EDGES AND HINDRANCES

NEW EDGES

“HIDE NOT YOUR TALENTS, THEY WERE FOR USE MADE. WHAT’S A SUN-DIAL IN THE SHADE?” –Benjamin Franklin

First, a list of Edges from the core book which are inappropriate for this setting:

  • Arcane Background (other than ones listed below)
  • Power Edges not listed below
  • Filthy Rich
  • Noble
  • To Be Continued…

Main Page

TWISTED BACKGROUND EDGES

These Edges are Mutant-only, and may only be taken at character creation.

ARCANE BACKGROUND (PSIONICS) (Novice)

The hero has developed psychic powers (and possibly a bulbous head) – this background functions exactly as in the SWEX, although powers and edges may also be taken from the Slipstream setting.

EXTRA ARM (Novice, Mutant, Agility d8+)

The hero possesses another usable arm, which has sprouted out of any reasonable part of the character’s body (player choice). This arm counts as an off-hand limb, allowing the character to take an additional action each round, though the normal MAP and off-hand penalties apply. This Edge may be taken more than once.

MULTI-DEXTROUS (Novice, Mutant, Ambidextrous, Extra Arm)

A character with this Edge ignores off-hand penalties for using a third arm.

DANGER SENSE (Novice, Mutant)

A limited form of precognition, this edge works like the Weird Edge from the core book, granting the character a Notice roll at -2 to sense surprise attacks, ambushes, traps, and other nasty surprises just long enough before they happen to act.

CLAWS AND JAWS (Novice, Mutant)

This lucky (lucky?) hero has developed sharp claws and deadly fangs, granting them natural weapons which deal Str + d6 damage. Unfortunately, they are also quite disturbing to look at as these mutations cannot be effectively hid, lowering the character’s Charisma by 1.

VENOM (Novice, Claws and Jaws)

A successful bite attack now injects the victim with toxic chemicals secreted by the Twist’s fangs. The target must make an immediate Vigor roll or be Shaken (this may result in a Wound if they are already Shaken). Success results in no effect, but a failure means they will have to roll again next round or suffer a point of Fatigue.

FISH PERSON (Novice, Mutant)

The character grows gills and webbing forms between fingers and toes. The hero cannot drown in water, and has a Pace in water equal to his Swimming skill. In addition, he adds +2 to all Swimming rolls, thanks to that webbing.

EXPANDED VISION (Novice, Mutant)

The waster’s eyes are able to see a much broader spectrum of radiation than most humans, granting them one of two options: Low Light Vision and a +2 to Notice rolls during the day or Heat Vision and a +2 to Notice rolls made during the night.

WINGS (Novice, Mutant, Strength d6+)

Somehow, the character has evolved a pair of massive wings, and the ability to fly anywhere she is able to maneuver her 2” (12 foot) wingspan. She has a Flying Pace of 10, which is doubled during a dive, and a Climb Rate of 5”. Penalties from Encumbrance subtract 2 from Flying Pace. In addition (thank science for this) the flier suffers a -2 penalty on Soak rolls for having hollow bones, but gains a +1 bonus to Strength rolls (including melee damage) thanks to the enhanced musculature necessary to fly.

RHINO SKIN (Novice, Mutant, Vigor d6+)

Your hero’s skin becomes grey, thick, and leathery, granting him +3 Armor, but inflicting a -1 penalty to Charisma.

ENVIRONMENTAL ADAPTATION (Novice, Mutant, Vigor d6+)

This Twist is incredibly well-adapted to life after Armageddon, and gains a +2 on all rolls made to resist heat, cold, and radiation.

IMPROVED ENVIRONMENTAL ADAPTATION (Novice, Environmental Adaptation)

As the basic version, but the Twist gains a +4 instead.

WEIRD MUTATION (Novice, Mutant, Vigor or Spirit d6+)

The character gains a single Novice rank Power and 5 Power Points to use it with. The trappings of this ability should be carefully described in the form of a mutation of some kind. The character will use Vigor as the arcane skill for physical abilities, and Spirit for mental ones (decided upon taking the Edge). This Edge may be taken more than once.

BACKGROUND EDGES

ARCANE BACKGROUND (MAD SCIENCE) (Novice)

With all the debris of a highly advanced civilization lying around, some folks have taken it upon themselves to try and reclaim some of the glories of the old world. They piece together scraps of old technology to build incredible devices that are almost indistinguishable from magic. This edge works exactly as Mad Science in the SWEX, but Edges may also be taken from the Slipstream setting book.

COMBAT EDGES

MULTI-FISTED (Seasoned, Mutant, Two-Fisted)

While not necessarily Multi-Dextrous, the character has made a practice of fighting with multiple arms, and ignores the MAPs for attacking with up to three arms.

PROFESSIONAL EDGES

SAWBONES (Novice, Healing d8+, Knowledge (Medicine) d8+)

Individuals with knacks for stitching up wounds and setting bones are held in high regard in the twisted wastes, especially because they are so few and far between. The character gains +2 on Healing rolls, and also gains +2 to Charisma among those who know of his/her talents.

EXPLORER (Novice, Vigor d6+, Tracking d8+)

There are two extremes of climate in the world, and this character has survived them both. Explorers gain +2 on Tracking rolls, and +2 on Vigor rolls made to resist cold and heat.

SCROUNGER (Novice, Survival d8+, Smarts d6+, Repair d8+)

Some heroes have an uncanny ability to stumble across useful objects or much needed resources. Scroungers always draw at least one card when using Survival to Scavenge, even on a Critical Failure, and may draw an additional card with a Raise.

NEW HINDRANCES

“PEOPLE WHO HAVE NO FAULTS ARE TERRIBLE; THERE IS NO WAY TO TAKE ADVANTAGE OF THEM.” -Anatole France

ALL THUMBS (Major)

All Thumbs functions as normal, except that it is a Major Hindrance in this setting due to the tendency of complicated items to break down on their own.

ANEMIC (Major)

Anemic functions the same as it does the SWEX, except that it is a Major Hindrance in this setting, due largely to the intense heat, cold, and radiation that permeates the landscape.

STONE COLD (Minor)

The character feels little compassion for others and, while not necessarily a murderer, has no problem hurting or killing those who get in his/her way. Due to the character’s cold and unfeeling personality, he/she suffers -2 to Charisma.

Xenophobic (Major)

Whether because of simple ignorance or from past dealings, the character has a dislike of all other sub-races and finds dealing with them unpleasant at best. He suffers a –4 penalty to Charisma when dealing with those of foreign genetic ancestry. Openly voicing his xenophobic beliefs, something he finds hard to control, may lead to confrontation or ostracism.

On to Gear and Scavenging.

Back to Main Page.

EDGES AND HINDRANCES

TWIST SolomonQuick