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Aces are pilots and drivers who have a special affinity with their car, boat, plane, or other vehicle. They ignore two points of penalties to any @Compendium[swade-core-rules.swade-skills.Boating]{Boating}, @Compendium[swade-core-rules.swade-skills.Driving]{Driving}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting} roll, and may spend @Compendium[swade-core-rules.swade-rules.Bennies]{Bennies} to @Compendium[swade-core-rules.swade-rules.Soak Rolls]{Soak} damage for any @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{vehicles} they control or command, using the appropriate Boating, Driving, or Piloting skill instead of @Compendium[swade-core-rules.swade-rules.Traits]{Vigor}. Each success and raise negates a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}.
\nThe Acrobat gets one free reroll on @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} totals that involve balance, tumbling, or grappling. It doesn’t affect rolls to interrupt actions, climb, swim, or throw
\nNot much gets by this hero. He’s very observant and perceptive, and adds +2 to his @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls to hear, see, or otherwise sense the world around him.
\nYour warrior is as deft with his left hand as he is with his right. He ignores the @Compendium[swade-core-rules.swade-rules.Off-Hand Attacks]{Off-Hand Penalty}
\nIf holding a weapon in each hand, @Compendium[swade-core-rules.swade-edges.Ambidextrous]{Ambidextrous} characters may stack @Compendium[swade-core-rules.swade-rules.Characters]{Parry} bonuses (if any) from both weapons.
\nThe character has innate abilities that don’t fit into the usual tropes of magic, miracles, or psionics. Their powers may be low-level super powers, divine gifts, or even alien abilities, and are often very unusual or unique for their setting
\nMagicians range from powerful wizards to vile cultists. They draw on raw supernatural energy to fuel their eldritch fires. This energy infuses the worlds in which they live, and is drawn forth with gestures, words of power, or ancient runes.
Those who invoke miracles draw their power from a divine presence of some sort, including gods, nature, or spirits. Their powers are usually invoked with a few words of prayer or by performing established rituals.
\nThose who cast miracles are champions of their particular religions. They typically have @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that pertain to their service, such as @Compendium[swade-core-rules.swade-hindrances.Vow]{Vow} or @Compendium[swade-core-rules.swade-hindrances.Obligation]{Obligation}. They might also have @Compendium[swade-core-rules.swade-edges.Connections]{Connections} to others of their religion who can help them out when their divine energies wane
Psionicists tap into their own mental energy to manipulate matter, read minds, and far more. Some are agents in the employ of a vast government agency, while others are often on the run from them! Some may have years of training or they might have developed their incredible powers in isolation
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Weird scientists use strange and powerful inventions beyond the normal technological level of the setting. Such creations might be possible due to super fuels, alien discoveries, or the raw intellect of rare super-geniuses who push the boundaries of science.
A weird scientist’s @Compendium[swade-core-rules.swade-rules.Trappings]{Trappings} must always include the item they’re associated with. The @Compendium[swade-core-rules.swade-powers.Burst]{burst} power might manifest through a magical flamethrower in Deadlands: Weird West , for instance, while “Dr. Gabriel’s Wondrous Restorative Elixir!” is a @Compendium[swade-core-rules.swade-powers.Healing]{healing} potion.
Weird scientists must have their devices at hand to activate their powers (but see Jury Rig, below).
Other characters can’t activate the inventor’s creations. They might not understand the strange mechanisms required to make it work, the device might not be “calibrated” or portioned for other users, or it might just “fritz out” for anyone but the creator. While this may seem a bit strange narratively, the “magic”—and the Power Points—come from the inventor so he must be the one to activate it.
Creating devices for others is possible—it just requires an Arcane Device and the @Compendium[swade-core-rules.swade-edges.Artificer]{Artificer} Edge .
\nThe inventor can use his devices on others, of course, including administering drinks from his magical elixirs or giving them injections of some miraculous super serum he’s created. If Dr. Gabriel administers his elixir, for example, he rolls to activate the power normally. If he gives someone the bottle to use later, they’ll find it’s lost its potency.
Jury Rig: Weird scientists must usually activate their powers through their assigned device, but they can improvise other ways if needed at a -2 penalty. This requires a decent rationale relative to the setting and the GM’s permission.
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Gabe is captured by evil aliens and all his equipment is taken. He’s placed in a holding cell and decides he’ll use the overhead lights and whatever the aliens use for electricity to create a makeshift @Compendium[swade-core-rules.swade-powers.Blast]{blast}. The GM agrees this will work, but only once since it will destroy the lights and short out the cell’s energy in the process.
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.
\nArcane skills targeting the hero suffer a -2 penalty (even if cast by allies!) and magical damage is reduced by 2 as well.
This individual was born into privilege or came into it later in life. She may or may not have money (the @Compendium[swade-core-rules.swade-edges.Rich]{Rich} or @Compendium[swade-core-rules.swade-edges.Filthy Rich]{Filthy Rich} Edge), but she still walks in the elite social circles of the setting.
\nAristocrats add +2 to @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} when @Compendium[swade-core-rules.swade-rules.Networking]{Networking} with the local elite, captains of industry, nobles, or other aristocrats. They also add +2 to @Compendium[swade-core-rules.swade-skills.Common Knowledge]{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
\nThose who tangle with supernatural forces sometimes find ways to imbue powers into items. They may turn an ordinary blade into a magic sword, grant powerful potions to their friends, or even bless holy relics with divine grace.
Artificers can create @Compendium[swade-core-rules.swade-rules.Arcane Devices]{Arcane Devices} and give them to their allies.
Assassins are trained killers who know how to kill even the toughest foes. They add +2 to damage rolls when their foe is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} or they have @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop}
\nIt’s no secret people are more willing to help those they find physically attractive. Your character adds +1 to @Compendium[swade-core-rules.swade-skills.Performance]{Performance} and @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} rolls if the target is attracted to his general type (gender, sex, species, etc.).
\nSome individuals have an extraordinary bond with their animal companions. These characters may spend their own @Compendium[swade-core-rules.swade-rules.Bennies]{Bennies} for any animals under their control, including mounts, pets, familiars, and so on.
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Animals take to your hero quickly and easily. They won’t attack him unless he attacks them first or they’re enraged for some reason.
\nThe Beast Master’s “animal magnetism” is so great he’s attracted a loyal animal of some sort as well. This is typically an animal of @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} 0 or smaller, subject to the GM’s approval.
\nThe beast is an @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extra} and doesn’t @Compendium[swade-core-rules.swade-rules.Advancement]{Advance} in Rank or abilities. If a pet is dismissed or killed, the hero gains a replacement in [[/r 1d4]] days.
\nMore Powerful Companions: Beast Master may be taken more than once. Choose one of the effects below each time it’s chosen:
\nBerserkers become wild and nearly uncontrollable when the “red rage” takes them, but
they are deadly killing machines as well!
Immediately after suffering a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound or a Shaken} result (from physical damage only), your hero must make a @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} roll or go Berserk. She can voluntarily fail this check if she likes.
Going Berserk has the following effects:
\nAfter five consecutive rounds of berserk fury, the hero takes a level of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}. At ten rounds, she takes another level of Fatigue and the rage ends. She may also choose to end her rage at any time by making a @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} -2 roll (as a free action; possibly avoiding Fatigue if she manages to end her rage before it’s incurred!). Start the count anew if she goes berserk again, even in the same battle.
\nThrough hard-fought experience your hero has learned to defend himself in vicious hand-to-hand combat. His @Compendium[swade-core-rules.swade-rules.Characters]{Parry} increases by +1 and any @Compendium[swade-core-rules.swade-rules.Ganging Up]{Gang Up} bonus against him is reduced by one
\nBelittling or humiliating an enemy can also boost your ally’s spirits. When this character successfully @Compendium[swade-core-rules.swade-rules.Test]{Tests} a foe, he may also remove the @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted or Vulnerable} state from one of his allies.
\nThose 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 @Compendium[swade-core-rules.swade-rules.Fear]{Fear} checks and subtract 2 from @Compendium[swade-core-rules.swade-tables.Fear Table]{Fear Table} results.
\nHis fists hit like hammers or his talons cut like scythes. His body feels like it’s made of stone. Brawlers increase their @Compendium[swade-core-rules.swade-rules.Characters]{Toughness} by 1 and roll @Compendium[swade-core-rules.swade-rules.Traits]{Strength} +d4 when hitting with their fists or feet (or claws if they have them). If they already have a damage die from @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}, the @Compendium[swade-core-rules.swade-edges.Martial Artist]{Martial Artist} Edge, etc., increase the damage die type by one instead.
\nThe Brawler Edge doesn’t make the character’s fists @Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons}
\nYour bruiser is very large or very fit. Her @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} increases by +1 (and therefore @Compendium[swade-core-rules.swade-rules.Characters]{Toughness} by 1) and she treats her @Compendium[swade-core-rules.swade-rules.Traits]{Strength} as one die type higher when determining @Compendium[swade-core-rules.swade-rules.Gear Notes]{Encumbrance} and @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} to use armor, weapons, and equipment without a penalty.
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Brawny can’t increase a character’s Size above +3.
The fighter increases his @Compendium[swade-core-rules.swade-rules.Characters]{Toughness} an additional +1, and the damage caused with his fists or claws another die type.
\nBrutes focus on core strength and fitness over coordination and flexibility. They treat @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} as linked to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility} for purposes of @Compendium[swade-core-rules.swade-rules.Advancement]{Advancement}. The character may also resist Athletics @Compendium[swade-core-rules.swade-rules.Test]{Tests} with Strength if she chooses.
\nFinally, Brutes increase the @Compendium[swade-core-rules.swade-rules.Range]{Short Range} of any thrown item by +1. Double that for the adjusted Medium Range, and double again for Long Range. If a thrown item’s Range is 3/6/12, for example, a Brute’s Range is 4/8/16.
\nA few seconds to study your foe’s actions gives your hero a major advantage. When his @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Card} is a Five or less, he ignores up to 2 points of penalties on one action that turn, which can include @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Action}, cover, @Compendium[swade-core-rules.swade-rules.Range]{Range}, and even @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound} penalties
\nChampions 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.
\nChampions 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 @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{area effect damage}, @Compendium[swade-core-rules.swade-rules.Attacks]{ranged attacks}, @Compendium[swade-core-rules.swade-rules.Powers]{powers}, etc.
\nThe 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.
\nWhen the character gets a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise }on her arcane skill roll (or roll to activate or use an @Compendium[swade-core-rules.swade-rules.Arcane Devices]{arcane device}), she reduces its @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} cost by 1. This can take it to 0
\nYour hero is likable for some reason. She may be trustworthy or kind, or might just exude confidence and goodwill. You get one free reroll on @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} rolls.
\nYour 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:
\nUnspent Chi is lost at the end of the combat encounter.
\nThe tumbler leaps quickly about so that attacks against her are made at -1 as long as she’s aware of the attack, can reasonably move about, and isn’t suffering any @Compendium[swade-core-rules.swade-rules.Gear Notes]{Encumbrance} or @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} penalties.
\nYour warrior recovers quickly from shock and trauma. He adds +2 to his rolls when attempting to recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} or @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}
\nCommand is the basic ability to give clear instructions and support to allies in the thick of battle. Extras in @Compendium[swade-core-rules.swade-rules.Edges]{Command Range} add +1 to their @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} rolls when attempting to recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} and +1 to @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} rolls when attempting to recover from being @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}.
\nA booming voice, effective commands, natural charisma, or simple training results in a much more effective combat element. A hero with this Edge has a @Compendium[swade-core-rules.swade-rules.Edges]{Command Range} of 10″ (20 yards).
\nSelfless 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 @Compendium[swade-core-rules.swade-rules.Bennies]{Bennies} to any other character she can communicate with. The player should explan what form this takes, from a quick shout of encouragement to a welcome pat on the back
Through training and focus, the caster is extremely efficient in channeling arcane forces. The base @Compendium[swade-core-rules.swade-rules.Powers]{Powers} of any non-Instant power is doubled. This includes maintaining powers as well.
\nYour 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.
Fighters with this Edge deal instant punishment for an enemy’s mistakes. Once per round (if not @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} or @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}), the character receives a @Compendium[swade-core-rules.swade-rules.Free Attacks]{Free Attacks} against one failed @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} attack against him. The counterattack takes place immediately (before other hits against the hero on the same @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Card}, if any)
\nYour hero can sense when something bad is about to happen. When rolling for @Compendium[swade-core-rules.swade-rules.Surprise]{Surprise}, he adds +2 to his @Compendium[swade-core-rules.swade-skills.Notice]{Notice} roll to act in the first round. With a raise, he starts the encounter on @Compendium[swade-core-rules.swade-rules.Hold]{Hold}.
\nIn other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives him a @Compendium[swade-core-rules.swade-skills.Notice]{Notice} roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes his Notice roll, the foe doesn’t get @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} against him.
\nWhen your @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Card} is a Joker, double the total damage of your first successful @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} (throwing) or @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll this round.
\nThe 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 @Compendium[swade-core-rules.swade-rules.Attacks]{ranged attacks} made against the character. Dodge does not stack with actual @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, however
\nExperienced firearms experts fire two shots in rapid succession without spoiling their aim.
\nDouble Tap can only be used with weapons that have a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 1 and can fire two shots without needing to manually @Compendium[swade-core-rules.swade-rules.Reload]{reload}. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Action}.
\nDouble Tap cannot be combined with @Compendium[swade-core-rules.swade-edges.Rapid Fire]{Rapid Fire}.
\nIf used with a weapon capable of @Compendium[swade-core-rules.swade-rules.Three-Round Burst]{Three-Round Burst}, it adds +2 to @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} and damage instead of +1 and expends six bullets.
\nElan means energy or spirit. Those who have it rise to the occasion when the going gets toughest. When you spend a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} to reroll a @Compendium[swade-core-rules.swade-rules.Traits]{Trait}, add +2 to the total. The bonus applies only when rerolling. It doesn’t apply to @Compendium[swade-core-rules.swade-rules.Dealing Damage]{damage} rolls (since they’re not Trait rolls), nor does it apply to @Compendium[swade-core-rules.swade-rules.Soak Rolls]{Soak rolls} unless you’re using another Benny to reroll the @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} check.
\nAs the @Compendium[swade-core-rules.swade-edges.Professional]{Professional} Edge, increasing the @Compendium[swade-core-rules.swade-rules.Traits]{Trait} and its limit one additional step.
\nSome @Compendium[swade-core-rules.swade-edges.Arcane Background (Gifted)]{Gifted} can dig deep into their souls to significantly boost their powers.
\nExtra Effort increases a @Compendium[swade-core-rules.swade-skills.Focus]{Focus} total after it’s rolled by +1 for 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point}, or +2 for 3 Power Points. It may not be used to improve a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure}.
\nWhen a character withdraws from melee, adjacent attackers get a free @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} attack against him (see @Compendium[swade-core-rules.swade-rules.Withdrawing From Melee]{Withdrawing From Melee}). This is a very dangerous proposition for most, but not your wily champion.
\nWhen moving away from adjacent foes, one of them (player’s choice), doesn’t get his free @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} attack.
\nYour 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.
\nShe makes double the normal fee when performing for pay (see @Compendium[swade-core-rules.swade-skills.Performance]{Performance}). She can also use her celebrity to add +1 to @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} rolls if a target is friendly and knows who she is (a @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Common Knowledge} roll modified by how likely the individual is to know the celebrity).
The downside of @Compendium[swade-core-rules.swade-edges.Fame]{Fame} is that the individual is often recognized, others frequently want something from her, she may be followed by fans or admirers, or she may not be able to shirk obligations, performances, or other duties without causing trouble for herself.
\nYour 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 @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} rolls when influencing friendly individuals who know who she is.
\nThe price is higher for the truly @Compendium[swade-core-rules.swade-edges.Famous]{Famous}, too, with more demands on her time, obligations, rivals, scandals, and an inability to operate in crowds without being recognized.
\nThose with this blessing add +2 to @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} rolls for natural healing, and check every three days instead of five (see @Compendium[swade-core-rules.swade-skills.Healing]{Healing}).
\nWhen performing a @Compendium[swade-core-rules.swade-rules.Test]{Test} with the @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} skill, you can choose to make the foe resist with @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.
\nA 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.
\n@Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} in range add +1 to their @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} damage rolls
\nThis fortunate individual is very wealthy. He has five times the @Compendium[swade-core-rules.swade-rules.Characters]{starting funds} for the setting during character creation and, if appropriate, a yearly income after responsibilities of around $500,000.
\nEven wealthier characters may exist, but unless there’s a game effect it probably shouldn’t matter. This should be worked out with the GM and come with many more assets as well as onerous responsibilities
\nOnce per round, as long as he’s not @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} or @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}, the hero gets a free @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} attack against a foe immediately after he moves into @Compendium[swade-core-rules.swade-rules.Reach]{Reach}. (See @Compendium[swade-core-rules.swade-rules.Free Attacks]{Free Attacks})
\nThe hero’s @Compendium[swade-core-rules.swade-rules.Movement]{Pace} is increased by +2 and his @Compendium[swade-core-rules.swade-rules.Movement]{running die} increases one step (from d6 to d8, for example)
\nEach time this Edge is chosen, five followers come to fight by the hero’s side. If any are lost, others eventually take their place (how long is up to the GM and the circumstances).
\nFollowers must be cared for and generally want a share of whatever loot, treasure, or other rewards the hero acquires. Otherwise, they are completely dedicated to their task. They won’t throw their lives away but are willing to risk them repeatedly in his service.
\nUse the @Compendium[swade-core-rules.swade-bestiary.Soldier]{Soldier} profile for the followers. A hero may outfit her allies as she sees fit. Followers @Compendium[swade-core-rules.swade-rules.Advancement]{Advance} just like player characters.
\nUse the @Compendium[swade-core-rules.swade-rules.Allies]{Allies} rules to give them distinctive personalities if desired.
\nYour character practices “parkour” or is just very skilled at running, jumping, swinging, scampering up walls, and over obstacles.
\nAs long as there are obstacles she can bound on, bounce off, or swing on, she moves at her full @Compendium[swade-core-rules.swade-rules.Movement]{Pace} on @Compendium[swade-core-rules.swade-rules.Movement]{Difficult Ground} when on foot. She also adds +2 to her @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} rolls when climbing and in foot Chases (see @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Chases & Vehicles}).
\nA character with Frenzy rolls a second @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately
\nSome mechanical gurus can build incredible devices out of most anything.
\nA Gadgeteer can spend up to three @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} to “jury rig” a device from any reasonable collection of spare parts. This allows her to activate any @Compendium[swade-core-rules.swade-rules.Powers]{power} normally available to Weird Scientists of her @Compendium[swade-core-rules.swade-rules.Advancement]{Rank} or lower in her particular setting, with a Power Point cost of 3 or lower.
\nThe total cost of an individual power (plus any modifiers) cannot exceed the points spent to create it, nor can the inventor apply @Compendium[swade-core-rules.swade-rules.Trappings]{Limitations} to the gadget. She may attempt to create multiple devices as long as she has the points to do so.
\nEach gadget is created and activated with a @Compendium[swade-core-rules.swade-skills.Weird Science]{Weird Science}} roll at –2. This takes one entire turn, during which she can do nothing else (she cannot take @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Actions} that turn). In all other ways, it works as the normal activation of a power.
\nThe inventor uses Power Points directly from her pool for the device, but once its initial @Compendium[swade-core-rules.swade-rules.Powers]{Duration} is finished (it cannot be maintained) it falls apart into its component pieces.
\nGabe is an inventor in the Weird West. He wants to use @Compendium[swade-core-rules.swade-powers.Boost/Lower Trait]{boost Trait} to help Red fight a giant rattlesnake, but only has the @Compendium[swade-core-rules.swade-powers.Burst]{burst} and @Compendium[swade-core-rules.swade-powers.Blast]{blast} powers. Fortunately, he’s a Gadgeteer, so Gabe can put boost Trait into an “electrical bio-inducer.” The device can take up to three points worth of powers, so he adds the @Compendium[swade-core-rules.swade-rules.Hinder or Hurry (+1)]{Hurry} modifier and gives Red +2 @Compendium[swade-core-rules.swade-rules.Movement]{Pace} as well
\nThe 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.
\nHe adds +1d6 damage when attacking creatures who are three or more Sizes larger than himself (see @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size}). A human (Size 0) gets the bonus against a creature of Size 3 or greater.
\nThe player draws two extra @Compendium[swade-core-rules.swade-rules.Bennies]{Bennies} instead of one at the start of each session.
\nThis adventurer has more lives than a herd of cats. He may ignore his @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound} penalties when making @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} rolls to avoid @Compendium[swade-core-rules.swade-rules.Damage Effects]{Bleeding Out}.
\nYour 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 @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated} but somehow escapes death. He may be captured, stripped of all his belongings, or mistakenly left for dead, but he somehow survives.
\nA hero with this Edge adds +2 to all @Compendium[swade-core-rules.swade-rules.Healing]{Healing} rolls, whether natural or magical in nature.
\nHold the Line strengthens the will of any @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} under the hero's command, adding +1 to their @Compendium[swade-core-rules.swade-rules.Characters]{Toughness}.
\nBelievers 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.
\nThe chosen may add +1 to the total of a final @Compendium[swade-core-rules.swade-rules.Soak Rolls]{Soak roll} for each @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} spent, to a maximum of +4.
\nThose with a cruel wit can destroy a rival’s ego in a single remark or well-timed gesture.
Your hero gets a free reroll on @Compendium[swade-core-rules.swade-skills.Taunt]{Taunt Tests}
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.
\nArcane skills targeting the hero suffer a -4 penalty (even if cast by allies!) and magical damage is reduced by 4 as well.
The hero’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} bonus is now +2 and the @Compendium[swade-core-rules.swade-rules.Ganging Up]{Gang Up} bonus against him is reduced by 2
\nThe hero gets a @Compendium[swade-core-rules.swade-rules.Free Attacks]{Free Attack} against up to three failed attacks each round.
\nThe hero adds +2 when Evading area effect attacks. See @Compendium[swade-core-rules.swade-rules.Evasion]{Evasion}.
\nUp to three foes’ (player’s choice) don’t get attacks when your warrior @Compendium[swade-core-rules.swade-rules.Withdrawing From Melee]{moves out of melee} with them
\nOnce per round, as long as he’s not @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} or @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}, the hero gets a free @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} attack against three foes immediately after he moves into @Compendium[swade-core-rules.swade-rules.Reach]{Reach}. (See @Compendium[swade-core-rules.swade-rules.Free Attacks]{Free Attacks}).
The fighter rolls an extra @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} die with up to two Fighting attacks in the same turn
\nRed desperately attacks a giant crab-like creature on an alien planet. She has Improved Frenzy and decides to attack three times (a @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Action} at the usual penalty). She rolls her Fighting skill with an extra die for her first attack and second attack. She doesn’t get the extra die on her third Fighting roll.
\nFighters who can keep their cool when everyone else is running for @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover} make deadly combatants. A hero with this Edge draws two additional @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards} in combat and chooses which to use.
\nThe hero ignores two points of @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound} penalties.
\nThe shooter may now increase her weapon's @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} by 1 twice in the same turn (via a @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Action})
\nGabe fires a machine gun and has Improved Rapid Fire. The weapon has a Rate of Fire of 4 and Gabe decides to fire it on all three of his allowed actions (see Multi-Actions).
\nHe rolls an extra @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} die with his first and second attack, raising the weapon’s Rate of Fire to 5 each time. He doesn’t get the bonus on his third attack—the machine gun’s Rate of Fire remains a 4.
\nThe character now regains 20 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} per hour spent @Compendium[swade-core-rules.swade-rules.Activation]{resting}.
\nImproved Sweep allows a character to make a single @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} attack and apply it against all targets in his @Compendium[swade-core-rules.swade-rules.Reach]{Reach} (friends and foes alike). Resolve damage separately for each enemy that’s hit.
\nA fighter may only perform a Sweep once per turn. It may not be combined with @Compendium[swade-core-rules.swade-edges.Frenzy]{Frenzy}.
The hero knows one unique weapon (Excalibur, Old Betsy, Sting) like the back of his hand. When using it, he adds +2 to his @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} (throwing), @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting}, or @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} rolls, and +2 to @Compendium[swade-core-rules.swade-rules.Characters]{Parry} when readied (even if it’s a ranged weapon).
\nA 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).
\nHeroes 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 @Compendium[swade-core-rules.swade-rules.Improvised Weapons]{Improvised Weapons} for more details.
\nExceptional leaders inspire those around them to great feats of valor and determination. Once per turn, the hero may roll his @Compendium[swade-core-rules.swade-skills.Battle]{Battle} skill to @Compendium[swade-core-rules.swade-rules.Support]{Support} one type of @Compendium[swade-core-rules.swade-rules.Traits]{Trait} roll, and apply it to all allied @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} in @Compendium[swade-core-rules.swade-rules.Edges]{Command Range}. A leader could Support all @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} attacks in range, for example, or all @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} rolls to recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken}.
Inspire is an @Compendium[swade-core-rules.swade-rules.Actions]{action} and requires some sort of communication with those it affects.
\n\nInvestigators 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.
\nInvestigators add +2 to @Compendium[swade-core-rules.swade-skills.Research]{Research} rolls and @Compendium[swade-core-rules.swade-skills.Notice]{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
\nThe hero can shrug off even extreme blows. He adds +2 to @Compendium[swade-core-rules.swade-rules.Soak Rolls]{Soak rolls} and @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} rolls to avoid @Compendium[swade-core-rules.swade-rules.The Drop]{Knockout Blows}
\nThe hero now adds his @Compendium[swade-core-rules.swade-edges.Strong Willed]{Strong Willed} bonus to resist powers and negate their effects. Iron Will doesn’t stack with @Compendium[swade-core-rules.swade-edges.Brave]{Brave}, nor does it apply to subsequent rolls resulting from powers such as being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} by a damaging @Compendium[swade-core-rules.swade-rules.Powers]{power}, @Compendium[swade-core-rules.swade-powers.Fear]{fear}, or the like.
\n\n
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.
\nThe character makes a @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} roll as an action after observing or studying some subject. She gains a d4 in the relevant skill with success, or d6 with a raise. She may try again after an hour of study, trial and effort, or immersion if she fails or wants to try for a raise. This lasts until the character attempts to learn a different subject, whether she’s successful or not.
This hero hates losing. He gets a free reroll in any opposed @Compendium[swade-core-rules.swade-rules.Test]{Test} he initiates
Fighters who can keep their cool when everyone else is running for @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover} make deadly combatants. A hero with this Edge draws an additional @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Card} in combat and chooses which to use.
\nThis world-traveler has an ear for languages. She begins play knowing half her @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} die type in different @Compendium[swade-core-rules.swade-skills.Language]{Language} skills of her choice at d6.
\nThis gregarious individual processes alcohol far differently than most. The round after consuming a stiff drink (about eight ounces of hard liquor or equivalent), her @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} increases one die type (increasing @Compendium[swade-core-rules.swade-rules.Characters]{Toughness} as well). The drinker can also ignore one level of @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound} penalties (which stacks with other abilities that do the same).
\n@Compendium[swade-core-rules.swade-rules.Traits]{Smarts}, @Compendium[swade-core-rules.swade-rules.Traits]{Agility}, and all linked skills suffer a −1 penalty for the duration, however.
\nThe effect lasts for one hour after it begins, at which point the boozer suffers a level of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} for the next four hours.
\nThe adventurer seems to be blessed by fate, karma, the gods, or whatever external forces he believes in (or believe in him!).
\nHe draws one extra @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} at the beginning of each game session, allowing him to succeed at important tasks more often than most, and survive incredible dangers.
\nThe hero is a natural with ranged weapons. If she doesn’t move in a turn and fires no more than a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 1 as her first action, she may add +1 to an @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} (throwing) or @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll, or ignore up to 2 points of penalties from @Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover}, @Compendium[swade-core-rules.swade-rules.Range]{Range}, @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale}, or @Compendium[swade-core-rules.swade-rules.Speed]{Speed}. This is a lesser version of the @Compendium[swade-core-rules.swade-rules.Aim]{Aim} maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
\nThe fighter has trained in basic martial arts. Her fists and feet are weapons (see @Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons}) so she’s always considered armed. She adds +1 when striking with them and causes @Compendium[swade-core-rules.swade-rules.Traits]{Strength}+d4 damage. If she already has a Strength damage die from the @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws} racial ability or the @Compendium[swade-core-rules.swade-edges.Brawler]{Brawler} Edge, increase the damage a die type.
\nMartial Artist does not add to damage from other Natural Weapons such as fangs or horns.
\nThe fighter has trained in basic martial arts. Her fists and feet are weapons (see @Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons} so she’s always considered armed. She adds +2 when striking with them and causes @Compendium[swade-core-rules.swade-rules.Traits]{Strength}+d6 damage. If she already has a Strength damage die from the @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws} racial ability or the @Compendium[swade-core-rules.swade-edges.Brawler]{Brawler} Edge, increase the damage a die type.
\n@Compendium[swade-core-rules.swade-edges.Martial Artist]{Martial Artist} does not add to damage from other Natural Weapons such as fangs or horns.
\nThe character’s Wild Die increases to a d10 when rolling the selected @Compendium[swade-core-rules.swade-edges.Expert]{Expert} Trait.
Increase the hero’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} an additional +1 and his @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} bonus damage die is now a d10.
\nThe @Compendium[swade-core-rules.swade-edges.Tactician]{Tactician} now gets a total of two extra @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards} to distribute each round
\nA McGyver can improvise a device from common resources when the need arises. Given a few simple items, he can make a @Compendium[swade-core-rules.swade-skills.Repair]{Repair} roll to craft improvised weapons, explosives, or tools, that last until used or the end of the encounter (GM’s call). This takes one entire turn, and he can’t move or take any other actions while constructing the device.
\nFailure means the device isn’t ready. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means he doesn’t have the right materials and can’t create the device this encounter.
\nSuccess creates a minor explosive (2d4 explosive in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Small Blast Template}), a one shot projectile weapon like a “zip gun” (@Compendium[swade-core-rules.swade-rules.Range]{Range} 5/10/20, Damage 2d6), rickety raft, electrical source, etc.
\nA raise creates a larger explosive (2d6 in a Medium Blast Template or 2d4 in a Large), a better ranged weapon (five shots, 2d8 damage, Range 10/20/40), a more stable raft, a more powerful battery, etc.
\nThe 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.
\nBeing 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 @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} rolls.
\nConstant contact with multiple minds gives these psionic agents an edge when it comes to forcing or resisting mental assaults.
\nMentalists add +2 to opposed @Compendium[swade-core-rules.swade-skills.Psionics]{Psionics} rolls, whether they are using their powers against a foe or defending against a rival.
\nIf your Action Card is a Joker, double the damage of your first successful @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} attack this round.
The mechanic adds +2 to @Compendium[swade-core-rules.swade-skills.Repair]{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 can finish the job in one quarter the time with a raise.
\nThis leader has proven herself time and time again, gaining the respect of all those who fight by her side.
\nAny Leadership Edge that says it applies only to @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} now applies to @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Cards} as well.
\nYour hero has learned to fight on through the most intense pain. He may ignore 1 point of @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound} penalties.
\nAn arcane character may learn two new @Compendium[swade-core-rules.swade-rules.Powers]{powers} by choosing this Edge (which may be taken multiple times). He may choose from any powers of his @Compendium[swade-core-rules.swade-rules.Advancement]{Rank} or lower normally available to his particular @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcane Background}.
A character can add a new @Compendium[swade-core-rules.swade-rules.Trappings]{Trapping} on a power she already has instead of gaining a new one. She might add an ice Trapping to her existing fire @Compendium[swade-core-rules.swade-powers.Bolt]{bolt}, for example, so she could switch between ice and fire Trappings freely
\nWhen this killer spends a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} to reroll damage, he adds +2 to his final total.
\nWizards, weird scientists, and other arcane types always want more power. This Edge grants them an additional 5 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points}.
\nPower Points may be selected more than once, but only once per @Compendium[swade-core-rules.swade-rules.Advancement]{Rank}. It may be taken as often as desired at Legendary Rank, but each grants only 2 additional points.
\nThe character recovers 10 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} when his @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Card} is a Joker. This may not exceed his usual limit
\nThe character is an expert at a particular skill or attribute (his choice). This increases the @Compendium[swade-core-rules.swade-rules.Traits]{Trait} and its limit one step (a d12+1 becomes a d12+2, for example). This Edge may be selected once per Trait.
\nClever characters can manipulate their foes, drawing enemy focus on themselves to protect their allies. Once per turn, when your hero uses @Compendium[swade-core-rules.swade-skills.Taunt]{Taunt} for a @Compendium[swade-core-rules.swade-rules.Test]{Test} and gets a raise, she may @Compendium[swade-core-rules.swade-edges.Provoke]{Provoke} the foe.
\nIn addition to all the usual effects of the success and raise, the enemy suffers a -2 penalty to affect any other target besides the one who provoked her. This stacks with @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted} but not further instances of Provoke.
Provoke 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 @Compendium[swade-core-rules.swade-edges.Rabble-Rouser]{Rabble-Rouser}.
\nQuick characters have lightning-fast reflexes and a cool head. Whenever you are dealt an @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Card} of Five or lower, you may discard it and draw again until you get a card higher than Five.
\n@Compendium[swade-core-rules.swade-rules.Characters]{Characters} with both the @Compendium[swade-core-rules.swade-edges.Level Headed]{Level Headed} and Quick Edges first draw their additional card and choose which to take. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.
\nThis instigator knows how to rile up several enemies at once.
Once per turn, a character with this Edge can make a social @Compendium[swade-core-rules.swade-rules.Test]{Test} with @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} or
@Compendium[swade-core-rules.swade-skills.Taunt]{Taunt} against all enemies in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{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.
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 ammunition to do so, she may increase her weapon’s @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} by 1 for any one of her @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} attacks that turn.
\n@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} normally recharge at a rate of 5 points every hour spent resting (see @Compendium[swade-core-rules.swade-rules.Activation]{Recharging}). This Edge increases that rate to 10 every hour.
\nPeople know they can depend on your hero when they need assistance. He gets a free reroll on any @Compendium[swade-core-rules.swade-rules.Support]{Support} roll.
This verbal duelist can turn the slings and arrows of social combat right back at the unwitting fools who hurled them.
\nIf a character with Retort gets a raise when resisting an @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} or @Compendium[swade-core-rules.swade-skills.Taunt]{Taunt} @Compendium[swade-core-rules.swade-rules.Test]{Test}, the foe is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted}.
\nWhether the individual was born with a silver spoon in his mouth or earned it through hard work, he’s got more money than most.
\nRich heroes start with three times the normal @Compendium[swade-core-rules.swade-rules.Characters]{starting funds} for the setting. If a regular income is appropriate for this setting, the hero receives the modern-day equivalent of a $150,000 annual salary
\nExperienced 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 @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty when firing at a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2 or higher.
\nOnce per encounter the hero may find, “suddenly remember,” or dig up some much-needed piece of equipment, a handful of ammunition, or some other useful device.
\nThe Game Master decides what constitutes an encounter, and has the final word on what can and can’t be found.
\nLearned 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.
\nPick any one of the following skills: @Compendium[swade-core-rules.swade-skills.Academics]{Academics}, @Compendium[swade-core-rules.swade-skills.Battle]{Battle}, @Compendium[swade-core-rules.swade-skills.Occult]{Occult}, @Compendium[swade-core-rules.swade-skills.Science]{Science}, or a @Compendium[swade-core-rules.swade-rules.Traits]{Smarts}-based “knowledge”-type skill allowed in your setting, and add +2 to the total whenever they’re used.
\nThis Edge may be taken more than once if applied to different skills.
\nA 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.
\nThe hero gains a @Compendium[swade-core-rules.swade-rules.Advancement]{Novice Rank} sidekick. The sidekick is a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}, starts each session with two @Compendium[swade-core-rules.swade-rules.Bennies]{Bennies}, may @Compendium[swade-core-rules.swade-rules.Advancement]{Advance}, and has abilities that complement his mentor. The player character controls his sidekick just like any other ally, though he may occasionally cause trouble by getting captured, running into danger when he’s not supposed to, and so on. The player should be prepared for his Edge to occasionally become a Hindrance!
\nIf 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 @Compendium[swade-core-rules.swade-edges.Common Bond]{Common Bond} Edge. Sidekicks must actually take that Edge to do the same for their mentors.
\nProfessional 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 @Compendium[swade-core-rules.swade-rules.Traits]{Strength} as one die type higher when determining @Compendium[swade-core-rules.swade-rules.Gear Notes]{Encumbrance} and @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} to use armor, weapons, and equipment without a penalty. (This stacks with the @Compendium[swade-core-rules.swade-edges.Brawny]{Brawny} Edge.)
They also get a free reroll on @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} rolls made to survive environmental hazards (see @Compendium[swade-core-rules.swade-rules.Hazards]{Hazards}).
Desperate times call for desperate measures. Soul Drain allows an arcane character to channel her physical energy into power, taking a level of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} to recover up to five @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points}. She can take an additional level of Fatigue (to @Compendium[swade-core-rules.swade-rules.Fatigue]{Exhaustion}) to recover up to five more Power Points. She cannot render herself @Compendium[swade-core-rules.swade-rules.Fatigue]{Incapacitated} in this way.
\nFatigue incurred by Soul Drain comes from deep within and may only be recovered naturally. The @Compendium[swade-core-rules.swade-powers.Relief]{relief} power and similar abilities have no effect.
\nFiring from the back of a horse or moving vehicle is tricky business, but your adventurer has figured it out. She ignores the @Compendium[swade-core-rules.swade-rules.Unstable Platform]{Unstable Platform} penalty.
\nThis also helps when running, reducing the usual penalty from -2 to -1 (see @Compendium[swade-core-rules.swade-rules.Movement]{Movement})
\nStreetwise 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 @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} or @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} rolls made to @Compendium[swade-core-rules.swade-rules.Networking]{Networking} with shady or criminal elements.
They also add +2 to @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Common Knowledge} rolls pertaining to the types of disreputable activities listed above
\nSelf-confidence is powerful armor against those who attempt to attack this individual’s will. He adds +2 to his total when resisting @Compendium[swade-core-rules.swade-rules.Test]{Tests} with @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} or @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}.
\nSweep allows a character to make a single @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} attack and apply it against all targets in his @Compendium[swade-core-rules.swade-rules.Reach]{Reach} at a -2 penalty (friends and foes alike). Resolve damage separately for each enemy that’s hit.
\nA fighter may only perform a Sweep once per turn. It may not be combined with @Compendium[swade-core-rules.swade-edges.Frenzy]{Frenzy}
\nThe commander has a natural grasp of small unit tactics and can take advantage of rapidly changing situations.
\nA Tactician is dealt an extra @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Card} each round of combat or a chase—kept separate from his own cards. At the start of the round, he may discard it or give it to any one allied @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extra} in @Compendium[swade-core-rules.swade-rules.Edges]{Command Range}. The player or GM controlling the receiving character can decide whether to accept and replace her current Action Card, or discard it.
\nThieves specialize in deceit, treachery, and acrobatics. They can be invaluable where traps must be detected, walls must be climbed, and locks must be picked.
\nThieves 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 @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} rolls made to climb in urban areas.
\nThieves also know how to use the dark areas between the streetlights of cities to conceal their movements, and add +1 to @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} rolls when in an urban environment.
\nFinally, these rogues are—not surprisingly— adept at @Compendium[swade-core-rules.swade-skills.Thievery]{Thievery} itself, adding +1 to those rolls in all circumstances.
\nYour character keeps going when others fall. She can take four @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} before she’s @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated} (her maximum Wound penalty is still −3).
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The hero can take up to five @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} before she’s @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated}! Her maximum Wound penalty is still −3.
\nThe hero knows one unique weapon (Excalibur, Old Betsy, Sting) like the back of his hand. When using it, he adds +1 to his @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} (throwing), @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting}, or @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} rolls, and +1 to @Compendium[swade-core-rules.swade-rules.Characters]{Parry} when readied (even if it’s a ranged weapon).
\nA 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).
\nIf a character makes a @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} attack withone action and another from a different hand in a later action, the second attack doesn’t inflict a @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Action} penalty. The @Compendium[swade-core-rules.swade-rules.Off-Hand Attacks]{Off-Hand} penalty still applies unless he’s @Compendium[swade-core-rules.swade-edges.Ambidextrous]{Ambidextrous}.
\nIf the character has @Compendium[swade-core-rules.swade-edges.Two-Gun Kid]{Two-Gun Kid}, the second action may also be a ranged attack.
\nTwo-Gun Kid works just like @Compendium[swade-core-rules.swade-edges.Two-Fisted]{Two-Fisted}, but with ranged weapons, allowing her to fire or throw a weapon in each hand as two different actions but without triggering a@Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Action} penalty.
\nIf the character has Two-Fisted, the second action may also be a melee attack.
\nRed has a sword in one hand and a pistol in the other. She has both Two-Fisted and Two-Gun Kid, so she can make a @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} attack on one action and then a second Fighting or @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} attack with no @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Action} penalty on a later action that turn
\nYour hero is drop-dead gorgeous. He increases his @Compendium[swade-core-rules.swade-skills.Performance]{Performance} and @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} bonus to +2.
\nThe warrior increases his @Compendium[swade-core-rules.swade-rules.Characters]{Parry} by +1 and the bonus damage die for @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} rolls is a d8 instead of a d6 (see @Compendium[swade-core-rules.swade-rules.Dealing Damage]{Bonus Damage}). He must be armed to gain these benefits, but this includes the @Compendium[swade-core-rules.swade-edges.Martial Artist]{Martial Artist} Edge, @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{claws}, or other abilities that count as weapons.
\nMagic 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.
\nA Wizard can spend 1 extra @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} when casting a power to change its @Compendium[swade-core-rules.swade-rules.Trappings]{Trapping}. A fireball (@Compendium[swade-core-rules.swade-powers.Blast]{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
\nWoodsmen 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.
\nWoodsmen add +2 to @Compendium[swade-core-rules.swade-skills.Survival]{Survival} rolls, and @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} rolls made in the wild (not towns, ruins, or underground).
\nAs @Compendium[swade-core-rules.swade-edges.Work The Room]{Work The Room} but the hero now can @Compendium[swade-core-rules.swade-rules.Support]{Support} another on up to two of her Support actions.
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Your hero’s words don’t just inspire those they’re directed at—they often inspire others as well. Once per turn, you can use Work the Room to roll an additional skill die when @Compendium[swade-core-rules.swade-rules.Support]{Supporting} with @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} or @Compendium[swade-core-rules.swade-skills.Performance]{Performance}. The additional die Supports any other ally who can see or hear your hero, and applies to their next action, whatever it may be.
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