TEXT: 1) The Basics
  This game uses a modified Savage Worlds 
  rule set. The Savage Worlds rules are 
  simple and follow a standard pattern. Let’s 
  dive right in and you’ll see how it works.
  Traits
  Every character or creature has two kinds 
  of traits—attributes and skills. Each trait is 
  rated from a d4 to a d12, with d6 being 
  average and d12 being world-class.
  Trait Tests
  When you want your character to do 
  something, the GM tells you what trait to 
  use and you roll that die. If it’s equal to or 
  greater than 4, plus or minus any modifiers, 
  you’re successful.
  Some characters or creatures have traits 
  higher than a d12, such as a d12+3. That 
  means to roll the d12 and add 3.
  Target Numbers (TN): The usual target 
  number for most tasks is 4, plus or minus 
  any modifiers. Parry and Toughness are 
  special TNs and will be explained later on.
  Untrained: If a character doesn’t have a 
  skill for an action he’s attempting he rolls 
  with a d4 in the trait but subtracts 2 from 
  the total. Some skills can never be used 
  untrained, such as reprogramming a rogue 
  war AI or performing brain surgery.
  Aces
  Trait tests and damage rolls in these rules 
  are “open ended.” That means when you 
  roll the highest number possible on a die (a 
  6 on a d6, an 8 on a d8, and so on), you 
  get to roll that die again and add it to the 
  total. This is called an “Ace,” and you can 
  keep rolling and adding as long as you Ace!
  Opposed Rolls
  Sometimes rolls are “opposed” by an 
  opponent. If two characters are wrestling 
  for control of an ancient artifact, for 
  example, they both make Strength rolls. 
  When this happens, the acting character 
  gets his trait total first, followed by whoever 
  is opposing him. The highest total wins.
  The Wild Die
  When making any sort of trait test, Wild 
  Cards roll an extra d6 called the “Wild Die.” 
  If the result of the Wild Die is higher than 
  the trait die, take the result of the Wild Die 
  instead.
  All modifiers apply to both the trait and Wild 
  Die since whichever is highest is your total 
  before the modifier.
  One Wild Die Per Action: When Wild 
  Cards roll multiple dice for a single action, 
  such as when firing on full-auto, they roll 
  only one Wild Die. A gunner who fires three 
  bursts, for example, rolls three of his 
  Shooting dice and one Wild Die—which 
  may then replace one of his Shooting dice 
  if it comes out higher.
  Bennies
  Savage Worlds gives players and GMs a 
  little extra control over the whims of fate. 
  Every player starts each game session with 
  three “bennies,” gaming stones or other 
  tokens that signify a little bit of good luck or 
  fate. (For those who don’t know, “bennies” 
  is a slang term derived from “benefits.”)
  You can use a benny to reroll any trait test. 
  You can even keep spending them until you 
  get the result you want or you run out of 
  bennies! Take the best of your rolls—
  spending a benny should never hurt you, 
  only help. If your original roll is a 5, for 
  example, and a benny gets you a 4, you 
  keep the original 5 instead.
  Bennies cannot normally be spent on
  damage rolls, rolls on tables, or anything 
  besides trait rolls. (Soak rolls and certain 
  Edges do allow other uses of bennies 
  besides rerolling trait rolls, but these are 
  the exception.) Bennies are not saved up 
  between sessions, so use ‘em or lose ‘em!
  Game Master Bennies
  Game Masters get bennies for their villains 
  too. At the start of each session, the GM 
  gets one benny for each player character in 
  the group. Each of the GM’s Wild Cards 
  also get two bennies of their own. They can 
  use these or the “common” pool to save 
  their evil skins, but they can’t share their 
  own bennies with their minions.
  
  As with heroes, bennies are not saved 
  between sessions.
  2) Race
  In this setting, all player characters will be 
  the equivalent of human. Though all players 
  begin play with one free professional edge 
  chosen from the following list. You must 
  have all the standard requirements for the 
  edge.
  Front Line Infantry – Novice, Agility d8 + 
  Shooting d8+ Fighting d6+
  You spent your career on the front lines; 
  you’re accustomed to fighting up close and 
  personal. Add +2 to fighting with the Assault 
  Rifle, Shotgun, and all melee weapons.
  Sniper – Novice - Agility d8+ - Shooting 
  d10+
  You took extra training to make one shot 
  and make it count. You get +2 to rolls with 
  the Battle Rifle and Sniper Rifle. With the 
  sniper rifle you get a +2 to all stealth rolls.
  Medic – Novice – Smarts d8+ - Healing 
  d10+ -
  First aid is your forte. You are trained 
  enough to use field medic kits in battle. 
  Field medic kits are described later.
  Heavy Arms Expert – Novice, Agility d8+, 
  Shooting d10+, Steady Hands
  You’re the man to see when you need 
  something big brought down. You get +2 to 
  all attacks made with a heavy weapon 
  against a vehicle. You also may spend a 
  benny to reroll any damage against a 
  vehicle.
  3) Traits & 
  Derived Statistics
  Traits
  Characters are defined by attributes and 
  skills, collectively called “Traits,” and both 
  work in exactly the same way. Attributes 
  and skills are ranked by die types, from a 
  d4 to a d12, with d6 being the average for 
  adult humans. Higher is better!
  Attributes
  Every character starts with a d4 in each 
  attribute, and has 5 points with which to 
  raise them. Raising a d4 to a d6, for 
  example, costs 1 point. You’re free to 
  spend these points however you want with 
  one exception: no attribute may be raised 
  above a d12 at creation.
  • Agility reflects your hero’s nimbleness, 
  quickness, and dexterity.
  • Smarts is a measure of how well your 
  character knows his world and culture, how 
  well he thinks on his feet, and mental 
  agility.
  • Spirit reflects your hero’s inner wisdom 
  and willpower. Spirit is very important as it 
  helps your character recover from being 
  rattled when injured.
  • Strength is your raw physical power and 
  general fitness. Strength is also used to 
  generate your warrior’s damage in hand-to 
  hand combat.
  • Vigor represents endurance, resistance to 
  disease, poison, or toxins, and how much 
  pain and physical damage a hero can 
  shake off.
  Skills
  Skills are learned trades such as Shooting, 
  Fighting, scientific knowledge, professional 
  abilities, and so on. These are very general 
  descriptions which cover all related 
  aspects. Shooting, for example, covers all 
  types of guns, bows, rocket launchers, and 
  other ranged weapons. All heroes begin the 
  game with 15 skill points. Each die type 
  costs 1 point as long as the skill is equal to 
  or less than the attribute it’s linked to (listed 
  beside the skill in parentheses). If you 
  exceed the attribute, the cost becomes 2 
  points per die type.
  As with attributes, no skill may be 
  increased above d12 at creation.
  Derived Statistics
  Your character sheet contains a few other 
  
  statistics you need to fill in, described 
  below.
  Pace is how fast your character moves in a 
  standard combat round. Humans walk 6” in 
  a round and can move an additional 
  amount equal to a flat (non-exploding) 
  Athletics check if they run. Write “6” on your 
  character sheet beside the word Pace. This 
  is 6” on the table-top—every inch there 
  represents 2 yards in the “real world.”
  Parry is equal to 2 plus half your 
  character’s Fighting (2 if a character does 
  not have Fighting), plus any bonuses for 
  shields or certain weapons. This is the TN 
  to hit your hero in hand-to-hand combat.
  For stats such as d12+1, add half the fixed 
  modifier, rounded down. For instance, a 
  Fighting skill of d12+1 grants a Parry of 8, 
  whereas a d12+2 gives a Parry of 9.
  Charisma is a measure of your hero’s 
  appearance, manner, and general likability. 
  It’s 0 unless you have Edges or Hindrances 
  that modify it. Charisma is added to 
  Persuasion, Perform, and Streetwise rolls, 
  and is used by the GM to figure out how 
  nonplayer characters react to your hero.
  Toughness is your hero’s damage 
  threshold. Anything over this causes him to 
  be rattled or worse. Like Parry, Toughness 
  is 2 plus half your hero’s Vigor, plus Armor 
  (use the armor worn on his torso). Vigor 
  over a d12 is calculated just like Parry.
  4) Combat
  We don’t call these “Savage” Settings for 
  nothing. Sooner or later, your hero is going 
  to  find  himself  hip-deep  in  trouble. 
  Fortunately for you,  Savage Worlds keeps 
  the fighting Fast! Furious! and Fun!
  Initiative
  To help the Game Master keep track of who 
  goes  in  what  order—and  add  a  healthy 
  dose  of  excitement—we  use  a  deck  of 
  playing  cards  to  determine  everyone’s 
  initiative.  (And  yes,  of  course  we  sell  a 
  special Savage Worlds Action Deck!)
  Deal in characters as follows: Every Wild 
  Card is dealt a single card. Any allies that 
  player is controlling act on his card as well.
  Every type of Game Master troop, such as 
  all zombies, all wolves, and so on, share a 
  card. (If a type of opponent is set-up in two 
  or more groups, such as two wolf-packs on 
  opposite  ends  of  the  playing  area,  you 
  should give each group a separate card.)
  The Game Master then counts down from 
  the  Ace  to  the  Deuce,  with  each  group 
  resolving its actions when its card comes 
  up. Ties are resolved in suit order: Spades 
  are  first,  then  Hearts,  Diamonds,  and 
  Clubs.
  The Joker Is Wild!
  Jokers are special. A character who is dealt 
  a Joker gets to go whenever he wants in a 
  round, before anyone else or at any point 
  later,  including  automatically  interrupting 
  another’s action if he wishes.
  In addition, the  hero adds +2  to all  trait 
  tests made this round, and +2 to damage!
  Reshuffle the deck after a Joker is dealt to 
  any character.
  Hold
  A hero may choose to wait and see what 
  happens by taking a Hold action. He may 
  then go later in the round if he chooses, 
  and can then take his action normally.
  A Held  action  lasts  until  it’s  used.  If  a 
  character  has  a  Held  card  when  a  new 
  round starts, he’s not dealt in.
  Interrupting Actions
  If a character on Hold wants to interrupt an 
  action, he and the opponent make opposed 
  Agility rolls.Whoever rolls highest goes first. 
  In the rare case of a tie, the actions are 
  simultaneous.
  
  Movement
  Player  characters  have  a  Pace  of  6, 
  meaning they can move that many inches 
  on the tabletop in a round and can move an 
  additional  amount  equal  to  a  flat  (non-
  exploding) Athletics check if they run. Write 
  “6” on your character sheet beside the word 
  Pace. This is 6” on  the  table-top—every 
  inch there represents 2 yards in the “real 
  world.”
  Melee Attacks
  A character may make one Fighting attack 
  per  round.  Roll  a  Fighting  skill  roll  and 
  compare it to the opponent’s Parry. On a 
  success,  your  character  makes  a  melee 
  damage roll based on the weapon in hand 
  (see Damage). With a raise, you add an 
  additional  +1d6  bonus  damage  for  that 
  strike as well.
  Withdrawing From Close Combat
  Whenever a character retreats from melee, 
  all adjacent opponents get an immediate 
  free attack (but only one—no extra attacks 
  for Frenzy or wielding two weapons).
  Ranged Attacks
  The Shooting skill covers everything from 
  pistols  to  rocket  launchers.  You’ll  notice 
  missile  weapons  on  the  weapons  chart 
  have a set of numbers under “Range.” This 
  is  their  Short,  Medium,  and  Long  range 
  brackets. Hitting a target at Short range is a 
  standard  Shooting  roll  with  a  TN  of  4. 
  Shooting  a  target  at  Medium  range 
  subtracts 2 from the roll, and Long range 
  subtracts 4.
  Weapon ranges, by the way, are designed 
  for the table-top and using miniatures. For 
  a  quick  conversion,  every  inch  on  the 
  tabletop equals 2 yards in the real world. A 
  target at 25”, for example, is actually 50 
  yards away from the attacker.
  Cover
  Subtract 2 from the attack if the defender 
  has  minor  cover  (half  cover  or  full  light 
  cover  such  as  brush),  and  –4  if  the 
  defender  has  substantial  cover  (about 
  2/3rds cover). A prone character has minor 
  cover (-2), but standing back up costs 2” of 
  movement.  While  prone,  defenders 
  subtract  2  from  their  Parry  and  Fighting 
  rolls.
  You’ll find a number of additional situational 
  combat modifiers and some other special 
  types of attacks in the full rulebook.
  Damage
  After  a  successful  hit,  the  attacker  rolls 
  damage.  When  rolling  damage,  add  the 
  results of the dice together to figure your 
  total damage. All damage rolls can Ace as 
  well, which means that you keep rolling and 
  adding  whenever  damage  dice  Ace.  You 
  got  that  right,  friend.  Even  the  lowliest 
  goblin can put down a legendary hero with 
  a really lucky roll.
  Ranged  Damage:
   Ranged  weapon 
  damage is fixed, such as 2d8 or 2d6+1. A 
  Colt  .45,  for  example,  does  2d6+1, 
  meaning you roll two six-sided dice, add 
  them together (along with any 6 Aces), and 
  then add +1 to the total. Heroes don’t get 
  Wild  Dice  on  damage  rolls—those  only 
  apply to traits.
  Melee Damage:  Melee damage is figured 
  by rolling the attacker’s Strength die and 
  the weapon’s damage die and adding the 
  results together. A hero with Strength d8 
  and a short sword (d6), for example, deals 
  d8+d6 damage with the sword. As always, 
  these dice can Ace! Don’t add Wild Dice to 
  these rolls—heroes only get those on skill 
  and attribute rolls.
  Bonus Damage:  Well-placed attacks are 
  more likely to hit vital areas. If you get a 
  raise on the attack roll, add +1d6 to the 
  damage as well! (Bonus damage can also 
  Ace!) Don’t add  additional  dice  for more 
  than one raise.
  Dealing Damage
  
  After hitting, your damage is compared to 
  the  opponent’s  Toughness.  Damage  rolls 
  have  successes and  raises just  like  trait 
  rolls. If the damage roll is less than the 
  target’s Toughness, the victim is beaten up 
  a bit but there’s no game effect.
  If the damage roll is a success (equal to or 
  higher  than  the  victim’s  Toughness)  he’s 
  Shaken. Place  the  figure  on  its back or 
  mark it with a red gaming stone to show its 
  status. Each raise (additional 4 points) on 
  the damage roll means the victim suffers a 
  Wound. Extras only have one wound and 
  are  Incapacitated  (simply  taken  off  the 
  table). They’re injured badly enough to quit 
  the fight, and may even be dead (a simple 
  Vigor check after the fight—failure means 
  the victim expired).
  Shaken
  Shaken characters are nicked, bruised, or 
  otherwise  rattled.  (If  you’re  familiar  with 
  games that use “hit points,” think of being 
  Shaken as losing a few—there’s no  real 
  effect,  but  the  character  is  slowly  being 
  worn down—the GM just doesn’t have to 
  track  all  this  minor  damage!)  Characters 
  can become Shaken by tests of will results, 
  fear, and most commonly, damage. Shaken 
  characters may only move half their Pace 
  and can perform no other actions (including 
  running). A Shaken character automatically 
  attempts  to  recover  at  the  beginning  of 
  each action by making a Spirit roll. A failure 
  means he remains Shaken (though he may 
  move  half  his  Pace  as  outlined  above). 
  With  a  success,  the  recovery  check 
  consumes the hero’s entire round but the 
  character  recovers  and  can  remove  his 
  Shaken counter. With a raise, the character 
  recovers instantly and may act normally. If 
  a Shaken character is Shaken again by a 
  damaging  attack,  the  character  takes  a 
  wound instead. Getting two Shaken results 
  is an effective tactic against opponents with 
  high  Toughness  scores.  Try  setting  up 
  these  foes with  a  test  of  wills  to  Shake 
  them, then follow up with something a little 
  more lethal.
  Example: A Marine shoots an grunt with a 
  Toughness of 5 and gets a damage result 
  of  5.  The  creature  is  Shaken,  but  since 
  that’s  not  a  raise  over  its  Toughness,  it 
  doesn’t suffer a wound. A damage roll of 9 
  or better would cause a wound, and since 
  it’s not a Wild Card, it’d be off the table. 
  Incapacitated  doesn’t  always  mean  the 
  target  is  actually dead—but  it’s definitely 
  out of the fight.
  Wild Cards and Wounds
  Wild Cards can take multiple wounds, and 
  every raise on the damage roll  inflicts a 
  wound. Each wound causes a –1 penalty 
  per wound to all further trait tests. A hero 
  with 2 wounds, for example, suffers a –2 
  penalty to all trait tests.
  If  a  hero  suffers  a  wound  and  wasn’t 
  already Shaken, he is Shaken as well.
  Heroes can take 3 wounds before they’re in 
  real danger of dying. Damage that would 
  cause  wounds  after  that  leaves  them 
  Incapacitated.  An  Incapacitated  character 
  must  make  an  immediate  Vigor  roll, 
  applying wound modifiers.
  Result
  Effect
  Raise
  The hero is stunned. He 
  still has 3 wounds, but is 
  Shaken, not     
  Incapacitated.
  Success
  The hero is unconscious 
  for an hour, or until 
  healed.
  Failure
  The victim is Bleeding 
  Out and remains 
  unconscious until healed. 
  He must make another 
  Vigor roll each round and 
  dies on a modified roll of 
  1 or less.
  At the back of this book is a selection of 
  gear to get you started. The full rulebook 
  
  has  extensive  equipment  lists,  including 
  vehicles and special weapons. Below is a 
  quick explanation of some common special 
  abilities.
  Parry:  Apply  the  listed  modifier  to  the 
  user’s Parry.
  AP (Armor Penetration): Ignore this many 
  points of Armor when figuring damage. A 
  weapon  with  an  AP  of  2,  for  instance, 
  ignores the first two points of armor a target 
  might have.
  Shotgun:  Shotguns add +2 to the user’s 
  Shooting  roll.  Damage  is  3d6  at  Short 
  Range, 2d6 at Medium, and 1d6 at Long.
  Range: This is listed in inches for ease of 
  use on the tabletop. Note that every inch on 
  the  tabletop  equals  2  yards  in  the  real 
  world.  A  target  at  25”,  for  example,  is 
  actually 50 yards away.
  Rate of Fire:  A character may make as 
  many  ranged  attacks  per  round  as  his 
  weapon’s  Rate  of  Fire  allows.  Most 
  submachine guns, for example, can fire 3 
  shots. Each shot is made at -2.
  These shots can be split among all possible 
  targets as the player desires, but must all 
  be taken at the same time. A shooter with 
  an Uzi couldn’t fire one shot, then move 
  and fire two more, for instance.
  Each  die  you  roll  when  firing  full-auto 
  represents a number of actual bullets equal 
  to its Rate of Fire. An Uzi firing 3 dice per 
  turn,  for  example,  uses  9  rounds  of 
  ammunition.
  Wild  Cards  roll  all  their  dice  and  one 
  additional Wild Die. This die can replace a 
  lower roll, but cannot add an additional hit 
  (and doesn’t cause additional damage).
  Reach:
   A  character  may  attack  an 
  opponent up to this many inches distant.
  Snapfire:
   This  awkward  and  heavy 
  weapon inflicts a -2 “snapfire” penalty to 
  Shooting  if the  user moves in  the  same 
  round it’s fired.
  5) Skills
  Athletics (Strength)
  Athletics  is  used  for  running,  jumping, 
  climbing, and swimming.
  When a character wants to run, he may roll 
  his  Athletics  (using  a  non-exploding  die) 
  and add it to his Pace. A character may 
  also use Athletics to climb walls, trees, or 
  cliff-sides.  No  roll  is  usually  needed  to 
  ascend ladders, ropes, or trees with lots of 
  limbs unless the GM feels there’s a good 
  reason
   
  (being
   
  chased,
   
  wounded, 
  etc).Characters about to ascend a difficult 
  surface must make a Athletics roll every 10” 
  (20 yards). The skill roll is modified by the 
  conditions  in  the  accompanying  chart. 
  During combat, characters ascend at half 
  their Strength per round if using ropes or 
  with decent hand- or footholds. 
  Situation
  Modi
  fier
  Climbing Equipment
  +2
  Advanced
   
  Climbing 
  Equipment
  +4
  Scarce or Thin Handholds
  -2
  Wet Surface
  -2
  Demolitions (Smarts)
  Someone  once  said,  “There  are  few 
  problems that can’t be solved by a charge 
  of high explosives.” If you believe that then 
  demolitions is your answer. This skill covers 
  all aspects of demolitions and the use of 
  high explosives. It can be used to set and 
  defuse  charges,  and  to  estimate  the 
  amount  of  explosives  necessary  to 
  demolish  buildings  and  structures.  Below 
  are the things you can do with the always 
  risky Demolitions skill.
  
  Set Charge:  This covers the setting of a 
  single charge to be detonated by fuse or 
  handheld detonator. If a series of charges 
  is to be set off at the same time from a 
  single  fuse  or detonator,  the  Demolitions 
  die roll for each charge after the  first is 
  modified by -1. Setting a charge takes a 
  single action.
  Booby Traps:  The die roll modifier is the 
  same when setting booby traps. Spotting 
  such a trap requires an opposed Notice roll 
  vs. Demolitions roll. Each additional minute 
  used to set up the booby trap allows it to be 
  more  sophisticated,  and  adds  +1  to  the 
  Demolitions  roll  when  it’s  opposed  by 
  Notice (to a maximum of +3).
  BOOM!:  A critical  failure  when  setting  a 
  charge indicates the explosive detonated. 
  The  character  and  anyone  in  the  burst 
  radius suffers full damage.
  Defuse  Charge: 
  A  character  may 
  automatically defuse his own charge as an 
  action, unless it’s so complicated the GM 
  determines a roll is necessary. A result of 1 
  on the Demolitions die roll means that the 
  charge detonates immediately.
  Defusing a charge set by someone else
  requires a Demolitions roll at a -2 penalty. If 
  the roll succeeds, the charge is disarmed. If 
  the roll is failed, the explosive detonates as 
  designed.
  Estimate Charge:  The mark of a pro is 
  using the right amount of explosives to get 
  the  job  done.  A successful  roll  allows  a 
  character to know how much explosive to 
  use for a particular job.
  Driving (Agility)
  Driving allows your hero to drive vehicles 
  that move on the ground. Flying vehicles 
  are governed by the Piloting Skill.
  Fighting (Agility)
  Fighting  covers  all  hand-to-hand  (melee) 
  attacks. The TN to hit an opponent is his 
  Parry (2 plus half his Fighting). Fighting is 
  also the skill used to throw any weapons 
  which  require  specific  training  for  proper 
  use (a knife or a throwing star, for example, 
  but not an improvised weapon such as a 
  bottle  or  a  rock).  Any  references  to  the 
  Throwing skill in these rules also applies to 
  this use of the Fighting skill.
  Guts (Spirit; special)
  Guts reflects a hero’s bravery. Characters 
  might have to make Guts checks when they 
  encounter something particularly gruesome 
  or horrific. In the event of failure, the GM 
  consults the Fear table for results. Nobody 
  spends  points  on  the  Guts  skill  in  this 
  setting. Instead, your Guts skill is always 
  equal to your Spirit, with a +1 bonus per 
  rank above Novice.
  Healing (Smarts)
  Healing is the art of stopping wounds and 
  treating existing injuries. For Wild Cards, 
  each successful healing check removes a 
  wound  with  a  success, and  two  wounds 
  with a raise. The roll suffers a penalty equal 
  to the victim’s wounds (in addition to any 
  the healer might be suffering himself). For 
  Extras, the GM must first determine if the 
  ally is dead (a simple Vigor roll). If so, no 
  healing  may  be  attempted.  If  not,  a 
  successful Healing skill roll returns the ally 
  to the game Shaken. Healing can also cure 
  poison and disease.
  Intimidation (Spirit)
  Intimidation  is  the  art  of  frightening  an 
  opponent with sheer force of will, veiled or 
  overt threats, or sometimes just really big 
  guns. This is an opposed roll between the 
  hero’s  Intimidation  and  his  opponent’s 
  Spirit.  See  Tests  of  Will  for  the  game 
  effects.
  
  Investigation (Smarts)
  A  character  skilled  in  Investigation  can 
  judge at a glance, that a battle took place, a 
  struggle occurred and the type of lifeforms 
  and perhaps their number. You notice key 
  things, a scuffing of the floor, an errant burn 
  mark, Oddly placed bullet holes that five 
  you clues as to what happened.
  Knowledge (Smarts)
  Knowledge  is  a  catch-all  skill  that  must 
  have  a  focus  of  some  sort,  such  as 
  Knowledge  (Science).  The  player  can 
  choose  the  focus  of  his  character’s 
  knowledge,  which  should  reflect  his 
  background and education. The skill can be 
  taken multiple times with different focuses 
  to  reflect  different  areas  of  expertise. 
  General focuses such as Science are the 
  most common and practical in the game, 
  but if a character encounters a situation for 
  which he has a more relevant focus, such 
  as  Knowledge  (Biology),  he  gains  a  +2 
  bonus to his check.
  Some suggested Knowledge focuses are: 
  Archaeology, Forerunner Tech, Art, Battle 
  (for
   
  Mass
   
  Combats),
   
  Computers, 
  Electronics, Engineering, Factions, History, 
  Medicine  (though  actually  caring  for 
  someone  is  the  Healing  skill),  Religion, 
  Science.
  Common Knowledge
  Instead  of  forcing  characters  to  have 
  dozens of “background” skills they rarely 
  need,  we  use  the  concept  of  “Common 
  Knowledge.”  Your  hero  knows  the  basic 
  history of his land, common etiquette, how 
  to get around geographically, and who the 
  major  players  in  his  locality are.  This  is 
  called  “Common  Knowledge,”  and  is 
  covered by your hero’s Smarts attribute. If a 
  character’s background suggests he should 
  know something about a subject, add +2 or 
  more to his roll. If the subject is foreign to a 
  character, subtract 2 or more from the roll. 
  Everyone  else  breaks even  and  gets no 
  modifier. Anytime an adventure asks for a 
  Common Knowledge roll, the GM should 
  ask for Smarts rolls and subjectively and on 
  the fly grant bonuses or subtract penalties 
  to account for each character’s particular 
  background.
  If it becomes important to know how well a 
  character performs a common task, the GM 
  can  ask  for  whatever  roll  is  appropriate. 
  Knowing how to do a dance, for example, is 
  a Common Knowledge roll. If it becomes 
  important  to  see  how  well  a  character 
  performs the dance, the GM might ask for a 
  Perform (Dancing) check.
  Notice (Smarts)
  Notice  is a  hero’s general  alertness and 
  ability to  search  for items or clues.  This 
  covers hearing rolls, detecting ambushes, 
  spotting  hidden  weapons  and  even 
  scrutinizing  other  characters  to  see  if 
  they’re lying, frightened, and so on.
  Persuasion (Spirit)
  Persuasion  is  the  ability  to  talk  or  trick 
  others into doing what you want. Nonplayer 
  characters  start  at  one  of  five  different 
  attitudes:  Hostile,  Uncooperative,  Neutral, 
  Friendly,  or  Helpful.  A  successful 
  Persuasion roll improves the NPC’s attitude 
  one step, or two with a raise. Failure, on 
  the other hand, decreases the character’s 
  attitude by a step, or two if a 1 is rolled on 
  the Persuasion die (regardless of the Wild 
  Die). Persuasion is always modified by a 
  character’s Charisma.
  Piloting (Agility)
  Piloting allows a character to fly Pelican’s, 
  Banshees, Falcons as well as every other 
  craft that putters in the sky. Vehicles that 
  move  on  the  ground  are  covered  by 
  Driving.
  Repair (Smarts)
  
  Repair is the ability to fix gadgets, vehicles, 
  weapons, and other machines. Characters 
  suffer a -2 penalty to their rolls if they don’t 
  have access to basic tools.
  Shooting (Agility)
  Shooting covers all attempts to hit a target 
  with  a  ranged  weapon  such  as  a  bow, 
  pistol, rifle, or rocket launcher. The basic 
  Target Number to hit is 4 as usual, though 
  there are a number of important modifiers 
  such  as range  that  frequently come  into 
  play.
  Stealth (Agility)
  Stealth is the ability to both hide and move 
  quietly, as well as palm objects and pick 
  pockets. Knowing exactly when your hero 
  has been spotted and when he’s not can be 
  critical. Here are detailed rules for how to 
  sneak up on foes and infiltrate enemy lines. 
  Start by figuring  out if the “guards” your 
  heroes are sneaking up on are “active” or 
  “inactive.”  Inactive  guards  aren’t  paying 
  particularly  close  attention  to  their 
  surroundings. The group need only score a 
  standard success on their individual Stealth 
  rolls to avoid being seen. Failing a Stealth 
  roll  in  the  presence  of  inactive  guards 
  makes them active. 
  Active guards make opposed Notice rolls 
  against  the  sneaking  characters’  Stealth 
  skills. Failing a roll against active guards 
  means the sneaking character is spotted.
  Apply the modifiers on the following chart
  to all Stealth rolls:
  Situation
  Modifier
  Crawling
  +2
  Running
  -2
  Dim Light
  +1
  Darkness
  +2
  Pitch Black
  +4
  Light 
  Cover
  +1
  Medium 
  Cover
  +2
  Heavy 
  Cover 
  +4
  The Last Step: Sneaking to within 5” of a 
  foe  (usually  to  get  close  enough  for  a 
  melee attack) requires an opposed Stealth 
  roll versus the target’s Notice, whether the 
  guard is active or inactive.
  Movement Rate: Outside of combat, each 
  Stealth roll covers moving up to five times 
  the  character’s  Pace.  In  combat,  the 
  Stealth roll covers only a single round of 
  movement.
  Stealth for Groups: Out of combat, make 
  only one Stealth roll for each like group of 
  characters (a group roll). Use the lowest 
  movement  rate  to  determine  how  much 
  ground is covered as well. The observers 
  also make a group roll to Notice their foes. 
  Once a combat breaks down into rounds, 
  Stealth and Notice rolls are made on an 
  individual basis.
  Survival (Smarts)
  Survival  allows  a  character  to  find  food, 
  water, or shelter in hostile environments. A 
  character may only make one roll per day. A 
  successful  roll  finds  sustenance  for  one 
  person, a raise on the roll finds food and 
  water  for  five  adults.  Horses  and  other 
  large beasts count as two adults. Children, 
  camels or others with small appetites count 
  as half. Those who benefit from the roll do 
  not have to make Fatigue rolls for the day 
  for food, water, or shelter.
  Note which climates your hero is familiar 
  
  with—such as ocean, desert, temperate, or 
  mountain. When the character is out of his 
  element, he typically incurs a -2 penalty on 
  his rolls.
  The Survival skill also allows a character to 
  follow the tracks of one or more individuals 
  in any type of terrain in the wild. Each roll 
  generally  covers  following  the  tracks  for 
  one  mile,  but  the  GM  may  adjust  this 
  dramatically for more specific or small scale 
  searches.
  Apply the modifiers below to each roll.
  Situation
  Modifier
  Tracking More than 5 
  Individuals
  +2
  Recent Snow
  +4
  Mud
  +2
  Dusty Area
  +1
  Raining
  -4
  Tracking in poor light
  -2
  Tracks are more than one 
  day old
  -2
  Target attempted to hide 
  tracks
  -2
  Taunt (Smarts)
  Taunt is a test of will attack against a
  person’s pride through ridicule, cruel jokes, 
  or one-upmanship. This is an opposed roll 
  against  the  target’s  Smarts.  See  Test  of 
  Wills for the effects of a successful Taunt.
  Throwing (Agility; special)
  Throwing governs grenades and all sorts of 
  improvised  thrown  weapons  (such  as  a 
  rock or a bottle, but not a knife or a spear). 
  Throwing works just like the Shooting skill, 
  and uses all the same modifiers.
  Nobody is required to spend points on the 
  Throwing skill in this setting. Instead, your 
  Throwing skill is automatically equal to your 
  Agility (unlike for Guts, there is no bonus 
  added  for  rank;  however,  your  Throwing 
  skill may be increased above the level of 
  your  Agility  by  using  an  Advance  to 
  increase it like any other skill).
  6) Edges and 
  Hindrances
  Hindrances:
  Arrogant (Major)
  Your hero doesn’t think he’s the best
  —he knows he is. Whatever it is 
  swordsmanship, kung fu, running—there is 
  no one who can touch his skills and he 
  flaunts it every chance he gets. 
  Winning just isn’t enough for your 
  hero. He must completely dominate his 
  opponent. Anytime there is even a shadow of 
  a doubt as to who is the better, he must 
  humiliate his opponent and prove he can 
  snatch victory any time he wishes. 
  He is the kind of man who disarms an 
  opponent in a duel just so he can pick the 
  sword up and hand it back with a smirk. 
  Arrogant characters always look for the 
  “master” in battle, attacking lesser minions 
  only if they get in the way.
  Bad Dreams (Major)
  Your hero doesn’t sleep well. In fact, 
  the land of slumber is a constant nightmare 
  for him. He tosses and turns like a demon on 
  a rack, and likely keeps everyone within a 
  dozen yards of him awake with his nightly 
  torment.
  The character begins each game with 
  1 less benny to represent his constantly tired 
  state. This is cumulative with the effect Bad 
  Luck.
  Bad Luck (Major)
  Your hero is a little less lucky than most. He 
  gets one less benny per game session than 
  normal. A character cannot have both Bad 
  Luck and Good Luck.
  
  Battle Fury (Minor/Major)
  In combat situations, the character 
  sometimes breaks into a horrible rage, often 
  resulting in the killing or maiming of 
  opponents. During combat, any time you roll 
  a 1, regardless of what is rolled on the Wild 
  Die, your character flies into a fury, and will 
  not stop attacking an opponent until that 
  opponent is dead, someone stops you, or 
  you manage to snap out of the Battle Fury. 
  Snapping out of the Battle Fury 
  requires a Spirit roll at -2 for the Minor 
  version of this Hindrance. A roll at -4 is 
  required for the Major version. Bennies may 
  not be spent to aid in this roll.
  Big Mouth (Minor)
  Loose lips sink ships, the saying goes. 
  Your hero’s could drown an armada. Your 
  character can’t keep a secret very well. He 
  reveals plans and gives away things best 
  kept among friends, usually at the worst 
  possible times.
  Blank Stare (Minor)
  Something broke inside the hero, 
  possibly long ago and possibly more 
  recently, and probably in response to some 
  unspeakable personal trauma. He goes 
  through the motions, perhaps even tries to 
  come out of his wounded state, but just can’t 
  seem to connect to people. Maybe he 
  doesn’t want to. He takes a -2 penalty to his 
  Charisma.
  Bloodthirsty (Major)
  This character (most likely a villain) 
  never takes prisoners unless under the direct 
  supervision of a superior. This can cause 
  major problems in a military campaign unless 
  his superiors condone that sort of thing. The 
  character is -4 to his Charisma, but only if his 
  cruel habits are known.
  Brash (Minor)
  Brash heroes usually do not think 
  before they act. In game terms, during 
  combat they can never go on Hold; they 
  must act on whatever card they got for 
  initiative.
  Bravado (Minor)
  Some heroes, and villains, just don’t 
  know when to brag and when to act. Your 
  character suffers from this affliction. The 
  hero’s first round in any combat must be 
  spent announcing how great he is, or 
  pronouncing the doom of those who oppose 
  him. If for some reason your hero must act 
  instead, it costs him a benny. A villain with 
  this Hindrance never delivers a finishing blow 
  to a foe. Instead, he leaves them to die, or 
  orders his minions to finish them while he 
  stalks off well out of earshot. Inevitably, these 
  foes survive their wounds, escape the 
  minions, and so on.
  Cautious (Minor)
  Some folks think things through way 
  too much; it may keep them safe, but it 
  doesn’t get much done. This character 
  personifies over-cautiousness. He never 
  makes rash decisions and likes to plot things 
  out in detail long before any action is taken.
  Center of Attention (Minor)
  This hero always has to be in the thick 
  of things, near or in the limelight, and 
  absolutely loves to be the center of attention 
  (often to the point of distraction, or worse).
  Clueless (Minor/Major)
  Your hero isn’t as aware of his world 
  as most others. He suffers -1 (Minor) or -2 
  (Major) to Common Knowledge rolls.
  Code of Honor (Major)
  Honor is very important to your 
  character. He keeps his word, won’t abuse or 
  kill prisoners, and generally tries to operate 
  within his culture’s particular notion of proper 
  gentlemanly or ladylike behavior.
  Colorblind (Minor)
  Color is a mystery to your hero. He 
  sees everything in shades of gray.
  Curious (Major)
  It killed the cat, and it might kill your 
  
  hero as well. Curious characters are easily
  dragged into any adventure. They have to 
  check out everything and always want to 
  know what’s behind a potential mystery.
  Death Wish (Minor)
  Having a death wish doesn’t mean 
  your hero is suicidal—but he does want to 
  die after completing some important goal. 
  Maybe he wants revenge for the murder of 
  his family, or maybe he’s dying from disease 
  and wants to go out in a blaze of glory. He 
  won’t throw his life away for no reason, but 
  when there’s a chance to complete his goal, 
  he’ll do anything—and take any risk—to 
  achieve it. This Hindrance is usually Minor 
  unless the
  goal is relatively easily fulfilled (very rare).
  Grim Servant of Death (Major)
  Your hero’s a killer. His family’s 
  probably pushing daisies, his enemies are 
  worm food, and even a few of his friends 
  have holes in them that are suspiciously the 
  same caliber as his gun. Only Wild Cards 
  can take this Hindrance, and you shouldn’t 
  do it lightly, either. The good news is your 
  hero adds +1 to every damage roll he ever 
  makes, whether it’s from Fighting, Shooting, 
  or even Throwing things at people. The 
  downside is that your hero winds up in the 
  hoosegow or on the run a lot. But there’s 
  more than that. 
  Any Shooting or Throwing attack roll 
  that comes up a 1 on the skill die (regardless 
  of the result of any Wild Die) automatically 
  hits the nearest friendly character in sight—
  whether they’re in the line of fire or not. Other 
  players’ characters are always first choice, 
  but an allied Extra will do in a pinch. Even 
  hand-to-hand attacks hit allies when a 1 
  comes up. This may require a little 
  imagination, but either the weapon flies out 
  of the hero’s hand and strikes his friend, or 
  the hero must move adjacent to his erstwhile 
  comrade and “accidentally” whack him.
  In either case, snake eyes on the 
  attack roll adds an additional d6 to the 
  damage (as if the hero hit with a raise).
  Hard to Miss (Minor)
  Your hero’s reputation, appearance, 
  voice, and/or mannerisms are truly 
  memorable in some way, making him difficult 
  to forget and relatively easy to spot. This 
  makes the character easier for enemies to 
  track down and pick out of a crowd and, 
  depending on the nature of the distinctive 
  feature(s), it might even cause troublesome 
  social problems for the character. Others 
  receive a +2 bonus on Smarts rolls to 
  remember details about your hero and the 
  things he’s done in their presence. If he 
  attempts to mask his identity with a disguise, 
  others receive a +4 bonus on Notice checks 
  to recognize him for who he is.
  Hatred (Minor/Major)
  The character has an incredible 
  hatred for something, be it a person, group, 
  object, material, or idea. When in the 
  presence of the object of hatred, the 
  character does his utmost to destroy or 
  vandalize it unless a Spirit roll -2 is made. As 
  a Major Hindrance, the Spirit roll is at -4. 
  Examples include: members of a particular 
  faction (such as Mongers), aliens, 
  pornography, slavers, and so on.
  Heavy Sleeper (Minor)
  A thunderstorm from Hell itself won’t 
  wake
  this hero. Once he drops off, he must make a 
  Notice roll (-4) to wake up. He also suffers a 
  -4 penalty to Vigor rolls made to stay awake.
  Heroic (Major)
  Your hero never says no to a person 
  in need. She doesn’t have to be happy about 
  it, but she always comes to the rescue of 
  those she feels can’t help themselves. She’s 
  the first one to run into a burning building, 
  usually agrees to hunt monsters for little or 
  no pay, and is generally a pushover for a sob 
  story.
  Honest to a Fault (Minor)
  Lies just don’t come easy to this 
  character. That sounds all good and noble, 
  but often causes problems when dealing with 
  more nefarious types.
  A hero with this Hindrance suffers a -2 
  
  penalty to all Intimidation and Persuasion 
  rolls where lies—even little white ones must 
  be told. What’s worse, if your hero is 
  planning to make his money playing poker, 
  the penalty also applies to bluffing (in other 
  words, you suffer a -2 to your Gambling rolls 
  in a poker game as well)!
  Loyal (Minor)
  Your character may not be a hero, but 
  he’d give his life for his friends. This 
  character can never leave a man behind if 
  there’s any chance at all he could help.
  One Eye (Major)
  Your hero has had an eye gouged out 
  by some nefarious villain in his past. He 
  suffers -1 to his Charisma for the grotesque 
  wound. He suffers -2 to any Trait rolls that 
  require depth perception, such as Shooting 
  or Throwing, jumping from one mast to
  another, and so on.
  Outsider (Minor)
  In a society made up of only a few 
  types of people, your hero isn’t one of them. 
  A soldier or citizen in the anti-establishment 
  towns of the outlying planets, for example, 
  would be considered an Outsider. The 
  people who “belong” are likely to raise prices 
  on the         Outsider, ignore pleas for help, 
  and generally treat him as if he’s of a lower 
  class than the rest of their society. In addition 
  to the roleplaying effects above, your hero’s 
  Charisma suffers a -2 modifier among all but 
  his own people.
  Overconfident (Major)
  There’s nothing out there your hero 
  can’t defeat. At least that’s what he thinks. 
  He believes he can do most anything and 
  never wants to retreat from a challenge. He’s 
  not suicidal, but he certainly takes on more 
  than common sense dictates.
  Quirk (Minor)
  Your hero has some minor foible that 
  is usually humorous, but can occasionally 
  cause him trouble. A raider may always take 
  time to yell colorful insults before attacking 
  his hapless victims, a member of Liberty’s 
  Elect or True Patriots might brag constantly 
  about his faction’s merits, or a snobby 
  debutante might not eat, drink, or socialize 
  with those he perceives as the “lower class”.
  Stubborn (Minor)
  Your hero always wants his way and 
  never admits he’s wrong. Even when it’s 
  painfully
  obvious he’s made a mistake, he tries to 
  justify it with half-truths and rationalizations.
  Sucker (Minor)
  You never fail to fall prey to a pretty 
  face. You simply cannot refuse a request 
  from an attractive member of the opposite 
  sex (or the same one, if you are that way 
  inclined).
  Your character must make a Spirit roll with a 
  penalty equal to that person’s Charisma 
  modifier to say “no” to anyone you might find 
  attractive if nicely asked.
  Alternatively, any character may select 
  a particular race that they’re either terrified of 
  or idolize, in which case the gender doesn’t 
  matter. You can’t refuse a request from any 
  member of that species without making a 
  Spirit roll with a penalty equal to their 
  Charisma modifier. Negative modifiers do not 
  give a bonus.
  Trouble Magnet (Minor/Major)
  Things never run smoothly for this 
  hero, no matter how hard he tries. Once per 
  session, the GM should have trouble wander 
  across the hero’s path. This might be an old 
  flame showing up at the most inconvenient 
  time, some enemy reinforcements joining a 
  battle, a vital piece of equipment failing him 
  at a crucial moment, or the like.
  The intensity of the trouble depends 
  on whether the hero has the Minor or Major 
  version. Be warned, though, that having 
  multiple heroes with this Hindrance will result 
  in multiple troublesome effects.
  Edges:
  Background Edges:
  
  Alertness
  Requirements: Novice
  Not much gets by your hero. He’s very 
  observant and perceptive, and adds +2 to his 
  Notice rolls to hear, see, or otherwise sense 
  the world around him.
  Ambidextrous
  Requirements: Novice, Agility d8+
  Your hero is as deft with his left hand 
  as he is with his right. He may ignore the -2 
  penalty for using his off-hand.
  Attractive
  Requirements: Novice, Vigor d6+
  Your character is very good-looking. 
  His Charisma is increased by +2. you may 
  take either of these, though keep in mind, 
  this bonus only applies while the target of 
  your conversation can see your face.
  Very Attractive
  Requirements : Novice, Attractive
  Your hero is absolutely drop-
  dead gorgeous. His Charisma is 
  increased by +4 total.
  Bench Thump
  Requirements: Wild Card, Spirit d6+, Repair 
  d6+
  Some people have a special talent for 
  getting a misbehaving mechanical device 
  working again by giving it a little smack.
  Players with this Edge must make a 
  successful Spirit Check to return an old or 
  dilapidated device to working condition for a 
  short time. Successive raises increase the 
  time (in days) that the device will continue to 
  operate before needing repair or another 
  “love tap”.
  Bench thumping will not work if the 
  device is completely broken or blasted into 
  parts, (there is only so much a little love tap 
  can do!) Your GM is always the final judge on 
  which devices can be bench thumped back 
  into working order.
  Brawny
  Requirements: Novice, Strength and
  Vigor d6+
  Your hero is very large or perhaps just 
  very fit. Either way, his bulk resists damage 
  better than most. Add +1 to your Toughness. 
  In addition, your hero can carry more than 
  most proportional to his Strength. He can 
  carry 8 times his Strength in pounds without 
  penalty instead of the usual 5 times his 
  Strength (or 32 times his Strength in pounds 
  without penalty instead of the usual 20 times 
  his Strength if a freakazoid).
  Fast Healer
  Requirements: Novice, Vigor d8+
  Your hero heals quickly. He may add 
  +2 to his Vigor rolls when checking for 
  natural healing.
  Fortune’s Favor
  Requirements: Novice, Spirit d8+
  When the going gets tough this 
  character grits his teeth and pushes forward. 
  When spending a benny, the hero receives a 
  +1 bonus to the reroll.
  Luck
  Requirements: Novice
  The player seems to be blessed by 
  fate. He draws 1 extra benny at the 
  beginning of each game session, allowing 
  him to succeed at important tasks more often 
  than most, and survive incredible dangers.
  Great Luck
  Requirements: Novice, Luck
  The player draws 2 extra 
  bennies instead of 1 for his luck at the 
  start of each     session.
  Nondescript
  Requirements: Novice
  Folks have a hard time remembering 
  you once you’re gone. They may be able to 
  recall everything you did or said with perfect 
  clarity, but your name, face, and the sound of 
  your voice consistently escape memory. 
  Generally only your most extreme actions
  have a lasting impression on witnesses.
  In game terms, others suffer a -4 penalty on 
  Smarts rolls to remember you.
  
  Quick
  Requirements: Novice, Agility d8+
  Your character was born with 
  lightning-fast reflexes and a cool head. 
  Whenever you are dealt a 5 or lower in 
  combat, you may discard and draw again 
  until you get a card
  higher than 5.
  Level Headed characters draw their
  additional card and take the best before 
  using their Quick Edge.
  Robust
  Requirements: Novice, Vigor d8+
  This hero receives a +2 bonus on all 
  Vigor tests to resist the effects of disease, 
  poison or environment.
  Uncommon Aptitude
  Requirements: Novice, d6+ in linked attribute
  Pick a non-combat, non-arcane skill. 
  Any time you spend a Benny to reroll that 
  skill, you get the Benny back if the reroll 
  makes you succeed where previously you 
  failed.
  Combat Edges:
  Accurate Attack
  Requirements: Heroic, Fighting,
  Throwing, or Shooting d10+
  When making a Called Shot or your 
  target has Cover, you ignore 2 points of 
  penalties. This Edge either applies to 
  Fighting, Throwing, or Shooting attacks, but 
  may be taken up to three times, applying to 
  each kind of attack separately.
  Attack on the Run
  Requirements: Veteran, Agility d8+, Fighting 
  d8+
  Attack on the Run begins with a leap, 
  followed by the attack, and ends with the 
  attacker running past his opponent, all in a 
  single movement.
  If the character moves at least 2" 
  before making an attack against an adjacent 
  foe,
  he may attack and "withdraw from combat" 
  without his foe, or other adjacent opponents, 
  receiving a free attack. All movement after 
  the attack must be in the same direction as 
  the movement before the attack (the hero 
  must move in a straight line). Note that the 
  attacker is still subject to First Strike attacks 
  from foes he moves adjacent to.
  Backstab
  Requirements: Novice, Agility d6+
  The less sporting types often avoid 
  face to face combat, instead preferring to 
  strike the foes from behind. Whenever a 
  backstabbing character makes a melee 
  attack on an opponent who is unaware of the 
  attacker (usually as the result of a successful 
  Stealth
  roll), the hero gets a +2 bonus to hit. If the 
  character successfully hits his target, he 
  gains a +1d6 damage bonus (this is in 
  addition to any bonus damage from a raise).
  Blind Fighting
  Requirements: Novice, Notice d6+, Fighting 
  d6+
  Some warriors have learned to relax 
  their reliance on sight and instead improve 
  their sense of hearing. This can be a 
  lifesaver when battling some loathsome 
  creature in the darkness. Characters with 
  Blind Fight halve all Fighting, Shooting, 
  Throwing, and movement penalties for bad 
  lighting (round down).
  This bonus is not cumulative with Low 
  Light Vision or Infravision, but it does work in
  pitch darkness.
  Since this ability is so reliant on 
  sound, any conditions which significantly 
  interfere with hearing negate the Edge’s 
  benefits. Being deafened or fighting beside a 
  raging waterfall, for example, might be things 
  that would negate the Edge.
  Block
  Requirements: Seasoned, Fighting d8+
  Heroes who engage in frequent hand-
  to-hand combat are far more skilled in 
  personal defense than most others. They’ve 
  learned not only how to attack, but how to 
  block their opponent’s blows as well. A hero 
  with this Edge adds +1 to his Parry.
  
  Improved Block
  Requirements: Veteran, Block
  As above, but the hero adds +2 to his 
  Parry.
  Blood and Guts
  Requirements: Veteran
  This warrior has seen his fair share of gore 
  and carnage and grown jaded to it. He 
  automatically passes fear tests caused by 
  gore. In addition, his savagery grants him +1 
  damage in bloody close combat.
  Bring ‘em On
  Requirements: Seasoned, Fighting d8+
  You are trained or experienced at defending 
  against multiple attackers. The Gang Up 
  bonus against you is reduced by 3. Thus, 
  three attackers gain no bonus, and five or 
  more attackers only gain a +1.
  Dig In!
  Requirements: Novice, Smarts d6+
  This canny hero is good at making 
  himself small and getting the most out of any 
  cover he is in. While in cover, foes suffer a -1 
  penalty to any physical attack rolls against 
  him. The hero also adds +1 to his Toughness 
  against area effect damage as long as he is 
  prone or in cover.
  Improved Dig In!
  Requirements: Seasoned, Dig In!
  As Dig In!, but foes subtract 2 
  from attack rolls, and the hero gains 
  +2 Toughness versus area effect 
  attacks if prone or in cover.
  Dirty Fighter
  Requirements: Seasoned
  Those with this Edge will do anything to
  win a fight. This scoundrel is particularly 
  deceitful in combat and good at tricks. He 
  adds +2 to all Trick maneuver rolls.
  Really Dirty Fighter
  Requirements: Seasoned, Dirty 
  Fighter
  The knave is extremely skilled 
  in tactical deceit. He adds a total of +4 
  to all trick maneuver rolls.
      
  Dodge
  Requirements: Seasoned, Agility d8+
  Some heroes are crafty types who 
  know how to get out of harm’s way. This 
  Edge allows them to use cover, movement, 
  and concealment to make them harder to hit. 
  Unless they are the victim of a surprise 
  attack and taken completely unaware, 
  attackers must subtract 1 from their Shooting 
  or Throwing rolls when targeting them.
  Characters who attempt to evade area 
  effect attacks may add +1 to their Agility roll 
  as well (when allowed).
  Improved Dodge
  Requirements: Veteran, Dodge
  As above but attackers subtract 
  2 from their attack rolls, and the 
  character adds +2 to evade area 
  effect weapons when allowed.
  Expert Disarm
  Requirements: Seasoned, Fighting d8+
  You excel at disarming enemies in 
  melee combat. Make an opposed Fighting 
  roll against your opponent. With a success, 
  they drop their weapon.
  If you get a raise, the opponent is Shaken, 
  and their weapon flies up to 1d2” away.
  Make an Agility test to choose which 
  direction the weapon goes; if you get a raise 
  you may even send it to yourself or an ally to 
  catch with a free hand. If you fail, roll a d12 
  and read it like a clock facing to determine 
  which direction the weapon goes.
  Eye For Terrain
  Requirements: Novice
  If you have a good eye for terrain you 
  can quickly figure the best places to set an
  ambush, or the best routes to take that will 
  avoid likely ambush locations.
  Your character has a talent for picking good 
  defensive terrain as well. This Edge gives 
  your character a +2 on Notice rolls to spot an 
  ambush. When setting an ambush, you and 
  all the allies under your command have a +2 
  on their Stealth rolls to remain hidden.
  Far Shot
  
  Requirements: Novice, Shooting d8+ or 
  Fighting d8+ or Throwing d8+
  This character can shoot at a distance 
  using a relevant skill at d8+ as if the target 
  were within close range. If the character 
  does not move in a turn, the penalty for 
  ranged shots that turn is reduced by 1 
  (medium range is -1, long range is -3).
  Feint and Run
  Requirements: Seasoned, Fighting d8+
  You are skilled at using the art of 
  misdirection to cover your retreat. When you 
  use the Defend maneuver, you may 
  designate one opponent who does not get a 
  free attack against you when you withdraw 
  from close combat.
  Fighting Specialization
  Requirement: Novice, Fighting d6+
  You know the great thing about melee 
  weapons? You never have to reload them. 
  You’ve taken a shine to one type of melee 
  weapon in particular (or unarmed combat) 
  and have practiced extensively in its use. 
  You have a +1 to Fighting and Parry when 
  using this weapon or form of attack.
  Fighting Spirit
  Requirements: Novice, Spirit d8+
  Your character has a very distinctive 
  and vigorous fighting spirit. He has 
  confidence in his abilities and the 
  determination to overcome all obstacles. 
  Where others just want to get the job done, a 
  character with the Fighting Spirit Edge goes 
  about it with flair and passion. When a 
  character with this Edge spends a benny on 
  a trait roll (including a soak roll), he adds +2 
  to the final total.
  First Strike
  Requirements: Novice, Agility d8+
  Once per turn the hero gets a free 
  Fighting attack against a single foe who 
  moves adjacent to him.
  This automatically interrupts the 
  target’s action, and does not cost the hero 
  his own
  action if he is on Hold or has not yet acted
  this round.
  Improved First Strike
  Requirements: Heroic, First Strike
  As above but the hero may 
  make one free attack against each 
  and every foe
  who moves adjacent to him.
  Sucker Punch
  Requirements: Seasoned, Agility d6+, 
  Fighting d8+, First Strike
  The character doesn’t know the 
  meaning of the words “fair fight.” If he 
  succeeds in a Test of Will against an 
  adjacent opponent, the character 
  receives a free Fighting attack. This 
  attack does not incur a multi-action 
  penalty.
  Fleet-Footed
  Requirements: Novice, Agility d6+
  The hero’s Pace is increased by +2 
  and all his running rolls receive a +2 bonus 
  as well.
  Giant Killer
  Requirements: Veteran
  The bigger they are, the harder they 
  are to kill. At least for most. But your hero 
  knows how to find the weak points in 
  massive creatures.
  Your hero does +1d6 damage when 
  attacking opponents two sizes larger than 
  himself (this includes bots, but not vehicles). 
  A Marine (Size+0) with this ability, for 
  example, gains the bonus only against 
  creatures of Size +2 or more.
  Grappler
  Requirements: Novice, Fighting d8+
  You are more skilled at getting a hold 
  on your opponent and keeping it. You gain a 
  +1 bonus to Fighting when making a 
  Grappling attack and to the Strength or 
  Agility roll to maintain the hold.
  Grappling Expert
  Requirements: Seasoned, Grappler
  Once you have an opponent, 
  you know how best to apply pressure. 
  
  If you succeed at the opposed roll to 
  do damage, you do Strength+d6 
  damage.
  Grazing Fire
  Requirements: Seasoned, Rock and Roll!, 
  Shooting d8+
  This edge allows your character to 
  use a machine gun more effectively in 
  suppressive fire mode. Targets who roll a 1 
  or 2 on their Spirit checks are hit and take 
  damage.
  Hard to Kill
  Requirements: Wild Card, Novice, Spirit d8+
  Your hero has more lives than a 
  truckload of cats. When forced to make Vigor 
  rolls due to Incapacitation, he may ignore his 
  wound modifiers. This only applies to Vigor 
  rolls called for by these tables—he still 
  suffers from wound modifiers for other Trait 
  rolls normally.
  Harder to Kill
  Requirements: Veteran, Hard to Kill
  Your 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 
  Incapacitated but somehow escapes 
  death. He may be captured, stripped 
  of all his belongings, or mistakenly left 
  for dead, but he somehow survives.
  Hose ’Em Down
  Requirements: Novice, Shooting d8+
  Machine-gunners with this Edge can 
  suppress an area more effectively than the 
  typical gunner. When using a braced medium 
  or heavy machinegun, this killer can 
  suppress an area equal to two Medium Burst 
  templates. The second template must be 
  adjacent to the first (in any direction), and the 
  weapon burns through double its usual 
  amount of ammunition.
  Improved Hose ’em Down
  Requirements: Seasoned, Hose ’em 
  Down 
  This edge allows a machine-
  gunner to suppress an area equal to 
  three Medium Burst templates, at 
  triple the usual amount of ammo 
  spent. Each additional template must 
  be adjacent to the first
  Quick Draw
  Requirements: Novice, Agility d8+
  This Edge allows a hero to draw a 
  weapon and ignore the usual -2 to his attack 
  that round. If the character must make an 
  Agility roll to draw a weapon (see the combat 
  section for details), he adds +2 to the roll.
  Speed Load
  Requirements: Seasoned, Agility d8+, 
  Shooting d6+
  Your character has mastered the fine 
  art of reloading in a hurry. Your hero can 
  reload one weapon on his action, ignoring 
  the usual -2 penalty to Shooting rolls in the 
  same round. If your hero is using a weapon 
  that requires a full round or more to reload, 
  the time required is reduced by 1 round.
  Steady Hands
  Requirements: Novice, Agility d8+
  Your hero ignores the “unstable 
  platform” penalty for firing from the backs of 
  animals or while riding in moving vehicles.
  Two-Fisted
  Requirements: Novice, Agility d8+
  A Two-Fisted hero isn’t ambidextrous
  —he’s simply learned to fight with two 
  weapons (or both fists) at once. When 
  attacking with a weapon in each hand, he 
  rolls each attack separately but ignores the 
  multi-action penalty.
  Weapon Trap
  Requirements: Seasoned, Fighting d8+
  Weapon Trap is a mix of a disarm and 
  a grapple that leaves the foe disadvantaged 
  but allows the attacker to continue fighting.
  The character makes a Disarm attack, 
  but if he succeeds he has entangled his foe's 
  weapon arm rather than disarming him. He 
  may have wrapped the arm in a cloak, or 
  simply locked his opponent's elbow against 
  
  his body using his arm.
  The foe counts as an Unarmed Defender 
  (unless he has two weapons) and cannot 
  withdraw from combat. The attacking hero 
  may continue to use unarmed attacks or a 
  one-handed weapon against his foe.
  On his action, the foe may try to 
  escape the entanglement as per breaking a 
  grapple.
  Leadership Edges:
  Art of War
  Requirements: Novice, Smarts d8+, 
  Knowledge (Battle) d8+
  Some commanders have an intuitive 
  grasp of strategy and tactics. They also have 
  a keen insight into the minds of their enemies 
  and can easily outmaneuver and outfight 
  more mediocre opponents. Characters with 
  the Art of War Edge are the ones whose 
  quotations end up in the history books. Your 
  character adds +2 to all Knowledge (Battle) 
  rolls in Mass Battles.
  Command
  Requirements: Novice, Smarts d6+
  Command is the ability to give clear 
  instructions to surrounding allies and enforce 
  your hero’s will upon them. This makes your 
  character’s compatriots more willing to fight 
  on despite their wounds, and so adds +1 to 
  their Spirit rolls to recover from being 
  Shaken.
  Hold the Line!
  Requirements: Seasoned, Smarts d8+, 
  Command
  This Edge strengthens the will of the 
  men under the hero’s command. The troops 
  add +1 to their Toughness.
  Inspire
  Requirements: Seasoned, Command
  Leaders with exceptional reputations 
  and experience in battle inspire the soldiers 
  around them. They add +2 to the Spirit rolls 
  when recovering from being Shaken (this 
  already includes the original +1 bonus for the 
  Command Edge). This greatly improves the 
  chances of men recovering from light 
  wounds or poor morale that might normally 
  take them out of the action.
  Natural Leader
  Requirements: Novice, Spirit d8+, Command
  This Edge signifies a special link 
  between a leader and his men. With it, he 
  may share his bennies with any troops under 
  his command.
  Tactician
  Requirements: Novice, Smarts d6+, 
  Knowledge (Battle) d6
  The hero has a natural grasp of small 
  unit tactics and can instantly size up a 
  situation. At the beginning of any combat 
  encounter in which the hero is in charge, he 
  can make an opposed Knowledge (Battle) 
  roll against the leader of the opposite force. 
  With success, every allied Wild Card within 
  his command radius draws an extra card for 
  initiative (and uses the best) for the first 
  round of combat.
  In situations where multiple characters 
  have this Edge, only the highest ranking 
  character gets to roll.
  Professional Edges:
  Professional Edges are meant to almost 
  define the character, while technically if you 
  had the attribute points and the requirements 
  you could buy any you want. For this 
  campaign I'm going to restrict these, your 
  character can only have one Professional 
  edge aside from your one free.
  Ace
  Requirements: Novice, Agility d8+
  Aces are exceptional pilots and drivers who 
  feel more comfortable behind the wheel, 
  throttle, or flightstick than on their own two 
  feet. Aces add +2 to Boating, Driving, and 
  Piloting rolls. In addition, they may also 
  spend bennies to make soak rolls for any 
  vehicle or vessel they control. This is a 
  Boating, Driving, or Piloting roll at -2 
  (cancelling their usual +2). Each success 
  and raise negates a wound and any critical 
  hit that would have resulted from it.
  
  Commando
  Requirements: Novice, Agility d6+, Smarts 
  d6+, Spirit d6+, Strength d8+, Vigor d8+, 
  Fighting d6+, Shooting d6+, Stealth d8+
  Commandos tackle the toughest 
  missions on the front, but often operate 
  behind enemy lines with little chance of 
  coming home. They are almost always 
  outnumbered and outgunned so they need to 
  be mentally sharp to stay ahead of the 
  enemy.
  Commandos add +2 to all Fatigue 
  rolls made against environmental hazards 
  (including cold and heat), sleep deprivation,
  foot marches, and +2 to all Survival rolls. As 
  much of their work involves getting close to 
  their targets for a silent takedown, they 
  receive a +1 to Stealth rolls. All of these 
  bonuses are cumulative with those derived 
  from other Edges.
  Demo Man
  Requirements: Novice, Demolitions d6+
  This maniac is intimately familiar with 
  all sorts of explosives, detonators, and 
  booby-traps. He adds +2 to all rolls made to 
  set, disarm, or improvise explosives and 
  booby-traps (but not Notice them). This can 
  cover a range of abilities and skills 
  determined by your GM (for example 
  ordnance disposal, bomb making, or 
  structural demolition).
  Jack-of-All-Trades
  Requirements: Novice, Smarts d10+
  Through the guidance of a skilled 
  mentor, liberal book-learning, rote memory, 
  or just amazing intuitive perception, your 
  hero has a talent for picking up skills on the 
  fly. There is little he can’t figure out given a 
  little time and a dash of luck.
  Any time he makes an unskilled roll 
  for a Smarts-based skill, he may do so at d4 
  instead of the usual d4-2.
  McGyver
  Requirements: Novice, Smarts d6+, Repair 
  d6+, Notice d8+
  This character can improvise 
  something when the need for a tool arises. 
  He suffers no negative penalties on Trait rolls 
  for lack of equipment in most situations.
  In addition, given a few simple tools, 
  props, or devices, he can generally rig 
  devices to help escape from death-traps, 
  weapons to match some bizarre need, or 
  otherwise create something that’s needed 
  when such a thing isn’t actually present. The 
  extent of this is completely up to the Game 
  Master, but creativity should be rewarded, 
  particularly in dire situations where few other 
  answers are possible.
  Mr. Fix it
  Requirements: Novice, Smarts d8+, Repair 
  d8+
  The character adds +2 to his Repair 
  rolls. With a raise, he halves the time 
  normally required to fix something. This 
  means that if a particular Repair job already 
  states that a raise repairs it in half the time, a 
  Mr. Fix It could finish the job in one-quarter 
  the time with a raise. 
  In addition, his knowledge allows him 
  to make emergency repairs.
  Social Edges:
  Though most of the social edges will be fairly 
  irelevant for the purposes of this game, there 
  are several that struck me as perfect for this 
  specific setting.
  Band of Brothers
  Requirements: Wild Card, Veteran, Common 
  Bond
  This group of Soldiers has been to Hell and 
  back together. That kind of bond hardens 
  men, and makes them able to better 
  withstand wounds that might otherwise have 
  put them out of action. Gain +1 Toughness 
  for each other “brother” with this ability within 
  6”, to a maximum of +4. If four heroes with 
  the Band of Brothers Edge fight together, for 
  instance, they each gain +3 Toughness.
  Common Bond
  Requirements: Wild Card, Novice, Spirit d8+
  This Edge signifies a special link between 
  close companions—such as a typical party. It 
  doesn’t matter whether or not the characters 
  get along perfectly or not, they’ve just formed 
  
  a close and common bond during their epic 
  adventures.
  A character with this Edge may freely give 
  his bennies to any other Wild Card he can 
  communicate with. This represents the 
  character giving his verbal or spiritual 
  support to the ally. The player should say 
  what his character is doing to give the 
  support. The gesture could be as complex as 
  a rousing speech, or as simple as a knowing 
  nod.
  Intimidating Reputation
  Requirements: Veteran
  Whether the character is branded a hero or 
  villain, he has earned an intimidating 
  reputation throughout the Universe. He may 
  add his Charisma to Intimidation rolls. A 
  negative score is treated as if it were positive 
  for this purpose (and the character has an 
  appropriately bad rep).
  Strong Willed
  Requirements: Novice, Intimidate d6+, Taunt 
  d6+
  Characters with strong willpower use their 
  voice, steely stares, or quick wits to unnerve 
  their opponents. Strong Willed adds +2 to a 
  character’s Intimidate and Taunt rolls, as well 
  as his Spirit and Smarts rolls when resisting 
  Tests of Will attacks.
  Hindrances
  If you are wondering why several hindrances 
  are missing from this list, I had decided that 
  they would significantly hinder you in this 
  setting, so much so that I am banning the 
  use of them. These Edges and Hindrances 
  Cannot be taken.
  All Thumbs
  Anemic
  Bad Eyes
  Blind
  Delusional
  Doubting Thomas
  Elderly
  Greedy
  Habit
  Hard of Hearing
  Illiterate
  Lame
  Obese
  One Arm
  One Leg
  Pacifist
  Phobia
  Poverty
  Small
  Vow
  Wanted
  Young
  Edges
  These are the edges that don’t fit in this 
  setting.
  Arcane Background
  Arcane Resistance
  Berserk
  Noble
  Rich
  Filthy Rich
  All power edges
  Acrobat
  Champion
  Investigator
  Holy/Unholy warrior
  Mentalist
  Scholar
  Wizard
  Woodsman
  Charismatic
  Connections
  Weird Edges
  
SOURCE: textdata/thevault/Savage Worlds/Fan/Savage Halo/Savage Worlds - Halo.pdf