may also strike opponents with their stout bows in melee (doing STR+1 damage). They can also use their bows in hand-to-hand combat very effectively. made from either ironwood or everwood. As well. He gain . and they gain a +1 to offset any Called Shot penalties. they've developed the art of fencing to a fine. however. the forms are much less structured and far more brazen. Same as above. using the target's Parry as the Target Number. able to urge their horses to great deeds and protect them in the chaos of combat. In the Prelacy of Camon. [ 1] The advanced Kor-In Student learns how to throw opponents to the ground. Lockpicking. disciplined martial form. The character. He automatically gains the benefit of being considered "Armed" for purposes of avoiding penalties when fighting unarmed against armed opponents. are worth t Your character is skilled at the arts of legerdemain. a Your character had always been a talented sportsman. By making an attack at -2. instead of one. The 3rd Freelord Archery Company. but the Surgeon may ignore two wound levels. flim-flammery and fast-talking (but not necessarily true magic). but the character receives a +1 to the Persuasion roll. he may make an Agility check to immediately regain his feet. has begun the path of mastering Kor-In.

you actually have the fortitude to get away with it. Epic characters may advance traits beyond d12. if appl Traceurs are practitioners of the art of Parkour. the wild die becomes a d12 for that trait. On any round in which he is dealt a Joker. Ranged attacks against him suffer a further -1 penalty (to a total of -3 wi Same as above.. For example. her running die is one size larger (d8 normally. On any round in which he is dealt a Joker. any Vigo Your character is fast. but there is no mistaking the fact that he believes what he says. his Pace. Your character has learned how to swiftly recover from the There's no way im paying full price for that mace! Lower the price 80 gold and i might think about it. she gains +2 to her Pace. You get the picture. This character is a master of mobility and a demon at defense. but you can sometimes make that work to your advantage. he adds +2 to his Parry. Your character has the uncanny ability to be where the bullets ain't. he adds +2 to his Toughness. an activity with the aim of moving from one point to another as efficiently and quickly as po Some call your character a wide-eyed idealist. Anytime you would normally ma Your character has no formal arcane schooling. your hero can't sta Others may perceive your character as a savage. gai A character with this edge improves their wild die to a d8. a This hero absorbs blows that would fell an ox and laughs. . Your char You've got some impressive "assets" and you sure know how to make the best use of them to make sure that your opponent's attention is wh Not only do you have the looks and the guts to run around in a chainmail bikini. Anytime your character is tell No matter how diplomatic they are. but the penalty to hit your character is now -4 (total) and he adds +4 to his rolls to evade area effect weapons when allowed. Choose a single Novice-rank power. you won't let such minor inconveniences like cold weather stop you from showi Don't leave anything behind! With the Strong back edge your hero can carry weight as if his Strength was one step higher than it actually is. On any round in which she is dealt a Joker. a second raise on the skill roll provides that effect again. too! //W Clothes are for weaklings! And as far as you are concerned. but there's this one special trick she knows. everyone makes social gaffes now and then. If the character has the Master edge.When using a power that gains an additional effect on a raise. An Epic character has surpassed the legendary and has transcended to a whole new tier..

The Character has studied virtually every aspect of life. //His Common Knowledge encompasses every type of inf . arts and sciences. culture.

Weird War II Low Life 50 Fathoms Rippers Core Rules Core Rules Low Life Weird War II 50 Fathoms Core Rules Sundered Skies Slipstream Low Life Core Rules Low Life Low Life Core Rules Core Rules Low Life Low Life Low Life Low Life Rippers Low Life Low Life Low Life Low Life Low Life Deadlands: Reloaded .Setting Weird War II Tour of Darkness Core Rules Core Rules Core Rules Weird War II Core Rules Core Rules Core Rules Core Rules Core Rules Low Life Low Life Core Rules The Flood Plot Point Campaign Weird War II Rippers Low Life Low Life Core Rules Tour of Darkness.

Solomon Kane Core Rules Core Rules Evernight Evernight Deadlands: Reloaded Weird War II Solomon Kane The Flood Plot Point Campaign Weird War II Core Rules Core Rules Solomon Kane Core Rules Core Rules Core Rules Core Rules Core Rules Weird War II Tour of Darkness Core Rules Core Rules Deadlands: Reloaded Deadlands: Reloaded Tour of Darkness. Weird War II Rippers. Slipstream . Necropolis 50 Fathoms. Solomon Kane Core Rules Necessary Evil.Tour of Darkness Sundered Skies The Flood Plot Point Campaign Core Rules Core Rules Weird War II Slipstream Weird War II Weird War II The Flood Plot Point Campaign The Flood Plot Point Campaign The Flood Plot Point Campaign Tour of Darkness. Solomon Kane The Flood Plot Point Campaign The Flood Plot Point Campaign Evernight Weird War II Weird War II 50 Fathoms. Solomon Kane 50 Fathoms. Solomon Kane. Weird War II Tour of Darkness. Solomon Kane 50 Fathoms.

Slipstream The Flood Plot Point Campaign Solomon Kane Weird War II Core Rules Core Rules The Flood Plot Point Campaign Low Life Solomon Kane Core Rules Deadlands: Reloaded The Flood Plot Point Campaign The Flood Plot Point Campaign The Flood Plot Point Campaign The Flood Plot Point Campaign Core Rules Core Rules Core Rules. Deadlands: Reloaded Weird War II Low Life Core Rules Deadlands: Reloaded Rippers Solomon Kane Solomon Kane Core Rules Evernight.Weird War II Solomon Kane. Slipstream Slipstream Solomon Kane Deadlands: Reloaded Low Life Solomon Kane Core Rules Slipstream Evernight Evernight Deadlands: Reloaded Core Rules Core Rules Necessary Evil Weird War II Weird War II The Flood Plot Point Campaign Tour of Darkness Tour of Darkness Slipstream Core Rules Core Rules Slipstream .

Weird War II Necropolis Core Rules Solomon Kane Necropolis 2351-2355 Update> Core Rules Core Rules Weird War II 50 Fathoms Core Rules Weird War II Tour of Darkness Rippers Slipstream Rippers Rippers Weird War II Deadlands: Reloaded Rippers Slipstream Low Life Deadlands: Reloaded Deadlands: Reloaded 50 Fathoms Deadlands: Reloaded Slipstream Slipstream Deadlands: Reloaded Deadlands: Reloaded Core Rules Deadlands: Reloaded Core Rules Core Rules Core Rules Solomon Kane Solomon Kane Low Life Core Rules Solomon Kane . Weird War II Necropolis.Evernight Core Rules Evernight Evernight Evernight Weird War II Weird War II Weird War II Tour of Darkness Core Rules Tour of Darkness . Solomon Kane Weird War II Necropolis. Necropolis .

Necessary Evil Weird War II Tour of Darkness. Solomon Kane Low Life Slipstream . 50 Fathoms. Necessary Evil Low Life Low Life Weird War II Fantasy Companion 50 Fathoms Core Rules. Weird War II Core Rules 50 Fathoms 50 Fathoms Core Rules. Slipstream Fantasy Companion Weird War II Core Rules Low Life Slipstream Solomon Kane Tour of Darkness Low Life Core Rules Low Life Core Rules Core Rules. Slipstream Evernight.Solomon Kane Slipstream Slipstream Deadlands: Reloaded Deadlands: Reloaded Rippers Core Rules Core Rules Fantasy Companion Deadlands: Reloaded Rippers Rippers Fantasy Companion Fantasy Companion Evernight Low Life Low Life Core Rules Weird War II Weird War II Solomon Kane.

Weird War II Deadlands: Reloaded Core Rules Core Rules Low Life Core Rules Slipstream Slipstream Deadlands: Reloaded 50 Fathoms Tour of Darkness Weird War II Deadlands: Reloaded. Solomon Kane Tour of Darkness.Slipstream Rippers Tour of Darkness Tour of Darkness Tour of Darkness Evernight Slipstream Slipstream 50 Fathoms Core Rules 50 Fathoms. Weird War II Low Life . Deadlands: Reloaded Evernight Tour of Darkness The Flood Plot Point Campaign Evernight Slipstream Low Life Deadlands: Reloaded Deadlands: Reloaded Tour of Darkness Low Life Evernight Deadlands: Reloaded Deadlands: Reloaded Core Rules 50 Fathoms Fantasy Companion Tour of Darkness Deadlands: Reloaded Core Rules Core Rules Rippers Tour of Darkness. Necropolis.

Core Rules Deadlands: Reloaded Rippers Low Life Core Rules Core Rules Solomon Kane Tour of Darkness Weird War II Core Rules Deadlands: Reloaded Low Life Low Life Low Life Rippers Core Rules Slipstream Deadlands: Reloaded Slipstream Weird War II The Flood Plot Point Campaign Weird War II Weird War II Weird War II Rippers Core Rules Core Rules Core Rules Deadlands: Reloaded Low Life Deadlands: Reloaded Low Life Deadlands: Reloaded Core Rules Low Life Solomon Kane Core Rules Core Rules Core Rules The Flood Plot Point Campaign Deadlands: Reloaded Low Life Core Rules Core Rules Core Rules Necropolis Core Rules Core Rules .

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Talisman Shaintar: Immortal Legends web extra Talisman ~Lord Skudley Perplext JackAce OgBenDog Mylon. UmbraLux Shaintar: Immortal Legends with permission .

Armoury Games

Talisman

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-1337pwnr

-1337pwnr Shaintar: Immortal Legends with permission

Shaintar: Immortal Legends with permission. // [3] Kor-In is a martial art form in Shaintar; references to this could be include any formalize

(by Clint Black on the Savage Worlds Forums)

Ronism

-1337pwnr

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(by Clint Black on the Savage Worlds Forums)

Perplext Shaintar: Immortal Legends web extra

Shaintar: Immortal Legends web extra

Shaintar: Immortal Legends web extra

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Sitting Duck

Sitting Duck Clint

Sitting Duck

Talisman

CaptainZoido JackAce

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Tuesday

Talisman

Talisman Shaintar: Immortal Legends with permission

- 1337pwnr

Shaintar: Immortal Legends with permission

Shaintar: Immortal Legends web extra

Shaintar: Immortal Legends web extra Shaintar: Immortal Legends with permission Boulder Boulder Shaintar: Immortal Legends with permission Sitting Duck Boulder Boulder Shaintar: Immortal Legends with permission Shaintar: Immortal Legends with permission -1337pwnr (Note: This is the physical equivalent of the SW:EX rules Professional Edge Jack-of-all-Trades.) Posted on the Pinnacle Forum by Clint (example of an Edge to convert a character's abilities from another system) Shaintar: Immortal Legends with permission Talisman .

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Hindrance Activist Ailin' Alien Form All Thumbs All Thumbs Allergy Anemic Armless Arrogant Bad Dreams Bad Eyes Bad Luck Big Mouth Blind Bloodthirsty Branded Broken Spirit Bullet Magnet Cautious Claustrophobia Clueless Cocky Code of Honor Colorblind The Cup Overflows Curious Cursed Death Wish Delusional Dependent Disability Disowned Distinctive Appearance Doubting Thomas Doubting Thomas Elderly Enemy Exotic Atmosphere Breather F-ing New Guy Fanatic Funny Looking Garrulous Gimmick Glass Jaw Gloater Glow Blind Glowmad Susceptible God Cursed Type (Minor) (Minor/Major) (Major) (Minor) (Major) (Minor/Major) (Minor) (Major) (Major) (Major) (Minor/Major) (Major) (Minor) (Major) (Major) (Minor) (Major) (Major) (Minor) (Minor/Major) (Major) (Minor) (Major) (Minor) (Major) (Major) (Major) (Minor) (Minor/Major) (Major) (Minor/Major) (Minor) (Minor) (Minor) (Major) (Major) (Minor/Major) (Major) (Minor) (Major) (Minor) (Minor) (Major) (Minor) (Major) (Minor) (Minor) (Major) .

Goldbrick Greedy Grim Servant o' Death Habit Hard Case Hard of Hearing Heartless Heat Prone Heavy Sleeper Heroic Hoardosaurus Homesick Illiterate I'm With Him Inumerate Jingoistic Junkie Lame Legless Light Sensitive Lost Faith Loyal Lyin' Eyes Mean Mistaken Identity Moon Skin New Arrival Nightmares Obese Old Ways Oath One Arm One Eye One Eye One Leg Orders Outsider Overconfident Over-Sensitive Pacifist Penitent Phobia Poverty Power Negation Psionically Vulnerable Quirk Replacement Ripping Psychosis Servitor Sheep Shell Shocked Short Timer Slow (Minor) (Minor/Major) (Major) (Minor/Major) (Major) (Minor/Major) (Minor) (Major) (Minor) (Major) (Minor) (Minor/Major) (Minor) (Major) (Major) (Minor/Major) (Major) (Major) (Major) (Major) (Minor) (Minor) (Minor) (Minor) (Minor/Major) (Minor/Major) (Minor) (Minor) (Minor) (Major) (Major) (Major) (Minor) (Major) (Minor) (Minor) (Major) (Major) (Minor/Major) (Minor) (Minor/Major) (Minor) (Major) (Minor/Major) (Minor) (Major) (Major) (Major) (Minor) (Minor/Major) (Major) (Major) Slowpoke (Minor) .

Small Sort of Clueless Stubborn Supernatural Weakness Tenderfoot Terminally Ill Thin Skinned Ugly Vengeful Vow Wanted Weak Willed Weakness Wuss Xenophobic Yellow Young Arcane Crutch (Major) (Minor) (Minor) (Minor) (Minor) (Major) (Major) (Minor) (Minor/Major) (Minor/Major) (Minor/Major) (Minor) (Minor/Major) (Minor) (Minor/Major) (Major) (Major) (Minor/Major) Back-to-Backlash Cape Fetish (Major) (Major) Can't Swim (Minor) Chronic Depression (Minor/Major) Expensive Taste (Minor) Flashbacks (Minor) Flatulence (Minor/Major) Impatient (Minor/Major) Insomnia (Minor) .

Intolerant (Minor/Major) Motion Sickness (Minor) Panicky (Major) Persistent Injury (Minor) Poor Cardio (Major) Power Burn (Major) Randy (Minor/Major) Rival Slow (Minor/Major) (Major) Slow-Witted Weak-Willed (Minor/Major) (Minor/Major) Unfocused (Major) .

Suffers from constant nightmares. Technology is so ingrained in the Necropolis and Slipstream settings that this a major Hindrance. Has increased likelihood of being hit by adjacent fire. Exposure to a particular condition or substance results in penalty to all Trait rolls or (in Necessary Evil) temporary negation of powers. Won't betray his country or cause. Beneficial powers from AB: Miracles of a particular god ineffective. Strength. Willing to risk life to accomplish something. affects repairing items. bonus points for Smarts linked skills. Name says it all. Charisma is reduced. Doesn't believe in supernatural. Penalty to all rolls requiring arms unless some form of compensating is available. Pace. Penalty to rolls for resisting glowmadness in addition to normal Phobia effects. Charisma is penalized. Can't see too well. your spirit is broken. Has a hard time resisting sickness. Must brag about own superiority at the beginning of a combat or incur benny loss. Big penalty for all tasks requiring sight. Soak rolls penalized. latter two may never be raised. Always exhibits proper behavior. Has a recurring foe. As above but the character suffers more sanity loss. Received a brand for committing a crime. Likes to avoid rash decisions and plans out excessively. Kung fu powers have overly flashy trappings. Fatigue resistance more difficult. Has a physical or mental affliction not covered by any of the other Hindrances. Captured. Beneficial miracles have no effect due to some horrible misdeed in the character's past. resulting in a Charisma penalty among those who know about it. Possesses a completely nonhuman physiology. People find your appearance amusing. Indulges in monologuing and other old school super villain habits. tech level of the setting affects the value. Possesses a unique and easy to spot physical trait. disease. tortued or just plain witnessed too much. Disadvantaged by being the new guy on the battlefield. Bennies at start of session reduced. . Using mechanical or electronic device causes malfunction. The character breathes the same atmosphere as most everyone else. A scandalous action in the past results in a lowered Status. Penalty to ranged attacks when outdoors. Must look into anything that grabs attention. and Vigor reduced. Possesses an unconventional belief. Penalty to rolls for resisting glowmadness and boredom. Penalty to Common Knowledge rolls. Not very good at keeping secrets. Suffers from a terminal disease. adversely affecting Charisma and Healing rolls. receives free Edge as compensation. it also affects Shooting.Props The character has a penalty to Charisma while interacting with those who possess differing viewpoints. Must perform some inconvenient task to gain access to powers. receipt of Fate Chips affected. Excessively violent. In Evernight. Cost for carousing increased. harmful powers from same more effective. poison. Guts rolls penalized when faced with supernatural. Devoted to a danger-prone Novice rank NPC. or environment. Convinced of own superiority and always wishes to prove it.

They're always the "second fiddle" character and are penalized on what skills they can take. Incapable of comprehending numbers. how far he'll go determines the value. Disdains violence and avoids killing. Doesn't fit in society. Engages in some annoying behavior constantly. strictness determines the value. penalty to Swimming rolls and Pace. spendthrift ways. Collects all sorts of things and won't let go of them. the opposite of the Quick Edge. Notice and Vigor rolls involving sleep penalized. Charisma is penalized and Leadership Edges may not be used when dealing with foreigners. Penalty to Trait rolls requiring depth perception. Bear a strong resemblance to some notorious person. starting Reason lowered. Presence of a particular object or situation causes a penalty to all Trait rolls. resulting in a Charisma penalty. Plagued by bad dreams causing him to not sleep well. Believes in the superiority of own culture. reducing Pace and running die. Suffer a Charima penalty due to their desire to go home. Must always help those in need. Has a day job with superiors who can inadvertently interfere with Lodge work. Obsessed with wealth. penalty to all Trait rolls if addiction isn't sated daily.Laziness to the point it affects Charisma and promotion opportunity. Penalty for all tasks requiring both hands. possible Charisma penalty. bonus to Persuasion rolls when begging. . May not use modern devices. The character has been placed into a "lower order" to prove themselves. Hearing based Notice rolls adversely affected. ranged attacks penalized. New to war and suffers penalties do to his inexperience. or at all. Penalty to social-based skills because they are a follower. Very high strung. Presence of uncommon condition or substance results in loss of powers and penalty to all Trait rolls. Doesn't have any qualms about killing to accomplish goals. Has an unpleasant disposition. Intolerant of unprofessional behavior. Knows fewer languages as they are new to the Slipstream. Penalty to trait rolls when exposed to light. resulting in a Charisma penalty and generally unpleasant treatment from most folks. Wearing armor can be difficult or impossible. Skin is highly sensitive. Is overweight. penalizing Charisma. Has only one eye (rather than missing an eye). Pace and running die reduced. Intimidation and Persuasion rolls penalized when lying. Believes self to be capable of anything even in the face of common sense. Starting cash reduced. Cannot perform Miracles. Character has the "shakes" and suffers Charisma and Sanity penalties. Pace is reduced. The character only has a few weeks left in country. Can't read or write. Starts play with a Rippertech implant with all possible bad effects. Has a distinct foible of some description. Addicted to something. Suffers penalty to resist Psionic attacks. Takes a lower initiative card. or have Miracles performed on him. Critical miss in combat results in hitting allies. full-fledged addictions can cause Fatigue. Soak rolls required when possible. resulting in a Charisma penalty. Subject to the whims of a greater power. The character suffers a penalty to Vigor rolls made to resist the effects of heat. Always sticks by his friends. Toughness is increased. Penalty to all rolls requiring Agility and Pace is reduced. Pace and running die reduced.

it is up to the GM to decide if the flatulence is audible or just odoriferous. Whether it is in the from of insomnia itself. . make a Spirit check. In tense or stressful situations. using normal rules for having no oxygen. it got snagged in a manner where it chokes the character. The character. For Supers games only This character simply can't swim. person. He passes gas at the most inappropriate times. when in a dreary mood. Your character is particularly proud of his cape and will not remove it even when it becomes a safety hazard.Toughness is reduced due to slight stature.-2. When wielding arcane forces. is difficult to rouse to action. like getting shot up with a narcotic. penalty to Guts rolls. Rolls for Tests of Will and resisting arcane powers penalized. the Hero must make a Vigor roll or let one loose when in tense. (Example: A thief gets penalties if he tries to open a lock if he had failed a first try). Insists on having own way no matter what. The major version is either a real hassle or is hazardous to the magician. Has an unappealing appearance which results in a lowered Charisma. sound etc. Card draw at beginning of session determines if symptoms are acting up. then sinks the next. //In either form of this hindrance. Taken as a minor hindrance. receive an extra benny at start of session. Must always right a wrong. like Persuasion or Streetwise. Attribute and skill points for character creation are reduced. he may begin hallucinating and acting as if he were actually in his flashback. you're more prone to letting them get out of hand. With a failure the hero suffers a flashback and is shaken. how far he'll go determines the value. When subjected to water. It's not like this character specifically chooses to buy only the most expensive equipment. The Hero suffers from a nervous bowel and inefficient digestive system. If you fail. You may not use a benny for this roll. //Minor: Anytime you want to use a benny. Starting Grit is lowered. It's more that the items that he likes have a tendency to be the most expensive ones available. The hero suffers from the inability to sleep. //As a major hindrance. Is bound to a set of ideals or a goal to accomplish. always in a hurry. He suffer a cumulative penalty (-1. With a failure he is unable to sleep for the next 6 hours. The minor version is something that is inconvenient. the character loses an action as he attempts to unsnag his cape. You suffer a Backlash result when a one comes up on either the skill die OR the Wild Die. or maybe some form of night terror. //Major: The penalties stay the same even he use bennies. the benny is wasted and has no effect. Penalties when wounded increased.. Should the roll have come up snake eyes. has the attention span of a gnat. the character suffers a -2 to Charisma and all associate social skills. Responsible for a crime which could result in arrest. a -2 is applied to any arcane skill rolls. but with a -2 penalty. Individuals looking for a concealed Hero gain a +2 to their Notice roll. the penalty does not apply. Arcane types with this hindrance have gotten into the habit of performing some action while performing magic and now it's gone psychosomatic. The character is afflicted with melancholies that make him/her unmotivated and disinterested in life.. stressful situations. Individuals looking for a concealed Hero gain a +4 to their Notice roll. //Major: As above. Whenever the Hero sees or hears an object.-4. or something similar. that may have been linked to a specific traumatic event in his life he must make a Spirit roll. The Hero has suffered a traumatic event in his life that has taken a portion of his sanity with it. is up to you. If he uses a benny to gain a reroll. he pays 25% more then the listed price for the purchased item. Common Knowledge rolls penalized. Whenever the character buys equipment.-6. the character flounders for one round. the Hero must make a Vigor roll at -2 or let one loose. inflicting an automatic Shaken result as well. Somewhat cowardly. particularly those who can fly. Anytime the trait die for an Agility or Agility-linked skill comes up as one (regardless of the Wild Die result). Flatulence can occur in one or two ways: The trumpeter or the SDB (Silent But Deadly). Minor: The character is nervous by nature. Taking proper medication will give the hero a +2 to his roll for the day. Takes extra damage from a specific type of attack. A character may normally tread water even without the swimming skill (pace 1). The cape is a popular fashion accessory among both superheroes and supervillains. Suffers from an incurable disease.) for consecutive rolls of the same (non-combat) matter. he must make a spirit roll. Takes extra damage from a particular substance. Charisma penalty due to their intolerance to others not of their species. The character may not learn the swimming skill without first buying off this hindrance. either due to the sound or the stench. but this hindrance causes the character to fail at even that. Whenever the magician can't perform this action while trying to use magic. either due to the sound or the stench. like waving your arms about or having a lucky piece at hand. Whenever the character is attempting to fall asleep. A bit ignorant. All Guts rolls are penalized due to cowardice.

the hero has a hard time keeping himself from making inapropriate or even vulgar comments about the opposite sex when the opportunity presents itself. or any other common characteristic. Anytime the player pulls an Ace or a face card during combat. and in some cases. a bullet that was never dislodged. To take this hindrance. they must also make a Vigor roll or take 2d6 damage. or a scantily dressed prostitute is asking him if he wants a good time) it's almost impossible for him to not do so.. his belt is buckled a little looser than the rest. A character with this Hindrance cannot take the Quick or Level-headed edges. the hero simply makes annoying comments and at times vulgar gestures sexual in nature. The character has bronchitis. That is to say.. race. Whenever the character rolls a natural 1 using his/her Strength or Agility attributes. your Wild Die returns to the normal type of d6 for that roll. he forgets his current objective and becomes consumed with whatever he has come across. A character cannot suffer more than one point of fatigue in this way and the fatigue is removed once s/he has a few calm minutes off the vehicle. The Character is either very gullible or easily distracted (or both). kill them. going to a party hosted by one of them. These penalties may be removed one at a time by catching his/her breath for one turn. In addition he suffers a -2 charisma when talking with anyone of the opposite sex. or other condition making breathing difficult. When the opportunity does arise to act on those comments (e. The character wants to avoid this group. This Hindrance does not apply to Jokers. the penalty will be reduced to -2". They act on the lower of the cards drawn. which unfortunately includes most of them. This penalty increase to -2 if the Major version is chosen. s/he will kill a member of this group. choose a group. his/her Pace is cumulatively reduced by 1". His Pace is 6" + 1d6" -3". and must make succeed on a Spirit roll do deal with them in any nonviolent way. In either case. This could be an old sports injury. S/he will avoid them when possible. If s/he doesn't move next turn. (Goes great with the SW: Elderly Hindrance) There's an NPC associate of approximately equal ability to you with whom you engage in games of one-upmanship on a regular basis. Psionics or Super Powers. Whenever the character makes a trip by plane. Every turn the character runs consecutively. When you take this hindrance. religion. When drawing cards. If s/he fails. or Intimidation. The character is not a quick as others are when it comes to reacting to combat. with the GMs approval. provided that s/he thinks s/he could do so without being caught or punished.The character is especially prejudiced or bigoted against those different from himself. or other fast moving vehicle for more than an hour. Whatever the case. Taunt. culture. The character will never voluntarily cooperate or deal with the group s/he is intolerant of. arthritis. the character must have one of the following Arcane Background edges: Magic. Whenever you spend a benny. the character must make a test of wills at a -2 penalty when he has the chance to act on his randiness (At GM's discretion). it does not work well with Weird Science. asthma. Miracles. if they get a Jack or better. This character's supernatural power comes at a price. Innately evil things like zombies and demons would not be appropriate. No. Example: A Character has run for 3 turns in a row. s/he is automatically shaken. or letting one marry his/her daughter. car. s/he suffers a point of fatigue. //Minor: The character strongly dislikes this group and accepts most negative stereotypes about them. . your hero is randy. s/he must make a Vigor roll.. Your hero has a hard time focusing on any task he feels is unimportant. a woman with the (Very) Attractive Edge is sitting across the bar. no Edge that gives bonuses to the Guts skill may be chosen until this Hindrance is bought off. //Major: The character is violently hateful of these people. The level of the Hindrance determines how far and how stupid you're willing to go to show up your Rival. such as Persuasion. Your Wild Die is a d4 rather than a d6 for any Trait rolls. Whenever the character uses their Arcane Background powers. An old injury that never quite healed or other chronic condition sometimes comes back to haunt the character. With a failure. //Major: The penalty affects both types of Tricks. Examples: Buying things from them. However as a major hindrance. this isn't the name of your character. This can be sex. for the time being. etc. believing that one is not guilty of an accused crime. Given the opportunity. This character does not perform well under stressful situations and cannot focus on committing to a target when in combat. they draw another card until they get a card lower than a Jack. //Minor: -2 penalty to resist one type of Trick (either Smarts or Agility). emphysema. he must redraw until he pulls a ten or lower. species. not counting any supernatural enhancements.g. This character suffers -1 to all opposed rolls. boat. The character uses only his basic Vigor. This character has problems with face-to-face verbal conflict and will usually back down in such situations. With the minor hindrance.

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