Last 3 Edits
14th Aug, 2020
- Added many new Edges.
- Added blurb on what typical Edges look like.
12th Aug, 2020
- Started the page and adding Edges from Word doc.
- (I am keeping the YZE Edges below, in case I can convert a lot of those - and many I will cut n paste b/c they are probably based on the B&B ones in the first place :P).
- Anything separated from the table heading is the YZE version that I will go through to add.
ENTRY EDGES
Edges are typically less powerful than the Talents they give access to, but work in such a way that they may work with those Talents.
Typical Edge Benefits
- Gain a temporary +1 bonus to one Ability or derived stat. This is usually based on an initiative card. If you are not in combat, you still flip one card and if it is of the type, you get the benefit.
- Switching a Specialty from one Ability to another.
- Gaining access to a restricted Specialty, such as casting Specialties.
- Gain dice in a common Specialty, such as Languages and Expertise.
Talent Tree Access
These Edges are another way to gain access to a Talent Tree. When you take the Entry Edge you gain access to the associated Talent Tree. If you already have access to the Talent Tree, you are still free to choose the Entry Edge as one of your Advances. If several Talent Trees are listed, you choose 1 of them at the time you take the Entry Edge.
Entry Edge | Prerequisites | Description | Talent Tree Access | Reference |
---|---|---|---|---|
Agro | Coercion d6 | If dealt a Heart, you gain a +1 to Coercion rolls. | Fury OR Intimidation | - |
Arcane Writings | Knowlege d6, Language d8, Smarts d8 | You gain access to the Smarts (Spellcasting) caster Specialty. | Arcana | - |
Brew Potions | Smarts d6, Technical d8 | You gain access to the Technical (Magic Infusions) caster Specialty. | Alchemy | - |
Competent Combatant | Fighting d6 | If dealt a Club, you gain a +1 to Fighting rolls. | Combat Training | - |
Fast | Agility d8 OR Athletics d8 | If dealt a Spade, you gain a +1 to Pace. | Mobility | - |
Fluid Heritage | Must be taken at character creation | Choose a second approriate heritage. You are considered a member of this heritage for the purpose of meeting Prerequisites for Edges and Talents. | Adaptable OR 1 Talent Tree offered by chosen heritage | - |
Good Hit | Fighting d8 | If dealt a Club, you deal +1 damage with melee weapon attacks this turn. | Fighting Style - Crushing & Cleaving OR Fighting Style - Weapon Specialty | - |
Good Shot | Marksmanship d8 | If dealt a Spade, you deal +1 damage with ranged weapon attacks this turn. | Fighting Style - Ranged OR Fighting Style - Weapon Specialty | - |
Inner Reserve | Vigor d8 | If dealt a Spade, you gain a +1 to Vigor rolls. | Toughness | - |
Jury-Rig | Technical d8 | If dealt a Spade, you gain a +1 to Technical rolls. | Tinker | - |
Keen Senses | Perception d8 | If dealt a Heart, you gain a +1 to Perception rolls. | Awareness | - |
Magic Devices | Smarts d6, Technical d8 | You gain access to the Technical (Weird Science) caster Specialty. | Tinker | - |
New Language | Knowledge d8 OR Smarts d8 | You add an new Language Specialty at a d6 | Learned | - |
Nimble | Agility d8 | If dealt a Spade, you gain a +1 to Agility rolls. | Fighting Style - Unfettered OR Mobility | - |
Shake It Off | Vigor d8 | You can use Vigor (Durability) rolls to remove the Shaken condition if Shaken was caused by physical damage.. | Toughness | - |
Skirmisher | Agility d8 | If dealt a Spade, and you move at least 2', you gain a +1 to Fighting rolls. | Fighting Style - Unfettered | - |
Split Decision | Agility d8 OR Smarts d8 | On the first round of combat only, you get an extra initiative card. | Adaptable OR Combat Training | - |