Hawkmoon:Edges
Edges
[edit]The following Edges are available in Hawkmoon campaigns. These Edges reflect the strange cultures, ruined chivalries, bitter resistance movements, forbidden sciences, and uncanny destinies of the Tragic Millennium.
Unless otherwise noted, these Edges follow the normal rules for Edges in Savage Worlds Adventure Edition.
Background Edges
[edit]Child Of Ruin
[edit]Requirements: Novice, Spirit d6+
You were raised amid shattered cities, war-scarred roads, and the wreckage of fallen realms. Hardship has taught you how to endure.
Your hero gains a +1 bonus to Survival and Notice rolls made to find shelter, forage, detect ambush, or navigate ruins and desolate country.
Courtly Bearing
[edit]Requirements: Novice, Spirit d6+
You have been trained in the manners, posture, and verbal forms of courts and noble houses. Even in rags, you carry yourself like one born to halls and banners.
Your hero gains a +2 bonus to Persuasion rolls made against nobles, courtiers, officers, clergy, and others who respect rank, etiquette, or refinement.
Desert Rider
[edit]Requirements: Novice, Agility d6+, Riding d6+
You are at home in harsh country and in the saddle.
Your hero ignores up to 2 points of Riding penalties from rough ground, bad weather, or difficult travel conditions. In addition, mounts under your control gain +1 Pace when traveling overland.
Granbretanian Defector
[edit]Requirements: Novice, Smarts d6+ or Spirit d6+
You once served Granbretan, whether as soldier, courier, courtier, technician, or lesser officer. You know the habits of the Dark Empire and how its servants think.
Your hero gains a +2 bonus to Common Knowledge and Notice rolls involving Granbretanian military customs, insignia, chain of command, camps, patrols, and protocol.
Hardy Wanderer
[edit]Requirements: Novice, Vigor d6+, Survival d6+
Long roads, hunger, foul weather, and bitter lodging do not break you easily.
Your hero gains a +2 bonus to resist Fatigue caused by cold, heat, thirst, hunger, forced march, and exposure.
Resistance Contact
[edit]Requirements: Novice, Spirit d6+
You have ties to hidden cells, smugglers, safe houses, or sympathizers in lands oppressed by Granbretan.
Once per session, when entering a settlement or occupied district, you may make a Persuasion or Streetwise roll. With success, you locate a useful contact, hiding place, guide, courier, or small cache of aid appropriate to the situation.
Ruin Scholar
[edit]Requirements: Novice, Smarts d8+, Common Knowledge d6+, Occult d6+ or Repair d6+
You have studied the broken remnants of elder knowledge, whether through manuscripts, field experience, or dangerous practical study.
Your hero gains a +2 bonus to Common Knowledge, Occult, or Repair rolls to identify ancient devices, ruined structures, relics, or fragments of forgotten science.
Combat Edges
[edit]Beast-Mask Duelist
[edit]Requirements: Novice, Agility d8+, Fighting d8+
You have learned to fight an enemy who uses terror, mask, ritual posture, and sudden savagery as part of battle.
Your hero gains +1 Parry against a single opponent you designate at the start of your turn. This bonus lasts until the beginning of your next turn.
Bitter Fighter
[edit]Requirements: Novice, Spirit d6+, Fighting d6+
You have learned to keep fighting through fear, pain, and despair.
Your hero gains a +2 bonus to Spirit rolls to recover from being Shaken.
Black Banner Veteran
[edit]Requirements: Seasoned, Fighting d8+, Battle d6+ or Intimidation d6+
You have served in brutal campaigns and know how war truly feels when formations break and men begin to die.
Your hero gains a +1 bonus to Battle rolls. In addition, allies within 5 add +1 to Spirit rolls to recover from being Shaken if they can see or hear you.
Killer Of The Masked
[edit]Requirements: Seasoned, Fighting d8+ or Shooting d8+, Notice d6+
You know how Granbretanian elites fight, posture, and reveal themselves in the instant before they strike.
Your hero gains +1 to attack rolls against Wild Cards or named foes belonging to Granbretanian Beast Orders or similarly elite masked enemies.
Road Ambusher
[edit]Requirements: Novice, Agility d8+, Stealth d6+, Survival d6+
You are practiced in waylaying patrols, springing traps, and striking from cover.
Your hero gains a +2 bonus to Stealth rolls to set up ambushes in wilderness, broken ground, ruins, woods, or roadside cover.
Shield Of A Fallen House
[edit]Requirements: Novice, Strength d6+, Vigor d6+, Fighting d6+
You were trained to stand your ground before danger, guarding a lord, banner, or gate.
When using a shield, your hero gains +1 Toughness against ranged attacks.
Leadership Edges
[edit]Captain Of Desperate Men
[edit]Requirements: Seasoned, Spirit d8+, Persuasion d6+, Battle d6+
You know how to lead frightened, tired, hungry people and still get them moving in the same direction.
Allies under your command gain a +1 bonus to Spirit rolls made to resist fear, intimidation, or despair.
Rally The Broken
[edit]Requirements: Novice, Spirit d8+, Persuasion d6+
Your voice can pull men back from panic and defeat.
As an action, you may make a Persuasion roll. With success, one ally within 5 who can hear you immediately attempts to recover from Shaken with a +2 bonus. With a raise, two allies may attempt recovery instead.
Standard-Bearer
[edit]Requirements: Novice, Spirit d6+, Athletics d6+
You have the gift of becoming the visible heart of a cause.
As long as your hero is visibly carrying a banner, emblem, relic, or similarly symbolic token, allies within 5 gain +1 to Spirit rolls to recover from being Shaken. If the symbol is lost, captured, or destroyed, this benefit ends.
Professional Edges
[edit]Bone-Setter
[edit]Requirements: Novice, Smarts d6+, Healing d8+
You are practiced in harsh battlefield medicine and rough surgery.
Your hero gains a +2 bonus to Healing rolls to treat wounds caused within the last hour.
Field Mechanician
[edit]Requirements: Novice, Smarts d8+, Repair d8+
You can coax one more use out of machines that should have died centuries ago.
You gain a +2 bonus to Repair rolls involving vehicles, weapons, engines, mechanical traps, ancient devices, or other complicated machines.
Poison-Lore
[edit]Requirements: Novice, Smarts d6+, Healing d6+ or Survival d6+
You know venoms, taints, herbs, and subtle means of dosing an enemy.
Your hero gains a +2 bonus to create, identify, or safely handle poisons, sedatives, tainted food, or toxic substances. This also applies to rolls to detect poisoning.
Relic Handler
[edit]Requirements: Novice, Smarts d6+, Repair d6+ or Occult d6+
You know how to hold, transport, and manipulate unstable relics without immediately ruining them or yourself.
Your hero gains a +2 bonus to rolls made to safely activate, disarm, transport, or examine relics and devices of forbidden science.
Social Edges
[edit]Fallen Name
[edit]Requirements: Novice, Spirit d6+
Your house may be broken, dispossessed, outlawed, or reduced, but the name still carries a shadow of power.
Once per encounter, you may invoke your lineage, title, household, or former allegiance to gain a +2 bonus to a single Persuasion or Intimidation roll against someone who might know or respect it.
Mask Reader
[edit]Requirements: Novice, Notice d8+, Intimidation d6+ or Persuasion d6+
In an age of masks, ceremony, and deception, you have learned to read what lies beneath display.
Your hero gains a +2 bonus to Notice rolls to detect deceit, concealed hostility, hidden fear, or ritualized bluffing in conversation.
Voice Of Command
[edit]Requirements: Novice, Spirit d8+, Intimidation d6+ or Persuasion d6+
When you speak sharply, people obey before they think.
Your hero gains +2 to Intimidation or Persuasion rolls made to issue immediate commands, halt confusion, overawe guards, or impose authority in a crisis.
Weird Edges
[edit]Marked By Fate
[edit]Requirements: Novice, Spirit d8+
Something in the world has noticed you. Whether it is destiny, the Runestaff, old powers, or mere cursed fortune, your life bends strangely around decisive moments.
Once per session, you may reroll any trait roll. You must keep the second result.
Relic Sensitivity
[edit]Requirements: Novice, Spirit d6+, Notice d6+
You feel a prickling unease when forbidden devices or ancient energies are near.
Your hero gains a +2 bonus to Notice rolls to detect hidden relics, active strange machinery, occult apparatus, or invisible fields and emissions tied to forbidden science.
Uncanny Resilience
[edit]Requirements: Seasoned, Vigor d8+, Spirit d6+
You have survived things that should have broken you.
Once per session, when you would suffer a level of Fatigue or a Wound from an environmental effect, poison, disease, radiation, or relic backlash, you may ignore it.
Noble Edges
[edit]Heir To Ashes
[edit]Requirements: Novice, Spirit d8+, Persuasion d6+
You are the remnant of something that mattered. A lost duchy, broken keep, extinguished title, or ruined order still speaks through you.
At the start of each session, gain one additional Benny that may only be used on Persuasion, Spirit, or Common Knowledge rolls connected to your name, duty, inheritance, or authority.
Household Training
[edit]Requirements: Novice, Agility d6+, Fighting d6+, Riding d6+ or Persuasion d6+
You were raised in the disciplines expected of gentle birth: arms, bearing, horsemanship, and command.
Choose one when you take this Edge:
- gain +1 to Fighting
- gain +1 to Riding
- gain +1 to Persuasion
This may not raise the chosen skill above d12.
Resistance Edges
[edit]Cell Organizer
[edit]Requirements: Novice, Smarts d6+, Persuasion d6+, Stealth d6+
You know how to structure secrecy, compartmentalize information, and keep a cause alive underground.
You gain a +2 bonus to rolls made to organize covert meetings, pass messages secretly, hide supplies, or prevent informants from piecing together a resistance network.
Saboteur
[edit]Requirements: Novice, Agility d6+, Smarts d6+, Repair d6+, Stealth d6+
You are skilled at disabling roads, engines, gates, weapons, and supplies in ways that do maximum harm at the right moment.
Your hero gains a +2 bonus to Repair or Thievery rolls made to sabotage machinery, weapons, transport, locks, or fixed defenses.
Granbretan Edges
[edit]Beast Order Training
[edit]Requirements: Novice, Agility d6+, Fighting d6+ or Shooting d6+, Intimidation d6+
You were drilled in the cruel and theatrical methods of Granbretan’s war culture.
Choose one when you take this Edge:
- gain +1 to Intimidation
- gain +1 to Fighting
- gain +1 to Shooting
This may not raise the chosen skill above d12.
Iron Discipline
[edit]Requirements: Novice, Spirit d8+, Granbretanian Defector or Beast Order Training
Granbretan trained you to obey under horror and continue under punishment.
Your hero gains a +2 bonus to resist Intimidation and fear effects caused by battle, torture, monstrous display, or imperial terror.
Runestaff Edges
[edit]Drawn By The Runestaff
[edit]Requirements: Novice, Marked By Fate, Spirit d8+
You are one of those rare souls around whom coincidence ceases to be coincidence.
Once per session, after initiative is dealt, you may discard your Action Card and draw a new one.
Dream Of Warning
[edit]Requirements: Seasoned, Spirit d8+, Notice d8+
Your sleep is troubled by symbols, impressions, and fragmentary visions.
At the start of each session, make a Spirit roll. With success, you gain one useful symbolic warning about a danger, betrayal, relic, or turning point likely to arise in the session. With a raise, the warning is clearer and grants +1 to one relevant roll later in the session.
Hawkmoon Codex Home • Character Creation • Edges • Hindrances • Marks of the Ancients • Granbretan • Tragic Millenium Europe • Science and Sorcery • Arms and Equipment
