Character Creation: Edges
The following Edges from the Savage Worlds Deluxe core rules (listed in order of appearance) may not be taken during this game:
Improved Arcane Resistance
Improved Rapid Recharge
The following new Edges may be taken as the character meets the pre-requisites:
Requirements: Novice, Spirit d8+
Your character is truly driven. As a result of this dogged determination, Relentless characters who get a success to recover from being Shaken may take a single action.
Requirements: Novice, Smarts d10+
Whether highly educated, well-read, or simply in touch with their surroundings, this character seems to know a little bit about everything, and can readily call upon that knowledge when needed. This character makes Common Knowledge rolls without penalty.
Requirements: Novice, Spirit d6+, Smarts d6+
Your character is the down-to-earth sort, who keeps things in perspective and manages to contend with whatever life has to throw their way. Increase his Sanity by +1.
Requirements: Novice, Fighting d8+, Martial Artist
The character excels at removing an opponent’s weapon in melee combat. He makes
an opposed Fighting roll against his opponent. With a success, the adversary
drops his weapon. With a raise, the opponent is Shaken and the weapon flies 1d4
random inches away or the character may elect to take it if he has one or both hands
Requirements: Seasoned, Agility d8+, Fighting d8+
The character has learned to fight with great dexterity — moving in and striking
quickly, then moving away before his opponent can react. If the character can
move at least 2” before making an attack, he may strike and withdraw from
combat without the target, or any other opponents, receiving a free attack. The
character is still subject to First Strike attacks from adjacent foes as normal.
Requirements: Novice, Fighting d8+
The character is trained in how to throw or trip an opponent. Make an opposed
Fighting roll versus the target. Each Size category difference incurs a –2 penalty.
With a success, the now prone opponent may be placed in any spot within 1”of
the character. With a raise, the opponent is prone and Shaken; if already Shaken, he
takes a wound.
Requirements: Seasoned, Ace
This character is a demon behind the wheel, able to fire any one-handed weapon while
driving without suffering a multi-action penalty. When using the Chase rules,
he receives an additional Action card with a success or better on his Driving roll
when he’s the driver.
Requirements: Seasoned, Command, Persuasion d8+
When under this character’s command, his follower’s gain great courage and add +2 to their Guts checks for Fear.
Requirements: Novice, Smarts d6+, Repair d8+
The character adds +2 to Repair rolls. With a raise, he halves the time normally required
to fix something. This means if a particular Repair job can be accomplished in half
the time with a raise, an engineer could finish the job in one-fourth the time.
Requirements: Novice, Healing d8+, Knowledge (Medicine) d8+
Physicians have dedicated their lives to the science of healing. Characters with the Physician Edge add +2 to Healing rolls. This is cumulative with the Healer Edge.
Requirements: Novice, Spirit d6+, Survival d6+, Tracking d6+
The character is adept at finding food, shelter, and supplies, and adept at avoiding hostile forces within urban areas. Scavengers gain +2 to Stealth, Survival, and Tracking rolls made when in towns and cities.
Requirements: Seasoned, Agility d10+, Thief
A master of infiltration, this character gains +1 to Climbing, Lockpicking
and Stealth rolls. These benefits stack with those gained from the Thief Edge.
Requirements: Novice, Jack-of-all-Trades
The character is an amazing source of wide and varied information that can be dredged
up at a moment’s notice. He may spend a benny to have any Smarts-based skill at
d6 for the remainder of the scene.
Requirements: Seasoned, Spirit d8+
This character has seen things that would make most men lose their minds. Somehow he has hardened himself to it and live with what he has seen. If the hero makes his Smarts roll, he gains one extra point of Sanity during “down time.”
Requirements: Novice, Spirit d6+
This character has learned to cope with the harsher realities of the world. Increase his Sanity by +2.
Dark dreams or flashing visions of doom and dread fill this character’s thoughts. While they are disturbing, they are often useful as well. Once per game session, the visionary is granted a vision. This may be a sudden flash that can occur at any time, or it may be an active process such as reading tea leaves or tarot cards. The GM will describe the results. Immediately after, the visionary must make a Smarts roll. If the roll is failed, the visions take their toll on her mind, confusing fantasy with reality or the past with the present. The visionary loses 1 point of Sanity.