Edges and Hinderances
This is a list of rules concerning existing Edges and Hinderances, as well as new Edges and Hinderances available.
All edges and hinderances from the Deluxe Core rulebook are available.
Arcane Background: Super Powers: Instead of the rules presented in the Deluxe Rulebook, the alternate system found in Necessary Evil will be used. When this edge is taken it provides 5 powerpoints, instead of the usual 10. When a character takes the Power Points edge and applies it to this edge, it grants 3 power points instead of 5.
Amateur Artificer: Requirements: Novice, Arcane Background (Weird Science): This allows the character to create the two most common kinds of Artifice- Weapons, and Armor.
Professional Artificer: Requirements: Seasoned, Amateur Artificer, Arcane Background (Weird Science). The character can create Artifice Items in half the normal time.
Vehicular Artificer: Requirements: Seasoned, Amateur Artificer, Arcane Background (Weird Science). The character can create artifice vehicles.
Arcane Background: Spell Casting: Works quite a bit differently- review the changes here
New Affinity: Allows the character to select an additional Thread. This edge can only be taken once per rank.
New Power: When taken by a character with the Arcane Background: Spell Casting edge, this edge allows him to learn 1 additional Rote Spell.
Improved Focus Item: One of the focus items maintained by the caster now grants an additional +1 bonus to cast spells tied to its attuned thread.
Hardwired Requirements: Novice Your body has been prepared for the addition of cyberware, and a Neural Processor has been installed at the base of your skull to interface with installed cybernetic devices. You may now gain a number of cybernetic enhancements up to your Spirit die (for example, a character with a d8 Spirit can install up to eight cybernetic devices) before suffering penalties.
Cybertaker Requirements- Novice, Hardwired- You were born for cybernetic enhancement, and find it quite natural. You may install one more piece of cyberware than your Spirit die would normally allow, and you do not add the number of cyberware over your limit when making Stress checks.
Dragon Hatchling Edges
Dragonbreath: The dragon has finally developed the hallmark of true dragonhood- the ability to bellow forth deadly energy upon his breath! When this edge is selected, choose one energy type (Acid, Cold, Darkness, Electricity, Fire, Light, Necromantic, or Sound). As an action, the dragon can breathe forth a cone of his chosen energy, applying up to a +1 power point cost from the energy trapping each time this edge is used. This cone does 2d10 HW damage in a cone template. Those caught in the area can make an Agility role opposed the dragon’s Vigor to avoid taking damage.
Alternate Form: The dragon has developed one of the main defensive abilities of young dragons- the ability to blend in. When this edge is selected, build an alternate character on a separate sheet. This character is built using all the normal rules of character generation, except that he does not get an OP. This is your alternate form. To shape shift, make a spirit roll. Success means that he changes form over the course of 2 rounds. A raise reduces this time by half. A failure increases the time to 4 rounds, and a critical failure means the transformation did not occur and cannot be attempted for another 30 minutes.
Dragonscales: The dragon’s hide thickens, increasing his natural armor by +1. This edge can be taken multiple times.
Dragonflight: The Dragon’s flight speed increases to pace x 2.
Dragonmight: Requirements: Dragonscales, Dragonflight. The hatchling has undergone a growth spurt. His size increases granting a plus 1 size modifier. His natural weapons now also do Str+d6 HW damage.
White Court Vampire Edges
Deep Reserves: Increase the character’s life force capacity from 2 to 3. This Edge can be taken multiple times, each time he does, increase his capacity by 1.
Ivory Prowess: Requirements- Deep Reserves. By depleting his life reserves, a white court vampire can increase his fighting capabilities. When he does this, his skin and eyes become pearly opalescent and seem to glow with a faint inner light, for every point he expends, his Strength, Vigor, and Agility all increase by one step (they can be increased beyond d12 in this fashion) and his pace increases by 1". These effects last for 5 minutes or until he feeds.
Ivory Endurance: Requirements- Deep Reserves, Ivory Prowess. By expending 3 points of reserved life force, the White Court Vampire can gain the Fast Regeneration monstrous ability for 1 round. This does not take an action.