(Note: All the craft skills can be performed with the general (Repair) skill but the above technologies will take a penalty without the appropriate Craft Skill.)
All ThumbsMinor –2 Repair; Roll of 1 causes malfunction
Anemic Minor –2 to Fatigue tests
Arrogant Major Must humiliate opponent, challenge the ‘leader’
Bad Eyes Minor/Major –2 to attack or notice something more than 5” distant
Bad Luck Major One less Benny per session
Big Mouth Minor Unable to keep a secret, blabs at the worst time
Blind Major –6 to all actions that rely on vision; –2 on social rolls, gain additional Edge
Bloodthirsty Major Never takes prisoners
Cautious Minor Character is overly careful
Clueless Major –2 to most Common Knowledge rolls
Code of Honor Major Character keeps his word and acts like a gentleman
Curious Major Character wants to know about everything
Death Wish Minor Hero wants to die after completing some task
Delusional Minor/Major Character suffers from grave delusions
Doubting Thomas Minor Character doesn’t believe in the supernatural
Elderly Major Pace –1, –1 to Strength and Vigor die types; +5 skill points for any skill linked to Smarts
Enemy Minor/Major Character has a recurring nemesis of some sort
Greedy Minor/Major Character is obsessed with wealth
Habit Minor/Major Charisma –1; Fatigue rolls when deprived of Major Habits
Hard of Hearing Minor/Major –2 to Notice sounds; automatic failure if completely deaf
Heroic Major Character always helps those in need
Illiterate Minor Hero is unable to read or write
Lame Major –2 Pace and running die is a d4
Loyal Minor The hero tries to never betray or disappoint his friends
Mean Minor –2 to his Charisma for ill-temper and surliness
Obese Minor +1 Toughness, –1 Pace, d4 running die
One Arm Major –4 to tasks requiring two arms
One Eye Major –1 Charisma, –2 to rolls requiring depth perception
One Leg Major Pace –2, d4 running die, –2 to rolls requiring mobility, –2 to Swimming skill
Outsider Minor –2 Charisma, treated badly by those of dominant society
Overconfident Major The hero believes he can do anything
Pacifist Minor/Major Character fights only in self-defense as a Minor Hindrance;
won’t harm living creatures as Major Hindrance
Phobia Minor/Major –2 or –4 to Trait tests when near the phobia
Poverty Minor Half starting funds, inability to hang onto future income
Quirk Minor Character has some minor but persistent foible
Small Major –1 Toughness
Stubborn Minor Hero always wants his way
Ugly Minor –2 Charisma due to appearance
Vengeful Minor/Major Character holds a grudge; will kill as a Major Hindrance
Vow Minor/Major A pledge to a group, deity, or religion
Wanted Minor/Major The character is a criminal of some sort
Yellow Major The character is cowardly and suffers –2 to Fear checks
Young Major 3 points for Attributes, 10 skill points, +1 Benny per session
Hindrances Summary
Edges Summary
Spoiler:
Edges Summary
Edge Requirements Effects
Ace N, A d8 +2 to Boating, Driving, Piloting; may make Soak rolls for vehicle at –2
Acrobat N, A d8, St d6 +2 to nimbleness-based Agility rolls; +1 Parry if unencumbered
Adept N, AB (Miracles), Str+d4 unarmed attacks; always considered armed; may choose certain
Faith d8+, Fighting d8+ powers to active as a free action (see text)
Alertness N +2 Notice
Ambidextrous N, A d8 Ignore –2 penalty for using off-hand
Arcane Background N, Special Allows access to supernatural powers
Arcane Resistance N, Sp d8 Armor 2 vs. magic, +2 to resist powers
Imp. Arcane Res N, Arcane Res. Armor 4 vs. magic, +4 to resist magic effects
Assassin N, A d8+, Climbing d6+, +2 to damage when striking a foe unawares
Fighting d6+, Stealth d8+
Attractive N, V d6 Charisma +2
Very Attractive N, Attractive Charisma +4
Beast Bond N Character may spend Bennies for his animals
Beast Master N, Sp d8 You gain an animal companion
Berserk N See text
Block S, Fighting d8 Parry +1
Improved Block V, Block Parry +2
Brave N, Sp d6 +2 to Fear tests
Brawler N, St d8 +2 to unarmed damage rolls
Bruiser S, Brawler Bonus die to unarmed damage is d8 instead of d6
Brawny N, St d6, V d6 Toughness +1; load limit is 8 x Str
Champion N, See text +2 damage / Toughness vs. supernatural evil
Charismatic N, Sp d8 Charisma +2
Combat Reflexes S +2 to recover from being Shaken
Command N, Sm d6 +1 to troops recovering from being Shaken
Command Presence N, Command Increase command radius to 10”
Common Bond WC, N, Sp d8 May give Bennies to companions
Connections N Call upon powerful friends
Counterattack S, Fighting d8 Receive free Fighting attack at –2 once per round when a foe fails a
Fighting attack
Improved Counterattack V, Counterattack As above but ignore the –2 penalty
Danger Sense N Notice at –2 to detect surprise attacks/danger
Dead Shot WC, S, Double ranged damage when dealt Joker
Shoot/Throw d10
Dodge S, A d8 –1 to be hit with ranged attacks
Improved Dodge V, Dodge –2 to be hit with ranged attacks
Elan N, Sp d8 +2 when spending a Benny on a Trait roll (including Soak rolls)
Extraction N, A d8 Ignore one foe’s free attack when withdrawing from melee with an Agility roll
Improved Extraction N, Extraction As above. With a raise, no foes get their free melee attack.
Fast Healer N, V d8 +2 to natural healing rolls
Fervor V, Sp d8, Command +1 melee damage to troops in command
First Strike N, A d8 May attack one foe who moves adjacent
Imp. First Strike H, First Strike May attack every foe who moves adjacent
Fleet-Footed N, A d6 +2 Pace, d10 running die instead of d6
Florentine N, A d8, Fighting d8 +1 vs. foes with single weapon and no shield; ignore 1 point of gang up bonus
Followers L, WC Attract 5 henchmen
Frenzy S, Fighting d10 1 extra Fighting attack at –2
Imp. Frenzy V, Frenzy As above but no penalty
Gadgeteer N, See text May “jury-rig” a device once per game session
Giant Killer V +1d6 damage when attacking large creatures
Hard to Kill N, WC, Sp d8 Ignore wound penalties for Vigor rolls made on the Injury Table
Harder to Kill V, Hard to Kill 50% chance of surviving “death”
Healer N, Sp d8 +2 Healing
Hold the Line! S, Sm d8, Command Troops have +1 Toughness
Holy/Unholy Warrior N, See text See text
Improvisational Fighter S, Sm d6+ Ignores the usual –1 penalty to attack and Parry for improvised weapons
Inspire S, Command +1 to Spirit rolls of all troops in command
Investigator N, Sm d8, Inv. d8, +2 Investigation and Streetwise
Streetwise d8
Jack-of-All-Trades N, Sm d10 No –2 for unskilled Smarts-based tests
Killer Instinct H Wins tied opposed rolls, may reroll opposed skill die if it comes up a “1”
Leader of Men V, Command Roll a d10 as the Wild Die for subordinates’ group rolls
Level Headed S, Sm d8 Act on best of two cards in combat
Imp. Level Headed S, Level Headed Act on best of three cards in combat
Linguist N, Sm d6 Begin play with a number of languages equal to Smarts; Smarts –2 to be
understood in any language heard for a week
Liquid Courage N, V d8 Gain Vigor die type after imbibing at least 8 oz of alcohol
Luck N +1 Benny per session
Great Luck N, Luck +2 Bennies per session
Marksman S Aim maneuver (+2 Shooting) if hero does not move
Martial Artist N, Fighting d6 Never considered unarmed, +d4 to unarmed damage rolls
Improved Martial Artist V, Martial Arts, Fighting d10 +d6 to unarmed damage rolls
Martial Arts Master L, Imp. Martial Arts, +2 to unarmed damage rolls; may take this Edge up to five times
Fighting d12
McGyver N, Sm d6, Repair d6, May improvise temporary gadgets
Notice d8
Mentalist N, AB (Psionics), +2 to any opposed Psionics roll
Sm d8, Psionics d6
Mighty Blow WC, S, Fighting d10 Double melee damage when dealt Joker
Mr. Fix It N, See text +2 to Repair rolls, 1/2 Repair time with raise
Natural Leader N, Sp d8, Command Leader may give Bennies to troops in command
Nerves of Steel N, WC, V d8 Ignore 1 point of wound penalties
Imp. Nerves of Steel N, Nerves of Steel Ignore 2 points of wound penalties
New Power N, AB Character gains one new power
Noble N Rich; +2 Charisma; Status and wealth
No Mercy S May spend Bennies on damage rolls
Power Points N, AB +5 Power Points, once per rank only
Power Surge WC, S, arcane skill d10 +2d6 Power Points when dealt a Joker
Professional L, d12 in Trait Trait becomes d12+1
Expert L, Prof. in Trait Trait becomes d12+2
Master L, WC, Expert in Trait Wild Die is d10 for one Trait
Quick N Discard draw of 5 or less for new card
Quick Draw N, A d8 May draw weapon as a free action
Rapid Recharge S, Sp d6, AB Regain 1 Power Point every 30 minutes
Imp. Rapid Recharge V, Rapid Recharge Regain 1 Power Point every 15 minutes
Rich N 3x starting funds, $150K annual salary
Filthy Rich N, Noble Birth or Rich 5x starting funds, $500K annual salary
Rock and Roll! S, Shooting d8 Ignore full-auto penalty if shooter doesn’t move
Scavenger N, Luck Find an essential piece of equipment once per session
Scholar N, d8 in affected skills +2 to two different Knowledge skills
Sidekick L, WC Character gains a Novice WC sidekick
Soul Drain S, See Text Special
Steady Hands N, A d8 Ignore unstable platform penalty; Running penalty reduced to –1
Sweep N, St d8, Fighting d8 Attack all adjacent foes at –2
Imp. Sweep V, Sweep As above but with no penalty
Strong Willed N, Intimidation d6, +2 Intimidation and Taunt, +2 to resist
Taunt d6 Tests of Will
Tactician S, Wild Card, Sm d8, Make a Knowledge (Battle) roll at the beginning of a fight to get an
Knowledge (Battle) d6, Action Card per success and raise; these may be given to any allies
Command throughout the course of the battle
Thief N, A d8, Climbing d6, +2 Climb, Lockpick, Stealth, or to disarm traps
Lockpicking d6, Stealth d8
Tough as Nails L Toughness +1
Imp. Tough as Nails L, Tough as Nails Toughness +2
Trademark Weapon N, Fighting or +1 Fighting or Shooting with particular weapon
Shooting d10
Imp. Tr. Weapon V, Trademark Weapon +2 Fighting or Shooting with particular weapon
Two-Fisted N, A d8 May attack with a weapon in each hand without multi-action penalty
Weapon Master L, Fighting d12 Parry +1
Master of Arms L, Weapon Master Parry +2
Wizard N, See text Each raise reduces cost of spell by 1 point
Woodsman N, Sp d6, Survival d8, +2 Tracking Survival, and Stealth
Tracking d8
Attack Options Summary
Spoiler:
Attack Options Summary
Option Effect
Aim +2 Shooting/Throwing if character does not move
Area Effect Attacks Targets under template suffer damage, treat cover as armor; missed attack rolls cause 1d6” deviation for thrown weapons, 1d10” for launched weapons; x1 for Short, x2 for Medium, x3 for Long
Automatic Fire See rules
Breaking Things See Obstacle Toughness Table; Parry 2; No bonus damage or Aces
Called Shots Limb –2; Head –4, +4 damage; Small target –4; Tiny target –6
Cover Light –1; Medium –2; Heavy –4
Darkness Dim –1; Dark –2, targets are not visible beyond 10”
Pitch Darkness Targets must be detected to be attacked at –4
Defend +2 Parry; character may take no other actions
Disarm –2 attack; defender makes Str roll vs. damage or drops weapon
Double Tap/3 Rd Burst +1 attack and damage/+2 attack and damage
The Drop +4 attack and damage
Finishing Move Instant kill to helpless foe with lethal weapon
Firing Into Melee See Innocent Bystanders
Full Defense Fighting roll at+2 replaces Parry if higher
Ganging Up +1 Fighting per additional attacker; maximum of +4
Grappling Opposed Fighting roll to grapple. Raise=opponent Shaken; Defender makes opposed Strength or Agility to break free (any other action made at –4); Attacker can make opposed Str or Agility to cause damage
Improvised Weapons Small Weapons: Range 3/6/12, Damage Str+d4, RoF 1, Min Str d4, –1 attack and Parry
Medium Weapons: Range 2/4/8, Damage Str+d6, RoF 1, Min Str d6, –1 Attack and Parry
Large Weapons: Range 1/2/4, Damage Str+d8, RoF 1, Min Str d8, –1 attack and Parry
Innocent Bystanders Missed Shooting or Throwing roll of 1 (1 or 2 with shotguns or autofire) hits random adjacent target
Nonlethal Damage Characters are knocked out instead of potentially killed when Incapacitated
Obstacles If attack hits by the concealment penalty, the obstacle acts as Armor
Off-Hand Attack –2 to Fighting/Shooting with off-hand
Prone As Medium cover; prone defenders are –2 Fighting, –2 Parry
Push Bash: Push the target 1” for every success and raise on the Strength roll
Shield Bash: As above but causes Strength damage, +1 for a small shield, +2 for a medium shield,
and +3 for a large shield
Knock Prone: The defender is knocked prone
Ranged Weapons in Close Combat Pistols only; Target Number is defender’s Parry
Rapid Attack Make up to 3 Fighting attacks at –4; or fire up to 6 shots from a semi-automatic weapon or
revolver at –4 penalty to each die
Suppressive Fire With successful Shooting roll, targets in Med Burst Template make a Spirit roll or are Shaken; roll of 1
are hit for normal damage
Touch Attack +2 Fighting
Tricks Describe action; make opposed Agility or Smarts roll; opponent is
–2 Parry until next action; with a raise, foe is –2 Parry and Shaken
Two Weapons –2 attack; additional –2 for off-hand if not Ambidextrous
Unarmed Defender Armed attackers gain +2 Fighting
Unstable Platform –2 Shooting from a moving vehicle or animal
Wild Attack +2 Fighting; +2 damage; –2 Parry until next action
Withdrawing from Close Combat Adjacent foes get one free attack at retreating character
Collected Charts & Tables
Spoiler:
Climbing Modifiers
Modifier Situation
+2 Antique or medieval climbing equipment
+4 Modern climbing equipment
–2 Scarce or thin handholds
–2 Wet or slippery surface
Tracking Modifiers
Modifier Situation
+2 Tracking more than 5 individuals
+4 Recent snow
+2 Mud
+1 Dusty area
–4 Raining
–2 Tracking in poor light
–2 Tracks are more than one day old
–2 Target attempted to hide tracks
Stealth Modifiers
Situation Modifier
Crawling +2
Running –2
Dim light +1
Darkness +2
Pitch darkness +4
Light cover +1
Medium cover +2
Heavy cover +4
Knowledge (Language) Table
Skill Ability
d4 The character can read, write, and speak common
words and phrases
d6 The speaker can carry on a prolonged but
occasionally halting conversation
d8 The character can speak fluently
d10 The hero can mimic other dialects within the
language
d12 The speaker can masterfully recite important
literary or oral works
Personality Table
d20 Personality d20 Personality
1 Young 11 Crude
2 Cruel 12 Agile
3 Old 13 Observant
4 Happy 14 Clueless
5 Experienced 15 Mysterious
6 Gung Ho 16 Creative
7 Lazy 17 Artistic
8 Sneaky 18 Fearless
9 Bright 19 Cowardly
10 Dumb 20 Heroic
Reaction Table
2d6 Initial Reaction
2 Hostile: The target is openly hostile and does his best
to stand in the hero’s way. He won’t help without an
overwhelming reward or payment of some kind.
3–4 Uncooperative: The target isn’t willing to help unless
there’s a significant advantage to himself.
5–9 Neutral: The target has no particular attitude and will
help for little reward if the task at hand is very easy. If
the task is difficult, he’ll require substantial payment
of some kind.
10–11 Friendly: The target will go out of his way for the hero.
He’ll likely do easy tasks for free (or very little), and
is willing to do more dangerous tasks for fair pay or
other favors.
12 Helpful: The target is anxious to help the hero, and
will probably do so for little or no pay depending on
the nature of the task.
Range Modifiers
Range Modifier
Short —
Medium –2
Long –4
Cover Modifiers
Cover Modifier
Light –1
Medium –2
Heavy –4
Near Total –6
Tests of Will Table
“Attack” Skill Resisted By…
Taunt vs. Smarts
Intimidation vs. Spirit
Object Toughness
Object Toughness Damage Type
Light Door 8 Blunt, Cutting
Heavy Door 10 Blunt, Cutting
Lock 8 Blunt, Piercing
Handcuffs 12 Blunt, Piercing, Cutting
Knife, Sword 10 Blunt, Cutting
Rope 4 Cutting, Piercing
Small Shield 8 Blunt, Cutting
Medium Shield 10 Blunt, Cutting
Large Shield 12 Blunt, Cutting
Obstacle Toughness
Armor Obstacle
+1 Glass, leather
+2 Plate glass window, shield
+3 Modern interior wall, sheet metal, car door
+4 Oak door, thick sheet metal
+6 Cinder block wall
+8 Brick wall
+10 Stone wall, bulletproof glass
Injury Table
2d6 Wound
2 Unmentionables: If the injury is permanent,
reproduction is out of the question without
miracle surgery or magic. There is no other
effect from this result.
3-4 Arm: Roll left or right arm randomly; it’s
unusable like the One Arm Hindrance (though
if the primary arm is affected, off-hand
penalties still apply to the other).
5-9 Guts: Your hero catches one somewhere
between the crotch and the chin. Roll 1d6:
1-2 Broken: Agility reduced a die type
(minimum d4).
3-4 Battered: Vigor reduced a die type
(minimum d4).
5-6 Busted: Strength reduced a die type
(minimum d4).
10 Leg: Gain the Lame Hindrance (or the One Leg
Hindrance if already Lame).
11-12 Head: A grievous injury to the head. Roll 1d6:
1-2 Hideous Scar: Your hero now has the
Ugly Hindrance.
3-4 Blinded: An eye is damaged. Gain the
One Eye Hindrance (or the Blind Hindrance if
he only had one good eye).
5-6 Brain Damage: Massive trauma to the
head. Smarts reduced one die type (min d4).
Toughness Modifiers
Mod Size of a...
–2 Cat, fairy, pixie, large rat, dog
–1 Large dog, bobcat, half-folk, goblin, small human
0 Human
+1 Orc
+2 Bull, gorilla, bear, horse
+3 Ogre, kodiak bear
+4 Rhino, Great White shark
+5 Small elephant
+6 Drake, bull elephant
+7 T-Rex, orca
+8 Dragon
+9 Blue whale
+10 Kraken, leviathan
Creature Strength
Creature Strength
Gorilla, bear, ogre d12+1 to +3
Rhino, great white shark d12+3 to +6
Elephant, drake, T-rex d12+5 to +8
Dragon d12+9 to +12
Out of Control
2d6 Effect
2 Roll Over: The vehicle performs a Slip and rolls over 1d6 times in that direction. Roll collision damage for the
vehicle and everyone inside. Any exterior-mounted weapons or accessories are ruined.
3–4 Spin: Move the vehicle 1d6” in the direction of the maneuver, or 1d6” away from a damaging blow. Roll a d12,
read it like a clock facing, and point the vehicle in that direction.
5–9 Skid: Move the vehicle 1d4” left or right (in the direction of a failed maneuver, or away from a damaging attack).
10–11 Slip: Move the vehicle 1d6” left or right (in the direction of a failed maneuver, or away from a damaging attack).
12 Flip: The vehicle flips end over end 1d4 times. Move it forward that many increments of its own length. Roll
collision damage for the vehicle, its passengers, and anything it hits. Slow and heavy vehicles such as tanks
(GM’s discretion) don’t flip but suffer a Slip or Skid instead.
Critical Hits
2d6 Effect
2 Scratch and Dent: The attack merely scratches the paint. There’s no permanent damage.
3 Engine: The engine is hit. Oil leaks, pistons misfire, etc. Acceleration is halved (round down). This does not affect
deceleration, however.
4 Locomotion: The wheels, tracks, or whatever have been hit. Halve the vehicle’s Top Speed immediately. If the
vehicle is pulled by animals, the shot hits one of them instead.
5 Controls: The control system is hit. Until a Repair roll is made, the vehicle can only perform turns to one side (1–3
left, 4–6 right). This may prohibit certain maneuvers as well.
6–8 Chassis: The vehicle suffers a hit in the body with no special effects.
9–10 Crew: A random crew member is hit. The damage from the attack is rerolled. If the character is inside the vehicle,
subtract the vehicle’s Armor from the damage. Damage caused by an explosion affects all passengers in the
vehicle.
11 Weapon: A random weapon on the side of the vehicle that was hit is destroyed and may no longer be used. If
there is no weapon, this is a Chassis hit instead.
12 Wrecked: The vehicle is wrecked and automatically goes Out of Control.