These Edges are designed to help your hero dish out terrible damage—or survive it—in the bloody battles of Savage Worlds.
Requirements: Veteran, Notice d10+
Your hero is always on her toes and is rarely caught off-guard for long, even when an enemy gets the jump on her.
The character can spend a Benny to negate The Drop. This also negates any abilities or Edges that benefit from The Drop.
Requirements: Novice, Armor Restriction
Through tireless training, the adventurer has mastered the use of heavier armor without reducing his physical capabilities. Decrease the type of armor restricted by one type (for example, light increases to medium).
Requirements: Seasoned, Beast Master or similar ability, Spirit d6+
Your character's animal companion is his most treasured friend, and he steadfastly protects it from his foes.
While adjacent to an animal companion, the hero can attempt to warn it of incoming attacks. When an attack is made against it, make a Spirit roll. The hit is negated if the roll result is equal to or greater than the attack roll.
Requirements: Seasoned, Fighting d8+
Through hard-fought experience your hero has learned to defend himself in vicious hand-to-hand combat. His Parry increases by +1 and any Gang Up bonus against him is reduced by 1.
Requirements: Veteran, Block
The hero’s Parry bonus is now +2 and the Gang Up bonus against him is reduced by 2.
Requirements: Novice, Agility d8+, Athletics d6+
With a sly maneuver, the hero forces a grappled opponent into the path of an incoming attack.
While he is grappling a creature, your hero can use the creature for Medium Cover. If a ranged attack misses due to Cover, the grappled creature is hit instead.
Requirements: Novice, Strength d8+, Vigor d8+
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 roll Strength +d4 when hitting with their fists or feet (or claws if they have them). If they already have a damage die from Claws, the monk’s Unarmed Strike ability, etc., increase the damage die type by one instead.
The Brawler Edge doesn’t make the character’s fists Natural Weapons.
Requirements: Seasoned, Brawler
The fighter increases his Toughness an additional +1, and the damage caused with his fists or claws another die type.
Requirements: Novice, Smarts d8+
A few seconds to study a 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 penalties.
Requirements: Veteran, Fighting d8+
While grappling, your hero can cut off an opponent’s air and blood supply.
While grappling an opponent up to one Size larger than the hero, rather than crushing, the character can make a Athletics roll at -2 opposed by Vigor. With success the grappled opponent is knocked unconscious.
Requirements: Seasoned
Your warrior recovers quickly from shock and trauma. He adds +2 when rolling to recover from being Shaken or Stunned.
Requirements: Seasoned, Fighting d8+
Fighters with this Edge deal instant punishment for an enemy’s mistakes. Once per round (if not Shaken or Stunned), the character receives a Free Attack against one failed Fighting attack against him. The counterattack takes place immediately (before other hits against the hero on the same Action Card, if any).
Requirements: Veteran, Counterattack
As above but the hero gets a Free Attack against up to three failed attacks each round.
Requirements: Novice
The hero is skilled at protecting herself and her allies with her shield. When this valiant champion uses the Defend maneuver while wielding a shield, he may provide an adjacent ally with the Parry and Cover bonus of her shield (in addition to herself).
Requirements: Heroic, Trademark Weapon
Whenever the hero gets a raise with his trademark weapon, the target's Pace is halved for five rounds. Against creatures with multiple types of movement, the character must choose which movement type to affect. Flying creatures hit must make an Athletics check to remain airborne when crippled.
Requirements: Veteran, Rapid Reload, Shooting d8+
The time required for the Pathfinder to reload any crossbow is reduced to a limited free action. Additionally, the archer can use his crossbow as a heavy club.
Requirements: Wild Card, Novice, Athletics or Shooting d8+
When your Action Card is a Joker, double the total damage of your first successful Athletics (throwing) or Shooting roll this round.
Requirements: Seasoned, Agility d8+
The hero can anticipate attacks or move erratically under fire. Unless the victim of a surprise attack is taken completely unaware, Dodge subtracts 2 from all ranged attacks made against him. Dodge does not stack with actual Cover.
Requirements: Seasoned, Dodge
The hero adds +2 when evading area effect attacks. See Evasion.
Requirements: Seasoned, Claws ability, Fighting d6+
The warrior's claws can mimic the effects of adamantine, cold iron, silver, or magic for purposes of Weaknesses and Environmental Weaknesses.
Requirements: Novice, Agility d8+
When a character withdraws from melee, adjacent attackers get a free Fighting attack against him (see Withdrawing from Melee). 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), doesn’t get his free Fighting attack.
Requirements: Seasoned, Extraction
Up to three foes’ (player’s choice) don’t get attacks when your warrior moves out of melee with them.
Requirements: Novice, Fighting d8+
When performing a Test with the Fighting skill, you can choose to make the foe resist with Smarts instead of Agility.
Requirements: Seasoned, Claws ability, Strength d6+
Claw attacks do greater harm to the enemy. The claws gain +2 AP and their damage die increases one die type.
Requirements: Heroic, Strength d8+, Feral Claws
The savage hero's claws cause Rending damage.
Requirements: Novice, Agility d8+
Once per round, as long as he’s not Shaken or Stunned, the hero gets a free Fighting attack against a foe immediately after the foe moves into Reach. (See Free Attacks).
Requirements: Heroic, First Strike
As above but the hero may attack up to three foes each round.
Requirements: Novice, Fighting d8+
The character has trained to fight alongside others, overwhelming their common foe with synchronized strikes and blows. She increases the Gang Up bonus by an additional +1 for herself and her allies. The maximum Gang Up bonus is still +4 no matter how many Formation Fighters stand together.
Requirements: Seasoned, Fighting d8+
The character has learned to let her armor bear the brunt of the worst attacks.
If an opponent gets a raise on an attack roll against the hero, she can turn it into a normal hit. If she does, either her armor (in the location that was hit) or shield (your choice) is damaged, reducing its Armor by 1 until it's repaired. This Edge can be used as long as the armor provides any Armor to the character.
This Edge takes effect after all rerolls have been made, but before damage is rolled.
Requirements: Novice, Agility d8+, Athletics d6+
The character is skilled and fearless when it comes to running, jumping, swinging, or scampering up walls and obstacles, through crowded city streets, or even swinging through the rigging of a ship.
While on foot, she moves at her full Pace in such circumstances and adds +2 to Athletics rolls made to climb or negotiate obstacles as long as there are hand- or footholds she can bound on, bounce off, or swing from.
Requirements: Seasoned, Fighting d8+
A character with Frenzy gets a second Fighting die with any one of his standard Fighting attacks for the turn (extra dice from Frenzy cannot be added to limited actions). The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
Requirements: Veteran, Frenzy
A character with Improved Frenzy gets an extra Fighting die with up to two Fighting attacks in the same turn.
Requirements: Veteran
The bigger they are, the harder they are to kill. At least for most. Your hero knows how to find the weak points in the most massive of foes.
He adds +1d6 damage when attacking creatures who are three or more Sizes larger than himself (see Size). A human (Size 0) gets the bonus against a creature of Size 3 or greater.
Requirements: Novice, Spirit d8+
This adventurer has more lives than a herd of cats. He may ignore his Wound penalties when making Vigor rolls to avoid Bleeding Out.
Requirements: Veteran, Hard to Kill
If your Pathfinder 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 mistakenly left for dead, but he somehow survives.
Requirements: Seasoned, Vigor d8+
This warrior struggles on when others would fall. Once per encounter, the valiant hero may automatically remove the Bound, Entangled, Distracted, or Vulnerable condition.
The character may spend a Benny to remove these conditions in the same encounter afterwards.
Requirements: Seasoned, Smarts d6+
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 the usual -2 penalty when wielding them. See Improvised Weapons.
Requirements: Novice, Vigor d8+
The hero can shrug off even extreme blows. He adds +2 to Soak rolls and Vigor rolls to avoid Knockout Blows.
Requirements: Seasoned
This hero hates losing. He gets a free reroll in any opposed Test he initiates.
Requirements: Seasoned, Smarts d8+
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.
Requirements: Seasoned, Level Headed
As above but the hero draws two additional cards and chooses which to keep.
Requirements: Seasoned, Athletics or Shooting d8+
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 as her first action, she may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, or Scale. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first in a turn, including those fired with the Rapid Shot Edge or similar abilities.
Requirements: Wild Card, Novice, Fighting d8+
If your Action Card is a Joker, double the damage of your first successful Fighting attack this round.
Requirements: Veteran
The hero is skilled at deflecting ranged attacks with his shield. The hero must be using a shield to benefit from this Edge. When he is hit with a ranged attack (not including spell effects or ranged Heavy Weapons), he may apply the shield's Parry bonus to his Toughness. The character must be aware of the attack for this Edge to take effect.
Requirements: Novice
This defensive tactic defends both the rider and mount. When mounted, the horseman may add his shield bonuses (against both ranged and melee attacks) to his mount's defenses.
Requirements: Novice, Vigor d8+
Your hero has learned to fight on through the most intense pain. He may ignore 1 point of Wound penalties.
Requirements: Novice, Nerves of Steel
The hero ignores 2 points of Wound penalties.
Requirements: Seasoned
When this killer spends a Benny to reroll damage, he adds +2 to his final total.
Requirements: Veteran, Shooting d10+
The archer has learned to fire his ranged weapon even in close combat. He may fire any personal ranged weapon in melee, and uses the standard Target Number of 4 as the base rather than the opponent's Parry.
Requirements: Novice, Shooting d6+
The warrior reduces the Reload value of a ranged weapon by 1. See Reload. This is most often taken for archers using crossbows with a Reload of 1 or 2. Weapons with Reload 1 may be reloaded as a free action with this Edge.
A character with this Edge may use Rapid Shot with a weapon if its Reload value has been reduced to a free action.
Requirements: Seasoned, Shooting d6+
The shooter is practiced at taking quick and accurate shots. When she’s armed with a weapon that can be Reloaded as a free action, and has enough arrows to do so, she may increase her weapon’s Rate of Fire by 1 for any one of her Shooting attacks that turn.
Rapid Shot may be used with Rapid Reload.
Requirements: Veteran, Rapid Shot
The shooter may now increase her weapon’s Rate of Fire by 1 twice in the same turn (via a Multi-Action).
Improved Rapid Shot can be used with Rapid Reload.
Requirements: Veteran, Sneak Attack ability, Fighting d6+
The scoundrel can use her sneak attack while in Dim, Dark, or Pitch Darkness Illumination even if her target is not Vulnerable and she does not have The Drop.
Requirements: Novice, Agility d8+
Firing from the back of a horse or moving platform is tricky business, but your adventurer has figured it out. She ignores the Unstable Platform penalty.
This also helps when running, reducing the usual penalty from -2 to -1 (see Movement).
Requirements: Novice, Strength d8+, Fighting d8+
Some heroes are able to face down multiple enemies at once.
As a limited action, Sweep allows a character to make a single Fighting attack with a two-handed weapon and apply it against all targets in his Reach (friends and foes alike). Resolve damage separately for each enemy that’s hit.
A Sweep made without a two-handed weapon suffers a -2 penalty.
Requirements: Veteran, Sweep
As above but the whirlwind of death is able to avoid allies when using Sweep.
Requirements: Seasoned, Spirit d8+, Unarmed Strike ability, Fighting d8+
With a single touch your hero can reduce the threat of even the most savage of foes. Once per encounter, after making a successful Fighting attack, the warrior may forfeit damage and all other effects to cause a state of temporary serenity in his foe. Until the end of the character's next turn, the target cannot take any hostile actions (offensive spells, attacks, Tests, etc.). This also ends the target's Rage if he has that ability.
Requirements: Novice, skill with chosen weapon of d8+
The hero knows one unique weapon (Luck Blade, Holy Avenger) 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 can take this Edge multiple times, applying it to a different weapon each time. If a Trademark Weapon is lost, he can replace it but the benefits don’t kick in for a few days (however long the GM feels is dramatically appropriate).
Requirements: Veteran, Trademark Weapon
As above but the bonuses when using the weapon increase to +2.
Requirements: Seasoned, Fighting d8+
The force of this brute's blows brings opponents to their knees. A target Shaken or Wounded by this warrior's attack is also knocked prone.
Requirements: Novice, Agility d8+
If a character makes an attack with one action and another from a different hand 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.
The character can choose to make a Fighting or Shooting attack with each hand, an Athletics (throwing) attack with each hand, or a combination of these, depending on the readied weapons.
Requirements: Novice, Size -1 or smaller, Athletics d8+
Your hero can slip under his enemies' strikes to keep them off balance. If an enemy at least three Sizes larger than your hero misses with a Fighting roll, it must make an Agility roll at -2 or be Vulnerable and fall prone.