Edges
Burster Iconic Edges
FLAME BLAST
Requirements: Seasoned, Burster
For one ISP the Burster’s Flame Bolt affects a Small Blast Template, two ISP for a Medium one, or three ISP for a Large one. Alternately, she may spend one ISP to use the Cone Template at no Range. Unless
otherwise stated, enhancements to Flame Bolt apply when using this Edge as well.
IMPROVED FIERY AURA
Requirements: Seasoned, Burster
The Burster’s Fiery Aura damage increases to 3d8, and she may choose to affect a Small Blast Template centered on herself.
IMPROVED FIRE MASTERY
Requirements: Seasoned, Burster
Many Bursters grow in their absolute control over fire and heat, improving their natural Fire Mastery in a number of ways. A Burster with this Edge increases the Range of his Fire Mastery to Smarts × 2, and
the Strength of the fire effects to d12.
IMPROVED FLAME BOLT
Requirements: Novice, Burster, Spirit d10+
For some Bursters, more destructive power is the summation of their true self. Improve the Burster’s 2 ISP Flame Bolt damage to 5d6 Mega Damage (6d6 on a raise) with Range Smarts × 3. Flame Bolt remains the same in all other aspects.
RAPID FLAME BOLT
Requirements: Veteran, Burster
For one ISP the Burster’s Flame Bolt power (along with any enhancements from other Edges or Modifiers) becomes Rate of Fire 2.
READ THE FLAME
Requirements: Novice, Burster, Notice d6
Bursters with this Edge can make a Notice check to read and understand a fire, or the site of one. With a success, she can tell how it started and how long it burned. With a raise, she can sense what kind of being, if any, started the fire, and any other interesting details the GM might wish to share, such as
the fire’s purpose, if any.
Combat Cyborg Iconic Edges
BEYOND THE LIMIT
Requirements: Veteran, Combat Cyborg or MARS
There are those so obsessed with cybernetic upgrades that they sacrifice sanity for superiority. Having taken all the cybernetics their humanity should be able to bear, they somehow manage to shove
even more into their body, and damn the consequences. Increase maximum Strain by +6, but the player must select one of the Unstable Psyche Hindrances (see Crazies, page 22).
UPGRADE
Requirements: Seasoned, Combat Cyborg or MARS
For those who embrace cybernetics as a part of their being (by choice or necessity), the desire to upgrade is often an all encompassing goal on its own. Taking this Edge—which may only be selected once per Rank—means the cybernetic hero manages to achieve the necessary resources and opportunity to have a new piece of cybernetic technology installed, or have one upgraded to a higher degree. Though the GM has final say on what is and is not appropriate, anything in the Cybernetics section is fair game otherwise.
Crazy Iconic Edges
GUN NUT
Requirements: Novice, Crazy, Shooting d8+
For many Crazies, the gun is a tool of unrestrained violence and a key partner in the ballet of rage that overcomes them. While Losing It a Crazy may add +2 to her Shooting attacks and resulting damage
rolls with pistols against adjacent melee opponents (see Ranged Weapons In Melee in Savage Worlds).
GYMNASTIC MASTERY
Requirements: Veteran, Acrobat, Free Runner, Crazy or Juicer, Strength d10+
Some become preternaturally gifted in matters of motion and space. A character with this Edge adds +2 to her Athletics rolls when Jumping. She can ascend at her Athletics die per round (instead of half) and
gains an extra +2 to Parry when using the Defend maneuver. Finally, the hero can check Agility (with
the +2 from Acrobat) to reduce effective falling distance by 10 feet, or 20 feet on a raise. Falls of over 20 yards are a −2 penalty.
OFF THE HANDLE
Requirements: Seasoned, Crazy
The Crazy can start Losing It as a free action, and has an easier time coming out of it. She doesn’t suffer the usual −2 penalty to her Smarts roll when trying to recover and with a raise halves her penalty (rounding up) to all Trait rolls while Getting It Together.
SPLIT THE SECONDS
Requirements: Seasoned, Crazy or Juicer, Agility d10+
Juicers and Crazies often find themselves living between the ticks of the clock. This Edge allows them to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
SUBLIME CHAOS
Requirements: Veteran, Crazy, Spirit d8+
The tumultuous storm of neuroses, psychoses, and other issues crashing about in a Crazy’s head sometimes swirl into a beautiful rainbow of total disconnection from reality. The Crazy with this Edge
understands how to ride the waves of her insanity like a surfer masters those of the sea. The greater part of her mind is simply elsewhere, leaving behind a nearly machine like entity that gets the job done.
While Losing It the Crazy is not Fatigued by Berserk, and is able to perform actions not normally allowed, including using Psionics. The Crazy's time spent Getting It Together is halved.
Cyber-Knight Iconic Edges
CYBERKINETIC AWARENESS
Requirements: Seasoned, Cyber-Knight, Notice d6+
As an action, the Cyber-Knight can enhance his Cyberkinetic Combat abilities by stretching out his senses
to understand all of the electronic technology he’s engaged with. Enemies within a distance of
Smarts ×2 are −2 on all Trait rolls against him where technology is involved; includes Notice checks
and opposed rolls. This ability lasts until the end of the encounter.
IMPROVED CYBERKINETIC AWARENESS
Requirements: Veteran, Cyberkinetic Awareness, Notice d8+
Once Cyberkinetic Awareness has been activated, all rolls against the Cyber-Knight where electronic
technology is involved suffer a −4 penalty.
CYBERKINETIC DENIAL
Requirements: Heroic, Improved Cyberkinetic Awareness
Once Cyberkinetic Awareness is activated, the Cyber-Knight gets a free reroll on all associated opposed rolls.
IMPROVED CYBER-ARMOR
Requirements: Seasoned, Cyber-Knight
The protection of the Cyber-Armor is enhanced to +4 Toughness total.
MASTER CYBER-ARMOR
Requirements: Heroic, Improved Cyber-Armor
The protection of the Cyber-Armor is enhanced to +6 Toughness total. When activated while wearing Cyber-Knight medium or heavy EBA suits, the suit's Armor bonus is MDC Armor.
IMPROVED PSI-SWORD
Requirements: Seasoned, Cyber-Knight, Spirit d8+, Psionics d8+, Special (see below)
The Psi-Sword is enhanced dealing Str × 2 + Spirit × 2, with AP equal to Psionics × 2. If split, each blade's AP is equal to Psionics. Cannot be taken at character creation.
MASTER PSI-SWORD
Requirements: Veteran, Improved
Psi-Sword, Psionics d10+ The Cyber-Knight can channel her inner strength into her Psi-Sword. Before
rolling an attack, the player declares how many ISP to spend on damage, up to 6 points. Each point adds +2 to the damage (up to a maximum of +12). If using the split blade option, each blade gains +1 damage per ISP spent (to a maximum of +6 each).
PSI-SHIELD
Requirements: Seasoned, Cyber-Knight
Cyber-Knights with this Edge can summon a Psi-Shield, granting +3 Parry and a −4 Cover penalty to ranged strikes against her, see Shields in Savage Worlds. The Psi- Shield costs no ISP and can be summoned as a free action. While activated, the Psi-Shield can be used to bash for Str+2d4 damage, and
provides the wielder's Spirit in MDC Armor if an enemy attempts to shoot through it.
Dragon Hatchling Iconic Edges
DRAGON FAST REGENERATION
Requirements: Veteran, Dragon Hatchling, Vigor d10+
A dragon’s regenerative abilities can improve over time, allowing him to make a natural healing roll every round. He also gains +2 to recover from being Shaken and Stunned.
DRAGON FLAMING SCALES*†
Requirements: Seasoned, Dragon Hatchling (Flame Wind)
As an action the Hatchling sets its scales aflame per the damage field power but dealing 3d6 damage for their Spirit in rounds. Targets affected may ignite (see Fire in Savage Worlds). The Hatchling must wait
10 minutes before reactivating the power.
DRAGON LOW LIGHT VISION
Requirements: Novice, Dragon Hatchling
Dragons can develop strong night vision, which enables them to ignore Dim and Dark Illumination penalties.
DRAGON METAMORPHOSIS
Requirements: Veteran, Dragon Hatchling
The dragon may change his shape and size, appearing as any living creature from the size of a house cat to anything his natural size and weight. He can maintain any such form indefinitely, even while sleeping. The dragon gains no special properties of what he mimics, only the size and appearance.
DRAGON GROWS LARGER*
Requirements: Veteran, Dragon Hatchling
As they grow, dragons gain in size and strength; it gains a die type in Strength and grows to Size 7 (Large), gaining +4 Armor and +1 Toughness for the Size increase.
DRAGON GROWS HUGE*
Requirements: Heroic, Dragon Grows Larger, Dragon Hatchling
Upon taking this Edge the dragon gains a die type in Strength and grows to Size 8 (Huge), gaining +1 Toughness for the Size increase. The dragon’s hide thickens providing an additional +4 MDC Armor and +2 Toughness, his Claw/Bite damage increases to Str+3d4, AP equal to Size × 2, the damage of any breath attacks increases by one die type, and he applies a −2 penalty to opponents’ Fear checks. Note
that his Size category changes from Large to Huge and he can take a fifth Wound.
DRAGON TELEPORTATION
Requirements: Seasoned, Dragon Hatchling
Dragons can learn to naturally teleport as an action by checking Spirit and spending PPE. Double the effect of the Range modifier, but can't be combined with any others. At Veteran, when on a nexus point he may teleport to a previously visited dimension.
Juicer Iconic Edges
BURN BRIGHTER
Requirements: Novice, Juicer, Spirit d6+
Every drop of life is precious to a Juicer. She never wants to see it wasted. With this Edge, any time a Burn Die rolls a 1 the player still spends her Burn, but adds 6 to the Trait roll!
BURN FOR GLORY
Requirements: Legendary, Burn Brighter
For the rare Juicer who lives long enough to become Legendary, the possibilities are truly spectacular for what she can do with her remaining days. A Juicer with this Edge may spend a point of Burn (no roll) to double the result of any Trait or damage roll!
BURN FASTER
Requirements: Heroic, Juicer, Split the Seconds
There never seems to be quite enough time left, so the Juicer just has to go faster to get it all done. She can spend a Burn to ignore 4 points of Multi-Action penalties each turn when her Action Card is a face
card (she can perform three actions at no penalty). The effect lasts for 5 rounds.
BURN PAST THE PAIN
Requirements: Seasoned, Juicer, Vigor d10+
He doesn’t have time to bleed or feel pain. The Juicer can spend a Burn to ignore all Wound penalties for the remainder of a combat, including Wound penalties to Vigor rolls if he is Incapacitated during the combat (as per the Hard to Kill Edge).
BURN FOR TOMORROW
Requirements: Veteran, Burn Past the Pain
Death remains close on the Juicer’s heels, but he refuses to acknowledge it until his time has truly come. When rolling on the Death & Defeat Table, page 117, he may add his Burn Die to the d20 roll.
FRESHLY JUICED
Requirements: Novice, Juicer
For some Juicers, the surgical operations are as fresh in their memory as the chemical cocktails flowing through their veins; “Last Call” is a long way off for this Juicer. She adds +2 to her Burn Rating. This
Edge must be taken at character creation, and Freshly Juiced characters reduce their number of Hero’s Journey rolls by one—they haven’t had much of a “journey” yet!
GYMNASTIC MASTERY
This Edge is available to Juicers, see above.
SPLIT THE SECONDS
This Edge is available to Juicers, see above.
Ley Line Walker Iconic Edges
LEY LINE OBSERVATION SPHERE
Requirements: Seasoned, Ley Line Walker
Some Walkers are able to conjure up a glowing bluish-white sphere the size of a soccer ball, which they can send anywhere up or down a ley line. It travels at 30 mph and has a range of one mile, acting as a focus point for the Walker to use any of her senses to observe what’s around the ball as though she were standing there (she cannot cast her powers through it, however). Using the sphere counts as an action, imposing a −2 Multi-Action penalty on any other actions while active.
LEY LINE PHASING
Requirements: Veteran, Ley Line Walker
Some Walkers become so intricately tied to the lines that they are capable of phasing into the energies for an instant, transporting to any other point along the line in the blink of an eye. Ley Line Walkers with this Edge may take a full round to concentrate (taking no other actions, not even free actions), and on the next round can teleport flawlessly to any other point along the same line. Though it costs no PPE, the Walker must make a Vigor check or suffer a Fatigue level (requiring four hours to recover). Each subsequent use of this ability imposes a cumulative −2 penalty to the Vigor check until the Walker
has a full night’s rest. Ley Line Phasing cannot be used to transport others, but see Ley Line Gate, below.
LEY LINE GATE
Requirements: Heroic, Ley Line Phasing
A truly powerful Ley Line Walker ability, the hero can carry up to his Smarts die in passengers when he phases to another location on the line. Carrying passengers, even just one, imposes an additional −2 penalty to his Vigor check to resist Fatigue.
MARS Iconic Edges
BEYOND THE LIMIT
This Edge is available to MARS, see above.
UPGRADE
This Edge is available to MARS, see above.
Background Edges
UPGRADEABLE
Requirements: Novice
This hero can handle a lot more cybernetic invasion in his body than most. He increases his Maximum Strain by +6. Note Combat Cyborgs and Headhunters already have this Edge.
Combat Edges
CHARGE
Requirements: Seasoned, Fighting d10+
The warrior is experienced at moving across a large distance rapidly and getting the most effect out of rushing her foes. She may ignore the penalty for Running when making a Fighting attack at the end of
her movement.
OVERRUN
Requirements: Veteran, Charge
If he moves at least one inch beyond his normal Pace before making any Fighting attacks, the hero adds +2 to the damage rolls. Any target Shaken by such an attack is knocked prone.
DIRTY FIGHTER
Requirements: Seasoned
This Edge is favored by those who fight to win at any cost. A fighter with this Edge gets a +2 when making Tests against a foe if his next action is a Fighting attack against that same target.
TRICKY FIGHTER
Requirements: Veteran, Dirty Fighter, Fighting d8+
The warrior is adept at feints and trickery in hand-to-hand combat. He ignores the Multi-Action penalty when making a Test against a foe when his next action is a Fighting attack against that target.
Power Edges
BLASTER
Requirements: Veteran, Arcane Background (Any), Smarts d6+, Spirit d6+, Arcane Skill d8+
Your hero has honed the lethality of her arcane attacks, unlocking a Power Modifier that further improves the damage of multiple powers.
BLASTER (+2): When using at least one Mega Power Modifier in conjunction with the blast, bolt, burst, or damage field powers increase the damage dice from d6 to d8. Armor Piercing grants an extra +1 AP.
EXPERT BLASTER
Requirements: Heroic, Arcane Background (Any), Blaster, Smarts d8+, Spirit d8+, Arcane Skill d10+
Your blaster is an expert at improving the lethality of her arcane attacks.
EXPERT BLASTER (+3): When using at least one Mega Power Modifier in conjunction with the blast, bolt, burst, or damage field powers increase the damage dice from d6 to d10. Armor Piercing grants an extra +2 AP.
MASTER BLASTER
Requirements: Legendary, Expert Blaster, Arcane Skill d12+
Your blaster is a master at creating the very deadliest manifestation of her arcane attacks.
MASTER BLASTER (+4): When using at least one Mega Power Modifier in conjunction with the blast, bolt, burst, or damage field powers increase the damage dice from d6 to d12. Armor Piercing grants an extra +3 AP.
CYBER-PSYCHIC ALIGNMENT
Requirements: Seasoned, Arcane Background, Spirit d10+, Vigor d6+
The character’s mind and body are aligned strongly enough to offset one level of Strain penalty when using powers. Having a single Strain’s worth of cybernetics means there is no impact on rolling for powers use, while having three points of Strain value embedded only applies a −2.
IMPROVED CYBER-PSYCHIC ALIGNMENT
Requirements: Veteran, Cyber-Psychic Alignment, Vigor d10+
The character can ignore two levels of Strain penalties when using her powers.
MAJOR PSIONIC
Requirements: Seasoned, Arcane Background (Psionics), Smarts d6+, Spirit d8+, Psionics d8+
A greater control of mind, body, and spirit combined with the overwhelming power available on Rifts Earth means this hero can do much more with her inner strength. Major Psionics double the ISP gained from
the Arcane Background (Psionics) and Power Points Edges. Before attempting a Psionics skill roll, Major and Master Psionics may spend 2 ISP to gain +1 to the roll, or 4 ISP for +2.
MASTER PSIONIC
Requirements: Veteran, Major Psionic, Smarts d8+, Psionics d10+
The psychic has unlocked the penultimate powers of the mind and spirit—the Master Psionic gains access to the Mega Power Modifiers for all known psionics powers. Those with mind link may take mind reading. They also add elemental manipulation to their power list applying either an ectoplasm (equivalent to earth), electrokinetic (air), hydrokinetic (water), or pyrokinetic (fire) Trapping to the power. Master Psionics may either apply the chosen Trapping to their powers or the standard telekinetic force Trapping. Mind Melters who take elemental manipulation may freely choose among all of these Trappings or the standard telekinetic force Trapping when activating powers.
MASTER OF MAGIC
Requirements: Seasoned, PPE-based Arcane Background, Smarts d8+, Arcane Skill d8+, Occult d8+
True understanding of the ley lines, Rifts, and eldritch flow of power through the world grants the spellcaster exceptional might and capability. The Master of Magic gains access to the Mega Power Modifiers for all known magic or miracles powers.
POSSESSION
Requirements: Seasoned, Master Psionic, puppet
This ability grants the Master Psionicist an additional Modifier to the puppet power. If three more ISP is spent when activating the power, he may inhabit and take control of a target mortal’s body. The power has its Duration is increased to five minutes and requires a successful Psionics roll opposed by the target’s Spirit (empathy adds to this roll). With a Critical Failure the caster may not attempt to possess the target again for 24 hours. With a success his mental essence inhabits the target’s mortal body, gaining complete control over the possessed person’s actions and physical abilities (including the host’s physical Attributes, Edges, and powers, but not Skills or memories). With a raise the victim is −2 to opposed rolls versus the
possessor for the power’s Duration, which is increased to one hour base. The possessor may use psionic powers and abilities at a –2 while inhabiting a body of the same species, or –4 while inhabiting a similar but alien form. More alien forms could impose a higher penalty, or be impossible (at the GM’s discretion).
The host gets an opposed Spirit roll to break the possession whenever the possessor attempts to perform clearly harmful actions such as attacking the host’s friends or harming the host’s body. If successful the possessor loses his action, on a raise he is immediately ejected out of the host body and back into his own. During the period that the victim is possessed, the Master Psionic’s body is in a coma-like state and vulnerable to attack (including Finishing Moves if no allies are present he may instantly return to his body at any time regardless of distance. If the host is Incapacitated the possessor is Stunned and
returned to his body.
PSI-BLADE
Requirements: Seasoned, Master Psionic, smite
Another powerful manifestation of will and telekinetic strength, the Psi-Blade provides the psionic with a mental energy blade. The psi simply activates her smite power, summoning the Psi-Blade instead of putting the power on another weapon. The smite bonus adds directly to the Psi-Blade’s base damage. The psi-blade is a Mega Damage melee weapon dealing Strength + Smarts damage, with AP equal to Psionics × 2.
EXCEPTIONAL RAPID RECHARGE
Requirements: Veteran, Arcane Background, Improved Rapid Recharge, Spirit d8+
The character now regains 30 Power Points (PPE/ISP) per hour spent resting.
SIXTH SENSE
Requirements: Veteran, Danger Sense, Major Psionic
A psionic can develop extraordinary extrasensory perception and awareness of potential danger. When
rolling for Surprise, the character gains the normal Danger Sense bonus, and with a success begins the
round on Hold. With a raise, she can take a single immediate action (such as run to cover, activate a
defensive power, or draw a weapon). Sixth sense eliminates the −2 to Notice checks in other situations covered by Danger Sense.
TELEMECHANICS
Requirements: Seasoned, Master Psionic, mind link
This peculiar yet powerfulability allows the Master Psionic to directly interface with machines, including vehicles, weapons, computers, electronic devices, and robots. It reveals complete, expert knowledge of how the machine operates; a schematic diagram and perfect operational readouts are seen in the mind’s eye. When activating mind link the psionic can telepathically connect to a machine instead of an individual. They gain a +2 to Common Knowledge, Electronics, Hacking, Research, Repair, and Thievery rolls related to the target machine; this includes attempts to dig through data files or bypass security
systems and electronic locks. Though it can boost the hero’s understanding of machines, Telemechanics
does not allow the Master Psionic to telepathically control intelligent machines, cybernetic/bionic systems, vehicles, or weapons. Telemechanics is completely ineffective on arcane items or constructions (including Techno-Wizardry devices).
Professional Edges
COMBAT ACE
Requirements: Seasoned, Ace
With this Edge, the hero ignores the Multi- Action penalty for making a Boating, Driving, or Piloting
check and taking another action in the same round.
POWER ARMOR JOCK
Requirements: Novice, Agility d6+, Smarts d6+, Electronics d6+, Piloting d6+
Power armor requires a basic level of training and experience to operate effectively. A character must have this Edge to avoid a −2 penalty to Agility and all skill rolls while wearing power armor.
ROBOT VEHICLE JOCK
Requirements: Novice, Agility d6+, Smarts d6+, Electronics d6+, Piloting d6+
Robot vehicles are highly complex war machines which require a great deal of training to operate. Without this Edge, the operator suffers a −2 penalty to all skill rolls while piloting a robot vehicle.
Social Edges
I KNOW A GUY
Requirements: Novice, Persuasion d6+, Charismatic
Some people seem to know someone everywhere they go or make contacts quickly and easily. The contact may not be the most amazingly helpful person—they may even have an unrequited crush on the
hero or hate them for some past slight. The person known may be well-placed in an organization, or just as easily a homeless person who knows the word on the street. The point is, however, almost anywhere
he goes, the hero seems to have a knack for connecting with people who know something of value or can contact some helpful folks. Once per session, the player can invoke this Edge to effectively have the Connections Edge with any person or group who shares a mutual interest or motivations (whether
personally or as a group). Make a Smarts roll at −2 (or an opposed Smarts roll for powerful contacts) to see if they can be leveraged or convinced to help in any way. A failure on the check expends that session’s use of the Edge. If successful, the favor depends on the nature of the contact (GM’s call) but might
include loaning useful gear, a few allied fighters, transportation, information, or even a professional with critical skills the party doesn’t have, like a hacker, occultist, or scholar.
SCROUNGER
Requirements: Novice, Streetwise
Some people are just very skilled at knowing how to find what they need in an urban setting. They know where to look, who to talk to, and how to get what their group needs. A Scrounger can roll to Network, once per session, in any city or large town (−2 in smaller urban areas) to accomplish one of the following:
- Gain 2d4 fully charged E-clips or ammo magazines for the firearms she and her teammates use.
- Acquire a complete reload for one exotic or vehicular weapon, such as a Boom Gun, Mini Rail Gun, or grenade launcher.
- Procure food for 2d6 people for a week.
- Fully restock one Trauma Kit, or find 1d4+1 first aid kits (as found in the NGS2 Survival Pack).
- Find some rare (not necessarily valuable) but needed item (entertainment chips for computers, a spare part for a suit of armor or vehicle, snacks or treats, etc.).
Hindrances
With cyberware eliminating the negative effects of some physical Hindrances—Anemic, Blind, Hard of Hearing, One Leg, etc.—GMs may require an Advance be used to effectively buy off such Hindrances.
ILLITERATE (MINOR)
Though literacy is the default for heroes, the practice of learning to read and write is greatly diminished. The Coalition actively discourages literacy in its population, while those in other parts regions are too busy
with daily survival to bother with it. The Illiterate Hindrance is very common, but in Rifts® has no effect on the ability with basic math, which is applied in everyday life.
MANIA (MINOR/MAJOR)
The character has a serious mental illness, such as a lack of empathy, bipolar tendencies, or psychopathic compulsions. This incurs a −1 Persuasion penalty to those who know of it. A Minor Mania occurs infrequently or isn’t life threatening. A Major one is a full time obsession with serious consequences
if caught or discovered.
Comments