Savage Worlds Shadowrun Enemy Builder

Description (more info)

This table is to make enemies for a Shadowrun-type game using the Savage Worlds (SWADE) System.

Currently Assigns Attributes due to NPC Rating instead of being random, as I couldn't figure out a proper way to add metatype bonuses otherwise.

Wildcards get leadership edges. Some edges may not be appropriate for the rank or prerequisites. This is left up to the DM to determine what is appropriate for their situation.

This chart uses input variables
Result

{#Roll On Charts to keep throughout Statblock Generation#}

{% metatype = roll_chart name:"Metatype" %}

{% armor = roll_chart name:"Armor" %}

{# Establish NPC Strength#}

{%if Wildcard == "Yes"%}
{% Wildcard = "(Wildcard)" %}
{%else%}
{% Wildcard = "" %}
{%end%}

{# Number of Edges #}
{%if Rating == "Weak"%}
{% ed = 1 %}
{% hed = 2 %}
{% led = 0 %}
{%elif Rating == "Average"%}
{% ed = 2 %}
{% hed = 3 %}
{% led = 1 %}
{%elif Rating == "Strong"%}
{% ed = 3 %}
{% hed = 4 %}
{% led = 2 %}
{%elif Rating == "Black Ops"%}
{% ed = 4 %}
{% hed = 5 %}
{% led = 3 %}
{%end%}

{# Attributes #}
{%if Rating == "Weak"%}
{% die = "6" %}
{% bonusdie = "8" %}
{% trolldie = "10" %}
{%elif Rating == "Average"%}
{% die = "8" %}
{% bonusdie = "10" %}
{% trolldie = "12" %}
{%elif Rating == "Strong"%}
{% die = "10" %}
{% bonusdie = "12" %}
{% trolldie = "12+1" %}
{%elif Rating == "Black Ops"%}
{% die = "12" %}
{% bonusdie = "12+1" %}
{% trolldie = "12+2" %}
{%end%}

{% agi = die %}
{% smt = die %}
{% sprt = die %}
{% str = die %}
{% vig = die %}

{# Determine Size #}
{%if metatype.1 == "Troll"%}
{% sz = 2 %}
{%elif metatype.1 == "Orc"%}
{% sz = 1 %}
{%else%}
{% sz = 0 %}
{%end%}

{# Add Racial Bonuses to Attributes #}
{%if metatype.1 == "Elf"%}
{% agi = bonusdie %}
{% sprt = bonusdie %}
{%elif metatype.1 == "Dwarf"%}
{% str = bonusdie %}
{% vig = bonusdie %}
{%elif metatype.1 == "Orc"%}
{% str = bonusdie %}
{% vig = bonusdie %}
{%elif metatype.1 == "Troll"%}
{% str = trolldie %}
{% vig = trolldie %}
{%end%}

{# Determine Derived Stats #}

{% parry_table = roll_chart filter:{{str}} filter_cols:1 name:"Derived" %}
{% par = parry_table.2 %}

{% tough_table = roll_chart filter:{{vig}} filter_cols:1 name:"Derived" %}
{% tgh = tough_table.2 %}

{%if metatype.1 == "Dwarf"%}
{% pce = "5, d4 running die" %}
{%else%}
{% pce = "6" %}
{%end%}

Resolve: {{$Rating} {$Enemy_Archetype} {$Wildcard}}

{{metatype.1}}


Possible Names

{%if Enemy_Archetype == "Decker"%}
Roll on "Silly Cyberpunk Hacker Names" 5 times (unique results only)
{%else%}
Roll on "Shadowrun Names" 5 times (unique results only)
{%end%}


AGILITY SMARTS SPIRIT STRENGTH VIGOR
d{{agi}} d{{smt}} d{{sprt}} d{{str}} d{{vig}}

  • Pace {{pce}}
  • Parry {{par}}
  • Toughness {{tgh}} + {{armor.2}} ({{armor.1}})
  • Size {{sz}}
  • Skills Assume Skills are the same as their governing Attribute

Racial Abilities

{%for item in metatype%}
{{item}}
{%end%}

Weapons & Equipment

{%if Enemy_Archetype == "Street Samurai" or Enemy_Archetype == "Adept"%}
Roll on "Melee Weapons" (render_style="horizontal")

Resolve: {Roll on "Shotguns" (render_style="horizontal")|Roll on "SMG" (render_style="horizontal")|Roll on "Rifles" (render_style="horizontal")}
{%elif Enemy_Archetype == "Decker" or Enemy_Archetype == "Rigger"%}
Roll on "SMG" (render_style="horizontal")
{%else%}
Roll on "Heavy Pistols" (render_style="horizontal")
{%end%}

Resolve: {Roll on "Explosives" (render_style="horizontal")|}

{%if Enemy_Archetype == "Decker"%}
Roll on "Cyberdecks" (cols="1-6", filter="{{Rating}}", filter_cols="7", render_style="horizontal")
{%elif Enemy_Archetype == "Rigger"%}
Roll on "Medium Drones" (render_style="horizontal")
{%end%}

Edges

{%if Wildcard == "(Wildcard)" and led > "0"%}

Leadership Edges

JOIN("
", Roll on "Edges" (cols="1,2", filter="Leadership", filter_cols="4") {$led} times (unique results only))

{%end%}

{%if metatype.1 == "Human"%}
Roll on "Edges" (cols="1,2", filter_cols="1", filter_exact="Luck")
JOIN("
", Roll on "Edges" (cols="1,2", filter="Combat", filter_cols="4") {$hed} times (unique results only))

{%else%}
JOIN("
", Roll on "Edges" (cols="1,2", filter="Combat", filter_cols="4") {$ed} times (unique results only))

{%end%}

{%if Enemy_Archetype == "Decker" or Enemy_Archetype == "Rigger" or Enemy_Archetype == "Street Samurai" or Enemy_Archetype == "Johnson"%}

Augments

JOIN("
", Roll on "Augmentations" (columns: 1,2) {$ed} times (unique results only))

{%end%}

{%if Enemy_Archetype == "Adept" or Enemy_Archetype == "Mage"%}

Powers

JOIN("
", Roll on "Powers" (columns: 1,2) {$ed} times (unique results only))

{%end%}

Subcharts

Heavy Pistols (d5)

d5 Heavy Pistol Range Ammo Damage Armor Pen ROF Min Str Availability Cost Notes

1

Ares Predator VI

15/30/60

15(c)

2d8

2

1

d6

2(L)

750¥

Smartgun System, Variable Ammo System

2

Ares Viper Slivergun

15/30/60

30(c)

3d6

0

1

d6

4(L)

610¥

Flechette Ammo, 3 Rd Burst, Integrated Silencer

3

Browning Ultra Power

15/30/60

10(c)

2d8

2

1

d6

2(L)

315¥

Integral Laser Sight

4

Colt Government 2076/Manhunter

15/30/60

14(c)

2d8

2

1

d6

3(L)

275¥/500¥

Integral Laser Sight, Manhunter: Smartgun System

5

Ruger Super Warhawk

15/30/60

6(cy)

2d8+1

2

1

d6

3(L)

400¥

Metatype (1d5)

1d5 Name Result Result Result Result Result Result Result

1

Human

Adaptable: Humans have great variation among people and cultures. Characters start with a free Novice Edge of their choice (and must meet all the Edge’s Requirements).

Lucky: Humans start with the luck edge

2

Elf

Low Light Vision: Ignore penalties for Dim or Dark illumination but not Pitch Darkness

Agile: Agility d6, maximum d12+1. (Included in Stats Above)

Spirited: Spirit d6, maximum d12+1. (Included in Stats Above)

Frail: -1 to Toughness

3

Dwarf

Thermographic vision:Halve Illumination penalties when attacking warm target

Strong: Strength d6, maximum d12+1. (Included in Stats Above)

Tough: Vigor d6, maximum d12+1. (Included in Stats Above)

Short Legs: base Pace of 5 and a D4 run die

4

Orc

Strong: Strength d6, maximum d12+2. (Included in Stats Above)

Tough: Vigor d6, maximum d12+1. (Included in Stats Above)

Low Light Vision: Ignore penalties for Dim or Dark illumination but not Pitch Darkness

Unpersuasive:Orks do not start with the persuasion core skill

Outsider (Minor): Orks subtract 2 from Persuasion rolls with all but others of their kind.

Size +1 (included in Size above)

5

Troll

Very Strong: Strength d8, maximum d12+4. (Included in Stats Above)

Very Tough: Vigor d8, maximum d12+2. (Included in Stats Above)

Thermographic vision: Halve Illumination penalties when attacking warm targets

Big: Trolls subtracts 2 from Trait rolls when using equipment that wasn’t specifically designed for his race. Equipment, food, and clothing cost double the listed price.

Dense: Trolls have -2  to all smarts rolls

Less Skilled: Trolls don't start with the common knowledge, persuasion or stealth core skills

Size +2 (Included in Size Above)

Reach +1

Dice Levels (1d7)

1d7 Result

1

d4

2

d6

3

d8

4

d10

5

d12

6

d12+1

7

d12+2

Edges (d131)

d131 Name Short Long Category Rank Source

1

Alertness

+2 to Notice rolls.

Not much gets by this hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.'

Background

Background

2

Ambidextrous

Ignore –2 penalty when making Trait rolls with off-hand.

Your warrior is as deft with his left hand as he is with his right. He ignores the Off-Hand penalty (see page 104). If holding a weapon in each hand, Ambidextrous characters may stack Parry bonuses (if any) from both weapons.'

Background

Background

3

Arcane Background

Allows access to the Arcane Backgrounds listed in Chapter Five.

Exposure to strange energies, studies at a magical school, or gifts from divine or spiritual entities sometimes grant champions their own powers and abilities. Such events lead to the Arcane Background Edge and the development of supernatural ab'

Background

Background

4

Arcane Resistance

+2 to Trait rolls to resist magical effects; magical damage is reduced by 2.

Magic and the supernatural hold little sway with this individual. Whether by nature, heritage, or training he’s particularly resistant to magic, psionics, weird science, and other supernatural energies. Arcane skills targeting the hero suffer '

Background

Background

5

Improved Arcane Resistance

+4 to Trait rolls to resist magical effects; magical damage is reduced by 4.

As above, but the penalty to the arcane skill roll and damage are increased to 4.'

Background

Background

6

Aristocrat

+2 to Common Knowledge and networking with upper class.

This individual was born into privilege or came into it later in life. She may or may not have money (the Rich or Filthy Rich Edge), but she still walks in the elite social circles of the setting. Aristocrats add +2 to Persuasion when Networking (see page 133) with the local elite, captains of industry, nobles, or other aristocrats. They also add +2 to Common Knowledge rolls made to know the etiquette of the upper class, recognize family trees or heraldry, or recall gossip concerning others of their station.'

Background

Background

7

Attractive

+1 to Performance and Persuasion rolls.

It’s no secret people are more willing to help those they find physically attractive. Your character adds +1 to Performance and Persuasion rolls if the target is attracted to his or her general type (gender, sex, species, etc.).'

Background

Background

8

Very Attractive

+2 to Performance and Persuasion rolls.

Your hero is drop-dead gorgeous. She increases her Performance and Persuasion bonus to +2.'

Background

Background

9

Berserk

After Shaken or a Wound, all melee attacks must be Wild Attacks, +2 to Toughness, ignore one level of Wound penalties, Critical Failure on Fighting roll hits random target. Lasts until there are no foes in sight or hero makes Smarts roll at –2.

Berserkers become wild and nearly uncontrollable when the “red rage” takes them, but they are deadly killing machines as well! Immediately after suffering a Wound or a Shaken result (from physical damage only), your hero must make a Smarts roll or go Berserk. She cannot voluntarily fail this check. Going Berserk has the following effects: „„ FURY: Every melee attack must be a Wild Attack (see page 109). She cannot use any skills that require wit or concentration (GM’s call). She may scream out threats and use Intimidation, for example. „„ ENRAGED: Adrenaline and rage fuel the berserker’s muscles, adding +2 to Toughness. She ignores one level of Wound penalties (this stacks with any other abilities that reduce Wound penalties). „„RECKLESS ABANDON: Anytime a berserker rolls a Critical Failure on a Fighting check, she hits a random target within range of her attack (not the intended target), friend or foe. If there are no applicable targets, the blow simply misses, smashes nearby objects, etc. The rage ends when there are no foes in sight or the berserk chooses—but in the latter case she must make a Smarts roll at −2 (as an action).'

Background

Background

10

Brave

+2 to Fear checks and –2 to rolls on the Fear Table.

Those with this Edge have learned to master their fear, or have dealt with so many horrors they’ve become jaded. These valiant explorers add +2 to Fear checks and subtract 2 from Fear Table results'

Background

Background

11

Brawny

Size (and therefore Toughness) +1. Treat Strength as one die type higher for Encumbrance and Minimum Strength to use weapons, armor, or equipment.

Your bruiser is very large or very fit. Her Size increases by +1 (this increases Toughness by 1) and she treats her Strength as one die type higher when determining Encumbrance (page 67) and Minimum Strength to use armor, weapons, and equipment '

Background

Background

12

Brute

Link Athletics to Strength instead of Agility. This includes resisting Athletics Tests as well.

Brutes focus on core strength and fitness over coordination and flexibility. They treat Athletics as linked to Strength instead of Agility for purposes of Advancement. The character may also resist Athletics Tests with Strength if she chooses. F'

Background

Background

13

Charismatic

Reroll a Persuasion roll as long as it’s not a Critical Failure.

Your hero is likable for some reason. She may be trustworthy or kind, or might just exude confidence and goodwill. You may Reroll immediately after failing a Persuasion roll that’s not a Critical Failure'

Background

Background

14

Elan

+2 when spending a Benny to reroll a Trait roll.

Elan is a French word that means energy or spirit. Those who have it rise to the occasion when the going gets toughest. When you spend a Benny to reroll a Trait, add +2 to the total. The bonus applies only when rerolling. It doesn’t apply to dam'

Background

Background

15

Fame

+1 Persuasion rolls when recognized (Common Knowledge), double usual fee for Performance.

Your character is a minor celebrity of some sort. She might be a popular bard known in a particular fiefdom, a minor rock star, or a beloved B-movie actor. She makes double the normal fee when performing for pay. She can also use her celebrity t'

Background

Background

16

Famous

+2 Persuasion when recognized, 5× or more usual fee for Performance.

Your hero is truly famous. She’s wellknown in a large circle such as a country, a large industry, or a popular medium (film or television, the music industry). She makes 5× the normal fee when performing and adds +2 to Persuasion rolls when inf'

Background

Combat

17

Fast Healer

+2 Vigor when rolling for natural healing.

Those with this blessing add +2 to Vigor rolls for natural healing, and check every three days instead of five'

Background

Background

18

Fleet-Footed

Pace +2, increase running die one step.

The hero’s Pace is increased by +2 and his running die increases one step (from d6 to d8, for example).'

Background

Background

19

Linguist

Character has d6 in languages equal to half her Smarts die.

This world-traveler has an ear for languages. She begins play knowing half her Smarts die type in different Language skills of her choice at d6'

Background

Background

20

Luck

+1 Benny at the start of each session.

The adventurer seems to be blessed by fate, karma, the gods, or whatever external forces he believes in (or believe in him!). He draws one extra Benny at the beginning of each game session, allowing him to succeed at important tasks more often t'

Background

Background

21

Great Luck

+2 Bennies at the start of each session.

The player draws two extra Bennies instead of one at the start of each session.'

Background

Background

22

Quick

Action Card must be higher than a Five.

Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five. Characters with both the Level Headed and Quick Edge'

Background

Background

23

Rich

Character starts with three times the starting funds and a $150K annual salary.

Whether the individual was born with a silver spoon in his mouth or earned it through hard work, he’s got more money than most. Rich heroes start with three times the normal starting funds for the setting. If a regular income is appropriate '

Background

Background

24

Filthy Rich

Five times starting funds and $500K average salary.

This fortunate individual is very wealthy. He has five times the starting funds for the setting during character creation and, if appropriate, a yearly income after responsibilities of around $500,000. Even wealthier characters may exist, but '

Background

Background

25

Block

+1 Parry, ignore 1 point of Gang Up bonus.

Through hard-fought experience your hero has learned to defend himself in vicious hand-to-hand combat. His Parry increases by +1 (armed or unarmed) and any Gang Up bonus against him is reduced by 1.'

Combat

Background

26

Improved Block

+2 Parry, ignore 2 points of Gang Up bonus.

The hero’s Parry bonus is now +2 and the Gang Up bonus against him is reduced by 2, when armed.'

Combat

Leadership

27

Brawler

Toughness +1, add d4 to unarmed damage or increase it a step if combined with Martial Artist, Claws, etc.

His fists hit like hammers or his talons cut like scythes. His body feels like it’s made of stone. Brawlers increase their Toughness by 1 and get a d4 damage die when causing unarmed damage (thus doing Str+d4). If they already have a damage die '

Combat

Combat

28

Bruiser

Increase unarmed Strength damage a die type and Toughness another +1.

The fighter hits even harder and his body can take even more punishment. He increases his unarmed damage die another die type and his Toughness an additional +1.'

Combat

Combat

29

Calculating

Ignore up to 2 points of penalties on one action with an Action Card of Five or less.

A few seconds to study your foe’s actions gives your hero a major advantage. When his Action Card is a Five or less, he ignores up to 2 points of penalties on one action that turn, which can include Multi-Action, cover, Range, and even Wound pen'

Combat

Background

30

Combat Reflexes

+2 Spirit to recover from being Shaken.

Your warrior recovers quickly from shock and trauma. He adds +2 to his rolls when attempting to recover from being Shaken or Stunned.'

Combat

Combat

31

Counterattack

Free attack against one foe per turn who failed a Fighting roll.

Fighters with this Edge deal instant punishment for an enemy’s mistakes. Once per turn (if not Shaken or Stunned), the character receives a Free Attack (page 101) against one failed Fighting attack against him. The counterattack takes place imme'

Combat

Combat

32

Improved Counterattack

As Counterattack, but against three foes per turn.

As above but the hero gets a Free Attack against up to three failed attacks each turn.'

Combat

Leadership

33

Dead Shot

Once per turn, double damage from Athletics (throwing) or Shooting roll when dealt a Joker.

When your Action Card is a Joker, double the total damage of your first successful Athletics (throwing) or Shooting roll this round.'

Combat

Background

34

Dodge

-2 to be hit by ranged attacks.

The hero can anticipate attacks or move erratically under fire. Unless the victim of a surprise attack and taken completely unaware, Dodge subtracts 2 from all ranged attacks made against the character. Dodge does not stack with actual cover, ho'

Combat

Combat

35

Improved Dodge

The hero may Evade any area effect attack.

The hero may Evade any area effect attack, even those that don’t normally allow it such as the blast power.'

Combat

Leadership

36

Double Tap

+1 to hit and damage when firing no more than RoF 1 per action.

Experienced firearms experts fire two shots in rapid succession without spoiling their aim. Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and d'

Combat

Combat

37

Extraction

One adjacent foe doesn’t get a free attack when you withdraw from close combat.

When a character withdraws from melee, adjacent attackers get a free Fighting attack against him. This is a very dangerous proposition for most, but not your wily champion. When moving away from adjacent foes, one of them (player’s choice), doe'

Combat

Background

38

Improved Extraction

Three adjacent foes don’t get free attacks when you withdraw from combat.

Up to three foes’ attacks (player’s choice) are negated when your warrior moves out of melee with them.'

Combat

Combat

39

Feint

You may choose to make foe resist with Smarts instead of Agility during a Fighting Test.

When performing a Test (page 108) with the Fighting skill, you can choose to make the foe resist with Smarts instead of Agility.'

Combat

Background

40

First Strike

Free Fighting attack once per round when foe moves adjacent to you.

Once per round, as long as he’s not Shaken or Stunned, the hero gets a free Fighting attack against a foe who moves adjacent to him. This automatically interrupts the opponent’s action.'

Combat

Background

41

Improved First Strike

Free Fighting attack against up to three foes when they move adjacent.

As above but the hero gets a free attack against up to three foes who move adjacent to him each turn.'

Combat

Power

42

Free Runner

Ignore Difficult Ground and add +2 to Athletics in foot chases.

Your character practices “parkour” or is just very skilled at running, jumping, swinging, scampering up walls, and over obstacles. As long as there are obstacles she can bound on, bounce off, or swing on, she ignores Difficult Ground penalties w'

Combat

Background

43

Frenzy

Roll a second Fighting die with one melee attack per turn.

A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die is subject to all the same modifiers as the first, may be allocated to the same or different targets as he sees fit, and if it h'

Combat

Combat

44

Improved Frenzy

Roll a second Fighting die with up to two melee attacks per turn.

The fighter rolls an extra Fighting die with up to two Fighting attacks in the same turn.'

Combat

Leadership

45

Giant Killer

+1d6 damage vs. creatures three Sizes larger or more.

The bigger they are, the harder they are to kill. At least for most. But your hero knows how to find the weak points in the most massive of foes. Your fighter adds +1d6 damage when attacking creatures who are three or more Sizes larger than hims'

Combat

Leadership

46

Hard to Kill

Ignore Wound penalties when making Vigor rolls to avoid Bleeding Out.

This adventurer has more lives than a herd of cats. He may ignore his Wound penalties when making Vigor rolls to avoid Bleeding Out'

Combat

Background

47

Harder to Kill

Roll a die if the character perishes. Even if he’s Incapacitated, he survives somehow.

Your hero is tougher to kill than Rasputin. If he is ever “killed,” roll a die. On an odd result, he’s dead as usual. On an even roll, he’s Incapacitated but somehow escapes death. He may be captured, stripped of all his belongings, or mistakenl'

Combat

Leadership

48

Improvisational Fighter

Ignore penalties to attack and Parry when using Improvised weapons.

Heroes often find themselves fighting with pieces of equipment or furnishings not designed for combat. A brawler with this Edge has a knack for using such improvised weapons. He ignores penalties to attack and Parry when wielding them.'

Combat

Combat

49

Iron Jaw

+2 to Soak and Vigor rolls to avoid Knockout Blows.

The hero can shrug off even extreme blows. He adds +2 to Soak rolls and Vigor rolls to avoid Knockout Blows'

Combat

Background

50

Killer Instinct

Win tied opposed rolls and may spend Bennies (or Conviction if used) to increase total after defender declares total.

This hero hates losing. If he ties on an opposed roll, he wins. If he loses an opposed roll he initiated, he gets a Reroll after the defender rolls. This occurs after the defender gets his total, so the defender may not spend Bennies to adjust it'

Combat

Combat

51

Level Headed

Draw an additional Action Card each round and choose which one to use.

Fighters who can keep their cool when everyone else is running for cover make deadly combatants. A hero with this Edge draws an additional Action Card in combat and chooses which to use.'

Combat

Combat

52

Improved Level Headed

Draw three Action Cards each round and choose which one to use.

As above but the hero draws three cards and chooses the one he wants to keep.'

Combat

Combat

53

Marksman

Ignore up to 2 points of Athletics (throwing) or Shooting penalties when not moving and firing no more than RoF 1 per action.

The hero is a natural with ranged weapons. If she doesn’t move in a turn and fires no more than a Rate of Fire of 1 per action, she may ignore up to 2 points of Athletics (throwing) or Shooting penalties from Called Shots, cover, Range, or Size.'

Combat

Combat

54

Martial Artist

Unarmed Fighting +1, ignore Unarmed Defender rule, add d4 damage die to unarmed Fighting attacks (or increase die a step if you already have it).

The fighter has trained in basic martial arts. When unarmed, she adds +1 to Fighting attacks and does Str+d4 damage (or increases her damage a die type if she already has it from another source, such as Claws or the Brawler Edge). Her hands coun'

Combat

Background

55

Martial Warrior

Unarmed Fighting +2, increase damage die type a step.

The warrior is well on her way to becoming a martial arts master. Her unarmed combat damage increases a die type and she adds +2 to unarmed Fighting attacks.'

Combat

Combat

56

Mighty Blow

Once per turn, double Fighting damage when dealt a Joker.

If your Action Card is a Joker, double the damage of your first successful Fighting attack that round.'

Combat

Background

57

Nerves of Steel

Ignore one level of Wound penalties.

Your hero has learned to fight on through the most intense pain. He may ignore 1 point of Wound penalties.'

Combat

Background

58

Improved Nerves of Steel

Ignore up to two levels of Wound penalties.

The hero ignores two points of Wound penalties.'

Combat

Background

59

No Mercy

+2 damage when spending a Benny to reroll damage.

When this killer spends a Benny to reroll damage, he adds +2 to his final total.'

Combat

Combat

60

Rapid Fire

Increase RoF by 1 for one Shooting attack per turn.

The shooter is practiced at taking quick and accurate shots. As long as she’s armed with a fast-firing ranged weapon of some sort (such as a revolver or semi-automatic) and has enough bullets to do so, she may increase her weapon’s Rate of Fire '

Combat

Combat

61

Improved Rapid Fire

Increase RoF by 1 for up to two Shooting attacks per turn.

The shooter may now increase her weapon’s Rate of Fire by 1 twice in the same turn (via a Multi-Action).'

Combat

Leadership

62

Rock and Roll!

Ignore the Recoil penalty when firing weapons with a RoF of 2 or more.

Experienced shooters learn to compensate for the recoil of fully automatic weapons. If a character with this Edge doesn’t move on his turn, he ignores the Recoil penalty when firing at a Rate of Fire of 2 or higher.'

Combat

Combat

63

Steady Hands

Ignore Unstable Platform penalty; reduce running penalty to –1.

Firing from the back of a horse or moving vehicle is tricky business, but your adventurer has figured it out. She ignores the Unstable Platform penalty (see page 109). This also helps when running, reducing the usual penalty from ?2 to ?1'

Combat

Background

64

Sweep

Fighting roll at –2 to hit all targets in weapon’s Reach, no more than once per turn.

Sweep allows a character to make a single Fighting attack and apply it against all targets in his weapon’s Reach at a ?2 penalty (friends and foes alike). Resolve damage separately for each enemy that’s hit. A fighter may only perform a Sweep on'

Combat

Background

65

Improved Sweep

As above, but ignore the –2 penalty.

As above but the whirlwind of death may ignore the ?2 penalty.'

Combat

Leadership

66

Trademark Weapon

+1 to Athletics (throwing), Fighting, or Shooting total with a specific weapon; +1 Parry while weapon is readied.

The hero knows one unique weapon (Excalibur, Old Betsy, Sting) like the back of his hand. When using it, he adds +1 to his Athletics (throwing), Fighting, or Shooting rolls, and +1 to Parry when readied (even if it’s a ranged weapon). A fighter'

Combat

Background

67

Improved Trademark Weapon

The bonus increases to +2.

As above but the bonuses when using the weapon increase to +2.'

Combat

Combat

68

Two-Fisted

Wielding two melee weapons, make one extra Fighting roll with second weapon at no Multi-Action penalty.

If a character attacks with a melee weapon in one action and a second Off-Hand (page 104) melee weapon in a later action, the second attack doesn’t inflict a Multi-Action penalty. The Off-Hand penalty still applies unless he’s Ambidextrous, howe'

Combat

Background

69

Two-Gun Kid

Wielding two ranged weapons, make one extra Shooting roll with second weapon at no Multi-Action penalty.

If a character attacks with a ranged weapon in one action and a second “Off-Hand” ranged weapon in a later action, the second attack doesn’t inflict a Multi-Action penalty. The Off-Hand penalty still applies unless he’s Ambidextrous, however. I'

Combat

Background

70

Command

+1 to recover from being Shaken for troops in command.

Command is the basic ability to give clear instructions and support to allies in the thick of battle. Extras in Command Range add +1 to their Spirit rolls when attempting to recover from being Shaken.'

Leadership

Background

71

Command Presence

Increase Command Range to 10” (20 yards)

A booming voice, effective commands, natural charisma, or simple training results in a much more effective combat element. A hero with this Edge has a Command Range of 10” (20 yards).'

Leadership

Combat

72

Fervor

+1 to Extras’ Fighting rolls in Command Range.

A simple phrase uttered by a great leader can sometimes have momentous results. A commander with this ability can inspire his troops to bloody fervor by yelling a motto, slogan, or other inspirational words. Extras in range add +1 to their Fighting damage rolls.'

Leadership

Leadership

73

Hold the Line

+1 to Extras’ Toughness in Command Range.

Hold the Line strengthens the will of any Extras under the hero’s command, adding +1 to their Toughness.'

Leadership

Combat

74

Inspire

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

Exceptional leaders inspire those around them to great feats of valor and determination. 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. A leader could Support all Shooting attacks in range, for example, or all Spirit rolls to recover from being Shaken.'

Leadership

Combat

75

Natural Leader

Leadership Edges that apply to Extras now apply to Wild Cards as well.

This leader has proven herself time and time again, gaining the respect of all those who fight by her side. Any Leadership Edge that says it applies only to Extras now applies to Wild Cards as well.'

Leadership

Leadership

76

Tactician

Draw an extra Action Card each turn that may be assigned to any ally in Command Range.

The commander has a natural grasp of small unit tactics and can take advantage of rapidly changing situations. A Tactician is dealt an extra Action Card each turn—kept separate from his own cards. At the start of the round, he may discard it or give it to any one allied Extra or Wild Card in Command Range. The player or GM controlling the receiving character can decide whether to accept and replace her current Action Card, or discard it.'

Leadership

Combat

77

Master Tactician

Draw and distribute two extra Action Cards instead of one.

The Tactician now gets a total of two extra Action Cards to distribute each turn.'

Leadership

Leadership

78

Artificer

Allows user to create Arcane Devices.

Those who tangle with supernatural forces sometimes find ways to imbue powers into items. They may turn an ordinary blade into a magic sword, brew a potion that can heal an ally’s Wounds, or even bless a holy relic with divine grace. Artificers can create wondrous items and devices using the Arcane Devices system'

Power

Combat

79

Channeling

Reduce Power Point cost by 1 with a raise on the activation roll.

When the character gets a raise on her arcane skill roll, she reduces its Power Point cost by 1. This can take it to 0.'

Power

Combat

80

Concentration

Shaken results don’t cause Disruption (only Stun or Wounds).

The caster has learned to concentrate through mild injury or setbacks. He doesn’t have to make a Smarts roll to keep his powers active when Shaken. He checks only when he’s Stunned or Wounded'

Power

Combat

81

Extra Effort

Increase Focus by +1 for 1 Power Point or +2 for 3 Power Points.

Some Gifted can dig deep into their souls to significantly boost their powers. Extra Effort increases a Focus total after it’s rolled by +1 for 1 Power Point, or +2 for 3 Power Points. It may not be used to improve a Critical Failure.'

Power

Combat

82

Gadgeteer

Some mechanical gurus can build incredible devices out of most anything. A Gadgeteer can spend up to three Power Points to “jury rig” a device from most any reasonable collection of spare parts. This allows her to use any power normally available to Weird Scientists of her Rank or lower in her particular setting. The total cost of the power cannot exceed the points spent to create it. This takes one entire turn, during which she can do nothing else but make a Weird Science roll at ?2 (she cannot take Multi-Actions that round). The inventor uses Power Points directly from her pool for the device, but once its initial Duration is finished it falls apart into its component pieces.'

Power

Combat

83

Holy/Unholy Warrior

Add +1 to +4 to Soak rolls for each Power Point spent.

Believers face grave dangers in service to their divine patrons. To survive such hardships, the forces of good (or evil) grant miracles and the ability to turn their favor into supernatural protection. The chosen may add +1 to the total of a final Soak roll for each Power Point spent, to a maximum of 4.'

Power

Combat

84

Mentalist

+2 to opposed Psionics rolls.

Constant contact with multiple minds gives these psionic agents an edge when it comes to forcing or resisting mental assaults. Mentalists add +2 to opposed Psionics rolls, whether they are using their powers against a foe or defending against a rival. The bonus doesn’t apply to members of other species (animals, aliens, etc.).'

Power

Combat

85

New Powers

Your character knows two new powers.

An arcane character may learn two new powers by choosing this Edge (which may be taken multiple times). He may choose from any powers of his Rank or lower normally available to his particular Arcane Background.'

Power

Background

86

Power Points

Gain 5 additional Power Points, no more than once per Rank.

Wizards, weird scientists, and other arcane types always want more power. This Edge grants them an additional 5 Power Points. Power Points may be selected more than once, but only once per Rank. It may be taken as often as desired at Legendary Rank, but each grants only 2 additional points.'

Power

Background

87

Power Surge

Recover 10 Power Points when dealt a Joker in combat.

The character recovers 10 Power Points when his Action Card is a Joker. This may not exceed his usual limit.'

Power

Background

88

Rapid Recharge

Recover 10 Power Points per hour.

Power Points normally recharge at a rate of 5 points every hour spent resting (see Recharging, page 150). This Edge doubles that rate to 10 every hour.'

Power

Combat

89

Improved Rapid Recharge

Recover 20 Power Points per hour.

The character now regains 20 Power Points per hour spent resting.'

Power

Leadership

90

Soul Drain

Recover 5 Power Points for a level of Fatigue.

Desperate times call for desperate measures. Soul Drain allows an arcane character to channel her physical energy into power, taking a level of Fatigue in exchange for 5 Power Points (she can also Exhaust herself for 10 Power Points).'

Power

Combat

91

Wizard

Spend 1 extra Power Point to change a spell’s Trapping.

Magic is varied and wonderful, and wizards are exposed to countless tomes, scrolls, and incantations as they master their craft. Sometimes they use this knowledge to recall variations of their various enchantments. A Wizard can spend 1 extra Power Point when casting a power to change its Trapping. A fireball (blast) might manifest as a lightning bolt, for example. This can often have important consequences if a foe has a particular resistance or weakness to the spell’s usual Trapping.'

Power

Combat

92

Ace

Character may spend Bennies to Soak damage for his vehicle. May Reroll failed maneuver roll due to a Complication.

Aces are pilots and drivers who have a special affinity with their car, boat, plane, or other vehicle. They may spend Bennies to make Soak rolls for a vehicle they control or command, using Boating, Driving, or Piloting instead of Vigor. Each success and raise negates a Wound and any associated Critical Hit (see page 119). Aces also get to Reroll if they fail a maneuvering roll due to a Complication'

professional

Background

93

Acrobat

-1 to hit character if she has no Encumbrance or Minimum Strength penalties.

Nimble fighters are able to leap about their foes, confusing them and making them harder to hit with ranged and melee attacks. Attacks against the Acrobat are made at -1 as long as he’s aware of his attacker, can reasonably move about, and isn’t suffering any Encumbrance or Minimum Strength penalties.'

professional

Background

94

Assassin

+2 to damage foes when Vulnerable or assassin has The Drop.

Assassins are trained killers who know how to kill even the toughest foes. They add +2 to damage rolls when their foe is Vulnerable or they have The Drop.'

professional

Background

95

Investigator

+2 to Research and certain types of Notice rolls.

Investigators spend a great deal of time researching ancient legends, working the streets, or deducing devilish mysteries. Some of these heroes are actual private investigators while others are sleuthing mages in a fantasy world or inquisitive college professors stumbling upon Things Man Was Not Meant to Know. Investigators add +2 to Research rolls and Notice rolls made to search through desks for important papers, sift through stacks of junk mail for something of note, or spy obscured items from piles of junk or debris.'

professional

Background

96

Jack-Of-All-Trades

With a Smarts roll and an hour’s study, gain d4 in a skill (or d6 with a raise) until the session ends.

Through advanced schooling, book-learning, computer-enhanced skill programs, or just amazing intuitive perception, your hero has a talent for picking up skills on the fly. There’s little he can’t figure out given a little time and a dash of luck. The character makes a Smarts roll after an hour of study or immersion on a particular skill. With success, she gains a d4 in the skill, or d6 with a raise. She may spend another hour studying to try again if she likes to get a raise. This lasts until the character studies a different subject. The Edge may not be used to increase a skill she actually has points in.'

professional

Background

97

McGyver

Quickly create improvised devices from scraps.

A McGyver can improvise a device from common resources when the need arises. Given a few simple items, he can make a Repair roll to craft improvised weapons, explosives, or tools, that last until used or the end of the encounter (GM’s call). Failure means he can’t find the required components but can try again next round. A Critical Failure means he’s out of luck and can’t create the tool this encounter. Success creates a minor explosive (2d4 explosive in a Small Blast Template), a one shot projectile weapon like a “zip gun” (Range 5/10/20, Damage 2d6), rickety raft, electrical source, etc. A raise creates a larger explosive (2d6 in a Medium Blast Template or 2d4 in a Large), ranged weapon with a few more shots, 2d8 damage or twice the range, a more stable raft, a more powerful battery, etc. The quality or power of the creation is completely up to the Game Master, but creativity should be rewarded, particularly in the most dire and dramatic situations.'

professional

Background

98

Mr. Fix It

+2 to Repair rolls, half the time required with a raise.

The mechanic adds +2 to Repair rolls. With a raise, he halves the time normally required to fix something. This means if a particular Repair job says a raise repairs it in half the time, a Mr. Fix It could finish the job in onequarter the time with a raise.'

professional

Background

99

Scholar

+2 to any one “knowledge” skill.

Learned professors, devoted students, and amateur enthusiasts spend great amounts of time and energy studying particular subjects. They become experts in these fields, and rarely fail to answer questions in their particular area of expertise. Pick any one of the following skills: Academics, Battle, Occult, Science, or a Smarts-based “knowledge”-type skill allowed in your setting, and add +2 to the total whenever they’re used. This Edge may be taken more than once if applied to different skills.'

professional

Background

100

Soldier

Treat Minimum Strength as one die type higher for Encumbrance and Min Str. May Reroll Vigor rolls when resisting environmental Hazards.

Professional soldiers get used to carrying heavy loads, and enduring harsh conditions. After a few days getting used to their gear (GM’s call), they treat their Strength as one die type higher when determining Encumbrance and Minimum Strength to use armor, weapons, and equipment without a penalty. (This stacks with the Brawny Edge.) They also Reroll Vigor rolls made to survive environmental hazards'

professional

Background

101

Thief

+1 Thievery, Athletics rolls made to climb, Stealth in urban environments.

Thieves specialize in deceit, treachery, and acrobatics. They can be invaluable where traps must be detected, walls must be climbed, and locks must be picked. Thieves know how to use protrusions on walls and window ledges to climb the tallest of buildings, scampering through streets and back alleys like cats. They add +1 to Athletics rolls made to climb in urban areas. Thieves also know how to use the dark areas between the streetlights of cities to conceal their movements, and add +1 to Stealth rolls when in an urban environment. Finally, these rogues are—not surprisingly— adept at Thievery itself, adding +1 to those rolls in all circumstances.'

professional

Background

102

Woodsman

+2 to Survival and Stealth in the wilds.

Woodsmen are rangers, scouts, and hunters who are more at home in the wilderness than in urban areas. They are skilled trackers and scouts, and know how to live off the land for months at a time. Woodsmen add +2 to Survival rolls, and Stealth rolls made in the wild (not towns, ruins, or underground).'

professional

Background

103

Bolster

May remove Distracted or Vulnerable state after a Test.

Belittling or humiliating an enemy can also boost your ally’s spirits. When this character successfully Tests a foe, he may also remove the Distracted or Vulnerable state from one of his allies.'

Social

Background

104

Common Bond

The hero may freely give her Bennies to others.

Selfless heroes and determined leaders know their greatest strength often comes from their companions, and are willing to give some of their own fortune, fate, or luck to support them. A character with this Edge may freely give her Bennies to any other character she can communicate with. The player should explain what form this takes, from a quick shout of encouragement to a welcome pat on the back.'

Social

Background

105

Connections

Contacts provide aid or other favors once per session.

Your heroine is connected to people or organizations who can help her when the chips are down. It might be the mob, the Feds, a union, or even other adventurers. Connections may be taken more than once, selecting a new faction or contact each time. Once per session, and assuming she can get in touch with them, the heroine can call on her friends for a favor. The favor depends on the nature of the contact (GM’s call), but might include a loan, gear, a few allied fighters, transportation, information, or even a professional with critical skills the party doesn’t have, like a hacker or scholar.'

Social

Background

106

Humiliate

Special +2 to Taunt.

Likable people can build up others, giving them self-confidence and esteem. They can just as easily take it away, destroying a rival’s ego with a cruel and cutting remark. Your hero adds +2 to Taunt Tests.'

Social

Background

107

Menacing

Mean or Ugly +2 to Intimidation.

Being a brutish lout isn’t always a drawback if you know how to use it. Menacing allows a character to put her bad looks or worse attitude to good use. The goon adds +2 to her Intimidation rolls.'

Social

Background

108

Provoke

May “provoke” foes with a raise on a Taunt roll.

Clever characters can manipulate their foes, drawing enemy focus on themselves to protect their allies. Once per turn, when your hero uses Taunt for a Test and gets a raise, she may choose to make the affected target Shaken and “provoked.” Provoked enemies suffer a ?2 penalty to affect any other target besides the one who provoked her. This stacks with Distracted but not further instances of Provoke. It lasts until a Joker is drawn, someone else Provokes the target, or the encounter ends. Provoke can affect multiple targets, and may be combined with Rabble Rouser.'

Social

Background

109

Rabble-Rouser

Once per turn, affect all foes in a Medium Blast Template with an Intimidation or Taunt Test.

This instigator knows how to rile up several enemies at once. Once per turn, a character with this Edge can make a social Test with Intimidation or Taunt against all enemies in a Medium Blast Template. The targets must be able to see and hear the hero clearly. Each defender resists and is affected by the Test separately.'

Social

Combat

110

Reliable

May Reroll a failed Support roll.

People know they can depend on your hero when they need assistance. If he fails a Support roll, he gets a Reroll.'

Social

Background

111

Retort

A raise when resisting a Taunt or Intimidation attack makes the foe distracted

This verbal duelist can turn the slings and arrows of social combat right back at the unwitting fools who hurled them. 51 Characters If a character with Retort gets a raise when resisting an Intimidation or Taunt Test, the foe is Distracted.'

Social

Background

112

Streetwise

+2 to Common Knowledge and criminal networking.

Streetwise characters know how to find the local black market, fence stolen goods, avoid the local law (or criminal element!), lay low when the heat’s on, obtain illegal weapons, find out which “boss” is hiring muscle, or similar shady activities. Streetwise characters add +2 to Intimidation or Persuasion rolls made to Network with shady or criminal elements. They also add +2 to Common Knowledge rolls pertaining to the types of disreputable activities listed above.'

Social

Background

113

Strong Willed

+2 to resist Smarts or Spirit-based Tests.

Self-confidence is strong armor against those who would belittle this individual. He adds +2 to rolls made to resist Smarts or Spirit-based Tests.'

Social

Background

114

Iron Will

+4 to resist Smarts or Spirit-based Tests.

Few things phase this character’s powerful psyche. The bonus increases to +4.'

Social

Background

115

Work the room

Once per turn, roll a second die when Supporting via Performance or Persuasion and apply result to additional ally.

Once per turn, a character with this Edge rolls a second die with any one of his Support actions using Persuasion or Performance. The additional die is assigned to another ally (not the original target) who can see or hear the hero.'

Social

Background

116

Work the Crowd

Work the Room As above, but up to twice per turn.

As above but the hero now gains an additional die on up to two of her Support actions.'

Social

Combat

117

Beast Bond

The hero may spend Bennies for animals under her control.

Some individuals have an extraordinary bond with their animal companions. These characters may spend their own Bennies for any animals under their control, including mounts, pets, familiars, and so on. Beast Master'

Weird

Background

118

Champion

Fighting d6 +2 damage vs. supernaturally evil creatures.

Champions are holy (or unholy) men and women chosen to fight for a particular deity or religion. Most are pious souls ready and willing to lay down their lives for a greater cause, but some may have been born into the role and follow their path with some reluctance. Champions fight the forces of darkness (or good), adding +2 damage when attacking supernaturally evil (or good if they’re evil) creatures. The bonus applies to area effect damage, ranged attacks, powers, etc. The GM must decide which foes this bonus applies to, but generally it’s any evil (or good!) creature born of magic or with any supernatural abilities.'

Weird

Background

119

Chi

Once per combat, reroll failed attack, make enemy reroll successful attack, or add +d6 to unarmed Fighting attack.

Your hero’s martial arts training goes beyond the norm and into the realm of the mystical. At the start of each combat encounter, she gains a “Chi Point” that can be spent to: • Reroll one of her failed attacks (even a Critical Failure). • Make an enemy reroll a successful attack that was made against her. • Add +d6 damage to one of her successful unarmed Fighting attacks (this may Ace). Chi is lost at the end of the combat encounter.'

Weird

Leadership

120

Danger Sense

Notice roll at +2 to sense ambushes or similar events.

Your hero can sense when something bad is about to happen. When he’s about to be the victim of an ambush or other surprise attack, he gets a +2 bonus to his Notice roll. With a raise, he starts the encounter on Hold. If the danger would not usually allow a Notice roll, he may still realize something is about to happen but doesn’t get the bonus.'

Weird

Background

121

Healer

+2 to Healing rolls, magical or otherwise.

A hero with this Edge adds +2 to all Healing rolls, whether natural or magical in nature.'

Weird

Background

122

Liquid Courage

Alcohol increases Vigor a die type and ignores one level of Wound penalty; –1 to Agility, Smarts, and related skills.

This gregarious individual processes alcohol far differently than most. The round after consuming a stiff drink (about eight ounces of hard liquor or equivalent), her Vigor increases one die type (increasing Toughness as well). The drinker can also ignore one level of Wound penalties (which stacks with other abilities that do the same). Smarts and Agility-based rolls suffer a ?1 penalty for the duration, however. The effect lasts for one hour after it begins, at which point the boozer suffers a level of Fatigue for the next four hours.'

Weird

Background

123

Scavenger

Luck Once per session, may find a piece of necessary equipment.

Once per session the hero may find, ""suddenly remember,"" or dig up some much- needed piece of equipment, a handful of ammunition, or some other useful device. The Game Master has the final word on what can and can’t be found.'

Weird

Background

124

Followers

The hero has five followers.

Heroes often acquire dedicated warbands, "merry men," or others who voluntarily follow the hero on his adventures. Each time this Edge is chosen, five followers join the hero’s band. If any are lost, others eventually take their place (how long is up to the GM and the circumstances). The followers must have some way to eat and earn income, and generally want a share of whatever loot, treasure, or other rewards the hero acquires. Otherwise, they are completely dedicated to their task. They don’t throw their lives away for no reason, but risk them repeatedly in his service. The GM determines the followers’ statistics, but in general, use the Followers statistics presented in the sidebar.'

Legendary

professional

125

Professional

The character’s Trait and its limit increases one step.

The character is an expert at a particular skill or attribute (his choice). This increases the Trait and its limit one step (a d12+1 becomes a d12+2, for example). This Edge may be selected once per Trait.'

Legendary

professional

126

Expert

The character’s Trait and its limit increases one step.

As the Professional Edge, increasing the Trait and its limit one additional step.'

Legendary

professional

127

Master

The character’s Wild Die is a d10 with a chosen Trait.

Expert in affected Trait The character’s Wild Die increases to a d10 when rolling the selected Expert Trait. It may be taken once for each.'

Legendary

professional

128

Sidekick

The character gains a Wild Card sidekick.

A character who triumphs over evil time and time again becomes an inspiration to others. Eventually, one of these young crusaders may attempt to join the hero in his epic quests. The hero gains a Novice ,@Rank sidekick. The sidekick is a Wild Card, gains experience as usual, and has abilities that complement or mimic his mentor. The player character should control his sidekick just like any other ally. Of course, the sidekick may occasionally cause trouble (by getting captured, running into danger when he’s not supposed to, etc.). The player should be prepared for his Edge to occasionally become a Hindrance! If the sidekick dies, he isn’t replaced unless the hero chooses this Edge again. Fortunately, heroes may always spend Bennies for their sidekicks as if she had the Common Bond Edge. Sidekicks must actually take that Edge to do the same for their mentors.'

Legendary

professional

129

Tough As Nails

The hero can take four Wounds before being Incapacitated.

Your character keeps going when even other heroes fall. She can take four Wounds before she’s Incapacitated (her maximum Wound penalty is still ?3).'

Legendary

professional

130

Weapon Master

Fighting d12 Parry increases by +1 and Fighting bonus damage die is d8.

When armed, this legendary warrior increases his Parry by +1 and the bonus damage die for Fighting rolls is a d8.'

Legendary

professional

131

Master of Arms

Parry increases another +1 and Fighting bonus damage die is d10.

Increase the hero’s Parry an additional +1 and his Fighting bonus damage die is now a d10.'

Legendary

professional

Melee Weapons (1d18)

1d18 Melee Weapon Damage Min Str Availability Cost Notes

1

Combat axe

Str+d10+2

d10

4

500¥

AP 7, Parry –1, two hands

2

Combat/survival knife

Str+d6+2

d6

2

220¥

AP 3

3

Forearm snap blades

Str+d6+2

d6

3

185¥

AP 3

4

Knife

Str+d4+2

d4

1

20¥

AP 2

5

Katana

Str+d6+3

d6

3

350¥

AP 3

6

Polearm

Str+d8+2

d8

2

210¥

AP 4, two hands

7

Sword

Str+d8+2

d8

3

320¥

AP 4

8

Club

Str+d6

d6

1

65¥

9

Extendable baton

Str+d4

d4

2

52¥

10

Sap

Str+d4

d4

1

75¥

−2 to be Noticed if hidden

11

Staff

Str+d6

D4

1

150¥

Parry +1, Reach +1,two hands

12

Stun baton

Str+d6

d6

2

600¥

Stun Charge

13

Telescoping staff

Str+d6

D6

2

250¥

Parry +1, Reach +1,two hands

14

Bike chain

Str+d6

d6

1

15¥

Ignores shield bonus

15

Bullwhip

str+1

n/a

4

255¥

Reach 2, +2 to disarm

16

Knucks

Str+d4

D4

1

100¥

Do not count as a weapon for Unarmed Defender

17

Shock Gloves

n/a

n/a

4

790¥

Stun Charge

18

Monofilament whip

2d6+6

d6

6(I)

1,300¥

AP 3, Critical Failure hits the user

Machine Pistols (d3)

d3 Machine Pistol Range Ammo Damage AP ROF Min Str Availability Cost Notes

1

Ares Crusader II

12/24/48

40(c)

2d6

1

1

d4

4(L)

520¥

3 Rd Burst, Smartgun System

2

Ceska Black Scorpion

12/24/48

35(c)

2d6

1

1

d4

3(L)

510¥

3 Rd Burst, Integral Folding Stock

3

Steyr TMP

12/24/48

30(c)

2d6

1

2

d4

3(L)

690¥

Integral Laser Sight

SMG (d8)

d8 SMG Range Ammo Damage AP ROF Min Str Availability Cost Notes

1

Colt Cobra TZ-100

12/24/48

32(c)

2d6

1

2

d4

2(L)

730¥

Integral Folding Stock

2

Colt Cobra TZ-110

12/24/48

32(c)

2d6

1

2

d4

2(L)

785¥

Integral Folding Stock, Laser Sight

3

Colt Cobra TZ-120

12/24/48

32(c)

2d6

1

2

d4

4(L)

840¥

Integral Folding Stock, Laser Sight, Gas-Vent System

4

FN P93 Praetor

12/24/48

50(c)

2d6+1

1

3

d6

3(L)

925¥

Integral Laser Sight, Flashlight

5

HK-227

12/24/48

28(c)

2d6

1

2

d4

3(L)

825¥

Retractable stock, Integrated smartgun system, Integral barrel-mounted silencer

6

Ingram Smartgun XI

12/24/48

32(c)

2d6

1

2

d4

3(L)

750¥

Gas-vent system, Smartgun system, Integral silencer.

7

SCK Model 100

12/24/48

30(c)

2d6

1

2

d4

3(L)

725¥

Internal smartgun system, Folding stock

8

Uzi V

12/24/48

24(c)

2d6

1

3

d4

2(L)

455¥

Integral folding stock, Laser sight

Shotguns (d4)

d4 Shotgun Range Ammo Damage (Slug) AP ROF Min Str Availability Cost

1

Defiance T-250

12/24/48

5(m)

2d10

2

1

d6

2(L)

330¥

2

Mossberg CMDT

12/24/48

10(c)

2d10

2

1

d6

4(L)

700¥

3

PJSS Model 55

12/24/48

2(b)

2d10

2

1

d6

5(L)

325¥

4

Remington Roomsweeper

12/24/48

8(m)

3d6

0

1

d6

2(L)

325¥

Rifles (d13)

d13 Rifle Range Ammo Damage AP ROF Min Str Availability Cost

1

AK-97

24/48/96

38(c)

2d8+1

2

3

d6

2(L)

2,100¥

2

Ares Alpha

24/48/96

42(c)

2d8

2

3

d6

5(L)

3,400¥

3

Grenade Launcher

24/48/96

6(c)

As grenade

N/A

1

N/A

N/A

N/A

4

Colt M23

24/48/96

40(c)

2d8

2

3

d6

2(L)

5,100¥

5

FN-HAR

24/48/96

35(c)

2d8+1

2

3

d6

3(L)

2,100¥

6

Yamaha Raiden

24/48/96

60(c)

2d8

2

3

d6

5(L)

3,200¥

7

Grenade Launcher

24/48/96

4(c)

As grenade

N/A

1

N/A

N/A

N/A

8

Ares Desert Strike

50/100/200

14(c)

2d8+1

2

1

d6

4(I)

11,000¥

9

Cavalier Arms Crockett EBR

50/100/200

20(c)

2d8+1

2

1

d6

5(I)

9,050¥

10

Ranger Arms SM-5

50/100/200

15(c)

2d8+1

2

1

d6

5(I)

13,200¥

11

Remington 900

30/60/120

5(m)

2d8+1

2

1

d6

3(L)

12,000¥

12

Ruger 101

30/60/120

8(m)

2d8+1

2

1

d6

2(L)

11,100¥

13

Barret Model 122

50/100/200

10(c)

2d10

4

1

d8

6(I)

15,200¥

Armor (d10)

d10 Armor Armor Min Str Availability Cost

1

Synthleather jacket (torso, arms)

1

d4

1

300¥

2

Actioneer business clothes (torso, arms, legs)

2

d4

2

1,500¥

3

Armor clothing (torso, arms, legs)

2

d4

2

500¥

4

Armor jacket (torso, arms)

4

d6

2

1,000¥

5

Armor vest (torso)

3

d6

2

750¥

6

Chameleon suit (entire body)

2

d4

4(I)

2,000¥

7

Full body armor (torso, arms, legs)

6

d8

4(L)

2,000¥

8

Full body armor (torso, arms, legs) w/helmet (head, full face)

6

d8

N/A

2,500¥

9

Lined coat (torso, arms)

3

d6

2

900¥

10

Urban explorer jumpsuit (torso, arms, legs)

3

d6

2

800¥

Augmentations (d34)

d34 Ability Effect Essence

1

Additional Action (1)

May ignore 2 points of Multi-Action penalties each turn.

1.5

2

Semi-Aquatic(1)

Can hold your breath for 15 minutes before checking for drowning.

0.5

3

Armor (3)

This grants Armor +2 each time it’s taken.

0.5

4

Attribute Increase (U)

increases a particular attribute one die type. This increases the Trait’s maximum by one as well.

1

5

Bite (1)

Has fangs that cause Strength+d4 damage.

0.5

6

Claws/Spurs (1)

has claws or Spurs that cause Str+d4 damage

1

7

Retractable blade(1)

Has a Retractable blade that cause Str+d6 damage AP2

2

8

Edge (U)

Gain a non power/Arcane Background Edge this ability ignores Requirements except other Edges.

1+0.5 per rank

9

Environmental Resistance (U)

+4 bonus to resist a single negative environmental effect, such as heat, cold, lack of air, radiation, etc. Damage from that source is also reduced by 4.

0.5

10

Hardy (1)

A second Shaken result in combat does not cause a Wound.

1

11

Horns/Hardened Limb (1)

Str+d4 damage (or Str+d6 for 1 Essence).

0.5/1

12

Immune to Poison or Disease (2)

immune to poison or disease (your choice). It may be taken twice for both effects.

0.5

13

Infravision (1)

This halves Illumination penalties when attacking targets that radiate heat.

0.5

14

Leaper (1)

can jump twice as far In addition, he adds +4 to damage when leaping as part of a Wild Attack

1

15

Low Light Vision (1)

ignores penalties for Dim or Dark illumination

0.5

16

No Vital Organs (1)

Called Shots do no extra damage against you.

0.5

17

Pace (2)

Pace is increased by +2 and running die is increased by a die type.

1

18

Parry (3)

Parry is increased by +1.

0.5

19

Poisonous Touch (1)

With a successful Touch Attack, bite, or claw, the victim must roll Vigor or suffer the effects of Mild Poison. For1.5 Essence the poison can be upgraded to Knockout, Lethal, or Paralyzing instead, but each use cause you Fatigue

0.5/1.5

20

Reach (3)

Reach +1 (add +1 each time it’s taken after the first).

0.5

21

Regeneration (1)

make a natural healing roll once per day

1

22

Skill Bonus (1 per skill)

a +2 bonus when using a particular Non Arcane skill

1

23

Sleep Reduction (1)

needs half the normal amount of sleep

0.5

24

Toughness (3)

increases your base Toughness by +1.

0.5

25

Wall Walker (1)

may walk on vertical surfaces normally, or inverted surfaces at half Pace.

0.5

26

Attack, Ranged (U)

Gain an attack with a Range of 12/24/48. Damage is 2d6 at the first level, and increases by 1d6 per level instead of damage you can increase the range by one level to 24/48/96, or 50/100/200

2+1 per level

27

Attack, Burst (U)

Gain an attack using the Cone Template Damage is 2d6 at the first level, and increases by 1d6 per level

2+1 per level

28

Attack, Blast (U)

Gain an attack using the MBT Template Damage is 2d6 at the first level, and increases by 1d6 per level

3+1 per level

29

Eagle Eyes (1)

Range penalties are halved (–1 for Medium –2 for Long, –4 for Extreme range). CAn see twice as far.

1.5

30

Stun (1)

Gain a Touch Attack the victim must make a Vigor roll (at −2 with a raise on the Touch Attack roll) or be Stunned

2.5

31

Slumber (1)

Gain a ranged attack with a range of 12” that inflicts the slumber power on its victims

3

32

Datajack

Allows DNI through micro cable

0.25

33

Control Rig

Works as Datajack and allows you to jump into vehicles or drones

0.5

34

Implanted Comlink or Cyberdeck (1)

Your Comlink or Cyberdeck (sold separately) is Implanted in your brain.

0.5

Derived (1d7)

1d7 Stat Derived

1

4

4

2

6

5

3

8

6

4

10

7

5

12

8

6

12+1

8

7

12+2

9

Powers (d52)

d52 Power Rank Power Points Size Duration Description Source

1

Arcane Protection

N

1

Sm

5

Enemy casters subtract 2 (4 with a raise) when targeting this character; reduces damage a like amount.

SWADE

2

Banish

V

3

Sm

I

Opposed roll vs Spirit to banish entities.

SWADE

3

Barrier

S

2

Sm

5

Creates 5″ (10 yards) long, 1″ (2 yards) tall, Hardness 10 barrier.

SWADE

4

Beast Friend

N

S

Sm

10m

Controls animals.

SWADE

5

Blast

S

3

Smx2

I

2d6 damage in Medium Blast Template.

SWADE

6

Blind

N

2

Sm

I

Inflicts –2/–4 penalty to victims.

SWADE

7

Bolt

N

1

Smx2

I

2d6 ranged attack.

SWADE

8

Boost/Lower Trait

N

2

Sm

5/I

Increases or decreases a skill or attribute.

SWADE

9

Burrow N 2 Sm 5

N

2

Sm

Target tunnels through the earth.

SWADE

10

Burst

N

2

Cone

I

Cone-shaped attack for 2d6 damage.

SWADE

11

Confusion

N

1

Sm

S

Makes target Distracted and Vulnerable.

SWADE

12

Damage Field

S

4

Sm

5

Creates aura that causes 2d4 damage.

SWADE

13

Darksight

N

1

Sm

1H

Ignore up to 4 points of illumination penalties, or 6 with a raise.

SWADE

14

Deflection

N

3

Sm

5

−2/–4 to attack recipient.

SWADE

15

Detect/Conceal Arcana

N

2

Sm

S

Detects magic for Duration 5 or conceals it for one hour.

SWADE

16

Disguise

S

2

Sm

10m

Target looks like someone else.

SWADE

17

Dispel

S

1

Sm

I

Negates magical effects.

SWADE

18

Divination

H

5

Self

5m

Caster asks questions of entities.

SWADE

19

Drain Power Points

V

2

Sm

I

Drains d6 Power Points from enemy with successful opposed roll of arcane skills.

SWADE

20

Elemental Manipulation

N

1

Sm

5

Allows minor manipulation of basic elements.

SWADE

21

Empathy

N

1

Sm

5

Opposed roll vs Spirit to add +2 to social attacks for the Duration of the power.

SWADE

22

Entangle

N

2

Sm

I

Bind or Entangle foes.

SWADE

23

Environmental Protection

N

2

Sm

1H

Protect target from hazardous environments.

SWADE

24

Farsight S 2 Sm 5

S

2

Sm

5

See detail at great distance; halves Range penalties with a raise.

SWADE

25

Fear

N

2

Sm

I

Causes Fear check.

SWADE

26

Fly

V

3

Sm

5

Target flies at Pace 12″.

SWADE

27

Growth/Shrink

S

S

Sm

5

Increases or decreases Size.

SWADE

28

Havoc

N

2

Sm

I

Targets in MBT or Cone are Distracted and may be hurled.

SWADE

29

Healing

N

3

T

I

Restores Wounds less than an hour old.

SWADE

30

Illusion

N

3

Sm

5

Creates imaginary images.

SWADE

31

Intangibility

H

5

Sm

5

Target becomes incorporeal.

SWADE

32

Invisibility

S

5

Sm

5

Target is invisible (–4/–6 to affect).

SWADE

33

Light/Darkness

N

2

Sm

10m

Creates or dispels illumination.

SWADE

34

Mind Link

N

1

Sm

30m

Mental link within one mile (5 with raise).

SWADE

35

Mind Reading

N

2

Sm

I

Opposed roll vs Smarts to read mind.

SWADE

36

Mind Wipe

V

3

Sm

I

Removes and alters memories.

SWADE

37

Object Reading

S

2

T

S

Reveals last five years of an object’s history (100 years with a raise).

SWADE

38

Protection

N

1

Sm

5

Grants Armor +2/+4.

SWADE

39

Puppet

V

3

Sm

5

Opposed roll vs Spirit to control target.

SWADE

40

Relief

N

1

Sm

I

Removes Fatigue, Shaken; & Stun with raise.

SWADE

41

Shape Change

N

Special

Self

5

Caster takes on the form of various beings.

SWADE

42

Sloth/Speed

S

2

Sm

I/5

Increases or decreases movement.

SWADE

43

Slumber

S

2

Sm

1H

Puts victims to sleep.

SWADE

44

Smite

N

2

Sm

5

Increase a weapon’s damage by +2/+4.

SWADE

45

Sound/Silence

N

1

Smx5/Sm

I/5

Create or mute sound.

SWADE

46

Speak Language

N

1

Sm

10m

Caster can speak and understand languages.

SWADE

47

Stun

N

2

Sm

I

Target is Stunned.

SWADE

48

Summon Ally

N

Special

Sm

5

Conjures an ally of various sorts.

SWADE

49

Telekinesis

S

5

Smx2

5

Moves items with Strength of d10 (d12 with a raise).

SWADE

50

Teleport

S

2

Sm

I

Character teleports up to 12″ distant.

SWADE

51

Wall Walker

N

2

Sm

5

Character can walk on walls at half Pace (full Pace with raise).

SWADE

52

Warrior’s Gift

S

4

Sm

5

Grant target a Combat Edge.

SWADE

Cyberdecks (d6)

d6 Cyberdeck Rating Firewall Program Slots Availability Cost Threat

1

Erika MCD-6

1

8

3

3(I)

24,750¥

Weak

2

Spinrad Falcon

2

9

4

3(I)

61,500¥

Average

3

MCT 360

3

10

5

3(I)

95,000¥

Average

4

Renraku Kitsune 4

4

11

6

4(I)

107,000¥

Strong

5

Shiawase Cyber-6

5

12

7

6(I)

172,500¥

Strong

6

Fairlight Excalibur

6

13

8

8(I)

410,600¥

Black Ops

Explosives (d6)

d6 Explosive Range Damage AP Blast Availability Cost

1

Stun

5/10/20

Stun

0

LBT

4(L)

100¥

2

Fragmentation

5/10/20

3d6

0

MBT

4(I)

150¥

3

High explosive

5/10/20

3d6

0

SBT

4(I)

150¥

4

Gas

5/10/20

Special

0

LBT

4(I)

50¥ + 20 doses chemical

5

Smoke/thermal smoke

5/10/20

Special

0

LBT

4(I)

50¥

6

Flash-pak

5/10/20

Special

0

LBT

4(L)

125¥

Medium Drones (d4)

d4 Medium Drone Size Pilot Handling Top Speed Toughness Crew Availability Cost

1

GM-Nissan Doberman

-1

3

2

100

10 (6)

N/A

2

6,500¥

2

Nissan Samurai/Oni

0/ 2

3

2

30

11 (6)/ 20 (10)

N/A

2

4,500¥/ 6,700¥

3

MCT-Nissan RotoDrone

-1

3

2

160

10 (6)

N/A

2

5,000¥

4

Federated Boeing Blackhawk

1

3

2

200

14 (6)

N/A

3

8,000¥