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Pulp Edges


p_clapham

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These are minor abilities designed to be about as powerful as Runquest 6 Folk Magic, or Legend Common Magic. They are perks that characters can start with off the bat. To qualify for a Edge the character needs at least 50% in the corresponding skill. Once a character reaches 100% or more in that skill they can purchase the Edge a second time for a increased benefit.

Edges follow the basic rules for Folk Magic. They cost one Magic Point to activate. Unless the duration is listed as instant or concentration they last for the entire scene. The only difference between Edges and Folk Magic is that there is no "Edge Skill". Edges that use opposed skill rolls use the relevant attribute, all other Edges simply work automatically. You don't need a roll to make Fists of Steel work.

Here are the Edges I have so far.

Fists of Steel

Unarmed 50%

Self

This edge increases the damage of a hero's unarmed damage by one step. A character dealing 1D3 in unarmed combat will deal 1D4 instead. This edge hardens the character's hands somewhat, while under the influence of this edge they might find themselves denting doors when they knock on them.

This edge can be taken again when the character reaches 100% or more in their Unarmed skill. The hero's unarmed damage increases again by one step. So a character dealing 1D4 unarmed damage will now deal 1D6 unarmed damage. This upgrade costs five Advancement Points.

Eyes of the Cat

Perception 50%

Self

This edge increases the character's sensitivity to light, allowing them to see more clearly in dimly lit areas. For the duration of the edge the character gains night sight. If the character is suddenly subject to a strong light source such as a well lit room, or the highbeams of a car, they will count as if they were fighting in darkness (-40% close combat situational modifier) for 1D4+1 rounds.

This edge may be taken again when the character reaches 100% or more in their Perception skill. For the duration of the edge the character gains Dark Sight. This upgrade costs five advancement points.

Spring Heeled

Athletics 50%

Self

With this edge the character's legs are like coiled steel springs. He is able to make great leaps with ease. For the duration of this edge the character may jump triple his height horizontally, and double his height vertically.

This edge may be taken again when the character reaches 100% or more in their Athletics skill. For the duration of this edge the character may jump four times his height horizontally, and triple his height vertically. This upgrade costs five advancement points.

Vanishing Trick

Stealth 50%

Self, Instant

The character is exceptionally stealthy, able to vanish in a heartbeat. While using this edge the character may make a Stealth check at no penalty even if he is being observed.

This edge may be taken again when the character reaches 100% or more in their Stealth skill. The character has mastered the art of stealth to the point where they can make a Stealth roll in almost any circumstance. Even if there is no cover the character can still take advantage of blind spots and remain a shadowy figure in the corner of your eye. Remove the Instant duration. This upgrade costs five advancement points.

Skin of Bronze

Endurance 50%

Self

The character is capable is enduring incredible punishment. Their hardened skin turning aside fists, blades and bullets. While using this edge the character has a armor value of one added to all of his hit locations.

This edge may be taken a second time when the character reaches 100% in their Endurance Skill. While using this edge the character has a armor value of two added to all of his hit locations. This upgrade costs five advancement points.

Connected

Streetwise 50%

Self, One Extended Action

The character is a master of urban survival with this Edge. The time needed to find something is reduced from 1D4 hours to 1D2 hours. On a critical the character finds what he needs within a half hour.

This edge may be take a second time when the character reaches 100% in their Streetwise Skill. The time needed to find something is reduced to a half hour. On a critical the character finds what he needs within ten minutes. This upgrade costs five advancement points.

Backstabber

Stealth 50%

Self, Instant

The character is a master of underhanded and sneaky tactics. When attacking with surprise the character increases the damage die of the weapon by one increment. So a dagger from behind will deal 1D6+1 damage rather than 1D4+1 damage.

This edge may be taken a second time when the character reaches 100% in their Stealth Skill. When attacking with surprise the character increases the damage die of the weapon by two increments. So a dagger from behind will deal 1D8+1 damage rather than 1D4+1 damage. This upgrade costs five advancement points.

Distract

Deceit or Influence 50%

Ranged, Resist (Willpower)

The character uses charm or lies to fluster his intended target. A distracted target counts as being surprised for the next attack made upon them.

This edge may be taken a second time when the character reaches 100% in their Deceit or Influence Skill. A distracted target counts as being surprised until the beginning of the next round. This upgrade costs five advancement points.

A friend of a friend

Influence 50%

Self, One Extended Action

The character's charm has won him friends in both low and high places. As a extended action the character may use his Influence skill to make a Streetwise skill roll. The time needed to find something is 1D6 hours. On a critical the character finds what he needs within 1D3 hours.

This edge may be taken a second time when the character reaches 100% in their Influence Skill. The time needed to find something is reduced to 1D4 hours. On a critical 1D2 hours. This upgrade costs five advancement points.

Photographic Memory

Self, Instant

Perception 50%

The character is capable of astonishing feats of mental recall. If the game master ever requires you to make a skill roll in order to remember a crucial fact you make invoke this edge and roll twice. Minor details require no roll at all, your character is assumed to have made the roll automatically.

This edge may be taken a second time when the character reaches 100% in their Perception Skill. In order to remember a crucial fact the character now rolls three times taking the best result. This upgrade costs five advancement points.

Human Spider

Self

Athletics 50%

Sheer walls mean nothing to the hero with this edge. His movement rate while ascending or descending is half of his normal movement rate. If the hero wishes to double his movement rate while climbing, he suffers a -10% penalty to his Athletics skill check rather than a -20% penalty.

This edge may be taken a second time when the character reaches 100% in their Athletics Skill. His movement rate while ascending or descending is now equal to his full movement rate. If the hero wishes to double his movement rate while climbing he no longer suffers a penalty to his Athletics Skill while doing so. This upgrade costs five advancement points.

Iron Might

Brawn 50%

Self, Instant

The character's iron hard muscles are capable of incredible feats of strength. The Hero adds his POW to his STR attribute but only for the purposes of lifting, breaking, and contests of strength.

This edge may be taken a second time when the character reaches 100% in their Brawn skill. He now adds twice his POW to his STR attribute but only for the purposes of lifting, breaking, and contests of strength. This upgrade costs five advancement points.

Fleet of Foot

Athletics 50%

Self

The character is extraordinarily light and quick on their feet. Easily outracing their friends and enemies. The Hero's movement rate is increased from eight meters to twelve meters.

This edge may be taken a second time when the character reaches 100% in their Athletics Skill. The Hero's movement rate is increased from twelve meters to sixteen meters.

Two Gun Joe

A Combat Style incorporating Sidearms 50%

Self

The character is proficient in using a sidearm in either hand, and can use two of them with deadly effect. While wielding two sidearms the character gains a additional Combat Action.

This edge may be taken a second time when the character reaches 100% or more in a Combat Style that incorporates sidearms. While wielding two sidearms the character gains two additional Combat Actions.

Brawler

Unarmed 50%

Self

The character is a master of unarmed fighting, able to attack and defend with ease. In melee combat the character may use their Unarmed skill to defend.

This edge may be taken a second time when the character reaches 100% or more in their Unarmed Skill. While using their Unarmed Skill in melee combat the character gains one additional Combat Action.

Man of Many Faces

Disguise 50%

Self

The character is a master of disguise, able to change from one persona to another with but a moments notice. The character is able to make quick changes to their appearance, making themselves bland and unrecognizable. It does not affect their voice, mannerisms or physical size/ presence of the hero, but ensures they do not stand out from the crowd. He is actively ignored by anyone searching for him; he is simply overlooked and discounted.

This edge may be taken a second time when the character reaches 100% or more in their Disguise Skill. The character is now able to make quick changes to the appearance allowing them to disguise themselves as a specific person.

Wallflower

Stealth 50%

Self, Instant

The character is a master at staying hidden in plain sight. When using this edge the character adds his POW score to his Stealth Skill rolls.

This edge may be taken a second time when the character reaches 100% or more in their Stealth Skill. The character now adds twice his POW score to his Stealth Skill rolls.

Danger Sense

Perception 50%

Self

The character is preternaturally aware of danger, allowing him to act before others can. The character's Strike rank is equal to half of their POW + DEX + INT divided by two.

This edge may be taken a second time when the character reaches 100% or more in their Perception Skill. The character's Strike rank is equal to their POW + DEX + INT divided by two.

Vigor

Endurance 50%

Self

The character's reserves of energy are legendary. When others tire, this character is still refreshed on his feet. For the edge's duration all Fatigue effects gained from laborious activity are ignored (but return on the Edge's dismissal).

This edge may be taken a second time when the character reaches 100% or more in their Endurance Skill. When the edge's duration ends all Fatigue effects gained from laborious activity are removed.

Commanding Voice

Influence 50%

Concentration, Self

Words are the preferred weapon of this character, and his rich golden voice carries across great distances. The character adds their POW rating when making Influence rolls. The character's voice carries across and through even the loudest background noise. Up to a range of ten times the recipient's CHA in meters.

This edge may be taken a second time when the character reaches 100% or more in their Influence Skill. The character adds twice their POW rating when making Influence rolls.

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Here are a few more

Double Identity

Disguise 50%

Self

The character has a alternate persona they can take on at the drop of a hat. This cover has a background that will look legitimate under initial scrutiny.

This edge may be taken a second time when the character reaches 100% or more in their Disguise Skill. The cover now has a background that will look legitimate under heavy scrutiny.

Escape Artist

Athletics 50%

Self

The character is a old hand at getting out of restraints. He gains his POW score as a bonus when attempting to escape from bonds or restraints.

This edge may be taken a second time when the character reaches 100% or more in their Athletics Skill. He gains twice his POW score as a bonus when attempting to escape from bonds or restraints.

Rage

Unarmed or a Combat Style incorporating a Melee Weapon 50%

Self

In combat the character is able to throw himself into a mindless rage, smiting his foes with increased ferocity. While under the effects of this edge the character's Damage Bonus is increased by one step (so a 1D2 becomes a 1D4). Additionally as the character is focused solely on the offense he may not Evade or Parry while raging.

This edge may be taken a second time when the character reaches 100% or more in their relevant skill. While under the effects of this edge the character's Damage Bonus is increased by two steps (so a 1D2 becomes a 1D6). Additionally as the character is focused solely on the offense he may not Evade or Parry while raging.

Feather Step

Acrobatics 50%

Self

The character's weight becomes negligible, allowing him to balance on impossibly thin or slender surfaces, including those that should not be able to support his mass. (twigs, saplings, and so on).

This edge can be taken a second time when the character's Acrobatics Skill reaches 100% or more. The character is now able to balance or move on liquids. Effectively allowing the character to walk or run across water.

Iron Stance

Unarmed 50%

Self

The character has mastered unarmed combat to the point where he can take on weapon wielding opponents with ease. The hands and feet of the character are treated as a size Large for the purposes of attacking and parrying in combat.

This edge can be taken a second time when the character's Unarmed Skill reaches 100% or more. When using the Unarmed Skill the character gains an extra Combat Action.

Iron Constitution

Resilience 50%

Self

The character is highly resistant to being poisoned. While this edge is active any poison effecting the character is suspended. As a added perk the character has a high tolerance to alcohol, able to drink just about anyone under the table and keep standing.

This edge can be taken a second time when the character's Resilience Skill reaches 100% or more. When the edge is activated all poison effecting the character is negated.

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Great stuff, A pdf version would be advantageous. I have a similar system in use for my Pulp Era Adventures setting, and these could port over quite nicely. Thanks for posting!

" Sure it's fun, but it is also well known that a D20 roll and an AC is no match against a hefty swing of a D100% and a D20 Hit Location Table!"

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Nice work - but I concur that you should convert it to a PDF and make it available through the downloads section of this site. Note that if you do this, you should add a copy of the Open Game Licence referencing the Legend rulebook to the end to make it nice and legal...

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I've added the updated collection to the downloads section. It is all in alphabetical order and listed by skill category. I included a brief overview on edges at the beginning of the file.

http://basicroleplaying.com/downloads.php?do=file&id=558

While I would like to add a OGL license to the file, some of the edges were inspired or even partially borrowed from sources that were not OGL. I don't think it is right for me to slap a OGL on it.

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A new one, not sure about the power level, I kind of like it. I'm torn between making the activation of the edge be a combat action or a free action. Given how powerful it is potentially I am tempted to add the following: If the skill roll is failed the character may not activate Indomitable Will again for the duration of the scene.

Indomitable Will

Persistence 50%

Self. Instant

The character is a bastion of willpower and self determination, able to persevere by sheer force of will. Before rolling the character may as a free action activate this edge. He adds his POW as a bonus to his next skill roll.

This edge may be taken a second time when the character reaches 100% or more in his Persistence Skill. He now adds twice his POW to any skill roll when activating this edge.

Edited by CthulhuFnord
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Here are a few more edges. Deadeye is a straight-up adapted Heroic Ability, the other two are modified from Common Magic and Sorcery.

Quivering Palm

Unarmed 50%

Instant, Resist (resilience), Touch

The character's mastery of unarmed combat is to the point where he can strike at his opponent's pressure points, disabling or killing in one blow. When the character activates this edge the next successful unarmed that deals damage has a chance of paralyzing his opponent. The target must make a Resilience skill roll vs the character's Unarmed skill. If the target fails the location struck is paralyzed for the duration of the scene. A limb stops working; the abdomen causes both legs to collapse, and the head or chest results in unconsciousness.

This edge may be taken a second time when the character's unarmed skill reaches 100% or more. He can now choose to make the blow lethal instead. The target must resist or the struck hit location takes enough damage to cause a Major Wound. This upgrade costs five advancement points.

Inflaming Oration

Influence 50%

Concentration, Resist (Persistence), Touch

The character is capable of turning his words into weapons, fanning the flames of fanaticism within his friends and allies. The character choses either a character or group of minions within his CHA in meters. Their attacks with Close Combat Weapon skills are increased by half, but they may not attempt to evade, parry, or cast spells. Willing targets of Inflaming Oration may surrender to the edge without resisting it.

This edge may be taken a second time when the character reaches 100% or more in their Influence skill. The targets of the edge now double their Close Combat Weapon skills.

Deadeye

Any Ranged Combat Style 50%

Self, Instant

The character is preternaturally accurate with ranged weapons, able to make impossible shots. When the character activates this edge he is able to increase the range of his chosen ranged weapon by 50%

This edge may be taken a second time when the character reaches 100% or more in their relevant skill. When activating this edge the character can automatically select the hit location struck. This upgrade costs five advancement points.

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  • 3 weeks later...

I've got some new edges for you.  I particularly like Double or nothing.

 

Double or Nothing

Gambling 50%

Self, Instant

 

Fate is a fickle mistress, but she appears to favor the character, most of the time anyways. When this edge is activated the character makes a Gambling roll, if it is successful the next skill check he makes is moved up one success category. So a failure would become a success, and a success a critical success. If the character fails his Gambling roll then the next important skill roll is automatically considered a failure. If he fumbles his Gambling gambling roll then his next important skill roll is automatically considered a fumble.

This edge may be taken a second time when the character reaches 100% or more in their Gambling skill. If he fumbles his gambling roll it is now considered a failure instead. This upgrade costs five advancement points

 

Light Sleeper

Persistence 50%

Self, Extended Action

 

Through sheer force of will the character needs far less sleep than the average person. The character now makes Persistence checks to see if they drop a fatigue level at 20+CON hours.

This edge may be taken a second time when the character's Persistence reaches 100% or more. The character no longer has to make Persistence checks to avoid fatigue due to lack of sleep. They can still rest to recover fatigue, but now they can effectively forgo sleep by engaging in light activity to recover fatigue. This upgrade costs five advancement points.  

 

Tough Guy

Resilience 50%

Self, Permanent

 

The character is able to endure punishment that would cripple a lesser man. When active the character adds one hit point to all hit locations.

This edge may be taken a second time when the character reaches 100% or more in their Resilience skill. The character now adds two hit points to all hit locations. This upgrade costs five advancement points.

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Here are a couple of edges for the Drive skill.

 

 

Defensive” Driver

Drive 50%

Ranged, Resist (Drive)

 

This character is a terror on the road, tailgating, cutting off other drivers, and causing minor accidents around them. When this edge is activated make a Drive roll opposing the target's Drive skill. If you beat them apply a penalty to their drive skill equal to 10% of the opposing character's drive skill.

This edge may be taken a second time when the character reaches 100% or more in their Drive skill. Now if the character beats his target in the Drive roll he applies a penalty to their Drive skill equal to 20% of his Drive skill. This upgrade costs five advancement points.

 

Born to the Wheel

Drive 50%

Self

 

The character's prowess behind the wheel is nothing short of amazing. They are able to pull off daredevil maneuvers with ease. When this edge is activated the character ignores up to a -20% penalty to their Drive skill. So if a dark and rainy night applied a -20% penalty the character would roll their Drive skill with no penalty. This also applies to handling penalties.

This edge may be taken a second time when the character reaches 100% or more in their Drive skill. While this edge is active they can ignore up to -40% in penalties to their Drive skill. This upgrade costs five advancement points.

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  • 1 month later...
  • 3 weeks later...

I put this together a while back as a "Pulp" Heroic ability, and now I'm considering it as a possible Edge.  I'm not sure though, most of the Edges have been relatively simple, this seems a little too complex.

 

Improvised weapon master

Requirements: STR 15, One close Combat Style or Unarmed at 75%

Hero Points: 5

Duration: A number of rounds equal to their CON

 

Almost anything is a deadly weapon in the hands of this character. The game master will determine what properties if any the improvised weaponry will have in the event of a Combat Maneuver. The character may use their Unarmed skill or a close Combat style when attacking with improvised weaponry. Use the following chart to determine damage.

 

ENC less than 1 – 1D3 damage

ENC 1 – 1D4 damage

ENC 2 – 1D6 damage

ENC 3 and greater – 1D8 damage

 

The game master has the final word on how much damage a given object does. A length of rope may be ENC 2, but he may rule it will only deal 1D3 damage because of its weight. Certain objects may not be appropriate as improvised weapons such as feathers, or candles. A lit candle on the other hand.

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