Edges List

Edges

Prerequisites are noted in parenthesis (N=Novice, S=Seasoned). Italicized Edges are Background or Professional Edges that must be chosen during character creation or with GM approval thereafter.

  • 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 Agility tricks; +1 Parry if unencumbered
  • Alchemy (N, AB (Mad Science), Knowledge (Chemistry) d8): May create powers as potions rather than devices
  • Alertness (N): +2 Notice
  • Ambidextrous (N, A d8): Ignore -2 penalty for using off-hand
  • Arcane Background (N): Allows access to supernatural powers
  • Arcane Resistance (N, Sp d8): Armor 2 vs. magic, +2 to resist magic effects
    • Improved Arcane Resistance* (N, Arcane Res.): Armor 4 vs. magic, +4 to resist magic effects
  • Attractive (N, Vi 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): Smarts roll or go Berserk after being wounded; +2 Fighting and Strength rolls, -2 Parry, +2 Toughness; Roll of 1 on Fighting die hits random adjacent target
  • Blind Fighting (S, Martial Arts, Fighting d8+, Notice d10+): No penalties for darkness for attacks within 6 yards
  • Block (S, Fighting d8): +1 bonus to Parry
  • Brawler (N, St d8): +2 to unarmed damage rolls
    • Bruiser (S, Brawler): Bonus die to damage is d8 instead of d6
  • Brawny (N, St d6, V d6): Toughness +1; load limit is 8xStr instead of 5xStr
  • Cannoneer (S, Shooting d10+): Modify Critical Hit Table by 1 point during ship combat
  • Card Sharp (N, Gambling d6): Odds of being caught at cheating reduced
  • Champion (N, AB (Miracles), Sp d8, St d6, V d8, Faith d6, Fighting d8): +2 damage and 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 within 5”
  • Common Bond (N, Wild Card, Sp d8): May give bennies to companions in communication
  • Connections (N): Call upon powerful friends with Persuasion roll
  • Conviction (N, AB (Miracles), Spirit d6, Faith d6): Bonus to Faith rolls when calling down miracles
  • Counterattack (S, Fighting d8): Receive free Fighting attack at -2 once per round when a foe fails a Fighting attack
  • Danger Sense (N): Notice-2 to detect surprise attacks/danger
  • Dead Shot (S, WC, Shooting/Throwing d10): Double ranged damage when dealt a Joker
  • Dealer’s Choice (N, AB (Magic), Spellcasting d6): May redraw cards by spending a Fate Chip
  • Dodge (S, Ag d8): -1 to be hit with ranged attacks
  • Duelist (WC, N, Shooting d6): Receive extra hole cards when dueling
  • Fate’s Favored (S, WC): Once per session, spend a Fate Chip of any color and treat it as if it were blue; may be selected more than once
  • Fast Healer (N, V d8): +2 to natural healing rolls
  • Fetish Creator (N, AB (Shamanism), Smarts d8, Spirit d8, Tribal Medicine d8): May imbue an item with a power available to the shaman once per session
  • First Strike (N, A d8): Automatically attack one foe who moves adjacent per round
  • 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
  • Frenzy (S, Fighting d10): one extra Fighting attack at -2
  • Gadgeteer (N, AB (Weird Science), Sm d8, Repair d8 Weird Science d8, two scientific Knowledge skills d6): May “juryrig” a device with any available power once per game session
  • Hard to Kill (N, WC, Sp d8): Ignore wound penalties for Vigor rolls made on the Knockout or Injury tables
  • Healer (N, Sp d8): +2 to all Healing rolls and the healing power if applicable
  • Hip-Shooting (S, Shooting d8+): Penalty for fanning the hammer reduced to -2
  • Hold the Line! (S, Sm d8, Command): Troops under your command gain +1 bonus
  • Holy/Unholy Warrior (N, AB (Miracles), Sp d8, Faith d6): Spend 1 Power Point to make evil creatures make Spirit check or be Shaken; roll of 1 kills Extras, wounds Wild Cards; cost is 1 Power Point per creature affected
  • Improvisational Fighter (S, Sm d6+): Ignores usual -1 to attack and Parry with improvised weapons
  • Inspire (S, Command): +1 to Spirit rolls of all troops in command
  • Investigator (N, Sm d8, Investigation d8+, Streetwise d8+): +2 Investigation and Streetwise
  • Jack of All Trades (N, Sm d10): Ignore -2 untrained penalty for skills linked to Smarts
  • Knack (WC, N): Spending Fate Chips activates an inborn mystical ability
  • Level-Headed (S, Sm d8): Act on best of two cards in combat
  • Luck (N): +1 benny per session
    • Great Luck (N, Luck): +2 bennies per session
  • Marksman (S): Aim maneuver (+2 Shooting) automatic if hero does not move
  • Martial Arts (Novice, Fighting d6): Disadvantages for fighting unarmed negated; unaffected by Gang Up attempts
    • Superior Kung Fu (N, AB (Chi Mastery), Martial Arts, Spirit d6, Fighting d8): Pick a martial arts style and take the listed bonus
  • McGyver (N, Sm d6, Repair d6, Notice d8): No penalties due to lack of equipment
  • Mighty Blow (S, Wild Card, Fighting d10): Double melee damage when dealt Joker
  • Mr. Fix It (N, AB (Weird Science), Sm d10, Repair d8, Weird Science d8, two scientific Knowledge skills at d6): +2 to Repair rolls, halve normal 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
    • Improved Nerves of Steel (N, Nerves of Steel): Ignore 2 points of wound penalties
  • No Mercy (S): May spend Bennies on damage rolls
  • New Power (N, AB): Character gains one new power (a PDF list of available powers listed by AB can be found here)
  • Noble (N): +2 Charisma; Character is noble born with status and wealth
  • Power Points (N, AB): +5 Power Points, once per rank only
  • Power Surge (S, WC, arcane skill d10): +2d6 Power Points when dealt a Joker
  • Quick (N, A d8): Discard draw of 5 or less for new card
  • Quick Draw (N, A d8): May automatically draw weapon as a free action
  • Rapid Recharge (S, Sp d6, AB): Regain 1 Power Point every 30 minutes
  • Rebel Yell (N, CSA): May use Intimidation against multiple targets
  • Rich (N): 3x starting funds, $75K annual salary
    • Filthy Rich (N, Noble or Rich): 5x starting funds, $250K annual salary
  • Rock and Roll! (S, Shooting d8): Ignore full-auto penalty if shooter doesn’t move
  • Scholar (N, d8 in affected skills): +2 to two different Knowledge skills
  • Scout (N, Notice d6, Tracking d6): May spot random encounters ahead of time with Notice roll; bonus to avoid surprise
  • Snakeoil Salesman (N, Smarts d6, Spirit d6, Persuasion d8): Bonus to Persuasion and Streetwise rolls
  • Soldier (Special): Is a member of the military, with all the associated perks and responsibilities; additional bonuses dependent on actual rank
  • Soul Drain (S, See text): See Core Rules
  • Steady Hands (N, A d8): Ignore unstable platform penalty for mounts or vehicles
  • Sweep (N, St d8, Fighting d8): Attack all adjacent foes at -2
  • Strong Willed (N, Intimidate d6, Taunt d6): +2 Intimidate and Taunt, +2 to resist
  • Tactician (S, WC, Sm d8, Command): Make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle
  • Tale Teller (N, Persuasion d8): Bonus to Persuasion rolls when recounting the heroic deeds of the posse
  • Thief (N, A d8, Climb d6, Lockpick d6, Stealth d8): +2 Climb, Lockpick, Stealth, rolls made to trick or deceive, detecting or disarming traps
    Trademark Weapon (N, Fighting or Shooting d10): +1 Fighting or Shooting with one particular weapon
  • True Grit (WC, N, Spirit d8): Grit is increased
  • Two-Fisted (N, A d8): May attack with a weapon in each hand without multi-action penalty
  • Veteran o’ the Weird West (WC, N, Guts d6, Knowledge (Occult) d6): Begin play at Seasoned (20 XP) and draw a card from the deck . . .
  • Voodoo (N, AB (Miracles), Spirit d8, Faith d6): Has access to a broader range of powers and is unaffected by the Sinnin’ table; must perform nightly rituals
  • Whateley Blood (N, AB (Magic)): Gain Power Points through self-inflicted wounds
  • Wilderness Man (N, Smarts d8, Vigor d6, Notice d8, Survival d6, Tracking d6): Bonus to Tracking and Survival rolls as well as resisting Fatigue caused by extreme temperatures
  • Woodsman (N, Sp d6, Survival d8, Tracking d8): +2 Tracking, Survival, and Stealth
    (while in Wilderness)

Edges List

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