{"id":31,"date":"2026-03-08T22:52:46","date_gmt":"2026-03-08T22:52:46","guid":{"rendered":"https:\/\/grown-ups.dyndns.org\/beasts-and-barbarians\/?page_id=31"},"modified":"2026-03-12T17:29:04","modified_gmt":"2026-03-12T17:29:04","slug":"edges","status":"publish","type":"page","link":"https:\/\/grown-ups.dyndns.org\/beasts-and-barbarians\/edges\/","title":{"rendered":"Edges"},"content":{"rendered":"\n<ul class=\"wp-block-list\">\n<li><a href=\"#background-edges\" data-type=\"internal\" data-id=\"#background-edges\">Background Edges<\/a><\/li>\n\n\n\n<li><a href=\"#combat-edges\" data-type=\"internal\" data-id=\"#combat-edges\">Combat Edges<\/a><\/li>\n\n\n\n<li><a href=\"#leadership-edges\">Leadership Edges<\/a><\/li>\n\n\n\n<li><a href=\"#power-edges\">Power Edges<\/a><\/li>\n\n\n\n<li><a href=\"#professional-edges\">Professional Edges<\/a><\/li>\n\n\n\n<li><a href=\"#social-edges\">Social Edges<\/a><\/li>\n\n\n\n<li><a href=\"#weird-edges\">Weird Edges<\/a><\/li>\n\n\n\n<li><a href=\"#legendary-edges\">Legendary Edges<\/a><\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"background-edges\">Background Edges<\/h2>\n\n\n\n<figure class=\"wp-block-table is-style-stripes is-style-stripes--1\"><table class=\"has-fixed-layout\"><thead><tr><th>Edge<\/th><th>Requirements<\/th><th>Summary<\/th><\/tr><\/thead><tbody><tr><td>Alertness<\/td><td>N<\/td><td>+2 to Notice Rolls.<\/td><\/tr><tr><td>Ambidextrous<\/td><td>N, A d8<\/td><td>Ignore \u20132 penalty when making Trait rolls with off-hand.<\/td><\/tr><tr><td>Arcane Background (Lotusmastery)<\/td><td>N<\/td><td>Lotusmasters create concoctions from varieties of the Lotus, the strange plant which appeared in the Dominions after the fall of the Dread Star.<\/td><\/tr><tr><td>Arcane Background (Path of Enlightenment\/Obscurement)<\/td><td>N<\/td><td>Followers of the Lhobanese philosophies of Enlightenment (good) or Obscurement (evil). Their Powers usually manifest themselves as personal abilities, not as true spells.<\/td><\/tr><tr><td>Arcane Background (Sorcery)<\/td><td>N<\/td><td>The sorcerer, through arcane invocations and unholy rites, asks the intervention of forgotten divinities and powers that man isn&#8217;t meant to know.<\/td><\/tr><tr><td>Arcane Resistance<\/td><td>N, Sp d8<\/td><td>Arcane skills targeting the hero suffer a \u22122 penalty (even if cast by allies!); magical damage is reduced by 2.<\/td><\/tr><tr><td>Improved Arcane Resistance<\/td><td>N, Arcane Resistance<\/td><td>As Arcane Resistance except penalty is increased to \u22124 and magical damage is reduced by 4.<\/td><\/tr><tr><td>Aristocrat<\/td><td>N<\/td><td>+2 to Common Knowledge and networking with upper class.<\/td><\/tr><tr><td>Attractive<\/td><td>N, V d6<\/td><td>+1 to Performance and Persuasion rolls.<\/td><\/tr><tr><td>Very Attractive<\/td><td>N, Attractive<\/td><td>+2 to Performance and Persuasion rolls.<\/td><\/tr><tr><td>Beast Rider<\/td><td>Variable minimum Rank, Riding d6<\/td><td>Gain a Henchman beast as mount and companion.<\/td><\/tr><tr><td>Berserk<\/td><td>N<\/td><td>After being Shaken or Wounded, melee attacks must be Wild Attacks, +1 die type to Strength, +2 to Toughness, ignore one level of Wound penalties, Critical Failure on Fighting roll hits random target. Take Fatigue after every five consecutive rounds, may choose to end rage with Smarts roll \u20132.<\/td><\/tr><tr><td>Blindseeker<\/td><td>N, Sp d8, Blind, Enlightenment d8, Notice d8<\/td><td>Ignore Blind penalties and can use the Analyze Foe Power at will.<\/td><\/tr><tr><td>Brave<\/td><td>N, Sp d6<\/td><td>+2 to Fear checks and \u20132 to rolls on the Fear Table.<\/td><\/tr><tr><td>Brawny<\/td><td>N, St d6, V d6<\/td><td>Size (and therefore Toughness) +1. Treat Strength as one die type higher for Encumbrance and Minimum Strength to use weapons, armor, or equipment.<\/td><\/tr><tr><td>Brute<\/td><td>N, St d6, V d6<\/td><td>+1 damage in melee, +2 with a raise.<\/td><\/tr><tr><td>Charismatic<\/td><td>N, Sp d8<\/td><td>Free reroll when using Persuasion.<\/td><\/tr><tr><td>Destiny&#8217;s Child<\/td><td>N<\/td><td>Draw and play an additional Adventure Card each game session.<\/td><\/tr><tr><td>Elan<\/td><td>N, Sp d8<\/td><td>+2 when spending a Benny to reroll a Trait roll.<\/td><\/tr><tr><td>Fallen Noble<\/td><td>N<\/td><td>+1 Persuasion; choice of Follower, Bag of Gold or Heirloom (minor relic).<\/td><\/tr><tr><td>Fame<\/td><td>N<\/td><td>+1 Persuasion rolls when recognized (Common Knowledge), double usual fee for Performance.<\/td><\/tr><tr><td>Famous<\/td><td>S, Fame<\/td><td>+2 Persuasion when recognized, 5\u00d7 or more usual fee for Performance.<\/td><\/tr><tr><td>Fast Healer<\/td><td>N, Vd8<\/td><td>+2 Vigor when rolling for natural healing; check every 3 days.<\/td><\/tr><tr><td>Fleet-Footed<\/td><td>N, A d6<\/td><td>Pace +2, increase running die one step.<\/td><\/tr><tr><td>Former Gladiator<\/td><td>N, A d6, Fighting d8, Intimidation d6<\/td><td>Free Fighting attack on successful Intimidation Test.<\/td><\/tr><tr><td>Ghoulblood<\/td><td>V d6, Cairnlander<\/td><td>Undead might not attack; fast natural healing.<\/td><\/tr><tr><td>Linguist<\/td><td>N, Sm d6<\/td><td>Character has d6 in languages equal to half her Smarts die.<\/td><\/tr><tr><td>Luck<\/td><td>N<\/td><td>+1 Benny at the start of each session.<\/td><\/tr><tr><td>Great Luck<\/td><td>N, Luck<\/td><td>+2 Bennies at the start of each session.<\/td><\/tr><tr><td>Quick<\/td><td>N, A d8<\/td><td>The hero may discard and redraw Action Cards of 5 or lower.<\/td><\/tr><tr><td>Relic<\/td><td>N<\/td><td>Start with major Relic; must tie a Hindrance to it.<\/td><\/tr><tr><td>Rich<\/td><td>N<\/td><td>Character starts with five times the starting funds.<\/td><\/tr><tr><td>Filthy Rich<\/td><td>N, Rich<\/td><td>Ten times starting funds.<\/td><\/tr><tr><td>Savage<\/td><td>N, Survival d8<\/td><td>Improved Healing, Notice and Athletics skills when in a natural environment; no penalty for lack of equipment.<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"combat-edges\">Combat Edges<\/h2>\n\n\n\n<figure class=\"wp-block-table is-style-stripes is-style-stripes--2\"><table class=\"has-fixed-layout\"><thead><tr><th>Edge<\/th><th>Requirements<\/th><th>Summary<\/th><\/tr><\/thead><tbody><tr><td>Armour Use<\/td><td>WC, N, V d8, Fighting d6<\/td><td>Can add Armour value to Soak rolls, but damages the armour.<\/td><\/tr><tr><td>Block<\/td><td>S, Fighting d8<\/td><td>+1 Parry, ignore 1 point of Gang Up bonus.<\/td><\/tr><tr><td>Improved Block<\/td><td>V, Block<\/td><td>+2 Parry, ignore 2 points of Gang Up bonus.<\/td><\/tr><tr><td>Brawler<\/td><td>N, St d8, V d8<\/td><td>Toughness +1, add d4 to damage from fists; or increase it a die type if combined with Martial Artist, Claws, or similar abilities.<\/td><\/tr><tr><td>Bruiser<\/td><td>S, Brawler<\/td><td>Increase unarmed Strength damage a die type and Toughness another +1.<\/td><\/tr><tr><td>Calculating<\/td><td>N, St d8, V d8<\/td><td>Ignore up to 2 points of penalties on one action with an Action Card) of Five or less.<\/td><\/tr><tr><td>Cloak Hero\/Heroine<\/td><td>N, A d8, Fighting d6, Stealth d6<\/td><td>Can use cloak as a medium shield; can perform Tests with it in a Small Burst Template.<\/td><\/tr><tr><td>Cloak Master\/Mistress<\/td><td>H, Cloak Hero\/Heroine, Charismatic or Attractive, Persuasion d8+<\/td><td>Tests with cloak don&#8217;t cause Multi-Action Penalty; counts as light armour.<\/td><\/tr><tr><td>Combat Reflexes<\/td><td>S<\/td><td>+2 Spirit to recover from being Shaken or Stunned.<\/td><\/tr><tr><td>Counterattack<\/td><td>S, Fighting d8<\/td><td>Free Fighting attack against one foe per round who failed a roll.<\/td><\/tr><tr><td>Improved Counterattack<\/td><td>V, Counterattack<\/td><td>As Counterattack, but against three failed attacks per round.<\/td><\/tr><tr><td>Dead Shot<\/td><td>WC, N, Athletics or Shooting d8<\/td><td>First successfulAthletics (Thorwing) or Shooting roll, double damage from when dealt a Joker.<\/td><\/tr><tr><td>Dodge<\/td><td>S, A d8<\/td><td>\u22122 to be hit by ranged attacks.<\/td><\/tr><tr><td>Improved Dodge<\/td><td>S, Dodge<\/td><td>+2 to Evasion totals.<\/td><\/tr><tr><td>Extraction<\/td><td>N, A d8<\/td><td>One adjacent foe doesn\u2019t get a free attack when you withdraw from close combat.<\/td><\/tr><tr><td>Improved Extraction<\/td><td>S, Extraction<\/td><td>Three adjacent foes don\u2019t get free attacks when you withdraw from close combat.<\/td><\/tr><tr><td>Feint<\/td><td>N, Fighting d8<\/td><td>You may choose to make foe resist with Smarts Instead of Agility during a Fighting Test.<\/td><\/tr><tr><td>First Strike<\/td><td>N, A d8<\/td><td>Free Fighting attack once per round when foe moves within Reach.<\/td><\/tr><tr><td>Improved First Strike<\/td><td>H, First Strike<\/td><td>Free Fighting attack against up to three foes when they move within Reach.<\/td><\/tr><tr><td>Free Runner<\/td><td>N, A d8<\/td><td>Ignore Difficult Ground and add +2 to Athletics in foot chases and Athletics (climbing).<\/td><\/tr><tr><td>Frenzy<\/td><td>S, Fighting d8<\/td><td>Roll a second Fighting die with one melee attack per turn.<\/td><\/tr><tr><td>Improved Frenzy<\/td><td>V, Frenzy<\/td><td>Roll a second Fighting die with up to two melee attacks per turn.<\/td><\/tr><tr><td>Giant Killer<\/td><td>V<\/td><td>+1d6 damage vs. creatures three Sizes larger or more.<\/td><\/tr><tr><td>Hard To Kill<\/td><td>N, Sp d8<\/td><td>Ignore Wound penalties when making Vigor rolls to avoid Bleeding Out.<\/td><\/tr><tr><td>Harder To Kill<\/td><td>V, Hard to Kill<\/td><td>Roll a die if the character perishes. Even if he\u2019s Incapacitated, he survives somehow.<\/td><\/tr><tr><td>Improvisational Fighter<\/td><td>S, Sm d6<\/td><td>Ignore \u20132 penalty when attacking with Improvised Weapons.<\/td><\/tr><tr><td>Iron Jaw<\/td><td>N, V d8<\/td><td>+2 to Soak Rolls and Vigor rolls to avoid Knockout Blows.<\/td><\/tr><tr><td>Killer Instinct<\/td><td>S<\/td><td>The hero gets a free reroll in any opposed Test he initiates.<\/td><\/tr><tr><td>Level Headed<\/td><td>S, Sm d8<\/td><td>Draw an additional Action Card each round in combat and choose which one to use.<\/td><\/tr><tr><td>Improved Level Headed<\/td><td>S, Level Headed<\/td><td>Draw two additional Action Cards each round in combat and choose which one to use.<\/td><\/tr><tr><td>Loincloth Hero\/Bikini Heroine<\/td><td>WC, N, A d8, V d6<\/td><td>Free Soak roll when unarmoured.<\/td><\/tr><tr><td>Loincloth God\/Bikini Goddess<\/td><td>WC, H, V d8, Dodge, Loincloth Hero\/Bikini Heroine<\/td><td>Raise Wild Die one step for Soak rolls; can Soak with Persuasion once per session.<\/td><\/tr><tr><td>Marksman<\/td><td>S, Athletics or Shooting d8<\/td><td>Ignore up to 2 points of penalties from Range,Cover, Called Shots, Scale, or Speed; or add +1 to first Athletics (Throwing) or Shooting roll. Character may not move or fire greater than RoF 1.<\/td><\/tr><tr><td>Martial Artist<\/td><td>N, Fighting d6<\/td><td>Unarmed Fighting +1, fists and feet count as Natural Weapons, add d4 damage die to unarmed Fighting attacks (or increase die a step if you already have it).<\/td><\/tr><tr><td>Martial Warrior<\/td><td>S, Martial Artist<\/td><td>Unarmed Fighting +2, increase damage die type a step.<\/td><\/tr><tr><td>Mighty Blow<\/td><td>WC, N, Fighting d8<\/td><td>On first successful Fighting roll, double damage when dealt a Joker.<\/td><\/tr><tr><td>Mighty Roar<\/td><td>S, Intimidation d8, Fighting d8<\/td><td>Can make a free Intimidation Test per round, which doesn&#8217;t incur a multi-action penalty.<\/td><\/tr><tr><td>Mounted Devil<\/td><td>N, Fighting d8, Riding d8<\/td><td>When on horseback and unencumbered, can choose one of: +1 to a Fighting roll, or two points of Cover, or the chance to perform a free Athletics Test, exploiting his mount and using the better of Agility or Riding skill.<\/td><\/tr><tr><td>Nerves of Steel<\/td><td>N, V d8<\/td><td>Ignore one level of Wound Penalties penalties.<\/td><\/tr><tr><td>Improved Nerves of Steel<\/td><td>N, Nerves of Steel<\/td><td>Ignore up to two levels of Wound Penalties penalties.<\/td><\/tr><tr><td>Tooth and Nail<\/td><td>V, Nerves of Steel<\/td><td>Your hero receives +1 to damage rolls for each Wound he currently has, up to +2.<\/td><\/tr><tr><td>Nimble Strike<\/td><td>S, A d8, V d6, Fighting d8<\/td><td>Deal damage based on Agility instead of Strength with chosen weapon.<\/td><\/tr><tr><td>No Mercy<\/td><td>S<\/td><td>+2 damage when spending a Benny to reroll damage.<\/td><\/tr><tr><td>One Hand and a Half<\/td><td>S, A d6, S d6, Fighting d8<\/td><td>Gain +1 damage or +1 Parry when using one-handed weapon two-handed.<\/td><\/tr><tr><td>Rain of Steel<\/td><td>S, Quick Draw, Athletics d8<\/td><td>Can throw up to 3 daggers, throwing daggers, or Manticore&#8217;s Stings in a single action, at -2 to attack rolls. The weapons can be used against different targets.<\/td><\/tr><tr><td>Soul Strike<\/td><td>S, V d6, Enlightenment d8, Fighting d8<\/td><td>Deal damage based on Spirit instead of Strength with chosen weapon.<\/td><\/tr><tr><td>Steady Hands<\/td><td>N, A d8<\/td><td>Ignore Unstable Platform penalty; reduce running penalty to \u20131.<\/td><\/tr><tr><td>Strong Arm<\/td><td>S, S d6, Shooting d6 or Athletics d6<\/td><td>Increased range with Strength-based ranged weapons.<\/td><\/tr><tr><td>Sweep<\/td><td>N, St d8, Fighting d8<\/td><td>Fighting roll at \u20132 to hit all targets in weapon\u2019s Reach, no more than once per turn.<\/td><\/tr><tr><td>Improved Sweep<\/td><td>V, Sweep<\/td><td>As above, but ignore the \u20132 penalty.<\/td><\/tr><tr><td>Trademark Weapon<\/td><td>N, d8 in related skill<\/td><td>+1 to Athletics (Throwing), Fighting or Shooting total with a specific weapon; +1 Parry while weapon is readied.<\/td><\/tr><tr><td>Improved Trademark Weapon<\/td><td>S, Trademark Weapon<\/td><td>The attack and Parry bonus increases to +2.<\/td><\/tr><tr><td>Two-Fisted<\/td><td>N, A d8<\/td><td>Make one extra Fighting roll with a second melee weapon in the off-hand at no Multi-Action penalty.<\/td><\/tr><tr><td>Witty Remark<\/td><td>S, Taunt d8, Fighting d8<\/td><td>Can make a free Taunt TestTest per round, which doesn&#8217;t incur a multi-action penalty.<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"leadership-edges\">Leadership Edges<\/h2>\n\n\n\n<figure class=\"wp-block-table is-style-stripes is-style-stripes--3\"><table class=\"has-fixed-layout\"><thead><tr><th>Edge<\/th><th>Requirements<\/th><th>Summary<\/th><\/tr><\/thead><tbody><tr><td>Command<\/td><td>N, Sm d6<\/td><td>+1 to Extras&#8217; Shaken or Stunned recovery rolls.<\/td><\/tr><tr><td>Command Presence<\/td><td>S, Command<\/td><td>Increase Command Range to 10\u2033 (20 yards)<\/td><\/tr><tr><td>Fervor<\/td><td>V, Sp d8, Command<\/td><td>Extras in range add +1 to their Fighting damage rolls.<\/td><\/tr><tr><td>Hold the Line!<\/td><td>S, Sm d8, Command<\/td><td>+1 to Extras&#8217; Toughness in Command Range.<\/td><\/tr><tr><td>Inspire<\/td><td>S, Command<\/td><td>Once per turn, the hero may roll his Battle skill to Support one type of Trait roll, and apply it to everyone in Command Range.<\/td><\/tr><tr><td>Natural Leader<\/td><td>S, Sp d8, Command<\/td><td>Leadership Edges now apply to Wild Cards.<\/td><\/tr><tr><td>Tactician<\/td><td>S, Sm d8, Command, Battle d6<\/td><td>Draw an extra Action Card each turn that may be assigned to any allied Extras in Command Range.<\/td><\/tr><tr><td>Master Tactician<\/td><td>V, Tactician<\/td><td>Draw and distribute two extra Action Cards instead of one.<\/td><\/tr><tr><td>Terror of Foes<\/td><td>S, Command, Fighting d8, Intimidation d8<\/td><td>Enemies within Command Range suffer -1 to Spirit rolls; after you kill an enemy, any survivors suffer -1 to Fighting rolls against you.<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"power-edges\">Power Edges<\/h2>\n\n\n\n<figure class=\"wp-block-table is-style-stripes is-style-stripes--4\"><table class=\"has-fixed-layout\"><thead><tr><th>Edge<\/th><th>Requirements<\/th><th>Summary<\/th><\/tr><\/thead><tbody><tr><td>Ancient Pact<\/td><td>N, Sm d6, Sp d8, Charismatic or Attractive, Noble or Fallen Noble<\/td><td>Can summon a specific demon.<\/td><\/tr><tr><td>Being Like Water<\/td><td>N, Sp d8, Enlightenment d6, Fighting d6<\/td><td>When weilding specific weapon, reduce cost of powers on a raise.<\/td><\/tr><tr><td>Binding Ritual<\/td><td>H, Sm d10, Occult d10, Sorcery d10<\/td><td>Perform a ritual to make certain spells permanent.<\/td><\/tr><tr><td>Channeling<\/td><td>S, AB<\/td><td>Reduce Power Point cost by 1 with a raise on the Activation roll.<\/td><\/tr><tr><td>Chemical Tradition<\/td><td>S, Sm d6, Lotusmastery d8, Occult d8<\/td><td>When making Lotus concoctions can make two batches with a raise.<\/td><\/tr><tr><td>Concentration<\/td><td>S, AB<\/td><td>Double Duration of non-Instant powers.<\/td><\/tr><tr><td>Holy\/Unholy Warrior<\/td><td>N, Sp d8, Arcane Background (Enlightenment), Enlightenment d8<\/td><td>May add +1 to the total of a final Soak roll for each Power Point spent, to a maximum of +4.<\/td><\/tr><tr><td>Demon Hunter<\/td><td>S, Enlightenment d8, Holy Warrior<\/td><td>+2 to Occult and Religion rolls on demon-related topics; can capture the souls of demons and undead when they die.<\/td><\/tr><tr><td>Impressive Aura<\/td><td>S, Sp d6, Sorcery d6<\/td><td>Can reveal magical powers to make Sorcery Tests at +2.<\/td><\/tr><tr><td>Improved Impressive Aura<\/td><td>H, Sp d8, Impressive Aura, Sorcery d8<\/td><td>On winning an Intimidation-based Test with a raise, the Shaken result inflicted is treated as actual damage (so two Shaken results cause a Wound).<\/td><\/tr><tr><td>Incense Tradition<\/td><td>V, Sm d8, Lotusmastery d8, Occult d8<\/td><td>Can store Lotus concoction powers within an Incense Orb for later use.<\/td><\/tr><tr><td>Lotus Reserve<\/td><td>S, Sm d8, Occult d6, Lotusmastery d8<\/td><td>Can spend a benny to &#8216;find&#8217; a previously-prepared Lotus concoction.<\/td><\/tr><tr><td>New Powers<\/td><td>N, AB<\/td><td>Your character knows two new powers.<\/td><\/tr><tr><td>Power Points<\/td><td>N, AB<\/td><td>Gain 5 additional Power Points, no more than once per Rank.<\/td><\/tr><tr><td>Power Surge<\/td><td>WC, N, AB, arcane skill d8<\/td><td>Recover 10 Power Points when dealt a Joker in combat.<\/td><\/tr><tr><td>Rapid Recharge<\/td><td>S, Sp d6, AB<\/td><td>Recover 10 Power Points per hour.<\/td><\/tr><tr><td>Improved Rapid Recharge<\/td><td>V, Rapid Recharge<\/td><td>Recover 20 Power Points per hour.<\/td><\/tr><tr><td>Soul Drain<\/td><td>N, Arcane Background (Sorcery), Sorcery d8, Occult d8<\/td><td>Recover 5 Power Points for a level of Fatigue.<\/td><\/tr><tr><td>Soul Eater<\/td><td>S, Sm d6, Sp d8, must be a Cairnlander or have Obscurement d8<\/td><td>Can eat the souls of the dying, boosting a trait until the soul is consumed. Can consume the soul for a benny.<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"professional-edges\">Professional Edges<\/h2>\n\n\n\n<figure class=\"wp-block-table is-style-stripes is-style-stripes--5\"><table class=\"has-fixed-layout\"><thead><tr><th>Edge<\/th><th>Requirements<\/th><th>Summary<\/th><\/tr><\/thead><tbody><tr><td>Ace<\/td><td>N, A d8<\/td><td>Character may spend Bennies to Soak damage for his vehicle and ignores up to 2 points of penalties.<\/td><\/tr><tr><td>Acrobat<\/td><td>N, A d8, Athletics d8<\/td><td>Free reroll on acrobatic Athletics attempts.<\/td><\/tr><tr><td>Combat Acrobat<\/td><td>S, Acrobat<\/td><td>\u22121 to hit with ranged and melee attacks.<\/td><\/tr><tr><td>Amazon<\/td><td>N, St d6, Fighting d6, Notice d6, must be female<\/td><td>Against male opponents, +1 Parry and free counterattack when enemy rolls 1 on the Fighting die.<\/td><\/tr><tr><td>Assassin<\/td><td>N, A d8, Fighting d6, Stealth d8<\/td><td>+2 to damage foes when Vulnerable or assassin has The Drop.<\/td><\/tr><tr><td>Born in the Saddle<\/td><td>N, A d8<\/td><td>Ignore two points of penalties to any Riding roll, and may spend Bennies to Soak damage for any mount you control or command.<\/td><\/tr><tr><td>Charioteer<\/td><td>N, A d8<\/td><td>Ignore two points of penalties to any Driving roll, and may spend Bennies to Soak damage for any vehicle you control or command.<\/td><\/tr><tr><td>Corsair Fencer<\/td><td>N, A d8, Fighting d8, Taunt d6, must have been part of the Caldeian Corsairs<\/td><td>When wielding only a short or long sword, receive +1 Parry and +2 to sword-based Tests. With the Counterattack Edge, receive +2 to counterattack Fighting rolls.<\/td><\/tr><tr><td>Dancing Witch\/Warlock<\/td><td>N, A d8, V d6, Arcane Background (Sorcery), must be of Ivory Savannah Tribes origin<\/td><td>Can dance to maintain powers instead of spending Power Points.<\/td><\/tr><tr><td>Falconer<\/td><td>S, Sm d6, Beast Master, Survival d6<\/td><td>Bird companion becomes a Henchman; master gets +2 Gang Up bonus instead of +1 and bird gets +1 to any Test roll if he is within 6\u201d of his trainer.<\/td><\/tr><tr><td>Investigator<\/td><td>N, Sm d8, Research d8<\/td><td>+2 to Research and certain types of Notice rolls.<\/td><\/tr><tr><td>Jack-Of-All-Trades<\/td><td>N, Sm d10<\/td><td>Gain d4 in a skill (or d6 with a raise) until replaced.<\/td><\/tr><tr><td>Lowlife<\/td><td>N, Sm d4, Stealth d4, Persuasion d4<\/td><td>+2 to Intimidation or Persuasion rolls made to Networking with shady or criminal elements; +2 to Common Knowledge rolls pertaining to disreputable activities; can look for two Rare Items instead of one between sessions (see Gear section). With a raise, one is free or discounted.<\/td><\/tr><tr><td>Poisoner<\/td><td>N, Sm d6, Healing d6, Stealth d6, Lowlife<\/td><td>Can use the Poison power with Smarts as the Arcane Skill.<\/td><\/tr><tr><td>Treasure Hunter<\/td><td>N, A d8, SM d6, Notice d6+, Thievery d6+, Lowlife<\/td><td>+2 to Notice rolls to spot traps, to Agility rolls to avoid them, and to rolls to disarm them; maximum Savings are increased by 25% as you know how and where to sell your loot.<\/td><\/tr><tr><td>Monk<\/td><td>N, Sp d8, Enlightenment d8<\/td><td>Gain the Poverty Hindrance and +1 to Persuasion rolls.<br><strong>Contemplative:<\/strong> gain the Pacifist (Major) Hindrance; +2 to the Dispel and Banish powers; can use Spirit instead of Smarts for Common Knowledge rolls and Spirit instead of Vigor for Soak rolls.<br><strong>Militant:<\/strong> if only attacking with bare hands or a Monk weapon, can activate a power with Range Self or Touch without suffering a multi-action penalty.<\/td><\/tr><tr><td>Poet<\/td><td>N, Sm d6, Sp d6, Legends and Lore d6<\/td><td>When using Legends and Lore for a Test, gain a +2 modifier. During Interludes, receive a free Benny (or two if you&#8217;re the subject).<\/td><\/tr><tr><td>Priest\/Philosopher<\/td><td>N, Sm d6, Sp d6, Religion d8<\/td><td>Gain +2 to Religion rolls and +1 to Persuasion rolls. Can pray to your god or call upon your philosophy for help by making a Spirit roll, gaining a Benny if successful.<\/td><\/tr><tr><td>Quartermaster<\/td><td>N, A d8<\/td><td>Ignore two points of penalties to any Boating roll, and may spend Bennies to Soak damage for any vessels you control or command.<\/td><\/tr><tr><td>Scholar<\/td><td>N, Research d8<\/td><td>+2 to any one \u201cknowledge\u201d skill.<\/td><\/tr><tr><td>Sage<\/td><td>N, Sm d8, Scholar, Investigation d8, must be literate<\/td><td>When fighting a creature, can make a Common Knowledge roll to remember one of its Special Abilities. Once per session can &#8216;remember&#8217; a useful piece of knowledge that helps her or the group in the current situation, granting a bonus of +4 to a single roll or automatically solving a specific problem.<\/td><\/tr><tr><td>Smith<\/td><td>N, Sm d6, St d6, V d6, Repair d8<\/td><td>+2 to any roll to repair and craft weapons and armour; can improve small number of weapons or pieces of armour for the duration of the scenario.<\/td><\/tr><tr><td>Soldier<\/td><td>N, St d6, V d6<\/td><td>Strength is one die type higher for Encumbrance and Min Str. Reroll Vigor rolls when resisting environmental Hazards.<\/td><\/tr><tr><td>Thief<\/td><td>N, A d8, Stealth d6, Thievery d6<\/td><td>+1 Thievery, Athletics rolls made to climb, Stealth in urban environments.<\/td><\/tr><tr><td>Trained Thrower<\/td><td>N, A d6, V d6, Shooting or Athletics d8<\/td><td>Choose a bow, sling or javelin: Strength considered a step higher for minimum requirements of chosen weapon type; can re-roll 1s on the Shooting or Athletics die with chosen weapon type; gain free leather armour and chosen weapon.<\/td><\/tr><tr><td>Woodsman<\/td><td>N, Sp d6, Survival d8<\/td><td>+2 to Survival and Stealth in the wilds.<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"social-edges\">Social Edges<\/h2>\n\n\n\n<figure class=\"wp-block-table is-style-stripes is-style-stripes--6\"><table class=\"has-fixed-layout\"><thead><tr><th>Edge<\/th><th>Requirements<\/th><th>Summary<\/th><\/tr><\/thead><tbody><tr><td>Bolster<\/td><td>N, Sp d8<\/td><td>May remove Distracted or Vulnerable state after a Test.<\/td><\/tr><tr><td>Common Bond<\/td><td>WC, N, Sp d8<\/td><td>The hero may freely give her Bennies to others.<\/td><\/tr><tr><td>Connections<\/td><td>N<\/td><td>Contacts provide aid or other favors once per session.<\/td><\/tr><tr><td>Humiliate<\/td><td>N, Taunt d8<\/td><td>Free reroll when making Taunt rolls.<\/td><\/tr><tr><td>Menacing<\/td><td>N, See Text<\/td><td>+2 to Intimidation.<\/td><\/tr><tr><td>Provoke<\/td><td>N, Taunt d6<\/td><td>May \u201cprovoke\u201d foes with a raise on a Taunt roll. See text.<\/td><\/tr><tr><td>Rabble-Rouser<\/td><td>S, Spirit d8<\/td><td>Once per turn, affect all foes in a Medium Blast Template with an Intimidation or Taunt Test.<\/td><\/tr><tr><td>Reliable<\/td><td>N, Sp d8<\/td><td>Free reroll when making Support rolls.<\/td><\/tr><tr><td>Retort<\/td><td>N, Taunt d6<\/td><td>A raise when resisting a Taunt or Intimidation attack makes the foe Distracted.<\/td><\/tr><tr><td>Streetwise<\/td><td>N, Sm d6<\/td><td>+2 to Common Knowledge and criminal networking.<\/td><\/tr><tr><td>Strong Willed<\/td><td>N, Sp d8<\/td><td>+2 to resist Smarts or Spirit-based Tests.<\/td><\/tr><tr><td>Iron Will<\/td><td>S, Brave, Strong Willed<\/td><td>The bonus now applies to resisting and recovery from powers.<\/td><\/tr><tr><td>Work The Room<\/td><td>N, Sp d8<\/td><td>Once per turn, roll a second die when Supporting via Performance or Persuasion and apply result to additional ally.<\/td><\/tr><tr><td>Work the Crowd<\/td><td>S, Work the Room<\/td><td>As above, but up to twice per turn.<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"weird-edges\">Weird Edges<\/h2>\n\n\n\n<figure class=\"wp-block-table is-style-stripes is-style-stripes--7\"><table class=\"has-fixed-layout\"><thead><tr><th>Edge<\/th><th>Requirements<\/th><th>Summary<\/th><\/tr><\/thead><tbody><tr><td>Beast Bond<\/td><td>N<\/td><td>The hero may spend Bennies for animals under her control.<\/td><\/tr><tr><td>Beast Master<\/td><td>N, Sp d8<\/td><td>Animals like your hero and he has a pet of some sort. See text.<\/td><\/tr><tr><td>Burned Hand of Tosar<\/td><td>S, Sp d8, V d8, Nerves of Steel, Priest, must be a follower of Tosar<\/td><td>Can ignite hand with holy fire and use it as a magical weapon, which can also be thrown.<\/td><\/tr><tr><td>Champion<\/td><td>N, Sp d8, St d6, V d8, Arcane Background (Enlightenment), Enlightenment d6, Fighting d8<\/td><td>+2 damage vs. supernaturally evil creatures.<\/td><\/tr><tr><td>Chi<\/td><td>V, Martial Warrior<\/td><td>Once per combat, reroll failed attack, make enemy reroll successful attack, or add +d6 to unarmed Fighting attack.<\/td><\/tr><tr><td>Count the Deaths!<\/td><td>N, Sp d6, St d6, V d6<\/td><td>On killing an enemy, can make a Spirit (-2) roll to gain +1 to damage rolls or +1 to Toughness (both with a raise) until end of scene.<\/td><\/tr><tr><td>Danger Sense<\/td><td>N<\/td><td>Notice roll at +2 to sense ambushes or similar events.<\/td><\/tr><tr><td>Healer<\/td><td>N, Sp d8<\/td><td>+2 to Healing rolls, magical or otherwise.<\/td><\/tr><tr><td>Helper<\/td><td>S, Sm d8, Notice d8, Persuasion d6<\/td><td>Improved bonus when using the Support action for a friend within 6\u201d; gives +1 to the lead character in cooperative rolls.<\/td><\/tr><tr><td>Last Arrow!<\/td><td>N, Luck, Shooting d6<\/td><td>Gain the Drop when declaring that you&#8217;re using you last arrow (or bullet or bolt).<\/td><\/tr><tr><td>Liquid Courage<\/td><td>N, V d8<\/td><td>Alcohol increases Vigor a die type and ignores one level of Wound penalties; \u20131 to Agility, Smarts, and related skills.<\/td><\/tr><tr><td>Scavenger<\/td><td>N, Luck<\/td><td>May find a needed item once per encounter.<\/td><\/tr><tr><td>Still Got One<\/td><td>S, Sm d6, Stealth d6, Repair d6<\/td><td>Always has hidden blades left until rolling a 1 on the Athletics die; once per session can find one last hidden dagger or lock pick.<\/td><\/tr><tr><td>Temptress<\/td><td>N, Sm d8, Attractive, Persuasion d8<\/td><td>Gain the Boost\/Lower Trait Power for use on opposite sex, with Persuasion as the Arcane Skill.<\/td><\/tr><tr><td>Watch Your Back!<\/td><td>N, A d6, Sp d8, Notice d6, Pace 6<\/td><td>Receive a free benny at the start of every Chase; can always find the exit with a Spirit (-2) roll.<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"legendary-edges\">Legendary Edges<\/h2>\n\n\n\n<figure class=\"wp-block-table is-style-stripes is-style-stripes--8\"><table class=\"has-fixed-layout\"><thead><tr><th>Edge<\/th><th>Requirements<\/th><th>Summary<\/th><\/tr><\/thead><tbody><tr><td>Followers<\/td><td>WC, L<\/td><td>The hero has five followers.<\/td><\/tr><tr><td>Professional<\/td><td>L, Max Trait<\/td><td>The character\u2019s Trait and its limit increases one step.<\/td><\/tr><tr><td>Expert<\/td><td>L, Professional in Trait<\/td><td>The character\u2019s Trait and its limit increases one step.<\/td><\/tr><tr><td>Master<\/td><td>WC, L, Expert in Trait<\/td><td>The character\u2019s Wild Die is a d10 with a chosen Trait.<\/td><\/tr><tr><td>Sidekick<\/td><td>WC, L<\/td><td>The character gains a Wild Card sidekick.<\/td><\/tr><tr><td>Tough As Nails<\/td><td>L, V d8<\/td><td>The hero can take four Wounds before being Incapacitated.<\/td><\/tr><tr><td>Tougher Than Nails<\/td><td>L, Tough as Nails, V d12<\/td><td>The hero can take five Wounds before being Incapacitated.<\/td><\/tr><tr><td>Weapon Master<\/td><td>L, Fighting d12<\/td><td>Parry increases by +1 and Fighting bonus damage die is d8.<\/td><\/tr><tr><td>Master of Arms<\/td><td>L, Weapon Master<\/td><td>Parry increases another +1 and Fighting bonus damage die is d10.<\/td><\/tr><\/tbody><\/table><\/figure>\n","protected":false},"excerpt":{"rendered":"<p>Background Edges Edge Requirements Summary Alertness N +2 to Notice Rolls. Ambidextrous N, A d8 Ignore \u20132 penalty when making Trait rolls with off-hand. Arcane Background (Lotusmastery) N Lotusmasters create concoctions from varieties of the Lotus, the strange plant which appeared in the Dominions after the fall of the Dread Star. Arcane Background (Path of [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"parent":0,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"footnotes":""},"class_list":["post-31","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"https:\/\/grown-ups.dyndns.org\/beasts-and-barbarians\/wp-json\/wp\/v2\/pages\/31","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/grown-ups.dyndns.org\/beasts-and-barbarians\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/grown-ups.dyndns.org\/beasts-and-barbarians\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/grown-ups.dyndns.org\/beasts-and-barbarians\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/grown-ups.dyndns.org\/beasts-and-barbarians\/wp-json\/wp\/v2\/comments?post=31"}],"version-history":[{"count":5,"href":"https:\/\/grown-ups.dyndns.org\/beasts-and-barbarians\/wp-json\/wp\/v2\/pages\/31\/revisions"}],"predecessor-version":[{"id":110,"href":"https:\/\/grown-ups.dyndns.org\/beasts-and-barbarians\/wp-json\/wp\/v2\/pages\/31\/revisions\/110"}],"wp:attachment":[{"href":"https:\/\/grown-ups.dyndns.org\/beasts-and-barbarians\/wp-json\/wp\/v2\/media?parent=31"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}