Edges

Edges

Old Edges

(Improved) Arcane Resistance: The bonus provided can also be used on rolls to resist demonic possession or increases in Taint.

(Very) Attractive: What might be drop dead gorgeous to one species might be vomit-inducing hideousness to another. For the most part, these Edges only work on members of the same species. However, there is some cross-species attraction and they can be used on other races if they are of similar descent (such as both being reptilian).

Beast Bond and Beast Master: Since there aren't any animals around anymore, these are rather pointless Edges to select.

Champion, Gadgeteer, Holy/Unholy Warrior, Mentalist, and Mr. Fix It: None of these Professional Edges really fit any of the available Arcane Backgrounds so aren't available.

Giant Killer: Space stations and starships are relatively cramped affairs. Since there isn't any size difference of great significance between the surviving races, this Edge has little use.

Noble: The Confederacy was essentially a democracy and none of the surviving Independent Races had a system of nobles, so this Edge isn't available.

Wizard: This is only available to Arcane Backgrounds that are learned rather than intuitive. This means that Elementalists and Void Shamans can't have it, but see Spirit Friend below.

Woodsman: Not a lot of call for this Edge, due to a general lack of wilderness areas.

Edges from Other Settings

The following Edges are from Savage Settings published by Pinnacle/Great White Games and are suitable for use in Entropy. For copyright reasons, the text cannot be reprinted here. But if you happen to have a copy of the relevant setting book, go ahead and use it.

Deadlands: Reputation

50 Fathoms: (Really) Dirty Fighter

Low Life: Say, aren't you that one guy, Smoove, Freak Occurence Magnet, Supreme Bad Ass

Necessary Evil: Combat Sense, Take the Hit

Rippers: Stout-Hearted

New Edges

Curse
Type: Power
Requirements: Arcane Background: Sorcerer or Necromancer, Veteran, Spirit d10+, Sorcery d8+
To make use of this Edge, the magician must spend double the normal amount of Power Points when using a power which has a detrimental effect on someone. What it does is make the power last until the victim fufills certain conditions chosen by the magician. The GM must approve the conditions and they should be possible (though not necessarily easy) to accomplish. When inflicting the Curse, the caster must make a pronouncement to the victim that he's been Cursed as well as what needs to be done to break it (though the latter may be stated as a riddle of some sort). As long as the Curse is in effect, the caster cannot regain half of the Power Points spent (i.e., the normal cost of the power). While a magician can place multiple curses on a target, the same curse cannot be used again while the first is still in effect.

Guild Membership
Type: Social
Requirements: Arcane Background
Your character belongs to one of the magician's guilds that exist in the Confederacy and the bordering territories. Among the advantages are relatively easy access to high level magic libraries and fellow magicians. For practical purposes, this can be treated in the same manner as having the Connections Edge. Also, people who purchase the services of magicians are much more likely to chose a guild member, since they'll be more confident that they're not dealing with a fraud. Dues are required on a regular basis and, depending on the guild, might require a member to on occasion complete a mission for the benefit of the guild.

Hacker
Type: Professional
Requirements: Smarts d8+, Lockpicking d8+, Investigation d6+, Tracking d6+
On the 'Net, there's nothing you can't do. No security program can keep you out, no file can remain hidden from you, and no trace can be slapped on you. While on the 'Net, all Lockpicking, Investigation, and Tracking rolls are at +2.

Pilot
Type: Background
Requirements: Smarts d8+, Spirit d6+, Astrogation d6+
Your character went through Pilot training and has a neural interface installed. Due to the unique nature of the interface, it does not have a Cyberload Rating. This also means that all Pilots effectively have the Cyberware Allergy Hindrance in regard to all other forms of cyberware. For obvious reasons, Pilots can't have the Quantium Allergy Hindrance.

Pilot's Sight
Type: Weird
Requirements: Veteran, Spirit d10+, Pilot
The quantium in a Pilot's neural interface can sometimes affect how the brain works. Over time, the Pilot can see even small disturbances between normal space and Hyperspace. What this means is that, on a Notice roll, a Pilot with this Edge can spot if someone or something has any arcane influence. A raise is needed to determine if these influences originate from a sentient or a spirit. Two raises are required to nail down the specific Arcane Background or spirit type.

Quantium Tolerant
Type: Background
Requirements: Spirit d6+
Your character's system seems to have an easier time dealing with quantium than most. You get a +2 to all Spirit rolls when using an Alchemy item. Pilots with this Edge get a +2 on Astrogation rolls when plotting a course through Hyperspace.

Ship
Type: Background
Your character starts play in possession of (or have easy access to) a ship suitable for star travel. It will be something small, such as a fighter, a long range shuttle, a light freighter, or maybe a corvette. Depending on its size, it will also have a loan of some sort to pay off. It should also be determined if the loan is owed to the sort of people who ask about your credit history or the sort who ask you if you like your kneecaps.

Spirit Friend
Type: Professional
Requirements: Arcane Background: Elementalist or Void Shaman, Spirit d10+, Summoning d8+
Spirit friends have a better understanding of the spirits they associate with and find them more agreeable. Any elemental or void spirit summoned will offer twice the number of services that the summoner would otherwise be entitled to.

Trademark Ship
Type: Combat
Requirements: Seasoned, Ace, Piloting d8+
You have a feel for your ship that borders on the supernatural. The maneuverability you can squeeze out of it makes it difficult to acquire a targeting lock. While piloting a specific ship, all Gunnery rolls to hit are at -1. Though this Edge is most appropriate with fighters, at the GM's discretion it can be used with other small ships which could be considered personal (so forget about using it with dreadnaughts).

Improved Trademark Ship
Type: Combat
Requirements: Veteran, Trademark Ship
As above except the penalty is at -2.

Zero-G Acclimation
Type: Combat
Requirements: Agility d6+
Combat and movement in zero-G can be tricky and applies a -2 to Agility, Fighting, Shooting, and Throwing rolls. Pace is also halved. Characters with this Edge know how to adjust themselves and halve these penalties and can move at full Pace.

Improved Zero-G Acclimation
Type: Combat
Requirements: Seasoned, Zero-G Acclimation
Taking this upgrade eliminates the penalties and allows the character to go at running speed on an Agility roll.

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