Edges and Hindrances

Edges and Hindrances:

Characters can take special abilities—Edges—by balancing them with flaws—called Hindrances.

You may take one Major Hindrance for your hero and up to two Minor Hindrances. A Major Hindrance is worth 2 points, and Minor Hindrances are worth 1 point each. Your Hindrance points can then be spent to gain additional advantages for your character, as follows:

For 2 Points, you can:

-Raise an Attribute one die type

-Choose an Edge

For 1 Point, you can:

-Gain another skill point

-Gain additional money equal to your starting funds.

House Rule Special: Born a Hero! To compensate for the high-damage nature of this campaign, during character creation, heroes can ignore the Rank requirements of Edges when taking them. Other restrictions and requirements must be met and obeyed.


Allergy (Minor/Major): Your character suffers an aversion to a common condition or substance, such as cheese, pollen, dust, etc. Exposure to that substance (generally within a few feet) inflicts a -2 penalty to all your hero’s Trait rolls for the Minor version, and -4 for the Major version.

All Thumbs (Minor): Characters with this drawback suffer a -2 penalty to the Repair skill at all times. Additionally, a roll of the 1 on a character’s skill die whenever using a mechanical item (including firearms, and regardless of the Wild Die), means the device malfunctions and is broken.

Anemic (Minor): Your character subtracts 2 from all Vigor rolls made to resist Fatigue checks, poison, disease, and the like.

Arrogant (Minor): Your character is arrogant, and has to let everyone know that he is the best. It isn’t enough just to win, he has to dominate, and show that victory can come to him at any moment. This is the kind of character who disarms an enemy just to hand the weapon back to them with a smirk, and always looks for the “master” in battle, fighting minions only if they get in the way.

Bad Eyes (Minor/Major): Your hero’s vision just isn’t clear. With spectacles, there’s no penalty and the Hindrance is only Minor. Should he lose his glasses (50% chance when he’s wounded), he suffers a -2 penalty to rolls made to shoot or Notice something more than 10 yards away. If the character cannot wear spectacles for some reason, Bad Eyes is treated as a Major hindrance, and takes the same penalty as a Minor Hindrance at all times.

Bad Luck (Major): Your hero is fairly unlucky, and receives one less Benny per game session. A character cannot have both the Bad Luck Hindrance and the Luck Edge.

Big Mouth (Minor): There are many people who can’t keep their mouths shut when entrusted with secrets. A character with this hindrance is one of them. He reveals all sorts of things, generally at the worst possible time.

Blind (Major): Your hero is completely without sight. He takes a -6 penalty to all physical tasks requiring sight, which is most everything, and -2 to most social tasks as he can’t “read” those he’s interacting with as well as others. However, Blind characters receive another free Edge (in addition to the points gained taking this hindrance) to compensate for this particularly deadly drawback.

Bloodthirsty (Major): Your hero revels in carnage and cruelty. He never takes prisoners unless under the direct supervision of a superior. The hero suffers -4 to his Charisma, though this may be ignored by those who don’t know of his reputation.

Branded (Minor): Your character was caught committing some crime at some point in the past. He escaped execution or some other grisly punishment, but received a brand labeling him a criminal. He suffers -2 Charisma because of the brand and the stigma associated with it. In seedier areas, however, this may be ignored.

Cautious (Minor): Your character likes to plan things out, sometimes to the point of planning too much. Your character likes to plot things out in detail before acting, often long before any action is taken.

Clueless (Major): Your hero isn’t aware of his world as most others, and suffers a -2 to Common Knowledge rolls.

Cocky (Minor): Some heroes don’t know when to brag and when to act. Your character must spend the first round of combat announcing how great he is, or pronouncing the doom of those who oppose him. If, for some reason, the hero must act instead, it costs him a benny.

Code of Honor (Major): Honor is important to your character. He’ll keep his word, won’t abuse or kill his prisoners, and generally tries to operate within a social construct of manners and behavior.

Curious (Major): You are easily dragged into adventure. You have a primal need to unravel any mystery you come across, and are consumed by your desire when stymied.

Death Wish (Minor): You’re not suicidal, but you do want to die after completing some important goal. You won’t throw your life away for no reason, but when there’s a chance to complete your goal, you’ll do anything—and take any risk—to achieve it. This Hindrance is usually Minor unless the goal is relatively easily fulfilled (very rare).

Delusional (Minor or Major): Your character believes something that is considered quite strange by everyone else. Minor Delusions are harmless or the hero keeps it to themselves (Guns are the tools of the Devil, the Illuminati, etc). With a Major Delusion, he expresses his opinion frequently and it can lead to danger.

Dependent (Major): Your hero has someone to whom he is completely devoted, and he will do anything to protect them. This may be his wife or sweetheart, one of his children, a sibling, or even a pet or follower. The Dependent is a Novice Rank character, and while scrappy in their own right, isn’t up to par with fighting skill. They often require saving, reveals secrets, or causes no other end of grief. Of course, they might save the hero’s life as well, but that’s fairly rare. If the Dependent ever dies, your hero is grief-stricken for the rest of the campaign and only receives one benny at the beginning of each game sessions (luck bonuses still apply). Relief only comes after ultimate revenge. He cannot simply fight the one who murdered his dependent, but he must hunt them down and kill them, and only after making them pay. Only when honor is satisfied, and bloody justice has been done, the benny restriction has been lifted and the Hindrance is “bought off.”

Elderly (Major): Your hero is well past his prime. His pace is reduced by a yard, and his Strength and Vigor drop a die type (minimum d4), and cannot be raised thereafter. On the plus side, this grants the hero 5 extra skill points that can be used for any skill linked to Smarts.

Enemy (Minor or Major): Someone out there hates you and wants you dead. The value of this hindrance is determined by the GM, and the worse it is, the more powerful the enemy will show himself, and he will show up far more often. For example, a Minor enemy might be an old rival out for vengeance or payback, while a Major enemy would be an officer of the law acting with full authority, who believes your character is responsible for some horrible slight.

Glass Jaw (Minor): Your hero has a glass jaw and can’t take a solid hit. He suffers a -2 penalty to Soak rolls.

Greedy (Minor/Major): Your miserly hero measures his worth in coin. If a Minor Hindrance, he argues bitterly about any loot acquired during play. If a Major Hindrance, the character fights over anything he considers unfair, and may even kill for his “fair share.”

Habit (Minor/Major): Your character has an annoying and constant habit of some sort. Frequent cursing or flatulence, or possible other gross habits are a Minor Habit. There aren’t dangerous, but he does suffer a -1 to Charisma. A Major Habit is a physical or mental addiction that is debilitating, or possibly even deadly. A character who doesn’t get his fix varies, depending on the drug use. Medical care may ease the symptoms, if he still doesn’t get his fix. Otherwise the victim must live with the penalties for 1d6 days. Afterward, the hero must buy off the Hindrance by sacrificing an opportunity to level up, or he eventually falls back into his dependency.

Hard of Hearing (Minor or Major): Characters who have lost some or all of their hearing have this disadvantage. As a Minor hindrance, it subtracts 2 from Notice rolls made to hear, including waking due to loud noises. A Major hindrance means this character is deaf. The deaf character automatically fails all Notice rolls made to hear and that depend on hearing.

Heroic (Major): Your hero never says no to a person in need. Your character doesn’t have to be happy about it, but your character always comes to the rescue. Your character cannot turn away from those in need, regardless of any risk to your character’s well-being.

Illiterate (Minor): For one reason or another, your character cannot read or write. Once he is Seasoned, the hero may choose to buy off the Hindrance by missing a level opportunity. He can probably sign his name and know what a stop-sign says, but can do little else. He also doesn’t know much about math, either. He knows 2+2 = 4, but anything beyond that is probably beyond him. Illiteracy applies for all known languages.

Lame (Major): A past wound has nearly crippled your hero. His base pace is reduced by 6 yards and he rolls only a d4 for running rolls. A character’s pace may never be reduced below 3 yards.

Loyal (Minor): Your character is extremely loyal to those he has chosen to adventure with. He will never leave a friend behind if there’s any chance at all he could help.

Mean (Minor): Your hero is ill-tempered and disagreeing. No one really likes him, and he has trouble doing anything kind for anyone else. He must be paid for his troubles and doesn’t even accept awards graciously. He suffers -2 to Charisma.

Obese (Minor): Those who carry their weight well have the Brawny Edge. Those who don’t handle it very well are Obese. A character cannot be both Brawny and Obese. An Obese hero adds 1 to his Toughness, but his pace is decreased by 3 yards and his running die is a d4. Obviously, Obese characters might have trouble fitting into small places, finding armor that fits, and so forth.

One Eye (Major): Your hero lost an eye. Without a glass eye or an eyepatch, he suffers a -1 penalty for the wound showing. He suffers -2 to any Trait roll that requires depth perception, such as Shooting or Throwing, jumping a ravine or rooftop, and so forth.

One Arm (Major): Whether by birth or battle, your hero has only one arm, and it’s now his “good” arm. Tasks requiring two hands cause the hero to suffer a -4 penalty.

One Leg (Major): With a peg or a crutch, One Leg works like the Lame hindrance, but without an artificial support, the character’s pace is one yard, and cannot run. The hero also suffers -2 to Traits that require mobility, such as Climbing and Fighting, as well as a -2 to Swimming.

Overconfident (Major): There’s nothing out there your hero can’t defeat, or so he thinks. He believes he can do most anything and never wants to retreat from a challenge. He’s not suicidal, but he certainly takes on more than what common sense dictates.

Pacifist (Major or Minor): Your character despises violence. Minor pacifism means he only fights when given no other choices, and never allows the killing of prisoners or other defenseless victims. Major Pacifists won’t fight under any circumstances. They may defend themselves, but will not do anything to harm anyone. A Major Pacifist might also fight with nonlethal methods. Such characters do so, however, only when they’re obviously threatened.

Phobia (Minor or Major): Phobias are overwhelming and irrational fears that stay with a hero for the rest of his life. Whenever the character is in the presence of his phobia, he subtracts 2 from all his Trait tests as a Minor Hindrance, and 4 if the fear is a Major phobia. Phobias are irrational fears, not common fears.

Poverty (Minor): Your character starts with half the money for the setting, and can’t seem to hold on to their character. In general, the player should halve his total funds every game week or so.

Quirk (Minor): Quirks are minor faults that rarely cause serious trouble, but help establish identity. The quirk should be established when taking this hindrance, and should be played whenever appropriate.

Small (Major): Your character is either very skinny, very short, or both, relative of course to his particular race. Subtract 1 from his Toughness for his reduced stature.

Stubborn (Minor): Your hero demands that things go his way. When they don’t, he responds poorly. Some become violent, others petulant, and some simply never give up.

Ugly (Minor): Whether he was born unattractive, carries himself poorly, or suffered some disfiguring wound or illness, your hero is considered less than appealing by most. His Charisma is lowered by 2, and your hero is generally shunned by members of the opposite sex.

Vengeful (Minor or Major): Your character feels that he should always attempt to right a wrong done to him. If this is the Minor version, he usually seeks vengeance legally, or simply through small payback. If it is Major, he’ll kill, harm, or torment to see it done.

Vow (Minor or Major): The hero has a vow of some sort. Whether it’s major or minor depends on the vow itself. Some may have Vows to particular cause, to the Hippocratic Oath, to rid a world of slavers, and so forth. The danger in fulfilling the Vow and how often it might come into play determine the level of the Hindrance. Whatever the Vow, it’s only a Hindrance if it actually comes into play from time to time and causes the character some discomfort.

Wanted (Minor or Major): Your hero has committed some crime in the past and will be arrested if discovered by authorities. The level of the hindrance depends on the severity of the crime, and how often the authorities (or their agents) are likely to come into play.

Weak Stomach (Minor/Major): Your character doesn’t handle blood very well. For the Major version, your character must make a Guts roll at -2 every time they see someone injured in a way that produces any substantial amount of blood (bloody nose, a rather nasty cut). For the Minor version, the character must make a Guts roll at -2 on any time they witness a particularly bloody act (especially those performed by Reavers). If they fail the Guts roll, they become particularly squeamish and often do not act in any direct way for a few moments. If they are instead forced to act or simply do, they lose a benny.

Yellow (Major): Not everyone has nerves of steel. Your hero is squeamish at the sight of blood and gore and is terrified of coming to harm. Your hero subtracts 2 from all Spirit-based checks for Fear.

Young (Major): Think carefully before choosing this Hindrance. Young heroes are generally 8-12 years of age and have unfortunate circumstances that causes them to embark on a journey. They only have 3 points with which to adjust their attributes and 10 skill points. However, they draw an extra benny (in addition to whatever extra bennies they may receive) each game session. This hindrance does not need to be bought off should the character live long enough to mature. The hero stops receiving the extra benny from this hindrance at age 16.


Requirements: Some edges have a minimum rank that is required to take them. Other Edges require that a certain skill or attribute be at a certain die class. Improved Edges require you to have the requisite Edge in order to take them.

Background Edges: These Edges are background advantages that are hereditary. They must also be purchased at character creation. However, discretion is with the GM, so if you wish to take an Edge that is a background Edge, then talk to the GM, and see if it makes sense.

Alertness: (Requirment: Novice) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls.

Ambidextrous: (Requirements: Novice, Agility d8+) Your hero is as deft with his off-hand as he is with his dominant, and ignores the -2 penalty for using his off-hand.

Attractive: (Requirements: Novice, Vigor d6+) Your hero is good-looking to others, and receives +2 to the Charisma.

Very Attractive: (Requirements: Novice, Attractive) Your character receives a +4 to Charisma instead.

Berserk: (Requirements: Novice) Any time your character suffers a wound, they must make a Smarts roll or go Berserk. While Berserk, his Parry is reduced by 2, but he adds +2 to all Fighting and Strength rolls, and receives +2 to his Toughness. The hero ignores all wound modifiers while berserk, but cannot use any skills that would require him to concentrate, such as Shooting or Taunt, but not Intimidation. Any time your Fighting die is a 1 (Regardless of the Wild Die result), he hits a random adjacent target. The attack may hit friend as well as foe. If there are no other targets, the attack misses. The Berserker may end his rage by doing nothing for one full action and making a Smarts roll at -2.

Brawny: (Requirements: Novice, Strength and Vigor d6+) Your hero is very large or perhaps just very fit. Either way, he receives a +1 to his Toughness. Your hero, however, is a bit larger than most, and may have trouble fitting into smaller quarters.

Fast Healer: (Requirements: Novice, Vigor d8+) Your hero heals quickly, and may add +2 to his Vigor when checking for natural healing.

Fleet-Footed: (Requirements: Novice, Agility d6+) The hero is incredibly fast. They can move up to 4 yards more, and rolls a d10 instead of a d6 when running.

Linguist: (Requirements: Novice, Smarts d6+) Your character has a rare talent for understanding languages. This character can make a Smarts roll at -2 to make herself understood in any language or dialect she has heard spoken for at least a week.

Luck: (Requirements: Novice) Your hero is granted one extra benny at the beginning of each game session.

Great Luck: (Requirements: Novice, Luck) Your hero is granted 2 extra bennies, instead of 1.

IBEDS: (Requirements: Terran, Novice, Vigor d6+) Your hero was implanted, at a very young age, with the Experimental IBEDS (Implanted Bio-Electric Defense System). This gives them the IBEDS power. This Edge can only be taken at character creation, due to the extensive training the IBEDS requires to utilize. See the IBEDS explanation for further information.

Old Money/Noble: (Requirements: Novice) You are born from a rich family, be it from a movie star or a corporate fat cat, or an aristocrat or noble family. People who have the Old Money edge gain +2 Charisma, and also treated as having the Rich Edge. However, being old money has some responsibilities, and one must often live up to expectations. Anything against this may cause the hero to lose the Old Money edge, as well as the benefits.

Quick: (Requirements: Novice) Your character has fast reflexes and a cool head. Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you receive a card higher than 5. Level Headed characters draw their additional card and take the best before using their Quick Edge.

Rich: (Requirements: Novice) Your hero has more money than most. Your starting money is adjusted by the GM to a relatively high amount, depending on what your character does in order to come across the money, or how they received it.

Filthy Rich: (Requirements: Novice, Rich) Similar to the Noble Edge, this requires a great deal of background and justification. However, your character will most likely get three times or more starting money for having this Edge.

Combat Edges: These edges are designed to help your hero do one simple thing: Succeed in combat.

Block (Requirements: Seasoned, Fighting d8+) This adds +1 to your hero’s Parry.

Improved Block (Requirements: Veteran, Block) This adds +2 to your hero’s Parry, instead of Block’s +1.

Brawler (Requirements: Novice, Strength d8+) When a hero with this Edge hits a foe with a successful bare-handed Fighting roll, he adds +2 to his damage.

Bruiser (Requirements: Seasoned, Brawler) When the bruiser gets a raise on his Fighting attack, when bare-handed, he rolls a d8 instead of a d6.

Combat Reflexes: (Requirements: Seasoned) Your hero recovers quickly from shock and trauma, and adds +2 to his Spirit roll when attempting to recover from being Shaken.

Counterattack: (Requirements: Seasoned, Fighting d8+) Once per round, the character receives a free Fighting attack against one foe within reach of his weapon who failed a Fighting attack against him. This attack is made at -2. A counterattack must be a straight attack (so no Disarm, Wild Attack, or other maneuvers) and may not be combined with Frenzy or Sweep. It may be used with the Defend maneuver, but not the Full Defense maneuver.

Improved Counterattack: (Requirements: Veteran, Counterattack) As above, but with no penalty to Fighting.

Dodge: (Requirements: Seasoned, Agility d8+) This Edge allows a hero to use cover, mobility, movement, and concealment to make them harder to hit. Unless they are a victim of a surprise attack and caught completely unaware, attackers must subtract 1 from Shooting and Throwing rolls when targeting them. Additionally, when evading area of effect attacks, this character may add 1 to the Agility roll, when allowed.

Improved Dodge: (Requirements: Veteran, Dodge) As above, but attackers take a penalty of 2, and the character adds +2 to evade area effect weapons when allowed.

Elan: (Requirements: Novice, Spirit d8+) When this hero spends a Benny on a Trait roll (including Soak rolls), he adds +2 to the final total.

Extraction: (Requirements: Novice, Agility d8+) This hero is adept at slipping out of melee. When withdrawing from a melee, make an Agility roll. If it succeeds, one enemy does not get the free attack when you disengage.

Improved Extraction: (Requirements: Novice, Extraction) As above, but if you succeed with a Raise, all opponents in melee with the character lose their free attack as you withdraw.

Dirty Fighter: (Requirements: Seasoned) A hero with this feat is crafty, and adds +2 on all Trick maneuver rolls.

Really Dirty Fighter: (Requirements: Seasoned, Dirty Fighter) A hero with this feat may describe a trick and spend a benny, and may automatically Get the Drop on a foe.

First Strike: (Requirements: Novice, Agility d8+) A hero may attack the first enemy that steps into melee range. This costs the hero no actions, and interrupts any actions being taken by the opponent.

Improved First Strike: (Requirements: Heroic, First Strike) As above, but the hero may make an attack against every foe who moves adjacent to him.

Florentine: (Requirements: Novice, Agility d8+, Fighting d8+) A character trained to fight “Florentine” is a master of dual-wielding. He adds +1 to his Fighting roll against an opponent with a single weapon and no shield. In addition, opponents subtract 1 from any gang up bonuses they would normally get against the fighter.

Frenzy: (Requirements: Seasoned, Fighting d10+) This allows a fighter to make an extra Fighting attack, at the cost of -2 to all Fighting rolls that round.

Improved Frenzy: (Requirements: Veteran, Frenzy) As above, but the character ignores the -2 Frenzy penalty.

Hard to Kill: (Requirements: Novice, Spirit d8+) When forced to make any of the Vigor rolls on the Knockout Blow or Injury tables, he may ignore his wound modifiers. This only applies to Vigor rolls called for by these table—he still suffers from wound modifiers for other Trait rolls normally.

Harder to Kill: (Requirements: Veteran, Hard to Kill) Your hero is nearly impossible to kill; or his foes have a tendency to leave him for dead, allowing him to escape. If he’s ever “killed,” roll a die. On an odd result, he’s dead as usual. On an even roll, he’s incapacitated but somehow escapes death.

Improvisational Fighter: (Requirements: Seasoned, Agility d6+) A character with this Edge ignores the -1 to Fighting or Throwing penalty when fighting with improvised weaponry. The -1 penalty to Parry is also ignored.

Killer Instinct: (Requirements: Heroic) This hero hates losing. If he ties on an opposed roll with an opponent, he wins. In addition, if his skill roll on an opposed skill roll comes up as a 1, he can reroll it, but must keep the second result, even if it’s another 1.

Level Headed: (Requirements: Seasoned, Smarts d8+) A hero draws an additional card at the beginning of combat, and takes the higher of the two.

Improved Level Headed: (Requirements: Seasoned, Level Headed) As above, but the hero draws 3 cards instead.

Marksman: (Requirements: Seasoned) If the character did not move in this turn, the hero may fire as if he took the aim maneuver. Marksman may never be used with a rate of fire greater than 1. Marksman works with both Throwing and Shooting.

Martial Artist: (Requirements: Novice, Fighting d6+) Your character is highly-trained in hand-to-hand combat. He is never considered an unarmed defender in combat. With a successful unarmed attack, he adds +d4 to his damage.

Improved Martial Artist: (Requirements: Veteran, Martial Artist, Fighting d10+) As martial artist, but adds +d6 rather than +d4 to his unarmed damage.

Nerves of Steel: (Requirements: Novice, Vigor d8+) Your character may ignore 1 point of wound penalties.

Improved Nerves of Steel: (Requirements: Novice, Nerves of Steel) Your character may instead ignore 2 points of wound penalties.

No Mercy: (Requirements: Seasoned) Your character may spend a benny to reroll the damage from one of their successful attacks. This does not work with multiple attacks, however.

Quick Draw: (Requirements: Novice, Agility d8+) This Edge allows the hero to draw their weapon quickly, and ignore the usual -2 to his attack that round. If the hero must make an Agility roll to do so, he adds +2 to the roll.

Rock and Roll: (Novice, Agility d8+) If a character with this Edge does not move, he may ignore the recoil penalty for firing a weapon on Full Automatic.

Solid Determination: (Heroic, Wild Card, Iron Jaw) Where lesser men fall, this hero perseveres. When the character takes enough wounds to make him Incapacitated, he may make a free Soak roll. Should the hero fail, the hero may spend a benny to make a soak roll as normal. If a character suffers multiple wounds in the same round which take him to Incapacitated, he may make multiple free Soak rolls.

Steady Hands: (Requirements: Novice, Agility d8+) Your hero ignores the Unstable Platform penalty for using “fine” physical skills from the backs of animals or riding in moving vehicles.

Trademark Weapon: (Requirements: Novice, Fighting or Shooting of d10+) Your hero knows one particular and unique weapon like the back of his hand. When using that specific weapon, he gains +1 to Fighting, Shooting, or Throwing when using that weapon. If this Edge is taken multiple times, it applies to a different weapon. If a Trademark Weapon is lost, the hero can replace it, but the benefit of the Edge doesn’t begin again for two game weeks.

Improved Trademark Weapon: (Requirements: Veteran, Trademark Weapon) As above, but the bonus when using the weapon increases to +2.

Two-Fisted: (Requirements: Novice, Agility d8+) This hero isn’t ambidextrous, he’s just learned to fight with two weapons at once. When attacking with a weapon in each hand, the hero rolls for each attack separately, but ignores the multi-action penalty. If he is not ambidextrous, he takes -2 to the attack made with the off-hand.

Social Edges: These edges help your hero achieve the important task of convincing others to do as he wishes.

Charismatic: (Requirements: Novice, Spirit d8+) Your hero has learned to work with others effectively, even if goals conflict. This adds +2 to his Charisma.

Common Bond: (Requirements: Novice, Spirit d8+) Your hero has developed a close bond with those he adventures with. It doesn’t matter if the characters get along perfectly, they’ve just formed a close and common bond during adventures. A character with this Edge may freely give his bennies to any other Wild Card he can communicate with. This represents the hero giving his verbal or spiritual support to his ally. The player should say what the character is doing to give the support. It could be a complex rousing speech, or as simple as a knowing nod.

Connections: (Requirements: Novice) Your hero is connected to someone of power and resources. It could be anyone, and the benefits vary depending on the connections. Your hero may make requests for help, but the success depends on a persuasion roll.

Strong Willed: (Requirements: Novice, Intimidate d6+, Taunt d6+) Strong willed characters add +2 to Intimidate and Taunt skill rolls, as well as Spirit and Smarts rolls when resisting Test of Will attacks.

Professional Edges: The benefits of these edges do not stack with each other, in the case of same-skill bonuses.

Ace: (Requirements: Novice, Agility d8+) Aces add +2 to Boating, Driving, and Piloting, and they may also spend Bennies to make Soak rolls for any vehicle they control. This is a Boating, Driving, or Piloting roll at -2 (Cancelling their +2 bonus). Each successful Raise eliminates a wound from the vehicle.

Acrobat: (Requirements: Novice, Agility d8+, Strength d6+) This adds +2 to any rolls made to perform acrobatic maneuvers (including Trick maneuvers) and also adds +1 to a characters Parry so long as he has no encumbrance penalty.

Assassin: (Requirements: Novice, Agility d8+, Climbing d6+, Fighting d6+, Stealth d8+) Assassins add +2 to any damage roll where they strike a foe unawares, even with Ranged attacks.

Gunsmith: (Requirements: Novice, Smarts d8+, Repair d8+) A gunsmith not only repairs firearms, but he can make his own as well. With the proper tools and materials, he can create guns. The character receives a +2 when creating weapons.

Investigator: (Requirements: Novice, Smarts d8+, Investigation d8+, Streetwise d8+) This hero has spent quite some time getting into other peoples’ business. They add +2 to Streetwise or Investigation rolls, as well as Notice rolls to search through evidence. Investigators are often employed by the police or privately.

Jack-of-all-Trades: (Requirements: Smarts d10+) Through liberal book-learning, or perhaps amazing intuitive perception, your hero has a talent for picking up skills on the fly. There is little he can’t figure out. If your character were to make an unskilled roll, he may do so at d4 rather than d4-2.

Firearms Enthusiast: (Requirements: Novice, Shooting d8+, may not have the All Thumbs Hindrance) Some people have a natural enthusiasm for guns. Firearms Enthusiasts may walk while reloading, and reload a firearm in a single action. They may not run while reloading. This Edge only applies to personal armaments, nothing cannon-sized or larger than what a person may reasonably carry.

McGyver: (Requirements: Novice, Smarts d6+, Repair d6+, Notice d6+) This character can improvise very well. He suffers no negative penalties on Trait rolls for lack of equipment in most situations. In addition, given a few tools, simple props, or devices, he can generally rig devices for all sorts of things, be it escaping from death-traps, or exploiting an obscure weakness of a particular object. The extent of this is completely up to the Game Master, but creativity will likely be rewarded.

Mr. Fix It (Requirements: Novice, Smarts d10+, Repair d8+) The inventor adds +2 to Repair rolls. With a raise, he halves the time normally required to fix something.

Scholar: (Requirements: Novice, d8+ in affected skills) Choose two Knowledge skills the Scholar has a d8 or better in. Add +2 to thee total whenever these skills are used.

Thief: (Requirements: Novice, Agility d8+, Climb d6+, Lockpicking d6+, Stealth d8+) Thieves add +2 to Climb, Lockpicking, and Stealth rolls. The bonus to stealth only applies in urban areas.

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Edges and Hindrances

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