Exterminator
Cost: 2
At some time in your life, you have had a bad run in with insect spirits, be it that they killed your entire family or caused you to lose a limb. You actively hunt them and kill insect spirit spirits on sight with no hesitation, unless it is against overwhelming odds. You have spent most of your life fighting them and it has become almost second nature to you. You receive a -1 modifier to any armed or unarmed tests you take against them.
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Trap Spotter
Cost: 1
You have been sneaking around corporate facilities and heavily guarded places almost all your life and it has become almost second nature for you to spot alarms and traps. Your character gets a -1 modifier to all Intelligence tests you take to spot traps or sensors.
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Innate Power
Cost: 2
This edge gives anyone the ability to use one of the four elements up to a certain extent. A description of each power is given below.
Earth: The person can open small potholes and bumps in the earth. They can also make small spikes in roads to pop tires.
Fire: The person can create minor fireballs and a flame aura around themselves, as well as small flames on their fingers and hands. Any damage done by this fire is (Willpower)L.
Air: The person can create small bursts of air that can move small pieces of debris as well as gasses such as smoke and poisons. The target to stay standing if hit by a burst is one half Willpower of the person.
Water: The person can create small whirlpools and waves in lakes, rivers, and oceans.
Note: The person doesn't have to resist any kind of drain for the use of the powers.
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Acrobatic Style
Cost: 1
The person gifted with acrobatic style is extremely good at running, tumbling, jumping, and all around acrobatics. A character with this edge receives a -1 modifier to all athletic tests.
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The Mole
Cost: 2
The Mole is able to get by most security systems. The mole gets a -2 modifier to any attempt to get past security devices, such as cameras and locked doors.
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Bloody Mess
Value: 4
For some strange twist of fate, people around you seem to get hurt worse then the actually should. Anyone within 10 meters of this character, be it friend or foe (but not the character), will have the power of any damage inflicted go up one level.
Example: Samurai Bob is standing in front of a ganger that is 5 meters away. Bob shoots the ganger with a Predator II and gets one success. The damage the ganger would usually have to resist would be 9M, but because of Bobs Bloody Mess edge, the damage is 9S.
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Lucky
Value: 3
Your character seems to have lady luck on their side. Once per game when the character has a target number over 12, they may use this edge to receive one success. The character may not try to roll and then say they want to use the edge.
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Paranormal Pet
Value: 1-4 pts
In your many travels, you have managed to acquire a creature of the awakened world. Anything from a devil Rat(1pt) to a hellhound (4 pts) may be taken, with the exception of dragons and spirits. Remember that the animal may be yours and is very loyal, but it will not risk its life to save yours, and if injured, it will run away.
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Holy Man
Value: 5 pts
God, or some other deity, smiles upon you. You pray to him every day and in return, he offers his aid. 3 times per game, you may re-roll any failed test. But in return, you must preach the good word, pray, or do something else to prove yourself. Should you fail to keep up your duties, your aid will not return until you have repented for your sins.
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Voodoo That You Do
Value: 2 pts
A Loa smiles upon you, even though you may not be a houngun or a mombo. It grants you +1D6 to use in any test you may have per game. (ex: Perception, Willpower, Initiative, etc.) Also, any voodoun who tries to have you possessed by a work Loa gains a +2 to their target number.
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Backup
Value 1 to 6
The character can call in backup once each adventure. The value of the edge
depends on the power of the backup. A street gang with poor fighting skills
might be worth 1, while an elite commando team would be worth 6. The
character must come up with a good explanation for why the backup is
willing to help them. Also, the character must keep track of how many
people are in the backup team. If one of them dies, they are gone forever.
This means that the character could potentially loose everyone on the
backup team.
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High Endurence
Value: 1
The character has very high athletic endurance and can run long distances
without getting tired. Double the distance that the character would
normally be able to run before making a test to see if they get tired.
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Perfect Vision
Value: 2
The character has remarkably good vision and can easily see long distances.
The character gets -1 to target numbers for all perception tests involving
sight. In addition, all ranges for shooting are moved back by one. A
character shooting at a target at moderate range, for example, would
calculate the target number as if it were short range.
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Genius
Value: 6
The genius edge allows a character to learn knowledge based skills at a very fast rate. It costs the skill rating in karma to raise a skill, just as if you were raising an Attribute. GM’s be warned. Use of this edge could create a super character.
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