Edge/Hindrance Compendium

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Does Savage Worlds need more Edges and Hindrances?

You can never have too much of a good thing
93
76%
Oh yes you can
29
24%
 
Total votes: 122

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BlueSun
Novice
Posts: 62
Joined: Sun Aug 06, 2006 10:00 pm
Location: The wilds of western New Jersey

#61 Postby BlueSun » Mon Jun 29, 2009 8:02 pm

Improved Strong Willed
Veteran, Strong Willed
Character can use Test of Wills attack on all opponents within a small burst template. The template must be within the area the character can be seen or heard. To expand the area to a medium burst template take a -2 to the roll.
You'll get used to it... or you'll have a psychotic episode. ~ Zed, MiB

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Lord Lance
Heroic
Posts: 1561
Joined: Wed Jul 23, 2008 6:00 am
Location: Vicenza, Italy

#62 Postby Lord Lance » Mon Sep 28, 2009 10:28 am

FIRST IMPRESSION
Novice, Charisma 0+
The character has a way of charming or otherwise making a good impression the first time they interact with someone. This innate social lubricant allows them to more readily deal with new contacts and slip right into new social environments. Apply a free "step up" on the Reaction Table (SW:EX pag. 132) when the character is interacting with another character for the first time only.

So, you - the GM - decide that the shoopkeeper of "The Angry Armorer" have a bad day, today (you rolled Hostile on the Table, or you choosed this Initial Reaction). All the players coming in his shop to buy weapons or tools get a price-up of 100%!
If a character has First Impression Edge, he result a nicer guy, so the shopkeeper is Uncooperative with him. Of course, with a good Persuasion roll, the Initial Reation could increase more.


>> Took and adapted from ECLIPSE PHASE, a cool very detailed Sci-Fi RpG that you can download for free (or buy, if you want to prize the authors), 'cause they released it in Creative Common.

Blogotron
Veteran
Posts: 952
Joined: Tue Nov 04, 2008 1:50 am

#63 Postby Blogotron » Mon Sep 28, 2009 6:57 pm

Hindrance: Haunted (Major)[Inspired by Book o' the Dead]

Some people have seen too much and bring home with them night terrors thousand yard stares and indescribable behaviors...others come back with a little something extra. Your character is plagued by a spirit; either of a mortal soul or by a formless minor demon. Perhaps the soul is someone you killed or who died due to your negligence. Worse perhaps you suffered under a curse or stumbled over the wrong summoning circle at the wrong time. In whatever case this spirit results in all sorts of mayhem for your character.

Any time a Black (Spade or Club) Face card is drawn for initiative your haunting spirit manifests itself in the physical realm and causes your efforts to go astray forcing you to re-roll one successful action.

Even when not under initiative your character can hear and often see your tormentor who takes great pleasure in annoying and goading you.

dugfromthearth
Seasoned
Posts: 138
Joined: Sat Jul 11, 2009 7:38 pm

#64 Postby dugfromthearth » Sun Oct 04, 2009 10:55 am

Flurry (Edge)
Requirements: Novice, Fighting d8+.
When the character makes an attack action they can make 2 attacks with one melee weapon at -2 to hit with both attacks. This cannot be used when attacking with two weapons.
Design Note: This replaces Frenzy. It makes Flurry a separate route to multiple attacks.

Improved Flurry (Edge)
Requirements: Seasoned, Fighting d10+.
When the character makes an attack action they can make 2 attacks with one melee weapon at -1 to hit with both attacks, or 3 attacks with -2 to hit with each attack. This cannot be used when attacking with two weapons.
Design Note: This replaces Improved Frenzy. It makes it so that there is always a reason to choose between 1, 2 or 3 attacks.

Cleave (Edge)
Requirements: Novice, Strength d8+, Fighting d8+.
When the character makes an attack action they can make an attack against all targets in 3 consecutive adjacent squares with a -2 to hit with each attack. This cannot be used with Flurry or two weapons.
Design Note: This replaces Sweep. It hits less squares than Sweep but easier to use as it can be used while adjacent to allies.

Improved Cleave (Edge)
Requirements: Seasoned, Strength d8+, Fighting d10+.
When the character makes an attack action they can make an attack against all targets in 3 consecutive adjacent squares with a -1 to hit with each attack, or an attack against all targets in all 8 adjacent squares with a -2 to hit with each attack. This cannot be used with Flurry or two weapons.
Design Note: This replaces Improved Sweep. It makes it so there is always a reason to choose between attack 1 target, 3 squares, or 8 squares.

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Merlin_Sylver
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Posts: 869
Joined: Fri Oct 02, 2009 8:45 pm
Location: I wish I knew...

#65 Postby Merlin_Sylver » Sun Oct 04, 2009 12:07 pm

Wow, there are so many awesome edges here. .many I need to add to my house list! Thanks for all this work, guys! Allow me...

Familiar
Prerequisites: AB(Magic), Arcane d8

You gain a familiar, a magial animal that looks like, and has most of the same capabilities of an animal of it's type. Thus, cat familiars will have cat-like mannerisms and insincts. A familiar's Smart's score drops the (A) subscript. Additionally, a mage can sense what direction and roughly how far away his familiar is at any given time. Familiars are not true animals, but rather a physical representation of that mage's will, and thus are always under the control of the mage. Familiars are immune to any spell that would not also affect the mage (Beast Friend, and similar powers).

Finally, if a mage's familiar ever dies, his Vigor score is immediately reduced by one die type, permanently. If a mage dies, his familiar dies as well.

Improved Familiar
Prerequisites: Veteran, AB(Magic), Arcane d10

Your familiar's magical nature has increased, giving you and the familiar additional abilities. Your familiar can now speak, in any language that your character knows. Additionally, Your familiar can deliver 'touch' powers for you. Finally, the familiar is now a magical conduit, acting as a 3 point power stone.

Advanced Familiar
Prerequisites: Legend, AB(Magic), Arcane d12

You have gained the ability to use your powers through your familiar. The familiar's arcane conduit increases the power available to 5 power points. Finally, the mage has gained the ability to see and hear through the familiar's eyes and ears.


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