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Background Edges

This document lists and describes various Edges, or special abilities, that characters can acquire in the Savage Worlds roleplaying system. It groups the Edges into Background Edges, which represent hereditary traits or prolonged training, and Combat Edges, which help characters in battle. Each Edge provides benefits like bonuses to skills or attributes. Most require a minimum rank and relevant skills or attributes. Some Edges have improved versions that can be acquired after purchasing the basic Edge. The document provides the name, requirements, and effects for several sample Background and Combat Edges.

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0% found this document useful (0 votes)
304 views37 pages

Background Edges

This document lists and describes various Edges, or special abilities, that characters can acquire in the Savage Worlds roleplaying system. It groups the Edges into Background Edges, which represent hereditary traits or prolonged training, and Combat Edges, which help characters in battle. Each Edge provides benefits like bonuses to skills or attributes. Most require a minimum rank and relevant skills or attributes. Some Edges have improved versions that can be acquired after purchasing the basic Edge. The document provides the name, requirements, and effects for several sample Background and Combat Edges.

Uploaded by

arkcaver
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Edges

Below is a list of Edges common to most settings. The Edges are grouped by type to help during
character creation. Unless an Edge specifically says otherwise, it may only be selected once.
Requirements: Below each Edge are any skills and Rank required to take it. A Novice character cant
buy a Legendary Edge, for instance. A character may always purchase an Edge of a Rank lower than his.
Improved Edges: Some Edges have improved effects if you purchase additional levels in them, such
as Attractive and Very Attractive, or Rich and Filthy Rich. To buy an Improved Edge, you must have all
previous versions of an Edge. You must choose Rich before buying Filthy Rich, for example.

Background Edges
These Edges are hereditary and background advantages or learned responses that develop in a
character after prolonged training or exposure to certain events.
Players can normally only choose these Edges during character creation, but the Game Master may
allow then later with some rationalization. An individual might choose the Attractive Edge, for example,
by cleaning herself up, getting a makeover or plastic surgery, and generally paying more attention to her
looks. Characters might be able to gain the Arcane Background Edge as well, should they find a book of
forbidden knowledge or train under another arcane type in their party.

Alertness
Requirements: Novice
Not much gets by your hero. Hes very observant and perceptive, and adds +2 to his Notice rolls to
hear, see, or otherwise sense the world around him.

Ambidextrous
Requirements: Novice, Agility d8+
Your hero is as deft with his left hand as he is with his right. Characters normally suffer a 2 penalty
when performing physical tasks with the off-hand (characters are assumed to be right-handed). With
this Edge, your warrior ignores the 2 penalty for using his off-hand (see page 75 of the Savage Worlds
rulebook).

Arcane Background
Requirements: Novice, Special
This is the Edge your character must purchase to have any sort of magical, psionic, or other
supernatural ability. See Chapter Five of the Savage Worlds rulebook for a complete description of
Arcane Backgrounds.

Arcane Resistance
Requirements: Novice, Spirit d8+
This individual is particularly resistant to magic (including psionics, weird science, etc.), whether by
nature or by heritage. He acts as if he had 2 points of Armor when hit by damage-causing arcane
powers, and adds +2 to his Trait rolls when resisting opposed powers. Even friendly arcane powers must
subtract this modifier to affect the resistant hero.
Improved Arcane Resistance
Requirements: Novice, Arcane Resistance
As above but Armor and resistance are increased to 4.

Attractive
Requirements: Novice, Vigor d6+
Its no secret that beautiful people have an easier time getting their way in life. This Edge grants your
beautiful or handsome character +2 to Charisma.

Very Attractive
Requirements: Novice, Attractive
Your hero is drop-dead gorgeous. His Charisma is increased to +4.

Auspicious Birth
Requirements: Novice
The characters birth happened during a festival, a lunar eclipse, or some other such monumental
moment. When they are dealt a Joker, they receive a Benny in addition to the Jokers usual effect.

Berserk
Requirements: Novice
Immediately after suffering a wound (including a Shaken result from physical damage), your hero must
make a Smarts roll or go Berserk.
While Berserk, his Parry is reduced by 2 but he adds +2 to all Fighting, Strength, melee damage rolls,
and Toughness. The warrior ignores all wound modifiers while Berserk, but cannot use any skills, Edges,
or maneuvers that require concentration, including Shooting and Taunt, but not Intimidation.
Berserkers attack with reckless abandon. Anytime his Fighting die is a 1 (regardless of his Wild Die), he
hits a random adjacent target (not the original target). The attack may hit friend as well as foe. If there
are no other adjacent targets, the blow simply misses.
The Berserker may end his rage by doing nothing (not even moving) for one full action and making a
Smarts roll at 2.

Brawny
Requirements: Novice, Strength and Vigor d6+
Your bruiser is very large or perhaps just very fit. His His bulk resists damage better than most and adds
+1 to his Toughness. In addition, the character can carry more than most proportional to his Strength.
He can carry 8 times his Strength in pounds without penalty instead of the usual 5 times his Strength.

Fast Healer
Requirements: Novice, Vigor d8+
Some individuals just seem to heal faster than others. Those with this blessing add +2 to Vigor rolls
when checking for natural healing. See page 78 of the Savage Worlds rulebook for complete rules on
Healing.

Knack (see Weird Edges)


Fleet-Footed
Requirements: Novice, Agility d6+
The heros Pace is increased by +2 and he rolls a d10 instead of a d6 when running.

Hawk-Eyed
Requirements: Novice, Shooting or Throwing d8+
Your vision is excellent and you can see things in the distance much clear than others can. When
making a Notice skill test to spot or make out details of faraway objects you receive a +1 Bonus. This
edge does not stack with other edges which grant a bonus to Notice skill tests. This Edge also grants a +5
to the farthest range increment when Shooting or Throwing a weapon.

Linguist
Requirements: Novice, Smarts d6+
The character has an ear for languages and a rare talent for recognizing similarities between them. A
character with this Edge starts with a number of languages equal to his Smarts die, and 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
The adventurer seems to be blessed by fate, karma, the gods, or whatever external forces he believes
in (or believe in him!)
He draws one extra Benny at the beginning of each game session, allowing him to succeed at
important tasks more often than most, and survive incredible dangers.

Great Luck
Requirements: Novice, Luck
The player draws two extra Bennies instead of one at the start of each session.

Noble
Requirements: Novice
Those born of noble blood have many perks in life, but often have just as many responsibilities. Nobles
have high status in their societies, are entitled to special treatment from their foes, gain +2 Charisma,
and also have the Rich Edge. This gives the hero several Edges for the price of one, but the
responsibilities more than offset the additional perks. Nobles often have troops under their control, as
well as land, a family home, and other assets. All of this must be determined by the GM, and balanced
by the grave responsibilities the character faces.
As an example, a character in a fantasy campaign might have a company of swordsmen, a small keep,
and even a magical sword he inherited from his father. But he also has an entire region to manage,
criminals to judge, justice to mete out, and a jealous neighbor who covets his lands and constantly plots
against him at court.

Pluck
Requirements: Spirit d8+
The character is a bundle of determination, spirit and resolve. They never give up in the face of adversity.
Whenever you spend a Benny to re-roll a failed test, you may apply a +2 bonus to the attempt.

Rich
Requirements: Novice
Whether the individual was born with a silver spoon in his mouth or earned it through hard work, hes
got more money than most. Rich heroes start with three times the normal starting funds for the setting.
If a regular income is appropriate for this setting, the hero receives the modern day equivalent of a
$150,000 annual salary.

Filthy Rich
Requirements: Novice, Rich or Noble
This character is very wealthy. He has five times the starting funds for the setting and, if appropriate, a
yearly income of around $500,000.
Wealthier characters should have a very complete background as well. This needs to be worked out
with the GM, and comes with many more assets as well as onerous responsibilities.

Vigorous
Requirements: Novice, Vigor d8+
By virtue of your amazing constitution, you gain a +2 bonus on all Vigor rolls made to resist the effects of
alcohol, drugs, disease, poison, knockout gas, and so on. This bonus applies to Vigor rolls to resist the effects
of such substances. If you fail, you are affected normally (e.g., you suffer extra damage from a poisoned blade
or fall asleep when hit with a cloud of sleep gas). The bonus is not applied to Soak rolls.

Combat Edges
These Edges are designed to help your hero dish out terrible damageor survive it.

Assessment
Prerequisite: Notice d8
Make a notice check, as an action, to take your opponents measure. Gain a +1 on your next action
against the target for a success and each raise on the role.

Beyond Brave
Requirements: Novice, Brave, Spirit d8+
Because you are either numb in the brain, courageous beyond all measure, or magically protected,
you never suffer from the effects of Fear.

Block
Requirements: Seasoned, Fighting d8+
Warriors who engage in frequent hand-to-hand combat are far more skilled in personal defense than
most others. Theyve learned not only how to attack, but how to block their opponents blows as well. A
fighter with this Edge adds +1 to his Parry.
Improved Block
Requirements: Veteran, Block
As above, but the hero adds +2 to his Parry.

Brave
Requirements: Novice, Spirit d6+
Those with this Edge have learned to master their fear. Or perhaps are so jaded or emotionally distant
theyve just lost their normal fight or flight responses. Either way, your hero adds +2 to Fear tests. If
the character is in a setting that uses Guts as a Setting Rule, it adds to that as well. Finally, you subtract 2
from rolls on the Fright Table.

Brawler
Requirements: Novice, Str d8+
Frequent fights with his bare hands have given this thug a powerful punch. When he hits a foe with a
successful bare-handed Fighting roll, he adds +2 to his damage.

Bruiser
Requirements: Seasoned, Brawler
When the bruiser gets raises on his bare-handed Fighting attack, he starts with a bonus d6 instead of a
d4.

Brutal
Requirements: Novice
The character with this Edge is more dangerous when roughed up. When determining melee damage,
he adds his wound level to the roll. A hero with 3 wounds, for instance, adds +3 to his Fighting damage
rolls.

Charge
Requirements: Seasoned, Fighting d10+
The warrior is experienced at moving across a large distance and getting the most effect out of rushing
their foe. He may ignore the standard multi-action penalty for Running when making a Fighting attack.

Improved Charge
Requirements: Veteran, Charge
If he moved at least one inch past his normal Pace, the warrior gains +2 to his damage when making a
Fighting attack with the Charge Edge.

Close Fighting
Requirements: Novice, Agility d8+, Fighting d8+
This Edge is for skilled knife fighters and martial artists. Those who master such fighting forms are
adept at getting inside their opponents reach. Close fighters (who must be fighting with a knife, natural
weapons, or no weapon at all) move inside most weapons reach, adding a bonus to their Parry of +1.

Improved Close Fighting


Requirements: Seasoned, Close Fighting
As above, but the Hero gains a +2 bonus to their Parry.

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

Combat Sense
Requirements: Seasoned, Fighting d8+, Notice d8+
The soldier has the perception, skill, and agility to handle multiple foes. Opponents halve any Gang Up
bonuses against him (round down).

Improved Combat Sense


Requirements: Veteran, Combat Sense
Opponents now gain no Gang Up bonus against this warrior.

Counterattack
Requirements: Seasoned, Fighting d8+
Fighters with this Edge know how to respond instantly to an enemys mistakes. Once per round, the
character receives one free Fighting attack against one adjacent foe who failed a Fighting attack against
him. This attack is made at 2, and the Counterattack must be a normal attack (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 Full Defense.

Improved Counterattack
Requirements: Veteran, Counterattack
As above but the character may ignore the 2 penalty.

Determination
Requirements: Heroic, Shrug It Off
When lesser men fall by the wayside, this hero just keeps soldiering on.
When the character takes enough wounds to make him Incapacitated, he may make a free Soak roll. Should
the roll fail, the hero may spend a Benny to make a Soak roll as normal. If a character suffers multiple
wounds in the same round that take him to Incapacitated, he may make multiple free Soak rolls.
Example: Fred already has 2 wounds, when two vicious wolves sink their teeth into him, inflicting 2 and 3 wounds
respectively. Fred may make two free Soak rolls, one against each attack.

Dirty Fighter
Requirements: Seasoned
An experienced combatant knows that sometimes survival is more important than honor. Those with this
Edge will do anything to win out in a fight. The character is particularly good at tricks. He adds +2 to all
Trick maneuver rolls.

Really Dirty Fighter


Requirements: Seasoned, Dirty Fighter
A master at capitalizing on every deadly opportunity. If the character successfully Tricks his opponent and
spends a Benny, he counts as having the Drop on his target.

Disarm Mastery
Requirements: Seasoned, Fighting d8+
The character excels at removing an opponents weapon in melee combat. The character makes an opposed
Fighting roll against his opponent. With a success, the opponent drops his weapon. If the character gets a
raise, the opponent is Shaken and the weapon randomly flies 1d4 inches away, or the character may elect to
take it, if he has one or both hands free.

Dodge
Requirements: Seasoned, Agility d8+
Some crafty types know how to get out of harms way. This Edge allows them to use cover,
movement, and concealment to make them harder to hit. Unless they are the victim of a surprise attack
and taken completely unaware, attackers must subtract 1 from their Shooting or Throwing rolls when
targeting them.
Characters who attempt to evade area effect attacks may add +1 to their Agility roll as well (when
allowed).

Improved Dodge
Requirements: Veteran, Dodge
As above but attackers subtract 2 from their attack rolls, and the character adds +2 to evade area
effect weapons when allowed.

Double Shot
Requirements: Archer
Archers are renowned not only for their accuracy with the bow but for incredible trick shots as well.
Double Shot allows the hero to load two arrows in his bow at once, firing two shots at a single target
with one attack roll at a 2 modifier.
The target must be within short range. If the attack is successful, both arrows hit, each causing normal
damage. Double shot does not work with crossbows or other ranged weapons only with bows and
arrows.

Improved Double Shot


Requirements: Heroic, Double Shot
The Archer may attack as above, but ignores the -2 penalty.

Elan
Requirements: Novice, Spirit d8+
When this spirited hero puts his heart into something it tends to pay off in big ways. When you spend
a Benny on a Trait roll (including Soak rolls), add +2 to the final total.

Entangle
Requirements: Seasoned, Fighting d8+
An entangle is a combination of a disarm and a grapple (see page 73 of the Savage Worlds rulebook)
leaves the enemy at a disadvantage but still allows the character to attack.
The character makes a Disarm attack (see page 72 of the Savage Worlds rulebook) which, but if he
succeeds he has entangled his foes weapon arm rather than disarming him. He may have wrapped the
arm in a cloak, or simply locked his opponents elbow against his body using his arm.
The entangled foe counts as an Unarmed Defender (unless he has two weapons) and cannot
Withdraw from Combat (see page 76 of the Savage Worlds rulebook). Unlike a grapple, however, the
character may continue to use a one-handed weapon against his enemy while he has him entangled.
On his next action, the enemy may try to escape the entanglement as per breaking a grapple.

Extraction
Requirements: Novice, Agility d8+
When a character normally withdraws from a melee, his attacker gets a free attack before he does
soa very dangerous proposition for most. Your hero is adept at retreating from an engagement. Make
an Agility roll. If successful, one opponent doesnt get a free attack anytime you disengage (see page 76
of the Savage Worlds rulebook).

Improved Extraction
Requirements: Novice, Extraction
As above but if you succeed with a raise all opponents currently in melee with the character lose their
free attack as your warrior withdraws.

Fencer
Requirements: Novice, Agility d6+, Fighting d8+
The art of fencing is a fine, disciplined, martial form. Masters of the rapier become exceptionally skilled at
defending themselves, as well as exploiting opportunities to place a well-aimed thrust. While unencumbered,
Fencers gain a +1 Parry and +1 to Fighting rolls. Both of these bonuses require them to be armed with a
rapier.

Expert Fencer
Requirements: Heroic, Fencer
Your Fencer is especially adept at using the rapier. He gains +2 to his Fighting rolls.

First Strike
Requirements: Novice, Agility d8+
Once per turn the hero (if not Shaken) gets a free Fighting attack against a single foe who moves
adjacent to him. This automatically interrupts the opponents action and does not cost the hero his
action if he is on Hold or has not yet acted this round.

Improved First Strike


Requirements: Heroic, First Strike
As above but the hero may make one free attack against each and every foe who moves adjacent to
him.
Fleche
Requirements: Veteran, Charge, Fencer
From the French for arrow, a Fleche is a running attack where the attacker hits his opponent while
running past him.
If the character runs and moves at least 2 before making an attack against a foe who is adjacent
during the movement, he may attack and withdraw without his foe, or any other adjacent opponents,
receiving a free attack.
All movement after the attack must be in the same direction as the movement before the attack (the
character must move in a straight line).
Note that the attacker is still subject to First Strick attacks from foes he moves adjacent to.

Florentine
Requirements: Novice, Agility d8+, Fighting d8+
A character trained to fight Florentine is a master at wielding two weapons at once. He adds +1 to
his Fighting rolls versus 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 as his two flashing
blades parry their blows.

Frenzy
Requirements: Seasoned, Fighting d10+
Frenzied fighters make fast and furious melee attacks, sacrificing finesse for raw speed. This allows
them to make an extra Fighting attack per round at a 2 penalty to all Fighting rolls. This attack must be
taken at the same time as another Fighting attack though it may target any two foes adjacent to the
hero (Wild Cards roll two Fighting dice and one Wild Die). The 2 penalty is subtracted from all attacks.
A character armed with two weapons still only makes one extra attack.

Improved Frenzy
Requirements: Veteran, Frenzy
As above but the character may ignore the 2 Frenzy penalty.

Giant Killer
Requirements: Veteran
The bigger they are, the harder they are to kill. At least for most. But your hero knows how to find the
weak points in massive creatures.
Your hero does +1d6 damage when attacking creatures three sizes or more larger than himself. An
ogre (Size +3) with this ability, for example, gains the bonus only against creatures of Size +6 or greater.
A human Giant Killer (Size 0), can claim the bonus against the ogre, however.

Grab and Hold


Requirements: Novice
The characters intimate knowledge of wrestling maneuvers grants him a +1 to any opposed Strength or
Agility grappling rolls.
Ground Fighter
Requirements: Novice, Agility d6+, Fighting d8+
The character suffers no penalty to Parry or Fighting rolls while prone and may get up from a prone
position with no movement penalty on its Action.

Gunslinger
Requirements: Heroic, Shooting d10+
Your sidearm is like an extension of your body. When using pistols gunslingers ignore 2 in total
Shooting penalties regardless of the source (wounds, range, called shots etc.).

Hard
Requirements: Novice, Spirit d8+
Maybe its willpower. Maybe its muscle density. Or maybe your heros just one tough hombre. Either
way, he adds +1 to his Toughness and gets a +2 bonus to the Vigor roll after Incapacitation (Aftermath
roll for Extras).

Harder
Requirements: Veteran, Hard
This bruiser is as tough as they come. He adds another +1 to his Toughness on top of Hard.

Hard to Kill
Requirements: Wild Card, Novice, Spirit d8+
This adventurer has more lives than a truckload of cats. When forced to make Vigor rolls due to
Incapacitation, he may ignore his wound modifiers. This only applies to Vigor rolls called for to resist
Incapacitation or death (see page 68 of the Savage Worlds rulebook). He still suffers from wound
modifiers for other Trait rolls normally.

Harder to Kill
Requirements: Veteran, Hard to Kill
Your hero is tougher to kill than Rasputin. If he is ever killed, roll a die. On an odd result, hes dead
as usual. On an even roll, hes Incapacitated but somehow escapes death. He may be captured, stripped
of all his belongings, or mistakenly left for dead, but he somehow survives.

Hold Off
Requirements: Seasoned, Strength d8+, Fighting d10+
The character is skilled at using the reach and size of a larger weapon to enhance their defensive posture.
The Hero adds +1 to his Parry if using a weapon with Reach 1 or more. This is in addition to any bonus
already granted by such a weapon.

Improvisational Fighter
Requirements: Seasoned, Smarts d6+
Heroes often find themselves fighting with pieces of equipment or furnishings not designed for
combat. A character with this Edge has a knack for using such improvised weapons, and does not suffer
the usual 1 penalty to attack and Parry when wielding them. See page 73 of the Savage Worlds
rulebook for details.
Iron Jaw
Requirements: Novice, Vigor d10+
Characters with this Edge are good at rolling with punches, are lucky, have fate on their side, or are
perhaps just really tough. They add +2 to Soak rolls made to eliminate wounds.

Killer Instinct
Requirements: Heroic
This hero hates losing. If he ties on an opposed roll of any sort, he wins. In addition, if his skill die on
an opposed skill roll is a 1, he can reroll it (but must keep the second result, even if its another 1).

Knockback
Requirements: Veteran, Martial Arts Master, Agility d8+
Your Martial Artist is skilled at knocking an opponent off balance. With a raise on his damage roll, he may
knock an opponent back d4 inches. Should the opponent strike a solid object after being knocked back, they
are automatically shaken. Either way the opponent is still on their feet; they have just been staggered back.

Kung Fu
Requirements: Novice, Martial Artist,
Fighting d8+, Spirit d8+
Those who truly dedicate themselves to the martial arts often adapt very specific styles and specialties.
Rather than list the hundreds of different styles such as Mantis or Drunken or Shaolin Temple, weve broken
them down into general categories you can customize and describe for yourself.
A warrior may know multiple styles by taking this Edge additional times, though no specialty may be taken
more than once. Combined with standard combat Edges such as First Strike and Frenzy, Kung Fu warriors
can be phenomenal fighters.
Confusion: This style emphasizes distraction, feints, or keeping a foe off-balance. The martial artist can
make a Smarts trick and a Fighting attack with no multi-action penalty.
Focus: The martial artist focuses his mind to rule out all other distractions, increasing his accuracy over
long distances. He halves range penalties for all Shooting or Throwing attacks (1 at Medium and 2 at
Long).
Defensive: The martial artist moves in strange ways or perhaps senses where his opponent is about to
strike. She gains an additional +2 to Parry when using the Full Defense maneuver (+4 total), and ranged
attacks suffer a 2 to hit her when using the maneuver as well.
Power: The martial artist considers his Strength to be two die types higher for Fighting attacks, whether
attacking bare-handed or with melee weapons. This increases damage and counts toward the minimum
Strength for using a weapon.
Precision: The attacker looks for weak spots, pressure points, or other openings to increase the
effectiveness of his strikes. This counts as +2 AP to all Fighting attacks. With a raise on a Fighting attack,
the martial artist does +1d8 damage instead of +1d6.
Resilient: This fighter has mastered mind over matter. He gains the Hardy monstrous ability (see Savage
Worlds).
Speed: The warrior draws an extra Action Card for initiative. This stacks with Level Headed and
Improved Level Headed.
Toughness: Those who practice this style have learned to train their bodies and minds to ignore their
bodys pain. This grants them +1 to Toughness and Vigor rolls made to soak damage.
Trickery: The martial artist adds +2 to in-combat Taunt rolls and Agility tricks.

Level Headed
Requirements: Seasoned, Smarts d8+
Fighters who can keep their cool when everyone else is running for cover are deadly customers in
combat. A hero with this Edge draws an additional Action Card in combat and acts on the best of the
draw.

Improved Level Headed


Requirements: Seasoned, Level Headed
As above but the hero draws 3 cards.

Long Shot
Requirements: Heroic, Archer, Marksman, Strength d8+, Shooting d10+:
Some archers can see a far target as if it were right in front of them. If an archer takes the Aim
maneuver, in addition to the normal +2 bonus for aiming, the range of his bow is reduced by 1 category:
Long Range becomes Medium, Medium Range becomes Short, and Short is not effected.

Lunge
Requirements: Seasoned, Fencer
A lunge allows a swordsman to extend the reach of their weapon. The character gains +1 Reach to their
weapon. They may not use this Edge with First Strike, Frenzy, or Sweep, and it may only be used with
weapons appropriate to the Fencer Professional Edge.

Marksman
Requirements: Seasoned
The hero excels at taking controlled, measured shots. If he does not move in a turn, he 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 Shooting and Throwing.

Martial Artist
Requirements: Novice, Fighting d6+
This character is highly trained in hand-to-hand fighting. He is never considered unarmed in combat
and so is never subject to the Unarmed Defender rule (see page 76 of the Savage Worlds rulebook).
With a successful unarmed attack, he adds +d4 to his Strength roll (as if he were using a small weapon).

Improved Martial Artist


Requirements: Veteran, Martial Arts, Fighting d10+
The character now adds +d6 to his bare-handed damage.

Martial Arts Master


Requirements: Heroic, Improved Martial Artist, Fighting d12+
Your hands and feet truly should be registered as deadly weapons. Your unarmed damage increases to
Str+d8.
Mighty Throw
Requirements: Seasoned, Strength d8+, Throwing d10+
The hero has learned special throwing techniques. He increases the range brackets of thrown
weapons by +1/+2/+4. He also causes an extra +1 damage when using thrown weapons at targets within
short range.

Named Weapon
Requirements: Novice
This hero has named one of his weapons and by doing so imbued it with greater effect in his hands.
For a melee/thrown weapon, its damage increases one die type. For instance a dagger, which does
Strength +d4 damage, does Strength +d6 damage when named. For a ranged weapon with fixed
damage, it instead gains a +1 bonus to damage, so a bow would do 2d6+1 damage.
If a Named Weapon is lost, the hero can replace it, but the benefit of the Edge doesnt kick in for two
game weeks. This Edge can be taken multiple times each time applying to a different weapon.

Improved Named Weapon


Requirements: Veteran, Named Weapon, Trademark Weapon
With this Edge, the heros ability with his named weapon is unparalleled. With melee weapons, as
long as it's in hand, he can deflect incoming ranged attacks he is aware of. Any ranged attack directed
against him uses his Parry as the base TN instead of 4.
With a ranged or thrown weapon, the user halves Called Shot penalties.
This Edge can be taken multiple times each time applying to a different weapon.

Nerves of Steel
Requirements: Wild Card, Novice, Vigor d8+
Your hero has learned to fight on through the most intense pain. He may ignore 1 point of wound
penalties.

Improved Nerves of Steel


Requirements: Novice, Nerves of Steel
The hero ignores 2 points of wound penalties.

Night Vision
Requirements: Novice, Notice d8+, may not have Bad Eyes Hindrance
Your hero has excellent night vision, enabling him to reduce lighting penalties by 1 in all
circumstances

Nimble Strike
Requirements: Veteran, Agility d8+, Fighting d8+
The character has learned to fight with great dexterity moving in and striking quickly and then moving
away before his opponent may strike. If the character can move at least 2" before making an attack against an
adjacent foe, he may attack and withdraw from combat without his foe or other adjacent opponents receiving
a free attack.
The attacker is still subject to attacks from foes with the First Strike or Improved First Strike Edges to
whom he moves adjacent when using the Nimble Strike Edge.

No Mercy
Requirements: Seasoned
The character may spend a Benny to reroll any one damage roll, including those made for area effect
attacks.

Overrun
Requirements: Veteran, Charge
If he moves at least one inch beyond his normal Pace before making any Fighting attacks, the hero
adds +2 to the damage rolls. Any target Shaken by such an attack is knocked prone.

Oversized Weapons Master


Requirements: Veteran, Strength d10+, Fighting d10+
You scoff at the puny people that need both hands to wield a weapon. You may wield a 2-handed weapon
in one hand. You may only use 1 such weapon, but may also wield a 1-handed weapon. Strength
requirements for weapons still apply.

Pin
Requirements: Seasoned, Shooting d8+ or Throwing d8+
The character can use a missile weapon to pin an opponent to a nearby surface. The opponent must be
within 1" of a wall, tree, or similar surface. The character makes a Shooting or Throwing roll at -2. If
successful, the target is pinned and must make a successful Strength roll to break free. The missile is driven
deeper with raises, and the target must make his Strength roll at -2 for each one.

Precision Strike
Requirements: Seasoned, Fencer, Fighting d8+
The character is a master swordsman, capable of finding weak spots on his opponent. A Fighting
attack from this character ignores 1 point of Armor (whether natural or crafted).

Improved Precision Strike


Requirements: Veteran, Precision Strike
As above, but the attack can ignore 2 points of Armor.

Quick
Requirements: Novice, Agility d8+
Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt a 5 or lower in
combat, you may discard and draw again until you get a card higher than 5.
Characters with both the Level Headed and Quick Edges draw their additional card and take the best as
usual. If that card is a Five or less, the Quick Edge may be used to draw a replacement until its Six or higher.

Very Quick
Requirements: Seasoned, Quick, Agility d10+
Like Quick, but may now redraw cards that are Eight or less.
Quick Draw
Requirements: Novice, Agility d8+
This Edge allows a hero to draw a weapon as a free action (and thus ignore the usual 2 multi-action
penalty if he chooses to fire as well). If the character must make an Agility roll to draw a weapon (see
page 66 of the Savage Worlds rulebook), he adds +2 to the roll.

Quick Strike
Requirements: Seasoned, Agility d10+
The character is able to strike suddenly and without warning. The character describes a Trick then spends a
Benny to automatically get the Drop on his opponent.

Rapid Fire
Requirements: Seasoned, Shooting d10+ or Throwing d10+
Particularly skilled archers and knife throwers can loose a rapid barrage of projectiles, sacrificing
finesse for raw speed. When a character takes this Edge, they must choose to apply it to Shooting or
Throwing, although the Edge can be taken twice, once for each Skill.
The character can make an extra Throwing or Shooting attack per round at a -2 penalty to all attack
rolls. This attack must be taken at the same time as another Throwing or Shooting attack, though it may
target any two foes within a 90 degree arc from the hero who are within range (Wild Cards roll two Skill
dice and one Wild Die). The -2 penalty is subtracted from all attacks made that round.

Riposte
Requirements: Seasoned, Fencer, First Strike, Fighting d8+
A riposte is a combination of a parry followed by a quick attack. 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 riposte must be a straight attack (so no Disarm, Wild Attack, or other such maneuvers) and may not
be combined with Frenzy or Sweep. It may be used with the Defend maneuver (but not Full Defense).

Improved Riposte
Requirements: Veteran, Riposte
As above, except the character may make a free attack with no penalty. All Edge and maneuver
restrictions still apply, however.

Rock and Roll!


Requirements: Seasoned, Shooting d8+
Some veteran shooters learn to compensate for the recoil of fully automatic weapons. If a character
with this Edge does not move, he may ignore the recoil penalty for firing a weapon on full automatic.

Rugged
Requirements: Novice, Spirit or Vigor d8+

Whether in the jungles or in the snow-covered steppes, the character has become used to tough
environmental conditions and receive a +2 bonus on any Fatigue roll resulting from environmental
effects such as cold, heat, hunger, sleep deprivation, or thirst. In addition, she may ignore one Fatigue
level, regardless of its source.

Shield Expertise
Requirements: Seasoned, Agility d6+, Fighting d8+
Many soldiers train in the use of weapon-and-shield combat, but the dedicated warrior learns how to make
a shield a very powerful tool for surviving combat. A character with Shield Expertise increases the Parry value
of any shield by +1.

Shrug It Off
Requirements: Seasoned, Iron Jaw
At the end of a combat in which he suffered one or more wounds, the hero makes a Vigor roll (wound
penalties apply). With each success and raise, he converts one wound to a level of Fatigue from Bumps and
Bruises. The hero cannot convert a wound if it would cause Incapacitation from Fatigue.

Signature Move
Requirements: Novice, Martial Artist, Fighting d8+
The character knows one particular kick, throw, or punch so well that he gains a +1 to his Fighting roll
when using it. This Edge may be taken multiple times with different Martial Artist attacks.

Improved Signature Move


Requirements: Veteran, Signature Move, Fighting d10+
The bonus from the Signature Move increases to +2.

Power Signature Move


Requirements: Seasoned, Signature Move
When using his signature move, the character may Ace his damage roll when striking an inanimate object,
and gains the bonus dice from the Aces.

Speed Loader
Requirements: Seasoned, Agility d8+, Shooting d6+
Your character has mastered the fine art of loading his weapon in a hurry. Your hero can fire his
weapon on the same round it is reloaded, ignoring the usual 2 penalty to Shooting rolls in the same
round.
Your hero also reduces the time required to reload by 1 round.

Spot Weakness
Requirements: Seasoned, Smarts d8+,
Fighting d8+, Notice d6+
No swordsman, no matter how well trained, is flawless. Everyone has a weakness, and this character has
the training necessary to spot and exploit such a weakness.
If an opponent making a Fighting attack against the character rolls a 1 on his Fighting die (regardless of
Wild Die), the character receives +1 to Fighting rolls against that foe for the rest of the combat. If an
opponent rolls a 1 on his Fighting die but hits the hero using his Wild Die, the character still spots the flaw.
You only get the bonus once, no matter how many 1s are rolled.
Steady Hands
Requirements: Novice, Agility d8+
Your hero ignores the unstable platform penalty for firing from the backs of animals or while riding in
moving vehicles. In addition, when performing actions while Running (see page 65 of the Savage Worlds
rulebook), his penalty is 1 instead of 2.
Strong Grip
Requirements: Seasoned, Fighting d6+, Strength d8+
The characters hand strength is impressive. This gives him a +2 bonus when an opponent attempts
to disarm him, and he gets a +2 bonus on Strength checks to break or maintain a grapple.

Superior Defense
Requirements: Heroic, Block, Agility d8+
A character with this Edge who performs the Defend or Full Defense action gains a +4 to his Parry
(instead of just +2). He also subtracts 2 from any ranged attacks against him this round, as well as adding
+2 to any attempts to evade area effect attacks.

Sweep
Requirements: Novice, Strength d8+, Fighting d8+
Sweep allows a character to make a single Fighting attack and apply it against all currently adjacent
targets at a 2 penalty (friends and foes alikebe careful). Resolve each damage roll separately. The
attack is applied immediately when rolled and only affects targets adjacent at that time.
A character may not use Sweep in the same round she uses Frenzy, nor may she Sweep more than
once per round, or with a second weapon held in another hand. In effect, the hero may only perform
Sweep once per action unless she somehow gets two entire actions (perhaps under the effects of a spell
or power, for example).

Improved Sweep
Requirements: Veteran, Sweep
As above but the hero may ignore the 2 penalty.

Take the Hit


Requirements: Novice, Vigor d10+
Characters with this Edge are good at rolling with punches, are lucky, have fate on their side, or are
perhaps just really tough. They add +2 to Soak rolls made to eliminate wounds.

Takedown
Requirements: Novice, Fighting d8+
The character has learned how to throw or trip an opponent. Make an opposed Fighting roll versus the
target. For each Size category difference, the character incurs a -2 penalty. On a success, he may place his
opponent in any spot within 1" of him. The opponent is now prone. With a raise, the opponent is prone and
Shaken. If already Shaken, the opponent takes a wound.

Throwing Proficiency
Requirements: Seasoned, Agility d8+, Throwing d8+
The Hero has mastered the technique of holding and throwing more than one knife at a time, giving him a
Rate of Fire of 3 with these weapons. He also knows how to draw three of these spikes as a single action,
or as a free action if he has Quick Draw. Note that this Edge does not work for any other weapon beside
knives.

Trademark Weapon
Requirements: Novice, Fighting or Shooting of d10+
The hero knows one unique weapon like the back of his hand. When using that weapon, he adds +1 to
his Fighting, Shooting, or Throwing rolls. A hero can take this Edge multiple times, applying it to a
different weapon each time. If a Trademark Weapon is lost, the hero can replace it, but the benefit of
the Edge doesnt kick in for two game weeks.

Improved Trademark Weapon


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

Tricky Fighter
Requirements: Seasoned, Dirty Fighter, Agility d8+ or Smarts d8+, Fighting d8+
The hero suffers no multi-action penalty when using a Trick in the same round as a Fighting attack.
The player must choose which type of Trick this Edge applies to (Agility or Smarts) and must have a d8+
in that attribute. The character may take this Edge twice to apply it to both kinds of Tricks.

True Hero
Requirements: Heroic, Wild Card, Iron Jaw
When lesser men fall by the wayside, this hero just keeps soldiering on and on.
Whenever the character takes enough wounds to make him Incapacitated, he may make a free Soak
roll. Should the roll fail, the character may still spend a benny to make a Soak roll as normal.

Two-Fisted
Requirements: Novice, Agility d8+
A Two-Fisted hero isnt ambidextroushes simply learned to fight with two weapons (or both fists) at
once. When attacking with a weapon in each hand, he rolls each attack separately but ignores the multi-
action penalty (see page 66 of the Savage Worlds rulebook).

Leadership Edges
Leadership Edges grant bonuses to subordinates, making them more effective, reliable, or durable.
These Edges apply only to a number of subordinates within 5 (the command radius), and are not
cumulative with the same Edge from other leaders. Subordinates may benefit from different Leadership
Edges by the same or different leaders.

Command
Requirements: Novice, Smarts d6+
Command is the ability to give clear instructions to surrounding allies and enforce your heros will
upon them. This makes your characters compatriots more willing to fight on despite their wounds, and
so adds +1 to their Spirit rolls to recover from being Shaken.
Command Presence
Requirements: Novice, Command
A booming voice, effective commands, natural charisma, or simple training results in a much more
effective combat element. At the center of that element is the officer in command. A hero with this
Edge has a command radius of 10 instead of the usual 5.

Fervor
Requirements: Veteran, Command, Spirit d8+
A simple phrase uttered by a great leader can sometimes have momentous results. A leader with this
ability can inspire his men to bloody fervor by yelling a motto, slogan, or other inspirational words.
Those in the command radius add +1 to their Fighting damage rolls.

Gifted Leader
Requirements: Veteran, Command
Command comes easy to this hero and his followers respect him. He looks after his men and teaches
them to look after each other. The result is a well-disciplined and effective force that works well as a
unit.
Extras making group rolls while under this leaders command roll d8 as the Wild Die instead of d6.

Hold the Line!


Requirements: Seasoned, Command, Smarts d8+
This Edge strengthens the will of the men under the heros command. The troops add +1 to their
Toughness.

Inspire
Requirements: Seasoned, Command
Leaders with exceptional reputations and experience in battle inspire the soldiers around them. They
add +2 to Spirit rolls when recovering from being Shaken (this includes the original +1 bonus for the
Command Edge).

Leader of Men
Requirements: Veteran, Command
Command comes easy to this commander. Those under his command work like a well-oiled machine
when hes in charge.
Allies under the leaders command roll a d10 as the Wild Die instead of a d6 when making group rolls.

Natural Leader
Requirements: Novice, Command, Spirit d8+
This Edge signifies a special link between a leader and his men. With it, he may share his Bennies with
any troops under his command.

Spurred On
Requirements: Seasoned, Command, Fervor
What happens to the hero inspires those around him to fight harder. If your character suffers a
wound, all allies within 5 gain a +1 bonus to attack and damage rolls for the rest of the combat.

Steady, Men!
Requirements: Seasoned, Command, Persuasion d8+
Some leaders can maintain their followers composure in even the most trying circumstances.
Leaders with this Edge grant a +2 to all Fear checks made by troops under their command.

Tactician
Requirements: Seasoned, Command, Wild Card, Smarts d8+, Knowledge (Battle) d6+
The leader has a natural grasp of small unit tactics and can frequently take advantage of a rapidly
changing situation.
At the beginning of a fight and before any Action Cards are dealt, the hero makes a Knowledge (Battle)
roll. For each success and raise he receives one Action Card. These are kept separate from his regular
Action Cards and are not placed back into the deck until used or the combat ends (including Jokers!).
At the start of any round, the hero may give one or more of these extra cards to his allies, whether
Extras or Wild Cards, who then use it as their Action Card for the round in place of the one dealt them.
This allows Extras to operate independently of Wild Card characters for one round if they receive their
own card.
Only one character per encounter may use this Edge.

Power Edges
Power Edges are for those with Arcane Backgrounds. See Chapter Five of the Savage Worlds rulebook
for more information on each type of Arcane Background, how to use them, and the powers available.

Chemist
Requirements: Novice, Arcane Background (Weird Science), Smarts d8+, Weird Science d8+
This Edge allows a Weird Scientist to manufacture drugs as one-shot devices.
To create a drug, the chemist needs access to at least a small lab ($1000 and weighs 20 lbs),
ingredients, and time. Creating a drug takes a number of hours equal to the Power Powers being
invested. The monetary cost of the ingredients is equal to $100 per Power Point.
At the end of the required time, the chemist pays the relevant Power Points and monetary costs, and
rolls his Weird Science skill.
Power Points invested in the drug recharge at the usual rate (normally one per hour). A chemist
neednt take the drug to get his Power Points backgiven enough time, he can build up a supply of
drugs for when he needs them.
If the skill roll is successful, the drug is complete. It can be imbibed or injected as a single action by
any living being, who then gains the benefits of the power. A basic combat drug, for example, might
contain the boost trait power affecting the users Vigor.
The effects of the drug are the same as the power. This includes any additional effects from raises on
the original skill roll and any Power Points put in to extend the Duration. The GM has the final word on
whether a power can be invested by a Chemist.

Finely Tuned
Requirements: Seasoned, Arcane Background (Weird Science), Smarts d8+, Repair d8+, Weird Science
d8+
The scientist has studied under the best masters in his field and has fine-tuned his creations to
maximum efficiency.
Each raise a weird scientist gets on his activation roll reduces the cost of the power by 1 Power Point,
to a minimum of 1. The gizmo must have the full points available to use the power in the first place
before rolling. You only need to take this Edge once, not for each gizmo.

Genius
Requirements: Veteran, Wild Card, Smarts d10+, Repair d8+, Weird Science d10+
Having your gizmo malfunction just when you need it most is at best annoying, and at worse life-
threatening. This scientist has built several fail-safes into his devices.
The inventors gizmos malfunction only on a critical failure. You only need to take this Edge once, not
for each gizmo.

New Power
Requirements: Novice, Arcane Background
An arcane character may learn a new power by choosing this Edge (which may be taken multiple
times). He may choose from any powers normally available to his particular Arcane Background.

Power Points
Requirements: Novice, Arcane Background
Wizards, weird scientists, and other arcane types always want more power. This Edge grants them an
additional 5 Power Points.
Power Points may be selected more than once, but only once per Rank.

Rapid Recharge
Requirements: Seasoned, Spirit d6+, Arcane Background
This Edge allows an arcane character to regain 1 Power Point every 30 minutes.

Improved Rapid Recharge


Requirements: Veteran, Rapid Recharge
The character regains 1 Power Point every 15 minutes.

Rapid Recovery
Requirements: Seasoned, Arcane Background, Vigor d6+
Some powerful mages are able to recover faster than others from the exertions of working magic.
This Edge allows a spellcaster to reduce the time it takes to recover a Fatigue level lost to Backlash to 15
minutes.
Improved Rapid Recovery
Requirements: Veteran, Rapid Recovery
The character regains one Fatigue level lost to Backlash every 5 minutes.

Soul Drain
Requirements: Seasoned, Arcane Background (any but Weird Science), Knowledge (Arcana) d10+
Spellcasters, mentalists, and other arcane types in dire need of Power Points may use this Edge to
drain energy from their own souls. To use this dangerous ability, the arcane character first decides how
many Power Points he wants to draw from himself. Then he makes a Spirit roll minus the number of
points hes trying to drain. (This is a free action.) On a Spirit total of 1 or less, the character suffers a
wound and falls unconscious for 1d6 hours. On a failure, the character suffers a wound. On a success or
better, the character gets the points he needed and may attempt to cast a spell with them immediately
(they may not be saved).

Super Scientist
Requirements: Heroic, Smarts d10+, any two Knowledge (science related) skills d10+, Repair d10+,
Weird Science d10+
Super Scientist allows a weird scientist to create gizmos which are always on, no longer requiring
Power Points to use (infinite points), and can be used by anybody. When he first takes this Edge, he may
try to promote one of his existing gizmos to permanent status. From then on, any time he buys a New
Power, the gizmo may use these rules in addition to acquiring a new power.
When the device is created, the creator makes a Weird Science roll at 4. Failure means the device
works as a regular gizmo (so the hero doesnt lose out). A success means the gizmo has the regular
power and can never gain any bonuses from an activation raise, but it no longer requires power points
to use. A raise means the power forever activates with a raise (if desired by the user).
Gizmos which are always on (an armored suit or chameleon cloak), dont require a Weird Science skill
roll to activatebut may require an action to readythe suit must be put on, the cloak pulled over
the wearer, and so on. Thus a chameleon cloak, which uses invisibility, could always be worn and require
no activation rollbut the wearer would always be invisible.
Alternatively, such items could be easily activated and deactivated with the flick of a switch (no trait
roll required). The cloak mention above, for instance, could have its chameleon powers activated by
pressing a button concealed in the clasp, allowing the wearer to disappear at will.
The GM has the final word on whether items are truly passive or if they require some sort of minor
user input.
Gizmos requiring activation, such as an atomic bazooka (blast) or rocket boots (fly), require a suitable
skill roll (Shooting for guns and Piloting for rocket boots, for example).

Strong Caster
Requirements: Seasoned, Arcane Background, Smarts d8+, arcane skill d6+, Knowledge (Occult) d8+
The character is adept at channeling raw magical essence.
A character with this Edge reduces the initial Casting Modifier of all spells by 1, to a maximum of
zero. For instance, a spell with a Casting Modifier of 2 would give just a 1 penalty to this hero.

Improved Strong Caster


Requirements: Heroic, Strong Caster
As above, except the penalty to the Casting Modifi er is reduced by 2 (to a maximum of zero).

Tinkerer
Requirements: Seasoned, Repair d8+, Weird Science d10+
On taking this Edge, the scientist may craft (or modify) an item that adds +1 to the users relevant
trait roll, increases the damage of a weapon by +1, or increases the bonus of armor by +1. No activation
roll is required.
Assuming the artificer is always fiddling with devices (not locked in prison, for example), and has
adequate tools, he may make a Weird Science roll at 4 at the end of any session in which he advances.
If successful, he adds another +1 to any item of his choice.
This could be his own gun (bonus to Shooting), the clothing of another (bonus to Armor), or any other
item of his choice. The item now adds that bonus to the users relevant trait or damage roll, or armor
rating. No item may have more than a +3 bonus.
Stacking: Bonuses from items dont stack, so a laser pistol +3 (Shooting) wielded by someone with
targeting goggles +3 (Shooting) gets only the highest of the two.

Trademark Power
Requirements: Novice, Arcane Background, Arcane skill d6+
The hero has become specialized in one power. When using this power, the hero adds +1 to their
Arcane skill roll. This Edge multiple times, and each time it is applied to a new power.

Improved Trademark Power


Requirements: Veteran, Trademark Power, Arcane skill d8+
As above, but the bonus when using the power increases to +2.

Professional Edges
Professional Edges are very special abilities that reflect many years of practicing a particular trade. In
some cases they may also represent special blessings from higher powers as well.
These Edges help you create a character who is far more competent in his chosen field than most
others. If you want to make a very effective Mad Scientist, for example, you could combine the Arcane
Background (Weird Science) with the Gadgeteer and Mr. Fix It Edges.
Professional Edges represent many years of training so their Requirements are quite high. Players may
purchase Professional Edges after character creation, but should usually lead up to it story-wise by
practicing the affected trade during down-time or in between adventures. The time spent acquiring one
of these abilities is subjective and up to the Game Master, but makes the game much more believable if
a little narrative time is spent training.
Stacking: Bonuses to the same Trait from different Professional Edges do not stack. If you make a
hero with both the Woodsman and the Thief Edges, for example, he gains +2 to his Stealth skill, not +4.

Ace
Requirements: Novice, Agility d8+
Aces are special pilots and drivers who feel more comfortable behind the wheel, throttle, or flight stick
than on their own two feet.
Aces add +2 to Boating, Driving, and Piloting rolls. In addition, they may also spend Bennies to make
Soak rolls for any vehicle or vessel they control. This is a Boating, Driving, or Piloting roll at 2 (cancelling
their usual +2). Each success and raise negates a wound and any critical hit that would have resulted
from it.

Acrobat
Requirements: Novice, Agility d8+, Strength d6+
Those who have formal training in the acrobatic arts or are naturally agile may take this Edge. It adds
+2 to all Agility rolls made to perform acrobatic maneuvers (including Trick maneuvers), and also adds
+1 to a characters Parry as long as he has no encumbrance penalty.

Adept
Requirements: Novice, Arcane Background (Miracles), Faith d8+, Fighting d8+
Adepts are holy warriors who have trained themselves to be living weapons. Some do so to be
ultimate warriors; others do it in the service of a cause or deity.
Their unarmed attacks do Str+d4 damage, and they are always considered armed for purposes of the
Unarmed Defender rule.
In addition, upon taking this Edge and at each new Rank, they may choose to change the trappings of
one of the following powers to work only on themselves but be activated as a free action: boost/lower
trait, deflection, healing, smite, or speed. The Adept must have the power to begin with, and this does
not allow him to activate more than one power in a round.

Archer
Requirements: Veteran, Marksman, Agility d6+, Shooting d8+; only works with bows
Archers who train in advanced techniques learn how to master the bow in all conditions, and they can
compensate for many difficulties. Archers reduce all called shot, range, and cover penalties by one. This only
works with bows and not crossbows.

Artifact Hunter
Requirements: Novice, Notice d10+
Artifact hunters scour ruins for magic items. If there is an Artifact Hunter in the party, the chance of
finding a relic increases by 10%. If the chance is 100%, they find one artifact and have a 10% chance of
finding a second.

Assassin
Requirements: Novice, Agility d8+, Climbing d6+, Fighting d6+, Stealth d8+
Assassins are trained killers who know how to kill with deadly precision if they can properly
approach their prey. Assassins add +2 to any damage roll where they strike a foe unawares (even with
ranged attacks).

Champion
Requirements: Novice, Arcane Background (Miracles), Spirit d8+, Strength d6+, Vigor d8+, Faith d6+,
Fighting d8+
Champions are holy (or unholy) men and women chosen to fight for a particular deity or religion. Most
are pious souls ready and willing to lay down their lives for a greater cause, but some may have been
born into the role and follow their path with some reluctance.
Champions fight the forces of darkness (or good). They add +2 damage when attacking supernaturally
evil (or good) creatures, and have +2 Toughness when suffering damage from supernaturally evil (or
good) sources, including arcane powers and the weapons, claws, teeth, etc., of such creatures.

Climber
Requirements: Novice, Strength d6+, Climbing d10+
You have truly mastered the art of climbing. You gain +2 to all Climbing checks. Furthermore, you
can ascend at twice the normal rate (their Strength die per round) with any kind of handholds.

Doctor
Requirements: Novice, Smarts d8+, Healing d8+
The doctor adds +2 to his Healing rolls. In addition, they get to use a d8 as their Wild Die for any
medically-related check.

Engineer
Requirements: Novice, Smarts d8+, Repair d8+
Those who can repair gadgets, especially in the field, are worth their weight in gold. Your hero is one
such person.
The engineer adds +2 to his Repair rolls. With each raise, he halves the time normally required to fix
something. This means that if a particular Repair job already states that a raise repairs it in half the time,
an engineer could finish the job in one-quarter the time with a raise.

Explorer
Requirements: Novice, Vigor d6+, Survival d8+
There are two extremes of climate, and this character has survived them both. He gains a +2 bonus to
Survival rolls. In addition, he has a +2 bonus to resist the effects of hot and cold environments.

Familiar
Requirements: Novice, Arcane Background: Magic, Knowledge (Arcana) d10+
The mage has acquired an animal familiar. The creature gained varies with the mages Rank when he first
takes this Edge. Use the Available Familiars table to determine the type of animal a mage can choose.

Available Familiars
Rank Animal Types
Novice Hawk, rabbit, cat, snake
Seasoned Dog, wolf, deer, mule
Veteran Lion, riding horse, tiger
Heroic Bear, bull, shark, warhorse
Veteran Elephant, rhino, great white shark, or a smaller magical creature
Legendary Hippogriff, manticore
The mage and the familiar acquire the Loyal Hindrance with regard to each other. The familiar is not a
slave, however, and can refuse to follow orders, especially ones which will cause it harm. Unless ordered
otherwise, the familiar follows its natural instincts. For example, a cat familiar may stop to chase a mouse,
take a quick nap, or sate its curiosity about a small hole, and its likely to hide during combat.
The strong bond allows the familiar to resist the effects of beast friend. Each Rank of the mage adds +1 to
the creatures Size for the purpose of how many Power Points are needed to control it.
Both can understand each others speech. To others, the familiar is simply making animal noises the
mage speaks his normal language.
The familiar is a Wild Card with respect to wounds and the Wild Die, but has no Bennies. The mage may
spend his for the familiar, however.
A mage can dismiss a familiar to gain another if he chooses.
Each additional time this Edge is taken, the mage can pick one of the powers below. Each power may only
be taken once. The mage may take this Edge only once each Rank. Taking it during character creation allows
the character to take it again while hes a Novice.
The mage can transfer wounds and Fatigue levels to or from his familiar as a free action.
The mage may increase one attribute of his choice which is lower than that of the familiar by one die, to a
maximum of d12.
The mage can use the familiars senses as if they were his own. This requires concentration. The
maximum range for this ability is the mages Smarts x 100 yards.
The familiar can use the mages Combat Edges as its own.
Any spells the mage casts on himself also affect the familiar. If he casts armor with a raise, both he and his
familiar gain +4 Armor for the duration, for example.
The familiar has 5 Power Points, which the mage may use as if they were his own. They recharge at the
same rate as the mages (usually 1 per hour).

Fence
Requirements: Novice, Smarts d8+, Streetwise d8+
The character has the knack for finding the right people when he needs to dispose of excess gear. On
a successful Streetwise roll he finds a buyer willing to pay 50% of the gears value. A raise increases this
to 75%

Font of Knowledge
Requirements: Seasoned, Smarts d8+
The character has picked up many odd bits of information during his travels. The character may make a
Common Knowledge roll at +2 to see whether he knows some relevant information about anythinglocal
notable people, legendary items, or noteworthy placesregardless of how specialized or obscure the
knowledge.

Gadgeteer
Requirements: Novice, Arcane Background (Weird Science), Smarts d8+, Repair d8+, Weird Science d8+,
at least two other scientific Knowledge skills at d6+
These mechanical gurus are so technically savvy they can quickly build a machine to handle nearly any
situation.
Once per game session, a gadgeteer can create a juryrigged device from spare parts. The device
functions just like any other Weird Science device, and uses any power available to Weird Scientists in
that setting (though this is still subject to Rank restrictions). It has half the inventors Power Points, and
once these are used up, the gadget burns out and does not recharge. The inventor must have access to
some parts and a reasonable amount of time (GMs call, but at least 1d20 minutes) to create the gizmo.

Guardian
Requirements: Novice, Agility d8+, Fighting d6+, Notice d6+
This character may be a bodyguard or just devoted to an individual. In either case he can jump in
front of attacks intended for another. A guardian must take an action each time he selects a new person
to guard.
As long as the guardian stays within 1 of the chosen person, any attack aimed at that person is
automatically rolled against the guardian instead. The character receives a benny each time he suffers a
wound from such an attack during an encounter. If the guardian soaks the wound, he doesnt get the
benny.

Gunman
Requirements: Veteran, Agility d6+, Smarts d6+, Spirit d8+, Shooting d8+, only works with firearms
This character isnt your average shooter. Shes got a knack for putting her shots where they count.
When she rolls a raise on an attack roll, she starts with a bonus d8 to damage instead of the usual d4.

Holy/Unholy Warrior
Requirements: Novice, Arcane Background (Miracles), Spirit d8+, Faith d6+
Acolytes, clerics, paladins, holy slayers, and other avatars of the gods are frequently tasked with
battling the forces of evil in the mortal world. This Edge gives them a slight advantage against such foes.
As an action, a priest or other holy person may call upon his chosen deity to repulse supernaturally
evil creatures, such as the undead, demons, and the like. It also works on evil characters with the Arcane
Background (Miracles) Edge. Repulsing evil costs 1 Power Point and has a range of the characters Spirit.
Targeted creatures within that range must make a Spirit roll. Failure means the creature is Shaken; a 1
means it is destroyed. Wild Cards suffer an automatic Wound instead.
A character may also be an Unholy Warrior working for the forces of evil. In this case, he repulses
good creatures, such as angels, paladins, or good characters with Arcane Background (Miracles).

Inventor
Requirements: Novice, Smarts d8+, Knowledge (Science) d6+, Knowledge (Engineering) d6+, Knowledge
(Mechanics) d6+, Repair d4+
You start the game with two inventions completed (pending GM approval), each with Reliability d6.

Investigator
Requirements: Novice, Smarts d8+, Investigation d8+, Streetwise d8+
Investigators have spent a great deal of time researching ancient legends, working the streets, or
deducing devilish mysteries. Some of these heroes are actual Private Investigators for hire while others
may be sleuthing mages in a fantasy world or perhaps inquisitive college professors stumbling upon
Things Man Was Not Meant to Know in the dark of night. Investigators add +2 to Investigation and
Streetwise rolls, as well as Notice rolls made to search through evidence.

Jack-of-All-Trades
Requirements: Novice, Smarts d10+
Through advanced schooling, book-learning, computer-enhanced skill programs, or just amazing
intuitive perception, your hero has a talent for picking up skills on the fly. There is little he cant figure
out given a little time and a dash of luck.
Any time he makes an unskilled roll for a Smarts-based skill, he may do so at d4 instead of the usual
d42.

Mechanical Genius
Requirements: Novice, Smarts d6+, Repair d6+, Notice d8+
This character can improvise something when the need for a tool arises. He suffers no negative
penalties on Trait rolls for lack of equipment in most situations.
In addition, given a few simple tools, props, or devices, he can generally rig devices to help escape
from death-traps, weapons to match some bizarre need, or otherwise create something thats needed
when such a thing isnt actually present. The extent of this is completely up to the Game Master, but
creativity should be rewarded, particularly in dire situations where few other answers are possible.

Mentalist
Requirements: Novice, Arcane Background (Psionics), Smarts d8+, Psionics d6+
Mentalists are masters of mind control and psionics. Some are pulp heroes, others are trained in
secret government academies to root out traitors. Their frequent toying with human minds gives them a
+2 on any opposed Psionics roll, whether they are using their powers against a foe or are trying to
defend against a rival Mentalist.

Merchant
Requirements: Novice, Persuasion d8+, Knowledge (Business) d6+, Streetwise d4+
You are a natural salesperson. You add +2 to Persuasion rolls when negotiating, or brokering deals.
You also have a nose for local markets, legal or otherwise, gaining +2 to Streetwise when attempting to
acquire or sell anything.

Mr. Fix it
Requirements: Novice, Arcane Background (Weird Science), Smarts d10+, Repair d8+, Weird Science
d8+, at least two other scientific Knowledge skills at d6+
The inventor adds +2 to Repair rolls. With a raise, he halves the time normally required to fix
something. This means that if a particular Repair job already states that a raise repairs it in half the time,
a Mr. Fix It could finish the job in one-quarter the time with a raise.

Musketeer
Requirements: Novice, Shooting d8+, may not have the All Thumbs Hindrance
Some characters have a natural affinity with firearms, or have trained for years to load quickly even
while under fire.
Musketeers can reload a firearm in a single action. They may walk while reloading, but may not run.
The Edge does not apply to cannon, only to personal arms.

Performer
Requirements: Novice, Perform d8+
You know how to play an audience! Choose a Perform (Focus) each time you take this Edge. You get
+2 to all your rolls with the chosen focus. Also, if youre able to find a nightclub or theater willing to give
you the stage once a week (this may require a Persuasion or Streetwise check, at the GMs whim), you
earn $25 x the total of your skill roll in box office receipts, cover charges, and/or tips. This Edge doesnt
guarantee fame, but its a good start.

Priest/Priestess
Requirements: Novice, Spirit d8+, Knowledge (Religion) d8+
Priests may spend a Benny to use their Spirit Attribute in place of the normal Trait die on any one roll
he must make. The use of the Benny only applies to a single die roll.
Priests also gain a +1 Charisma bonus when interacting with adherents of the same faith. Prominent
priests often have Connections (Followers) or other Edges representing the worldly benefits of their
position.

Scholar
Requirements: Novice, d8+ in affected skill
Learned professors, devoted students, and amateur enthusiasts spend months of their lives studying
particular subjects. They become experts in these fields, and rarely fail to answer questions in their
particular area of expertise.
Pick any two Knowledge skills the Scholar has a d8 or better in. Add +2 to your total whenever these
skills are used. Those who study military history have a natural edge when commanding troops in Mass
Battles (see page 92 of the Savage Worlds rulebook)a +2 to a Knowledge (Battle) roll can mean the
difference between a rousing victory and a crushing defeat.

Scout
Requirements: Seasoned, Notice d6+, Survival d6+
Your hero has learned to spot warning signs and trust his instincts in the wilderness. Anytime the
Game Master rolls a random encounter while traveling, your hero may make a Notice roll (2). If hes
successful, he spots the hazard, creature, or situation at the earliest possible opportunity. This likely
gives his party time to avoid the threat, or at least approach it on its own terms. Your hero also gains a
+2 to Notice rolls made to avoid surprise (see Savage Worlds) in tactical situations.

Sleuth
Requirements: Novice, Smarts d6+, Notice d6+
Your hero has a knack for spotting things most other folks miss. You can spend a Benny to have your character
find any and all relevant clues in a scene, no roll necessary, no unforeseen consequences.

Tactician
Requirements: Seasoned, Smarts d6+, Spirit d6+, Knowledge (Tactics) d6+:
A tactician has spent a lot of his life in group combat, and over time has learned ways to direct his
allies to be more effective.
After initiative cards have been fully dealt, but before the round starts, the character may swap
initiative cards between any two willing characters, including himself.

Thief
Requirements: Novice, Agility d8+, Climbing d6+, Lockpicking d6+, Stealth d8+
Thieves specialize in deceit, treachery, and acrobatics. They can be invaluable where traps must be
detected, walls must be climbed, and locks must be picked.
Thieves add +2 to Climbing, Lockpick, Stealth, as well as Notice or Repair rolls that relate to traps and
similar devices. The bonus to Stealth does not apply when the character is in a wilderness
environmentonly in urban areas.

Wizard
Requirements: Novice, Arcane Background (Magic), Smarts d8+, Knowledge (Arcana) d8+, Spellcasting
d6+
Wizards range from young apprentices to frighteningly powerful supreme sorcerers. They are often
physically weak, however, and rarely have the divine powers or healing abilities of priestly spellcasters.
What they lack in spiritual favor, however, they more than make up for in utility and eldritch might.
Wizards tend to learn their craft in formalized institutions or under the tutelage of experienced
masters. Each raise a Wizard gets on his Spellcasting roll reduces the cost of the spell by 1 Power Point.
The Wizard must have the points available to cast the spell in the first place before rolling.

Woodsman
Requirements: Novice, Spirit d6+, Survival d8+, Tracking d8+
Woodsmen are rangers, scouts, and hunters who are more at home in the wilderness than in urban
areas. They are skilled trackers and scouts, and know how to live off the land for months at a time.
Woodsmen gain +2 to Tracking, Survival, and Stealth rolls made in the wilderness (not towns, ruins, or
underground).

Zealot
Requirements: Veteran, Arcane Background, Priest/Priestess, Knowledge (Religion) d8+, Spellcasting
d8+
Among the faithful, a small few occasionally take up the mantle of magic as well. Whether a gift from their
deity or simply the conviction of fanaticism, such individuals find it easier to sustain spells.
A character with this Edge ignores 1 point of Spellcasting penalties for having a spell currently active and
gains a +2 bonus to rolls to resist Disruption.

Social Edges
Getting people to do what you want is a critical skill in most any setting. These Edges help your hero
do just that.
Charismatic
Requirements: Novice, Spirit d8+
Your hero has learned how to work with others, even those who might be somewhat opposed to him
or his efforts. This adds +2 to his Charisma.

Common Bond
Requirements: Wild Card, Novice, Spirit d8+
This Edge signifies a special link between close companionssuch as a typical party. It doesnt matter
whether or not the characters get along perfectly or not, theyve just formed a close and common bond
during their epic adventures.
A character with this Edge may freely give his Bennies to any other Wild Card he can communicate
with. This represents the character giving his verbal or spiritual support to the ally. The player should say
what his character is doing to give the support. The gesture could be as complex as a rousing speech, or
as simple as a knowing nod.

Connections
Requirements: Novice
Whether its to the Feds, the cops, the Mob, or some big corporation, your heroine knows someone
on the insidesomeone who is willing to lend her a hand on occasion (usually once per game session).
This Edge may be taken more than once, but each time must be applied to a different organization.
The GM should also ensure the organization is limited to a single, unique organization. A hero may, for
instance, have Connections (US Army), but he shouldnt have a blanket Connections (Military).
To use a characters Connections requires that she first get in touch with one of her contacts. This
requires a Streetwise roll. Failure means the particular contact wasnt available, their cell phone wasnt
on, or they were otherwise tied up.
Once in contact, the hero must make a Persuasion roll. The GM should feel free to modify both the
Persuasion roll and any results based on the circumstances.
A failure indicates the heroines contacts just couldnt come through this time, or perhaps just werent
persuaded that their help was really necessary.
On a success, the contact might share information, but wont do anything too risky to help. On a raise,
the contact is willing to leak sensitive information, but stops short of outright betrayal.
Two or more raises means the heroine has pushed the right buttons and can count on serious help.
The Connection will risk serious consequences for the heroine, and if she needs financial assistance, may
provide more than hes comfortable with. If the heroine asks for muscle, the contact delivers either one
expert (a safe-cracker, wheel-man, security expert, etc.) or five average fighter-types for the contacts
particular organization (a mob boss sends five thugs, the Army sends five infantrymen, etc.).

Femme Fatale /Ladykiller


Requirements: Novice, Persuasion d8+, must have positive Charisma
The hero or heroine is a stunner, and knows how to get the best out of the opposite sex by using his
or her charms.
The character may use Persuasion as a Test of Will against members of the opposite sex, pitting their
looks and charm against a foes Smarts. The character may add Charisma bonuses to their roll.
Glib
Requirements: Seasoned, Spirit d6+, Taunt d6+
There are those who fight as much with words as with steel or fists, rattling off a constant chatter full of
jibes, insults, and wisecracks intended to keep their opponents off balance. These folks are capable of Taunts
timed right before a well-placed blow. A Glib Hero can perform a Taunt as a Free Action.

Honeyed Tongue
Requirements: Novice, Smarts d6+, Spirit d6+, Persuasion d8+, Streetwise d6+
Whether a master merchant or a flirtatious fence, this character is a master of flattery, innuendo, and
fabrications. The characters ability to confuse and distract allows him to make a Test of Wills using
Persuasion opposed by the targets Smarts.
Additionally, this smooth talker is an expert negotiator. When selling goods he is able to unload the items
at half price with a successful Streetwise roll, or at three-quarters value with a raise.

I Know a Guy
Requirements: Novice, Persuasion d6+, Streetwise d6+, Charismatic
Some people seem to know someone everywhere they go. The contact may not be the most
amazingly helpful personthey may even hate the villain for some past slight or money owed. The
person known may be well-placed in an organization, or just as easily be homeless and only know a few
possibly helpful rumors. The point is, however, almost anywhere he goes, the villain seems to know
someone, and that person usually at least knows something of value or can contact some helpful folks.
Once per session, the player can invoke this Edge to effectively have the Connections Edge with any
person or group. Use the rules for Connections to determine if the contact can be reached, and if he will
help in any way. If the attempt to contact a particular person fails, the once-per-session use of this Edge
is not used up; failures on the Persuasion check to get help still trigger that sessions use of the Edge.

Reputation
Requirements: Veteran
Whether the character is branded a hero or villain, he has earned a reputation for himself across the world.
He may add his Charisma to Intimidation rolls. A negative score is treated as positive for this (and the
scoundrel has a bad reputation).

Strong Willed
Requirements: Novice, Intimidation d6+, Taunt d6+
Characters with strong willpower use their voice, steely stares, or quick wits to unnerve their
opponents. Strong Willed adds +2 to a characters Intimidation and Taunt rolls, as well as his Spirit and
Smarts rolls when resisting Test of Wills attacks.

Team Player
Requirements: Novice, Spirit d6
Team players fight like well-oiled machines when standing beside their trusted allies. A Team Player
counts as an additional adjacent ally for purposes of determining Gang Up bonuses. This still cannot
exceed the normal maximum Gang Up bonus of +4.
Weird Edges
Weird Edges are slightly supernatural and only appropriate in games with those elements.

Beast Bond
Requirements: Novice
Some individuals can exert incredible will over their animal companions. These characters may spend
their own Bennies for any animals under their control, including mounts, pet dogs, familiars, and so on.

Beast Master
Requirements: Novice, Spirit d8+
Animals like your hero, and wont attack him unless he attacks them first or they are enraged for some
reason. His animal magnetism is so great hes attracted a loyal animal of some sort as well. This is
typically a dog, wolf, or raptor, though the GM may allow other companions if it fits the setting.
The beast is an Extra (not a Wild Card). If it should be killed, the hero finds a replacement in 2d6 days.

Danger Sense
Requirements: Novice
Your hero can sense when something bad is about to happen. Anytime hes about to be the victim of a
surprise attack, ambush, or other nasty surprise, he gets a Notice roll at 2 just before the attack or
event occurs. If successful, the character knows something is about to happen and may take appropriate
action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his
roll, he still follows the normal Surprise rules, if applicable (see page 65 of the Savage Worlds rulebook).

Healer
Requirements: Novice, Spirit d8+
A hero with this Edge adds +2 to all Healing rolls (including natural healing rolls for his own wounds),
whether natural or magical in nature. Up to five companions traveling with a Healer add the bonus to
their natural healing rolls as well.

Heightened Senses
Requirements: Novice, Notice d8+
The character has learned to rely on senses other than sight. As long as the objective isnt purely visual
(such as reading a sign), the character ignores 2 points of darkness or vision penalties.

Improved Heightened Senses


Requirements: Seasoned, Heightened Senses
The character can function without sight perfectly fine. As with the Heightened Senses Edge, if the
objective is purely visual, the character still suffers any darkness or vision penalties; but otherwise, darkness
and vision penalties do not apply.
If the character has the Blind Hindrance, the Rank requirement is reduced to Novice.

Hero
Requirements: Veteran, Wild Card
Heroes can pull off stunts lesser men can only dream of. Once per session, when you spend a benny,
you may add the reroll total to your previous roll.
Example: Genny takes aim at a Spanish ship bearing down on her own vessel. She rolls her
Shooting die and gets a measly 3. She spends her benny and rolls a 5. Adding this to her previous
roll gives an 8a raise!

I Have One
Requirements: Wild Card, Novice, Luck
Heroes are only human, or so they say. Sometimes they forget things, like torches, rope, bullets, and
the like. Once per session the hero may suddenly remember that he has a much-needed piece of
equipment on his person.
The item must be capable of being stored in the characters pocket or a bag and the Game Master
has the final word on what can be found (for example, finding lockpicks the guards missed to aid an
escape from prison may be acceptable if it fits the story). This Edge cannot be used during cliffhangers.

Knack
Requirements: Novice, character creation only
Folklore says that there is a special event that coincides with your birth. Some disbelieve this as
nonsense, but you seem to have a special knack at things that others dont have. Choose one of the
special events below. You may spend a Benny to use your knack. This Edge may only be taken once.
Born in a Library: A strange place to be born, for sure. It seems to have given you an unusual
knowledge of thins, though. You may spend a Benny to succeed on a Knowledge roll. Each Benny
you spend after that gives you a raise.
Born on Christmas: All others see a babe born on Christmas as blessed. You may spend a Benny
at any time and automatically succeed on a Persuasion roll. Each Benny you spend after that gives
you a raise.
Born on Halloween: This is the day of mischief. You may spend a Benny to automatically
succeed in a Trick, or to automatically resist a Trick. Each Benny you spend after that gives you a
raise.
Born on the Fourth of July: You have an inborn fighting spirit. You may spend a Benny to
automatically succeed on an Attack roll. Each Benny you spend after that gives you a raise.
Born on the Run: Your parents were on the run from an enemy when you were born. You have
a knack for survival, and succeed on a Survival roll when you spend a Benny. Each Benny you spend
after that gives you a raise.
Breech Birth: A breech baby is said to have the uncanny ability to heal injuries. You may
automatically heal one wound for each Benny you spend.
Seventh Son: Your hero is fated for greatness. Any time a Benny is used in your presence, you
may spend a Benny to negate its effect.

Scavenger
Requirements: Novice, Luck
Once per session the hero may suddenly remember that he has a much-needed piece of equipment
on his person. The item must be capable of being stored in the heros pocket or bag (assuming he has
one), and the Game Master has the final word on what can be found.

Wild Card Edges


The following Edges work only when the character is dealt a Joker during combat. The Edges effects
are in addition to the usual effects of being dealt a Joker.

Dead Shot
Requirements: Wild Card, Seasoned, Shooting/Throwing d10+
The character doubles his total damage when making a successful Shooting or Throwing attack this
round.

Mighty Blow
Requirements: Wild Card, Seasoned, Fighting d10+
The character doubles his total damage when making a successful Fighting attack this round.

Power Surge
Requirements: Wild Card, Seasoned, arcane skill d10+
This Edge is for those characters with Arcane Backgrounds. When dealt a Joker, the character recovers
2d6 Power Points. He may not exceed his usual limit.

Legendary Edges
Most Legendary Edges are very specific to their campaign worldsuch as gaining a stronghold or
divine favorbut a few fit most anywhere, as shown below.

Bowmaster
Requirements: Legendary, Shooting d12+1 or higher, Trademark Weapon.
The hero is a master of using the bow and arrow. He can add his Strength die to the damage dealt by
his bow, and ignores Called Shot modifiers at close range.

Fast
Requirements: Legendary, Quick, Agility d10+
Your hero acts fast when it is time to fight. Any time he is dealt lower than a ten for initiative, treat
his card as a ten of the same suit.

Followers
Requirements: Wild Card, Legendary
Heroes often acquire dedicated warbands, merry men, or others who voluntarily follow the hero on
his adventures.
Each time this Edge is chosen, five followers join the heros band. Casualties are not automatically
replaced, so a hero may need to choose this Edge again on occasion to replenish his losses. The
followers must have some way to eat and earn income, and generally want a piece of whatever loot,
treasure, or other rewards the hero acquires. Otherwise, they are completely dedicated to their idol and
risk their lives for him under any normal conditions. They wont knowingly throw their lives away except
under very special circumstances.
The GM determines the followers statistics, but in general, use the Soldier statistics presented on
page 81 of the Savage Worlds rulebook. Followers generally come with only basic equipment depending
on their particular setting (warriors in fantasy come with at least leather armor and short swords, for
example). The hero must purchase any additional equipment for his Followers himself.

Martial Arts Legend


Requirements: Legendary, Martial Arts Master, Fighting d12+
The warrior is deadly with his hands. He adds +2 to his bare-handed damage every time he takes this
Edge, up to a maximum of five times for a total damage bonus of +10.

Professional
Requirements: Legendary, d12 in affected Trait
The character is an expert at a particular skill or attribute (his choice). That Trait becomes d12+1. This
Edge may be selected more than once, but it may never be applied to the same skill or attribute twice.

Expert
Requirements: Legendary, Professional in affected Trait
As above, but the Trait increases to d12+2.

Master
Requirements: Wild Card, Legendary, Expert in affected Trait
The characters Wild Die increases to a d10 when rolling a particular Trait of his choice. This Edge may
be chosen multiple times, though it only affects a particular Trait once.

Sidekick
Requirements: Wild Card, Legendary
A character who triumphs over evil time and time again becomes an inspiration to others. Eventually,
one of these young crusaders may attempt to join the hero in his epic quests.
The hero gains a Novice Rank sidekick. The sidekick is a Wild Card, gains experience as usual, and has
abilities that complement or mimic his heros.
The player character should control his sidekick just like any other ally. Of course, the sidekick may
occasionally cause trouble (by getting captured, running into danger when hes not supposed to, etc.).
The player should be prepared for his Edge to occasionally become a Hindrance.
If the sidekick dies, he isnt replaced unless the hero chooses this Edge again.

Tough as Nails
Requirements: Legendary
Your hero is a grizzled veteran. Increase his Toughness by +1.
Improved Tough as Nails
Requirements: Legendary, Tough as Nails
Increase your heros Toughness by another +1.

Weapon Master
Requirements: Legendary, Fighting d12
Increase your heros Parry by +1.

Master of Arms
Requirements: Legendary, Weapon Master
Increase your heros Parry by another +1.

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