New Edges: (General) Gambit Use, Gambit Mastery, Last Resort, Last Word (Fighter) Limit Break, Tubthumping, (Pilot) Mechanical Instinct
New Edges: (Fighter) Two-Handed Style, (Pilot) Engineer Training, Conviction
New Edges: (Pilot) Champion, Slow Burn
New Edges: (Pilot) Formation Leader, Ghetto Rigger, Potent Supermoves
A note on Edges with Level requirements -- although you can take these for double cost before you reach that level, as with any Edge whose stat requirements you fail to meet, you don't get anything back once you reach the expected level. Therefore it's extremely inefficient to take such an Edge before you reach the expected Level.
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Synergy
Mins: none When you take Synergy, pick another party member with whom you have a close bond. You may be good friends or simply work expertly together. This teamwork has a variety of benefits.
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Combat Expertise
Mins: (Mus + Dex + Kin) 35 You are either a natural with a weapon in hand or have been heavily trained. You are a more versatile fighter than most and can fine-tune your attacks to the needs of the situation.
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Magic Expertise
Mins: (Int + Tal + Har) 35 You are trained not only in potent casting but also in clever spellweaving; you understand the underlying elements that tie all magic together. This gives you a broader palette than most mages with comparable skill groups.
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Versatility
Mins: (Sta + Agi + Awa) 35 You are skilled at turning the situation to your advantage. Your quick wits and breadth of experience allow you to do several things at once and do one thing better than most.
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Gambit Use
Mins: (Agi + Awa) 25 You can think on your feet and react quickly, and you have learned to apply this talent to your combat skills, allowing you to gain the advantage the moment a fight breaks out.
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Gambit Mastery
Mins: (Agi + Awa) 35 Prereq: Gambit Use When activating a Gambit as per the Gambit Use rules, you need only pay the normal cost of the skill rather than double. |
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Talented
Mins: none Like all the main characters, you've been trained in combat, but you're also especially skilled in tasks well outside the purview of battle. You have a broader selection of miscellaneous talents than most people.
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Polymath
Mins: Tal 25 or Har 25 Like all the main characters, you've been trained in combat, but you're also especially skilled in tasks well outside the purview of battle. You have a broader selection of miscellaneous talents than most people.
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Enemy Encyclopedia
Mins: (Int + Awa) 30 You have basic information on all manner of creatures, and your keen senses can discern the traits of even those opponents about which you know nothing. You may have spent time in the wilderness or serving as a team's Calculator, and you have surely undergone extensive studies. Although you haven't encountered most of the creatures you know about, your basic knowledge is enough to give you and your allies an advantage.
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Technique Assessment
Mins: (Int + Awa) 35 or Agi 20 Prereq: Enemy Encyclopedia Your mastery of tactics and combat allows you to instantly perceive your opponents' style and abilities. You realize what he is doing the moment he begins to do it, allowing you precious moments to react.
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Coup de Grace
Mins: Dex 20 or (Kin + Har) 35 Pity the helpless foe before your blade! Given a clean shot, you can sever life with a single elegant stroke.
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Canny Fighter
Mins: Agi 10, Awa 10, (Int + Agi + Awa) 35 You hang back or dance around in combat, staying on the defensive while waiting for an opening. While on guard you're especially difficult to hit.
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Guardian Spirit
Mins: Int 10, (Sta + Kin) 20 Prereq: Canny Fighter You fight battles on your own terms, however long it takes. As long as you keep your wits about you you are as stable as a mountain.
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Last Resort
Mins: (Mus + Int + Har) 25 Even when an attack brings you to your knees you retain enough control to lash out or redouble your defenses.
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Last Word
Mins: Level 15 In a clash of mighty powers, you stand your ground. Yours is a defense so resolute that even an unstoppable force cannot budge it.
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Some of these might be broadened to apply to both kinds of combat once I figure out how mecha combat works, and thereby made General. We'll see.
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Use Mystic Armor
Mins: Mus 5, (Mus + Sta) 10, (Int + Tal) 30 You have the magical background required to attune to enchanted light armor, which has high elemental defense and often benefits from eccentric special effects. |
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Use Mail
Mins: Mus 10, (Mus + Sta) 25 You can wear mail, the standard armor for most of the world. It has unremarkable elemental defense but provides fairly good physical defense. |
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Use Plate
Mins: Mus 15, (Mus + Sta) 35 Prereq: Use Mail You are one of the few trained to wear heavy plate mail. This armor provides excellent defense against physical attacks and good defense against elemental attacks. |
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Weaponmaster
Mins: Dex 5, (Mus + Dex) 15 Due to extensive combat training or natural aptitude (or, more likely, a bit of each), you can pick up any weapon -- or anything that could be used as a weapon -- and wield it with skill.
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Two-Handed Style
Mins: Mus 20 When holding a weapon in both hands you can split stones and skulls with ease. You don't need this Edge to use a weapon two-handed -- rather, the Edge represents a refined technique that combines force with balance and precision.
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[Status] Resistance
Mins: (Mus + Sta) 20 for physical effects, (Int + Tal) 20 for mental effects Your natural resilience and will grant you a measure of protection against one of the eight status effects: Poison, Blind, Bind, Petrify, Addle, Sleep, Taint, or Stun. The first four are physical and the last four are mental.
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[Status] Immunity
Mins: (Mus + Sta) 25 for physical effects, (Int + Tal) 25 for mental effects Prereq: [Status] Resistance for same effect You are so inured to a particular impairment that you need never fear its effects.
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Improved Evasion
Mins: Agi 15 Whether through luck, intuition, or acrobatic feats, you are good at not being where an attack is. You can dive away from an explosion and pick yourself up without a scratch.
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Iron Fists
Mins: (Mus + Dex) 25 You're tough as nails. Through arduous training you have turned your bare hands into lethal weapons that can never be taken away from you.
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Dual Focus
Mins: (Int + Tal) 40 Prereq: Combat Expertise or Magic Expertise or Versatility You have built a unique fusion of styles around one of your skill groups. Although the complexities of the method make the skills more difficult to perform, they are especially potent.
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Elemental Imbalance
Mins: none Humans have a natural elemental balance that provides them with a single innate point of defense in every elemental defense stat. You're a bit quirky, however -- you've got a strange mixture. It's not unusual enough to be really bizarre, and most people with the condition live their entire lives without even knowing about it, but it could come in handy with elemental attacks flying around in battle.
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Elegant Arsenal
Mins: (Dex + Agi) 40 Most people pick one type of gear they like and stick with it; this is true even among soldiers, who are trained in a selection of martial arts. Not you, though. You realize that different situations call for different tools, and you've trained to make sure that you're never caught unprepared.
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My Favorite Things
Mins: Agi 5, (Sta + Agi) 25 You can equip more accessories for some reason. Since it's not really explained why a person can only equip two accessories to begin with, I'm not going to attempt to rationalize this ICly.
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Limit Break
Mins: Level 5 Like a feral animal, you are most dangerous when cornered. When you buy this Edge, pick a basic action you can perform (like "attack" or "use item") or a Spell or Action skill you know. If you have 25% or less of your HP in normal combat and the fight would be worth at least a -2 Will reduction if it were in mecha, you may execute a more advanced version of that action in lieu of the normal form.
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Tubthumping
Mins: (Sta + Mus) 20 There's no denying your spirit and stubbornness. You may not always win, but you give as good as you get, and no one can keep you down for long.
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Formation Leader
Mins: (Kin + Awa) 15 You have trained extensively in mech-based formation fighting and know several specialized formations. Although the entire party can benefit from these advanced formations, only a pilot with this special training can execute the Formation Change action on behalf of the group.
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Potent Supermoves
Mins: (Kin + Har) 25 You can channel incredible power into a deadly attack or invincible defense. Although you must still pay the usual amount when learning Supermoves, you can learn Supermoves of 1 level higher than you would normally be able to.
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Desperation
Mins: none In the most dire circumstances, when things look the worst, your spirit burns brightly. Your willpower and training allow you to pull yourself up from the brink of defeat and strike back.
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Improved Desperation
Mins: (Kin + Awa + Har) 46 Prereq: Desperation The Will cost reduction from Desperation increases to -2. |
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Champion
Mins: Kin 5, (Kin + Awa) 15 When you stand alone against your foes, you are stalwart. You can take on many opponents alone, and if you choose to fly with allies you can continue fighting with the prowess of a team even if you're the last man standing.
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Conviction
Mins: none You are spurred to success by a fierce determination. Setbacks only increase your resolve, and you see even an invincible enemy as a challenge rather than an obstacle.
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Slow Burn
Mins: (Awa + Har) 15 You may sometimes let an opponent goad you into acting rashly, but you're at your best when you move with a steady determination toward victory. Like a freight train, it takes you a while to build up steam, but once you have, nothing can stop you.
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Mechanical Instinct
Mins: Har 15, (Har + Awa) 30 You are at home behind the controls of any vehicle or computer. You just seem to instinctively understand how things work. You might make the odd mistake, but what little you can't intuit you pick up with amazing speed. You probably picked up the rudiments of piloting very quickly, and you can use any functional machine for its intended purpose, even ancient lost technology.
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Soulbond
Mins: Har 10, (Har + Kin) 25 You have an intimate bond with one particular mech, earned through extensive experience and study. The mech is like a second skin to you, and you have a profound knowledge of its needs and inner workings.
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Shared Spirit
Mins: Har 10, Kin 15 Prereq: Soulbond for same mech You are so experienced with your mech of choice that, when piloting it, you can act without thought or hesitation. The bond between pilot and machine is so tight that piloting feels more natural than fighting on foot.
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Engineer Training
Mins: none Although all military pilots learn basic repair and maintenance techniques for their mecha, most students become either pilots or engineers and place little emphasis on the other area. You are an exception. You have as much pilot training as your peers but are also well-schooled in engineering. Given the right equipment you can perform all but the most exotic repairs and modifications to mecha, and your talents extend to general magitech and mundane technology. You would be a valuable asset on any field team.
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Ghetto Rigger
Mins: Awa 10 or Har 20 Over the years, you've become adept at holding stuff together with gum and tape. All pilots and machinists pick up this skill to some extent -- advanced machinery is invaluable and supplies move slowly when they move at all. You can do it better than most, however. Maybe you owned your own mech and were too poor to afford proper parts, or maybe you spent some time in an out-of-the-way location. Your improvisations and jury-rigs are often as good as someone else's regular work.
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Varied Stylist
Mins: none Every pilot has his own way of piloting, but few hone an effective personal style. Of those few, most are wholly dedicated to their method and couldn't pilot any other way if they tried. You're a rarity among rarities, however, one of the handful of pilots capable of learning radically different piloting methods and switching freely between them.
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Style: Loose Cannon
You've undergone the usual military training: you know how to fight in formation and wage war in a tactical and coordinated manner. You know what, though? The hell with it. You're at your best when you shut your mind off and allow your animal rage to guide you. You can launch a maniacal assault that leaves enemies scattered like leaves. When piloting in the Berserk stance, the stance's PL bonus is increased to +2, you can use one more mod than usual on your Attack actions, and if an action you perform while Berserk reduces an enemy to 0 HP you gain +1 Will (total, not per enemy). The Will bonus only applies if the target was above 0 HP to begin with. |
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Style: Efficient
Your intimate knowledge of mechs' hardware allows you to squeeze every drop of energy out of them. You know all the tricks for stretching out your limited supply of power and fighting with simple, minimalist movements. While piloting, any skill that costs 6 or fewer MP before any adjustments are made is reduced to 1 MP. Further MP cost reductions do not apply, but Ward Break does increase the reduced cost to 2 MP. Additionally, when performing a long-term task in which power supply is an issue (like flight), you can keep your mech going twice as long. |
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Style: Tactical
When you're behind the controls of a mech, you can make the most out of any situation. You're an expert at exploiting situational factors and applying your abilities in innovative ways. While piloting, you can use one more mod than usual on any action, either when modding your own actions or lending mods to an ally. Supermoves still can't be modded, however. |
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Style: Steady
You have an uncanny balance and elegance that allows you to pilot a clattering rustbucket across a rickety bridge or recover smoothly from enemy assaults or system failure. You could probably run in a mech even if its gyros were disabled. You've built a style around this ability, and it gives your mech the ability to shake off injuries and pitfalls that would doom a lesser pilot. Instead of being calculated based on Toughness, your mech's base Armor is the sum of your Fortitude and Spirit. Armor enhancements can further increase this value as usual. Assuming average stats across the board, this actually reduces your Armor, but items and Features that enhance Fortitude/Spirit are much easier to come by than those that enhance Toughness, and you can use Replies like Expert Resist that temporarily improve those stats to increase your Armor versus a single hit. |
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Style: Instinctive
Like a zen archer, you allow your muscle memory and mechanical rapport to carry you through actions that would otherwise require forethought. You aren't frenzied like the Loose Cannon; instead, you have a calm, confident gestalt that carries you faithfully through the rounds of battle. For the purposes of calculating your Hit, Accuracy, and Reaction when piloting, add half your Harmony to the base stat. Your mech can't be Arm Broken or Head Broken by called shots. |
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Style: Opportunistic
You always pick the ideal place and moment to strike. As long as you can spot a window of opportunity, you can exploit it, however small it may be. You are nearly immune to the tunnel vision that overcomes other combatants; you cut through the fog of war to see the optimal time to strike and can exploit even momentary weaknesses in the ebb and flow of combat. For the purposes of calculating your Wisdom and Hit when piloting, add half your Awareness to the base stat. Your mech can't be Ward Broken by called shots. |
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Style: Unpredictable
Whether because your tactics are too complex for them to understand or because you don't decide what you're going to do until the moment you do it, your opponents can never predict your actions. Even when you do the obvious, you find an unexpected way to pull it off. The seemingly chaotic nature of your actions demoralizes and confuses foes. For the purposes of calculating your Evade, Reaction, Fortitude, and Spirit when piloting, add half your Kinesthesia to the base stat. Your mech can't be Leg Broken or Body Broken by called shots. |
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Style: Reserved
You can launch a withering assault without overcommitting. If the big guns don't do the trick, you have no trouble backing off and re-assessing the fight. You deploy your ultimate attacks more as a strategic plan than as a hot-blooded frenzy. You might not be the flashiest fighter on the field, but in a long encounter you're likely to outlast the rest. When you use a Supermove, your Escalation is set to one less than that move's level (minimum zero), rather than being set to the move's level as usual. Characters who combo with you receive this benefit for the combo move as well. This means you can actually reduce your Escalation gradually by using successively weaker moves. |