Misadventures in Mystara
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Edges unavailable to Novice characters are grayed out.
|Summary of Edges|
|Ambidextrous||Novice, Agi d8||Ignore -2 penalty for using off-hand|
|Arcane Background: Magic||Novice||Allows access to Mage-type powers|
|Arcane Background: Miracles||Novice||Allows access to Cleric-type powers|
|Arcane Resistance||Novice, Spirit d8||Armor 2 vs. magic, +2 to resist magic effects|
|Improved Arcane Resistance||Novice, Arcane Resistance||Armor 4 vs. magic, +4 to resist magic effects|
|Attractive||Novice, Vigor d6||Charisma +2|
|Very Attractive||Novice, Attractive||Charisma +4|
|Berserk||Novice||Smarts roll or go Berserk after being wounded; +2 Fighting and Strength rolls, -2 Parry, +2 Toughness; Roll of 1 on Fighting die hits random adjacent target|
|Brawny||Novice, Str d6, Vigor d6||Toughness +1; load limit is 8xStr instead of 5xStr|
|Fast Healer||Novice, Vigor d8||+2 to natural healing rolls|
|Luck||Novice||+1 benny per session|
|Great Luck||Novice, Luck||+2 bennies per session|
|Noble||Novice||Rich; +2 Charisma; Character is noble born with status and wealth|
|Quick||Novice||Discard draw of 5 or less for new card|
|Rich||Novice||3x starting funds, $75K annual salary|
|Filthy Rich||Novice, Noble or Rich||5x starting funds, $250K annual salary|
|Block||Seasoned, Fighting d8||Parry +1|
|Improved Block||Veteran, Block||Parry +2|
|Combat Reflexes||Seasoned||+2 to recover from being Shaken|
|Dodge||Seasoned, Agi d8||-1 to be hit with ranged attacks|
|Improved Dodge||Veteran, Dodge||-2 to be hit with ranged attacks|
|First Strike||Novice, Agi d8||May attack one foe who move adjacent|
|Improved First Strike||Heroic, First Strike||May attack every foe who moves adjacent|
|Fleet Footed||Novice, Agi d6||d10 running die instead of d6|
|Florentine||Novice, Agi d8, Fighting d8||+1 vs. foes with single weapon and no shield, ignore 1 point of gang up bonus|
|Frenzy||Seasoned, Fighting d10||1 extra Fighting attack at -2|
|Improved Frenzy||Veteran, Frenzy||As above but no penalty|
|Giant Killer||Veteran||+4 damage when attacking large creatures|
|Hard to Kill||Novice, Wild Card, Spirit d8||Ignore wound penalties for Vigor rolls made on the Knockout or Injury tables|
|Harder to Kill||Veteran, Hard to Kill||50% chance of surviving “death” by some means|
|Level Headed||Seasoned, Smarts d8||Act on best of two cards in combat|
|Improved Level Headed||Seasoned, Level Headed||Act on best of three cards in combat|
|Marksman||Seasoned||Character gets the Aim maneuver (+2 Shooting) if he does not move|
|Nerves of Steel||Novice, Wild Card, Vigor d8||Ignore 1 point of wound penalties|
|Improved Nerves of Steel||Novice, Nerves of Steel||Ignore 2 points of wound penalties|
|No Mercy||Seasoned||Spend a benny to reroll damage; 1 benny/target for area effect attacks|
|Quick Draw||Novice, Agility d8||May automatically draw weapon as a free action|
|Rock and Roll!||Seasoned, Shooting d8+||Ignore recoil penalty for full auto weapons if he doesn’t move|
|Steady Hands||Novice, Agility d8||Ignore unstable platform penalty for mounts or vehicles|
|Sweep||Novice, Strength d8, Fighting d8||Attack all adjacent foes at -2|
|Improved Sweep||Veteran, Sweep||As above but with no penalty|
|Trademark Weapon||Novice, Fighting or Shooting d10||+1 Fighting or Shooting with one particular weapon|
|Improved Trademark Weapon||Veteran, Trademark Weapon||+2 Fighting or Shooting with one particular weapon|
|Two Fisted||Novice, Agility d8||May attack with a weapon in each hand without multi-action penalty|
|Command||Novice, Smarts d6||+1 to troops recovering from being Shaken within 5”|
|Fervor||Veteran, Spirit d8, Command||+1 melee damage to troops in command|
|Hold the Line!||Seasoned, Smarts d8, Command||Troops have +1 Toughness|
|Inspire||Seasoned, Command||+1 to Spirit rolls of all troops in command|
|Natural Leader||Novice, Spirit d8, Command||Leader may give bennies to troops in command|
|New Power||Novice, Arcane Background||Character gains one new power|
|Power Points||Novice, Arcane Background||+5 Power Points, once per rank only|
|Rapid Recharge||Seasoned, Spirit d6, Arcane Background||Regain 1 Power Point every 30 minutes|
|Improved Rapid Recharge||Veteran, Spirit d8, Arcane Background||Regain 1 Power Point every 15 minutes|
|Soul Drain||Seasoned, Special||Special|
|Ace||Novice||+2 to Boating, Driving, Piloting; may make soak rolls for vehicle at -2|
|Acrobat||Novice, Agi d8, Str d6||+2 to nimbleness-based Agility rolls; +1 Parry if unencumbered|
|Champion||Novice, Arcane Background (Miracles), Spirit d8, Strength d6, Vigor d8, Faith d6, Fighting d8||+2 damage and Toughness vs. supernatural evil|
|Holy/Unholy Warrior||Novice, Arcane Background (Miracles), Spirit d8, Faith d6||Spend 1 Power Point to make evil creatures within Sp range make Spirit checks or be Shaken; roll of 1 kills Extras, wounds Wild Cards|
|Investigator||Novice, Smarts d8, Investigation d8, Streetwise d8||+2 Investigation and Streetwise|
|Jack Of All Trades||Novice, Smarts d10+||Unskilled Smarts-based rolls are at d4 instead of d4-2|
|Scholar||Novice, d8 in affected skills||+2 to two different Knowledge skills|
|Thief||Novice, Agility d8, Climb d6, Lockpick d6, Stealth d8||+2 Climb, Lockpick, Stealth, or to disarm traps|
|Wizard||Novice, Arcane Background (Magic), Smarts d8, Knowledge (arcana) d8, Spellcasting d6||Each Spellcasting raise reduces cost of spell by 1 point|
|Woodsman||Novice, Spirit d6, Survival d8, Tracking d8||+2 Tracking Survival, and Stealth (while in Wilderness)|
|Charismatic||Novice, Spirit d8||Charisma +2|
|Common Bond||Wild Card, Spirit d8||May give bennies to companions in communication|
|Connections||Novice||Call upon powerful friends with Persuasion roll|
|Strong Willed||Novice, Intimidation d6, Taunt d6||+2 Intimidation and Taunt, +2 to resist|
|Beast Bond||Novice||Character may spend bennies for his animals|
|Beast Master||Novice, Spirit d8||You gain an animal companion|
|Danger Sense||Novice||Notice at -2 to detect surprise attacks/danger|
|Healer||Novice, Spirit d8||+2 Healing|
|Wild Card Edges|
|Dead Shot||Wild Card, Seasoned, Shoot/Throw d10||Double ranged damage when dealt Joker|
|Mighty Blow||Wild Card, Seasoned, Fighting d10||Double melee damage when dealt Joker|
|Power Surge||Wild Card, Seasoned, arcane skill d10||+2d6 Power Points when dealt a Joker|
|Followers||Legendary, Wild Card||Attract 5 henchmen|
|Professional||Legendary, d12 in trait||Trait becomes d12+1|
|Expert||Legendary, Professional in trait||Trait becomes d12+2|
|Master||Legendary, Wild Card, Expert in Trait||Wild Die is d10 for one trait|
|Sidekick||Legendary, Wild Card||Character gains a Novice Wild Card sidekick|
|Tough as Nails||Legendary||Toughness +1|
|Improved Tough as Nails||Legendary, Tough as Nails||Toughness +2|
|Weapon Master||Legendary, Fighting d12||Parry +1|
|Master of Arms||Legendary, Weapon Master||Parry +2|
1 Background Edges—-must be chosen during character creation
|Adept||Novice, AB: Miracles, Faith d8+, Fighting d8+||Unarmed attacks do Str+d4 damage, always considered armed; can activate some Powers as a free action|
|Troubadour||Novice, AB: Miracles, Perform d6+||Use powers with bardic trappings, entertain audiences|
|Adaptable||Seasoned, Human or Half-Elf with Edge Heritage||Gain 1 non-Improved non-human Racial Edge; may be taken multiple times, once per Rank|
|Barbaric Blood||Seasoned, Berserk, Half-Orc||Spend a Benny to activate Berserk Edge|
|Improved Barbaric Blood||Veteran, Barbaric Blood, Spirit d8||Ignore the -2 penalty to end rage, Fighting roll of 1 won’t hit an ally while Berserk|
|Double Shot||Seasoned, Elf or Half-Elf with Agility Heritage, Shooting d8+||Fire two arrows at a single target within short range with one attack roll at a -2; bows only|
|Improved Double Shot||Veteran, Double Shot||As double shot, without the -2 penalty|
|Scamper||Seasoned, Agility d8+, Halfling||Man-size or larger foes get -1 to hit; only applies when the character is aware, free to move, & has 0 encumbrance penalty|
|Improved Scamper||Veteran, Scamper||Foes get no Gang Up bonus|
|Sunder||Seasoned, Dwarf||+1 AP/+2 on raise|
|Improved Sunder||Veteran, Sunder||+2 AP/+4 on raise|
The following new Edges should be added to most traditional fantasy settings.
Requirements: Novice, AB: Miracles, Faith d8+, Fighting d8+
Adepts are holy warriors who have trained themselves as living weapons. Their unarmed attacks do Str+d4 damage, and they are always considered armed for purposes of the Unarmed Defender rule.
In addition, upon taking this Edge and at each new Rank, they may choose to change the trappings of one of the following powers to work only on themselves but be activated as a free action: boost/lower trait, deflection, healing, smite, or speed. The Adept must still have the power to begin with, and this does not allow him to activate more than one power in a round.
Requirements: Novice, AB: Miracles, Perform d6+
Troubadours are traveling entertainers who bring news and amusement to people across the land. Despite using the rules for Arcane Background: Miracles, Troubadours typically don’t worship a specific deity for their power. They believe in the power of the arts, so their Arcane Skill is Perform (Spirit) instead of Faith. Additionally, they don’t worry about sins, though they have to deal with occasional “strain.”
Strain: Troubadours who roll a 1 on their Perform die, regardless of the Wild Die, suffer the effects as for a minor sin (-2 to Perform for a week). Should they critically fail such a roll, they suffer the effect of a major sin (complete loss of powers for a week and -4 to “normal” uses of the Perform skill). This represents terrible strain on their voice, mind, or raw nerves for the given period.
The Perform skill may also be used simply to entertain instead of activating powers. In these cases, the Troubadour can earn money for his performance. A successful skill roll per “set” (usually a couple of hours) nets him $1d6 for every 10 members of the audience. Double this number with a raise. The performer may add his Charisma to the roll when using the skill in this way. This assumes the audience can tip instead of a set fee. The audience may also tip with libations, livestock, blind dates with their daughters, or local rumors that may lead to adventure, fortune, and glory.
Requirements: Seasoned, Human or Half-Elf with Edge Heritage
Humans are capable of picking up new talents quite readily even if mastery sometimes eludes them. When a human takes this Edge he gains one non-Improved version of an Edge restricted to another race as long as he meets all other requirements. bq. This Edge may be taken multiple times, but only once per Rank. If a human learns Scamper, it applies to any creature one or more Sizes larger than him.
Requirements: Seasoned, Berserk, Half-Orc
Some half-orcs have an animal rage inside them they can trigger consciously. A half-orc with Barbaric Blood may spend a Benny to activate his Berserk Edge.
Improved Barbaric Blood
Requirements: Veteran, Barbaric Blood, Spirit d8
With sufficient willpower, a half-orc who has learned to trigger his rage can restrain it as well. Improved Barbaric Blood allows the half-orc to ignore the -2 penalty to end his rage, and on a roll of 1 on his Fighting die, he will not hit an ally while Berserk (though he may still hit the wrong opponent or miss).
Requirements: Seasoned, Elf or Half-Elf with Agility Heritage, Shooting d8+
Elves are renowned not only for their accuracy with the bow but for incredible trick shots as well. Double Shot allows an elf to fire two arrows in his bow at once, firing two shots at a single target with one attack roll at a -2 modifier.
The target must be within short range. If the attack is successful, both arrows hit, each causing normal damage. Double shot does not work with crossbows or other ranged weapons—only with bows and arrows.
Improved Double Shot
Requirements: Veteran, Double Shot
The elf may attack as above, but ignores the -2 penalty.
Requirements: Seasoned, Agility d8+, Half-Folk
Half-folk are small and quick. Some make great use of this in combat too, scampering about to avoid the blows of larger foes. Opponents of man-size or larger subtract 1 from attack rolls against half-folk with this Edge. The benefit only applies when the character is aware the attack is coming, he is unbound and able to move freely, and has no encumbrance penalty.
Requirements: Veteran, Scamper
The half-folk can move so quickly as to cause multiple opponents to interfere with each other’s attacks. Opponents get no Gang Up bonus against the half-folk.
Requirements: Seasoned, Dwarf
Dwarves have an instinctual knowledge of materials. Those with this Edge know just where to strike objects or armored foes to cause the most damage. Any weapon in the hands of a dwarf with this Edge ignores 1 point of armor (in addition to any AP value the weapon may already have) on a successful hit. If the dwarf gets a raise on the attack roll, he ignores 2 points of armor. The Edge applies against all forms of armor, natural or magical.
Requirements: Veteran, Sunder
As above, but the dwarf ignores up to 2 points of armor on a success and 4 points of Armor on a raise.
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