Savage Worlds Traveller House Rules 5.0 Character Generation:

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Nov 14, 2013 (3 years and 11 months ago)

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Savage Worlds Traveller House Rules 5.0

Char
acter
Gen
eration
:


Introduction:


Use of this character generation system for Traveller will require the use of both a Traveller rules set and the Savage World
s rulebook.
It will integrate most smoothly with
Classic Traveller (also known as LBB Traveller) but can be integrated with any rules set.

I
assume you are already familiar with your Traveller rules set of choice; you should familiarize yourself with the Savage Worl
ds rules
before proceeding.


This is a
point
-
buy

character generation system.
Every character
(
or creature
)

has two kinds of traits

attributes and skills. Each trait
is rated from a d4 to a d12, with d6 being average and d12 being world
-
class. Some characters, races, or creatures have traits higher
than a d12, such as a d12+3.
You will purchase
traits (attribut
es and skills),

languages,
and Edges for your
ch
aracter using your point
pool. At the GM’s option and d
epending on the campaign, characters will start with 80, 100, or
12
0
character
points.

(
An

average
NPC

is based on 50 points, a
typical
veter
a
n NP
C is
based on 75, and an

elite NPC is based on 100
+ points
. E
pic
adversaries

should

typically

be
based on 150
+
points.
)


It is also possible to use these character generation rules to convert existing characters; the details are left to the GM.


This system doe
s not generate a character background; that is the responsibility of the player and the GM to generate together
in order
to develop a character the player will enjoy roleplaying and

to develop

a character that will fit into the campaign universe created by

the GM. Use of the character generation system in the Traveller rules set selected by the GM to produce a character backgroun
d and
generate
‘mustering out’ benefits is at the GM’s option.


Psionics
may be purchased under the
separate
Ar
cane Background:
Psionics rules

with the GM’s permission.
A character selecting
this option is a psionic first and anything else second; it requires too many points to be a sideline

and p
sionic sk
ills take a lifetime to
master. Your character history should reflect that
.


The character’s starting age is up to the GM. I recommend a character with EDU at d6 and based on 80 character points be 24 y
ears
old at the start of the game. Add two years to the character’s age for each 10 starting character points above 80. Characters

with EDU
above d6 should add four years to their age for each die level above d6.

Height, weight, and appearance for the
character

should be
a
joint decision

by the player and GM. Use some common sense; a two meter tall, 150 kg man should have
strength

hig
her than d4, for
example.


Attributes:


Attributes define your character (in many game systems, these are called STATs.)
You need to purchase six attributes: Strength (STR



in SW, same
), Dexterity (DEX



in SW, agility
), Endurance (END



in SW, vigor
),
Intelligence (INT



in SW, smarts
), Education
(EDU



not in SW
), and Spirit (SPI
, in SW, same.)

See the character worksheet (Appendix 1.)

You may use the character worksheet
in
Appendix 1
as your first character sheet until you develop your own (everybody
I know
does.)


The EDU (education) attribute represents
a character’s
general knowledge, with d4 representing a primary school education, d6 a
secondary school education, and d8 a four
-
year

college or technical degree.
A
d1
0
is equivalent to a

graduate degree
requiring
extensive study
in a primary and several secondary disciplines; a
d12
represents two

such
graduate de
grees (and so on).

Higher levels
of education give some benefits in skill
and language
selection (see skills section below.)


Wi
th a point buy system, Traveller s
ocial status
universally

becomes
a dump stat for most non
-
noble characters. Because of this, I
found that I rarely could let it influence character interactions because so many characters in previous campaigns had low so
ci
al status
the penalties
and resulting poor PC

NPC interaction
got in the way of the story. Therefore, I have abandoned it. Characters with noble
titles or significant civilian titles will get a bonus to Charisma (a calculated value) awarded by the GM as we
ll as other bonuses during
roleplaying in certain situations.

If a character wants to be wealthy and the GM agree
s, there are
also
Edges that will generate the
desired effect.


For each attribute, s
elect an attribute die fro
m the table
below
and
look up
the character points cost to purchase it (the “Buy die
outright” column.)

Keep in mind d6 is the average human value for all attributes
,

and three steps on the table represent a doubling of
most
value (in other words, someone with d12 strength is twice as
strong as a person with d6 strength.) Also, while skills are cheaper
to purchase later with experience points than attributes, you need a certain number of starting skills to create a playable c
haracter.
Strive for a good balance.


Attributes (Costs in
Character Points):

Old Traveller
STAT:

SW
Attribute
Die:

Cost:


Increase to this die

Buy die outright



2 to 4

d4

2

2



5 to 8

d6

3

5



9 to 11

d8

4

9



12 to 13

d10

5

14



14 to 15

d12

6

20



16 to 17

d12+1

7

27



18 to 19

d12+2

8

35



20

d12
+3

9

44



Remember: 3 Experience Points = 1 Character Point

when spending EPs

for attributes
.


Skills:


Skills are classified as common or hard and have different purchase prices in character points depending on the classificatio
n (C or H
in the skills table.) Skills are rated from d4 to d12+3 (in rare cases, they may go higher and there are some special cas
es where a
skill
may be rated at d0.)

A skill level of d4 is a

basic familiarity with a skill;
mos
t people's driving skills and a

typical
office worker's

comp
uter skills are at this level.

A
skill level of d6 is basically a
journeyman (or someone

just out
of sc
hool)
; the character is

competent, can do

routine things well,
and
can earn a living in a

job using the skill. A skill of
d8 or d10 is a trained professional;
a d8
represents

someone who is
highly

trained

and

has a couple of years of experience
or a skilled craftsman with several years on the job
(a docto
r who has completed his training
and has been out in practice for 2
-
3 years
, or a master carpenter.) A
d10 is that same doctor
or craftsman
with 20

years experience.
A d12 represents
a highly tra
ined specialist with
natural
talent
combined with

years

of
experience
; for example, a doctor

who d8 and d10 doctors call in to help on the most difficult

cases.
Persons

with d10

skill levels will
have reputations in the field at the planetary to subsector
level

and may be known by reputation to the general public on their world
depending on the field
.
Skill levels above d12 are mad skillz (Doc Holiday, Michael Jordan,

Bach, Rembrandt, Chuck Yeager, etc.)
;
these characters will have reputations
in their fiel
d
at the subsector to sector level and may well be known by reputation to the general
public

on many worlds

depending on their field.

As a general rule,
skills of d10 and above should always reflect the primary career of
a character prior to beginning the
campaign; they require years of devotion to master.


All characters will begin with certain free skills. These include computer
-
d4 (if homeworld TL
> 7
, otherwise 1 extra background skill
selected by GM) and one vehicle
-
d4 skill (pick a common vehicle
-
d4
skill based on your background.) Your charact
er may also begin
with 2 other common
d4 skills that represent hobbies or background skills. (Your character can’t sw
im unless you pay for swimmimg
-
d4 or select it as a background skill
.)

All of these skills may

be increased
above d4
using character points.


A character with EDU at d8, d10, or d12 gets a bonus number of character points equal to ½ of the points spent for EDU (round
ed
down) that
must be used to help purchase a

skill from an art or science cascade,

the technical cascade, or a professional skill. This skill
represents an advanced degree and
must be purchased at a
minimum
value no lower than one die type below the EDU
die value.
(The
usual rules for cascade skills still apply.)
Additionally, a charact
er with d10 EDU may pick one common language at d6 for free; a
character with d12 EDU may pick two common languages at d6 or one hard language at d6 for free. Additional character points
maybe spent to improve these languages.


You may purchase as many ski
lls as you have points for from the table in Appendix 1.
The skill table
in Appendix 1
is complex.
Skills
in the first column may be singular

skills,
standard

cascade

skills
,

or specialized cascade
skills
(marked by an *). The

various subskills
of the cascade
are
listed
in the second column
below
the cascade name
in the
first

column.

A character purchases one
sub
skill in a
standard

cascade skill and has
all

of the other
sub
skills
in the cascade
at two die type
s lower. If the die type falls one di
e type l
ower
than d4, it is considered a d0. If the base skill in the cascade is d4, no other skills in the cascade are acquired.

With the specialized
cascade skills (marked by *), you purchase the first subskill and may select one other subskill at one di
e type less or two subskills at
two
die types less. The character has no skill level of any kind in the other subskills. The secondary subskills in both a
standard

and
specialized cascade may be improved with
additional
character points. A second primary
s
ub
skill may be purchased in
a specialized
cascade with
selection of
one or two
other
secondary subskills, but there may be no overlap with the first
primary subskill

and other
secondary subskills previously
selected

in the cascade
.


Important:

A character may purchase only one skill at two die types or more above its controlling attribute;
in general,
this skill
should reflect the character’s primary profession

(or a passionately pursued hobby
.
)

Purchasing any other skill at a level more than o
ne
die type above its controlling attribute costs double the number of character points to do so.


The
Rule of d0
:
A d0
can represent
either
a

minimal

familiarity with a
standard

cascade s
kill or an unskilled try with a common

INT
-
based skill.

(Here, let me show you real quickly how this works…)
A d0 is rolled as a d4
-
2
with a roll required for

all but
the most
simple and basic tasks
; a roll of 1

or less

is an automatic fail
ure. A roll of 4 on the die
(an adjusted 2)
may ace

as usual
, and the s
econd
(and any subsequent) die roll is rolled as a straight d4 and added to the first d4
-
2 result. The d0 rule does not apply to hard sk
ills; if the
die for a
hard
cascade
sub
skill drops below d4 the task may not be attempted.
Characters may sti
ll roll the
ir wild die
as usual with a d0
roll but it is also subject to a

-
2 penalty.

(
The Edge Jack
-
of
-
all
-
Trades will nullify

the
-
2 penalty under this rule; it is recommended
that the GM require elements in the character’s history that would explain such a broad
range of low
-
level knowledge.)


A referee is free to create new skills or subskills.
The last column in the skills table may contain a brief description of the skill or a
reference to the book number and page in Classic Traveller (LBB Traveller.)


Skills
(Costs in Character Points):

Traveller Skill
Level:

Die:

Common:

Hard:

Increase to this die

Buy die outright

Increase to this die

Buy die outright

0

d4

N/A

1

N/A

N/A

1

d6

1

2

3

3

2

d8

2

4

3

6

3

d10

2

6

3

9

4

d12

4

10

6

15

5

d12+1

4

14

6

21

6

d12
+2

4

18

6

27

7

d12+3

6

24

9

36

Remember: 2 Experience Points = 1 Character Point when spending EPs

for skills
.


Languages:


The following rules
apply only to

languages. Languages have their own skill cost and progression (see table below.)


Language

Die

Type

Increase to this
die

Buy die
outright

Common language


b慳楣

ENMM words)



丯A

N⼲

Common 污nguag攠
-

捯nv敲sat楯n慬



N⼲

N

Common 污nguag攠
-

fluen琠w楴h 慣捥nt



N⼲

N N⼲

Common 污nguag攠
-

as n慴楶攠sp敡k敲



N⼲

2

Common 污nguage



prof敳e楯n慬a汥lel

搱d

N

3

Common 污nguag攠


prof敳e楯n慬a汥lel

搱d

N

4

䡡ed 污lgu慧攠


b慳楣

E5M words)



丯A

N

䡡ed 污lgu慧攠
-

捯nv敲s慴楯nal



N

2

䡡ed 污lgu慧攠
-

f汵en琠w楴h 慣捥nt



N

3

䡡ed 污lgu慧攠
-

慳an慴av攠sp敡k敲



N

4

䡡ed
污lgu慧攠


prof敳e楯n慬al敶敬

搱d

2

S

䡡ed 污lgu慧攠


prof敳e楯n慬al敶敬

搱d

2

U


Languages are INT
-
based skills.
They are the only skill where a d0 level may be purchased outright.
Your homeworld language is free
at a d8 level

(Galanglic for most human characters
.
)

Most languages are
common

languages. The
best
-
known

examples of hard
languages

are Droyne and Hiver. Ask the G
M if you are not sure.
The
d10 skill and d12 skill levels include increasing knowledge of a
language's
structure and origins, literature, and an ability to speak and read various dialects and ancient versions of the language

(if
any.)

(
A
d10 is equivalent to a PhD in the language,
while

d12 represents a PhD and years of
additional
study.)

Hard languages may

require the assistance of computers or other devices to speak intelligibly.

Your character background should reflect an opportunity to
have lived in close proximity to native speakers of a language for some time to achieve skill levels of d8 and above.


S
ome languages
are nearly impossible to learn
and may

be
dou
ble
or triple the cost of a hard language at the GM’s option.


Edges:


Edges cost five character

points
to purchase.
Some Edges have prerequisites that must be met prior to purchase.
Certain Edges
are
modified or restricted in
Savage Worlds Traveller

and these
are

listed in Appendix 3
.

All character Edges must be approved by the
GM.


Hindrances:


My characters h
ate these and I don’t use them. If

a character
were

that desperate for extra character
points
, I would a
llow him to go
ahead.

(See the Savage Worlds rulebook.)
The GM must approve all selections, and they should not be easily dealt with by high
-
tech
medicine or other Traveller technological solutions (otherwise, they are not really hindering
…)


A major hindrance is worth 5 points and a minor hindrance is worth 3 character points. The recommended limit is 1 major and t
wo
minor hindrances.


Derived Values:


Charisma

is a
numerical
bonus equal to the total bonuses or penalties given by E
dges and Hindrances
plus any referee
-
aw
arded
bonuses. Vargr keep a sepa
rate Charisma score for use in Vargr society;
the GM will, based on power, position, influence, and wealth,
award
Vargr

characters appropriate
bonuses
.

Pace

base value is 6” (human
walk
ing speed.)

Parry

is equal to 2 plus half of the melee weapon skill die.

Toughness

is equal to 2 plus half the character’s END. Add the bonus granted by armor worn on the torso to this value, but remember
it may not count if attacks target other parts of t
he body.


Experience Points:


Typical EP awards
should

be 1 to 3 points per session and may be used to improve any trait (any
attribute

or skill)

or purchase Edges
with the GM’s permission
.
(Edges cost
five character points or
ten experience points



the same conversion to character points as for
skills
.)
The GM may award
additional
bonus EP's; at his option, they may be restricted to use in improving a single
attribute or skill
.
I
recommend that EP expenditures for attributes and skills and require

two weeks of training i
n the character’s spare time
per EP; only
one skill may be improved at a time. The GM may impose additional time penalties if a character’s opportunities to train are
limited
by lack of training information and resources, practice f
acilities,
and so on.
Given the resources available in the future to characters
(computer learning courses with sophisticated expert instruction agents, VR
suites or

augmented reality training gear,
etc.) such
training restrictions should be the exception
rather than the rule. Of course, if you are stranded in the wilderness, trapped on a
damaged space station, in cold sleep, or a similar situation no EP expenditure should occur.








Appendix 1: Skill List


Skill

Attribute

Cascades

Difficulty

Description

(and reference)

Admin




SPI


C

1:14

Artillery






C

4:11


INT

FA Gunnery


4:11





INT

Forward Observer


1:19

Art*






C

Character is a skilled artist or craftsman.


SPI

Drawing




SPI

Sculpture




SPI

Writing




SPI

Craft (specify)



Astrogation



INT


C

Starship and spacecraft navigation

Athletics



Special


C

Controlling a
ttribute is average of STR
,
DEX
, and END

die type
s

(round up)

Blade Combat



C

1:13


STR

Club




DEX

Fencing




DEX

Short Blade




STR

Long Blade




STR

Staff



Bow Combat



C

Supplement
4:11


DEX

Bow




DEX

Crossbow



Brawling

STR


C


Bribery

SPI


C

1:14

Broker

INT


C

7:29

Camouflage




INT


C

Character is skilled at hiding objects
under cover.

Carousing

END


C

6:19

Climbing




END


C

Character is skilled at ascending and
descending steep surfaces such as walls,
cliffs and mountains.

Combat Engineering

INT


C

4:11

Communication

INT


C

Use of communication and electronic
warfare gear

Computer

INT


C

1:17

Cryptography




INT


C

Character is skilled in the creation and
deciphering of codes and coded
messages.

Demolitions

INT


C

4:11

Disguise





INT


C

Character is skilled at disguising his
true appearance.

Engineering



H

1:10


INT

Jump Drives




INT

Maneuver Drives




INT

Power Plants



Equestrian

SPI


C

6:17

First Aid


INT


C

The character is skilled at repairing
injuries and wounds on short notice.

Forgery

DEX


C

1:14

Gambling

SPI


C

1:13

Gun Combat



C

1:12



DEX

Energy Weapons


Laser rifles, plasma weapons, and
powerguns


DEX

Combat Rifleman



Rifles, accelerator rifles, and gauss
weapons


DEX

Handgun


All handguns (including lasers)


DEX

Close combat


SMG, shotgun, ARL

Gunnery



C

1:19






INT

Screens/Defensive systems


Point defense, nuclear dampers,
meson
screens







INT

Bay Weapons


All bay
-
mounted weapons







INT

Turret Weapons


All turret
-
mounted weapons

Heavy Weapons



C

4/13


INT

Hvy Energy




INT

Hvy Projectile




INT

Rockets/Missiles



Hunting

END


C

6:17

Instruction

INT


C

4:13

Interrogation

SPI


C

4:14

Intimidation

SPI


C

Character is skilled at forcing others to
do his will.

Intrusion

DEX


H

Character is skilled at breaking into and
entering secure locations.

Investigation




INT


C

Character is skilled at investigating and

correlating facts.

Language

INT


C or H

See language rules

Leader

SPI


C

1:15

Legal

INT


C

7:29

Liaison

INT


C

5:12

Martial Arts

SPI


H

Each martial art is taken as a separate
skill. The character and referee should
work out details.

Medical

INT


H

1:20

Navigation



C



EDU

Orienteering


The character is skilled at finding his
path in a wilderness environment.


EDU

Celestial navigation









EDU

Electronic navigation



Notice

INT


C

General alertness; ability to search for
items or clues.

Performer*



C

The character is a skilled performer.


SPI

Dancing




SPI

Musician




SPI

Singing



Persuasion



SPI


C

The character is skilled at convincing
others to see his way.

Pilot



H

1:19


INT

Small Starships


Interstellar vessels ≤ 800 tons


INT

Large Starships


Interstellar vessels


800 tons


INT

Ship’s Boats


1:17

Profession

GM
decision


C

Needs GM approval. Examples:
j
ournalist, photographer,
politician,
architect, accountant
, etc.

Prospecting

INT


C

Supplement
4:12

Recon

INT


C

4:15

Recruiting

SPI


C

4:15

Remote Operations


DEX


C

Remote drone and robot operation

Science (physical)*



C



EDU

Astronomy




EDU

Chemistry




EDU

Physics




EDU

Engineering




EDU

Forensics









EDU

Mathematics



Science (life)*





C



EDU

Biology




EDU

Cybernetics




EDU

Genetics




EDU

Pharmacology




EDU

Psionicology




EDU

Xenobiology



Science (social)*



C



EDU

Archeology




EDU

History




EDU

Linguistics




EDU

Psychology




EDU

Economics




EDU

Philosophy



Sensor

Ops




INT


C

The character is skilled at operating
sensor devices on board spacecraft.

Stealth

DEX


C

Stealth is the ability to move quietly and
stay concealed.

Steward

SPI


C

1:19

Streetwise

SPI


C

1:15

Suit



C



INT

Battle Dress


4:10


INT

Vacc Suit


1:16


INT

Hostile Environment



Survey

INT


C

6:18

Survival

END


C

4:15

Swimming

END


C

The character can swim in a fluid
without wearing any special equipment.

Tactics



C

1:15


INT

Combat Tactics


1:15


INT

Ship Tactics


5:13

Taunt

INT


C

The fine art of attacking a person’s
pride through ridicule, cruel jokes, or
one
-
upmanship.

Technical*



C



EDU

Armory



The character is skilled in weapon
repair.


EDU

Electronics


1:18


EDU

Gravitics


7:29


EDU

Mechanical


1:18


EDU

Robotics


8:44

Throwing

STR


C

The character is skilled at throwing
weapons or objects at a distance.

Tradecraft

INT


H

The art, craft, and techniques of spying

Trader

INT


C

7:30

Vehicle (Ground)*



C

4:15


DEX

Hovercraft




DEX

Tracked




DEX

Wheeled



Vehicle (Air)



C

4:15


DEX

Airship

(includes balloons)




DEX

Grav




DEX

Jet




DEX

Rotary/VTOL

(includes
aerodynes)




DEX

Prop




DEX

Glider



Vehicle (Water)*



C

4:15


DEX

Large Surface




DEX

Small Surface




DEX

Submersible



Zero
-
G

DEX


C

4:16


Appendix 2: Character Worksheet


STAT

Trait Die

Bonus


_____


STR

d4 d6 d8 d10 d12 +____

_____


DEX

d4 d6 d8 d10 d12 +____

_____


END

d4 d6 d8 d10 d12 +____

_____


INT

d4
d6 d8 d10 d12 +____

_____


EDU

d4 d6 d8 d10 d12 +____

_____


SPI

d4 d6 d8 d10 d12 +____




Calculated
and other
values:

_____
__

Pace (6" per round for humans
-

walking speed)

____
__
_

Toughness (2 + 1/2
END

die type + armor)

_______

Parry (2 +

1/2 of melee weapon skill die type)

_______

Charisma (0 + referee bonuses and penalties)


SKILLS:

Level


Skill


Die

_____


_____________________________
d4 d6 d8 d1
0 d12 +____

_____


_____________________________
d4 d6 d8 d10 d12 +____

_____


_____________________________
d4 d6 d8 d10 d12 +____

_____


_____________________________
d4 d6 d8 d10 d12 +____

_____


_____________________________
d4

d6 d8 d10 d12 +____

_____


_____________________________
d4 d6 d8 d10 d12 +____

_____


_____________________________
d4 d6 d8 d10 d12 +____

_____


_____________________________
d4 d6 d8 d10 d12 +____

_____


______________________
_______
d4 d6 d8 d10 d12 +____

_____


_____________________________
d4 d6 d8 d10 d12 +____

_____


_____________________________
d4 d6 d8 d10 d12 +____

_____


_____________________________
d4 d6 d8 d10 d12 +____

_____


__________
___________________
d4 d6 d8 d10 d12 +____

_____


_____________________________
d4 d6 d8 d10 d12 +____

_____


_____________________________
d4 d6 d8 d10 d12 +____

_____


_____________________________
d4 d6 d8 d10 d12 +____

_____


_____________________________
d4 d6 d8 d10 d12 +____

_____


_____________________________
d4 d6 d8 d10 d12 +____

_____


_____________________________
d4 d6 d8 d10 d12 +____

_____


_____________________________
d4 d6 d8 d10 d12

+____

_____


_____________________________
d4 d6 d8 d10 d12 +____

_____


_____________________________
d4 d6 d8 d10 d12 +____

_____


_____________________________
d4 d6 d8 d10 d12 +____

_____


_____________________________
d4

d6 d8 d10 d12 +____

_____


_____________________________
d4 d6 d8 d10 d12 +____

_____


_____________________________
d4 d6 d8 d10 d12 +____

_____


_____________________________
d4 d6 d8 d10 d12 +____

_____


______________________
_______
d4 d6 d8 d10 d12 +____

_____


_____________________________
d4 d6 d8 d10 d12 +____

_____


_____________________________
d4 d6 d8 d10 d12 +____

_____


_____________________________
d4 d6 d8 d10 d12 +____

_____


__________
___________________
d4 d6 d8 d10 d12 +____

_____


_____________________________
d4 d6 d8 d10 d12 +____


STAT

DIE

SKILL

2
-
4

d4

0

5
-
8

d6

1

9
-
11

d8

2

12
-
13

d10

3

14
-
15

d12

4

16
-
17

d12+1

5

18
-
19

d12+2

6

20

d12+3

7

---------------------------------------------------------------




WOUND TRACK:



A damage roll that is equal to or greater than
your toughness but does not cause a
wound
leaves you SHAKEN. (May only move 1/2 pace
until you recover (SPI roll).) A second SHAKEN
result causes a wound and further SHAKEN
results are ignored. You take a wound (and are
also SHAKEN) when the damage roll exceeds
your toughness by 4. The wound

penalty
(number in the box) applies to PACE and all
trait rolls. You may attempt to not take the
damage by making a soak roll (spend a token
and make a END roll.)


When you reach Incapacitated (either from
fatigue or wounds), make an END roll on the
table

below to determine the effects.


Strenuous activities or harmful situations can
cause fatigue. A failed END roll causes you to
accumulate 1 level of fatigue. Just like a wound,
you may attempt not to take the fatigue level by making a
soak roll.






FATIGUE TRACK:





---------------------------------------------------------------

Recovery table:

Shaken: SPI roll vs. TN
= 4

Result

Incapacitation: END
roll vs. TN = 4

Result


Result:

Remove shaken result;
may act normally this
round.

Raise

(8+)

The hero is stunned.
He still has 3 wounds,
but is Shaken, not
Incapacitated.

Remove shaken result;
round over.

Success

(4+)

The hero is
unconscious for an
hour, or until healed.

Remains shaken.

Failure

(<4)

The victim is bleeding
out and remains
unconscious until
healed. He must make
another END roll e
ach
round and dies on a

adj.
roll of 1 or less.

SHAKEN


-
1



-
2



-
3



Incap



-
2



-
1


Appendix 3
: Edges


Edge

Restricted?

Requirements

Effects

Comments

Ace

Modified

d8 DEX

+2 to rolls in one vehicle cascade; may make soak rolls
for vehicle damage at

2

Ace

Acrobat

No

d8 DEX, d6 STR

+2 to nimbleness
-
based DEX rolls; +1 Parry if
unencumbered

Acrobat

Alertness

No

None

+2 to notice rolls


Ambidextrous*

No

d8 DEX

Ignore

2 penalty for using off
-
hand


Arcane
Background*

Yes

d4 Arcane

Allows character to have arcane powers; not in use in
campaign due to increased CP/EP costs for psionic skills

Not in use

Arcane
Resistance*

Yes

d8 Arcane

Armor 2 vs. magic; +2 to resist powers

Not in use

Imp. Arcane
Res

Yes

Arcane Res.

Armor 4 vs. magic; +4 to resist powers (not cumulative)

Not in use

Attractive*

No

d6 CON

+2 to Charisma


Very
Attractive*

No

Attractive

+4 to Charisma (not cumulative)


Beast Bond

No


Character may spend bennies for his animals


Beast Master

No

d8 SPI

You gain an animal companion


Berserk*

No


See text


Block

No

d8 melee or
weapon cascade

+1 to Parry


Improved
Block

No

Block

+2 to Parry (not cumulative)


Brawny*

No

d6 STR

Toughness +1; load limit is 8 x Str


Champion

Yes


See text

Not in use

Charismatic

No

d8 SPI

+2 to Charisma


Combat
Reflexes

No


+2 to recover from being Shaken (not Stirred)


Command

No

d6 INT

+1 to troops recovering from being Shaken


Common Bond

No

d8 SPI, Wild Card

May give bennies to companions in communication
range


Connections

No


Call upon powerful friends


Danger Sense

No


Notice at +2 to detect surprise attacks/danger


Dead Shot

No

d10

Any shooting
or throwing skill,
Wild card

Double ranged damage with that skill when dealt a Joker


Dodge

No

d8 DEX

-
1 to be hit with ranged attacks


Improved
Dodge

No

Dodge

-
2 to be hit with ranged attacks (not cumulative)


Factor

Modified

d6

INT, d8 Trader,
d8 Broker

+2 to Trader and Broker rolls


Fast Healer*

No

d8 CON

+2 to natural healing rolls


Fervor

No

d8 SPI, Command

+1 melee damage by troops under your command


First Strike

No

d8 DEX

May attack (melee or unarmed) one foe who moves

adjacent


Imp. First
Strike

No

First Strike

May attack every foe who moves adjacent


Fleet
-
Footed

No

d6 DEX

+2 Pace; d10 running die instead of d6


Florentine

No

d8 DEX, melee d8

+1 vs. foes with single weapon and no shield; ignore 1
point of gang up

bonus


Followers

No

Wild Card

Attract 5 henchmen


Frenzy

No

D10 any melee or
Extra attack at
-
2 per round (not cumulative with second

unarmed combat

weapon)

Imp. Frenzy

No

Frenzy

As Frenzy but no penalty to hit


Gadgeteer

Yes

See text

May
“jury
-
rig” a device once per game session

Not in use

Giant Killer

Yes


+1d6 damage when attacking large creatures

Not in use

Hard to Kill

No

d8 SPI, Wild Card

Ignore wound penalties for CON rolls made on the
Incapacitation or Injury tables


Harder to
Kill

No

Hard to Kill

50% chance of surviving “death”


Healer

Modified

d8 SPI, d8 Medical

+2 to Medical rolls


Hold the Line!

No

d8 INT, Command

Troops under your command have +1 Toughness


Holy/Unholy
Warrior

Yes

See text

See text

Not in use

Inspire

No

Command

+1 to SPI rolls of all troops under your command


Investigator

No

D8 INT, d8
Investigation and
d8 Streetwise

+2 Investigation and Streetwise rolls


Jack
-
of
-
all
-
Trades

No

INT

d10

No

2 for unskilled
INT
-
based
skill
attempts

(Rule of
0)
;
requires appropriate character background


Level Headed

No

d8 INT

Choose best of two cards for initiative in combat


Imp. Level
Headed

No

Level Headed

Choose best of three cards for initiative in combat


Lucky*

No


+1 benny per session


Great Luck*

No

Luck

+2 bennies per session (not cumulative)


Marksman

No


Aim maneuver benefit (+2 to any shooting or throwing
roll) if hero does not move during round


McGyver

Modified

D6 INT, d6
Technical (any), d8
Notice

May improvise temporary gadgets related
to the
technical skill; roll against Technical skill to see if
device works


Mentalist

Yes

AB (Psionics), d8
INT, d6 Psionics

+2 to any opposed Psionics roll

Not in use

Mighty Blow

No

Wild Card, d10 any
melee

Double melee damage when dealt Joker


Mr.
Fix It

Yes

See text

+2 to Repair rolls, 1/2 Repair time with raise

Not in use

Natural Leader

No

d8 SPI, Command

Leader may give bennies to troops under his command


Nerves of Steel

No

Wild Card, d8
CON

Ignore 1 point of wound penalties


Imp. Nerves of

Steel

No

Nerves of Steel

Ignore 2 points of wound penalties (not cumulative)


New Power

Yes

Arcane
Background

Character gains one new power

Not in use

Noble*

Modified

GM permission

Charisma +2, Admin rolls +2, status and influence


No Mercy

No


May
spend bennies on damage rolls


Power Points

No

Arcane
Background

+5 Power Points (may take only once per die level, i.e.,
a D12 psionic may take this a maximum of 5 times)


Power Surge

No

Wild Card, Arcane
skill d10

+2d6 Power Points when dealt a Joker


Professional

Modified

d12 in skill

+1 to skill rolls; may only be taken once


Expert

Modified

Prof. in skill

+2 to skill rolls; may only be taken once


Master

Modified

Expert, Wild Card

Rolls d10 for Wild Die on skill rolls; may only be taken
once


Quick*

No


Discard initiative draw of 5 or less for new card


Quick Draw

No

d8 DEX

May draw weapon as a free action


Rapid
Recharge

Modified

d8 INT

Regain 1 Power Point every 30 minutes


Imp. Rapid
Modified

Rapid Recharge

Regain 1 Power Point

every 15 minutes


Recharge

Rich*

Yes


3x starting funds, $75K annual salary

Not in use

Filthy Rich*

Yes

Noble or Rich

5x starting funds, $250K annual salary

Not in use

Rock and Roll!

No

d8 with a shooting
skill

Ignore full
-
auto penalty if shooter doesn’t
move during
the round


Scholar

Modified

d8 in Science
cascade

+2 to skill rolls for 2 skill rin the cascade


Sidekick

Yes

Wild Card

Character gains a Novice WC sidekick

Not in use

Soul Drain

Yes

See Text

Special

Not in use

Steady Hands

No

d8 DEX

Ignore

unstable platform penalty


Sweep

Modified

D8 STR, d10
melee or unarmed
combat skill

Attack all adjacent foes simultaneously at

2


Imp. Sweep

Modified

Sweep

As Sweep, but with no penalty


Strong Willed

No

Intimidation d6,
Taunt d6

+2 Intimidation and
Taunt, +2 to resist Tests of Will


SurTac

Modified
(was
Woodsman)

d6 SPI, d6 Tactics,
d8 Survival, d8
Recon

+2 to Tactics, Survival and Recon rolls planetside


Thief

Modified

d6 Dex, d6
Intrusion, d6
Stealth, and d6
Streetwise or d6
Computer

+2 to rolls
on required skills


Tough as Nails

No


Toughness +1


Imp. Tough as
Nails

No

Tough as Nails

Toughness +2 (not cumulative)


Trademark
Weapon

Modified

d10 any shooting
or melee skill

+1 hit, damage, and parry (if applicable) with a
particular weapon;
may only be taken once


Imp. Tr.
Weapon

Modified

Trademark
Weapon

+2 hit, damage, and parry (if applicable) with a
particular weapon (not cumulative); may only be taken
once


Two
-
Fisted

No

d8 DEX

May attack with a weapon in each hand without multi
-
actio
n penalty.


Weapon
Master

No

d12 melee skill

Parry +1


Master of
Arms

No

Weapon Master

Parry +2


Wizard

Yes

See text

Each raise reduces cost of spell by 1 point

Not in use