House Rules |
Agility-Based Initiative | Agility innately improves your initiative. |
Arcane Spell Failure | Armour increases the chance of Backlash for mages. |
Combined Attack and Damage | Attack and damage are resolved with a single roll. |
Evading | New combat skill used for avoiding attacks. |
Fudge Dice | Smooths out the probability curve for trait rolls. |
Karma | Gain additional actions if your normal actions fail. |
Multi-Raise Attacks | Damage is more heavily tied to how well you hit. |
Multiaction | Frenzy and Rapid Attack merged into a generic rule. |
Non-Binary Action Resolution | Advantages and disadvantages independent of success and failure. |
Non-Spellcaster Diversity | Characters with no Arcane Background can start with a high rank Edge. |
Poison Use | Apply poison to weapons for use during combat. |
Simplified Encumbrance | Encumbrance is tracked in significant items rather than in pounds. |
Skill Focus | Characters can be better at specific applications of a skill. |
Slice and Dice | A quick and easy mechanic for dismembering Extras. |
Stances | Alternative to Wild Attack, Defend and Full Defense. |
Surrounded | Makes it viable to fight back-to-back when surrounded. |
Unshakable Wild Cards | Makes the Shaken condition far less common for Wild Cards. |
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Altered Edges |
Alertness | More difficult for people to surprise. |
Block | Provides a bonus to defensive actions. |
Improved Block | Doubles the bonus to defensive actions. |
Combat Reflexes | Can make free attacks while Shaken. |
Fast Healer | Easier for other people to heal your wounds. |
Hard to Kill | Provides benefits during combat. |
Improved Hard to Kill | Provides benefits against Fatigue. |
Nerves of Steel | Provides a temporary boost when using bennies. |
Improved Nerves of Steel | Extends the duration of the boost. |
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Background Edges |
Arcane Background (Bardic Magic) | Channel music into magic. |
Arcane Background (Sorcery) | Innate spellcaster. |
Arcane Background (Wizardry) | Bookish spellcaster. |
Combat Insight | +2 to Smarts tricks, +1 Fighting. |
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Professional Edges |
Bard | Can inspire allies with music. |
Bounty Hunter | Ignore penalties for making nonlethal attacks. |
Favoured Enemy | Various bonuses against one specific creature type. |
Poisoner | +2 to resist poison and Knowledge (Poison). |
Trained Rider | +2 to Riding and Knowledge, mount can Soak. |
Trick Rider | Use Riding for tricks, mount/dismount is a free action. |
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Blow (Combat) Edges |
Cleaving Blow | Free attack after incapacitating foe with bladed weapon. |
Piercing Blow | Pin opponent on raise with piercing weapon. |
Smashing Blow | Knockback on raise with bludgeoning weapon. |
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Defensive (Combat) Edges |
Arrow Cutting | Use Parry against one ranged attack per round. |
Avoidance | Avoid attacks with Agility instead of Soaking. |
Bodyguard | Provide Parry and cover to adjacent ally. |
Endurance | +2 to Soak, resist Hazards, and avoid Bleeding Out. |
Mobility | Move outside of turn, avoid free attacks. |
Shield Mastery | +1 Parry, ranged attacks suffer -1 to hit. |
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Extra Attack (Combat) Edges |
Combined Action | Reduce MAP when combining two specific actions. |
Combat Concentration | Eliminate MAP for Combined Action. |
Multiaction | Reduce MAP when performing a double or triple action. |
Pin Down | Free attack against foes who move while adjacent. |
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Fencing (Combat) Edges |
Duelist | +1 Fighting with rapier, +1 Parry when other hand is empty. |
Lunge | +1 reach when fighting offensively. |
Weapon Finesse | Use Agility for bonus damage die on a raise. |
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Gang Up (Combat) Edges |
Attentive Fighter | Reduce Gang Up bonus by 2. |
Opportunist | Gang Up provides a damage bonus. |
Outflank | Allies gain an additional Gang Up bonus. |
Outnumbered | +1 Fighting and damage when facing multiple foes alone. |
Sneak Attack | Gain the Drop against a distracted foe. |
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Intellectual (Combat) Edges |
Dynamic Warrior | Spend a benny to gain any Combat Edge for one round. |
Researcher | Make an Investigation roll to gain a bonus to another action. |
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Magic (Combat) Edges |
Combat Spellcasting | No longer suffer Disruption. |
Mind Blade | Conjure blades of psychic energy. |
Psychic Warrior | Use Spirit for bonus damage die on a raise. |
Reactive Spellcasting | Cast offensive spell in place of free attack. |
Swift Spellcasting | Cast spell as a free action. |
Turn Undead | Intimidation works on undead (even if Fearless). |
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Rage (Combat) Edges |
Berserker Rage | A toned-down version of Berserk. |
Berserker Fortitude | Free Soak roll while raging. |
Mighty Rage | +2 to Strength and damage rolls while raging. |
Tireless Rage | Automatically end rage without Fatigue. |
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Ranged (Combat) Edges |
Combat Archery | Can use a bow in close combat. |
Far Shot | Halve the range penalties. |
Focused Archery | Use Smarts for bonus damage die on a raise. |
Precise Shot | Ignore Innocent Bystander rule, halve penalties for cover. |
Rapid Reload | Reload weapons as a free action. |
Throwing Expertise | Draw and throw as a single action, increased range. |
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Two-Handed (Combat) Edges |
Powerful Attack | Use Strength for bonus damage die on a raise. |
Two-Handed Grip | +1 damage, increased to +2 on a raise. |
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Unarmed (Combat) Edges |
Rending Claws | +2 damage when both claws hit one opponent. |
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Unshakable (Combat) Edges |
Tenacity | Act when recovering from Shaken, gain Hardy. |
Unshakable | Damage doesn't cause Shaken unless it's a raise. |
Improved Unshakable | Damage doesn't cause Shaken. |
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Vision (Combat) Edges |
Blind Fighting | Halve visibility penalties for attack rolls. |
Gloom Fighter | Gain attack bonus equal to foe's visibility penalty. |
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Weapon Mastery (Combat) Edges |
Weapon Focus | +1 to attack rolls with one type of weapon. |
Improved Weapon Focus | Double the bonus of Weapon Focus. |
Weapon Specialisation | +1 damage, increased to +2 on a raise. |
Improved Weapon Specialisation | Double the bonus of Weapon Specialisation. |
Weapon Supremacy | +2 vs disarm, use while grappled, spend bennies on partial reroll. |
Weapon Versatility | Weapon Focus now applies to entire group of weapons. |
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Wild (Combat) Edges |
Intimidating Prowess | Intimidation uses Strength for Wild Die. |
Specialist | Increase Wild Die for specialised use of one skill. |