Weird Edges are extraordinary, unnatural, or special in origin.
REQUIREMENTS: Novice
Some individuals have an extraordinary bond with their animal companions. These characters may spend their own Bennies for any animals under their control, including mounts, pets, familiars, and so on.
REQUIREMENTS: Novice, Spirit d8+
Animals take to your hero quickly and easily. They won’t attack him unless he attacks them first or they’re enraged for some reason.
The Beast Master’s “animal magnetism” is so great he’s attracted a loyal animal of some sort as well. This is typically an animal of Size 0 or smaller, subject to the GM’s approval.
The beast is an Extra and doesn’t Advance in Rank or abilities. If a pet is dismissed or killed, the hero gains a replacement in 1d4 days.
More Powerful Companions: Beast Master may be taken more than once. Choose one of the effects below each time it’s chosen:
Gain an additional pet.
Increase one of the pet’s Traits one die type (only one Trait per pet).
Increase the maximum Size pet you may have by +1, to a maximum of 3.
Make one pet a Wild Card. (The hero must be of Heroic Rank).
REQUIREMENTS: Veteran, Teras Kasi Warrior
Your hero’s teras kasi training goes beyond the norm and into the realm of the mystical. At the start of each combat encounter, she gains a “Chi Point” that can be spent to:
Reroll one of her failed attacks (even a Critical Failure).
Make an enemy discard an attack against her, then reroll it from scratch.
Add +d6 damage to a successful Fighting attack made with her hands, feet, claws, or other Natural Weapons (this may Ace).
Unspent Chi is lost at the end of the combat Encounter.
REQUIREMENTS: Novice
Your hero can sense when something bad is about to happen. When rolling for Surprise, he adds +2 to his Notice roll to act in the first round. With a raise, he starts the encounter on Hold.
In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives him a Notice roll at -2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes his Notice roll, the foe doesn’t get The Drop against him.
REQUIREMENTS: Novice,
The character has learned to compensate and manipulate objects in order to fake using the Force. This Edge allows the character to use certain Force Powers that can be explained away using technology or other means. For example, using magnets to Move Object. This is done by using trappings on the Force Powers.
Force Skill: Performance (Spirit)
Starting Powers: 1
Power Points: 15
Note: additional Force Powers may be taken as normal, however, the trappings need to make sense in order to pull off the power without requiring the Force. Any Force Power reference to a Force Use skill is replaced by Performance.
REQUIREMENTS: Novice, Spirit d8+
A hero with this Edge adds +2 to all Healing rolls, whether natural or through the Force.
REQUIREMENTS: Novice, Vigor d8+
This gregarious individual processes alcohol far differently than most. The round after consuming a stiff drink (about eight ounces of hard liquor or equivalent), her Vigor increases one die type (increasing Toughness as well). The drinker can also ignore one level of Wound penalties (which stacks with other abilities that do the same).
Smarts, Agility, and all linked skills suffer a -1 penalty for the duration, however.
The effect lasts for one hour after it begins, at which point the boozer suffers a level of Fatigue for the next four hours.
REQUIREMENTS: Novice, Luck
Once per encounter the hero may find, “suddenly remember,” or dig up some much-needed piece of equipment, a handful of ammunition, or some other useful device.
The Game Master decides what constitutes an encounter, and has the final word on what can and can’t be found.