Savage Fallout World
Edges
The following text is adapted from the Savaged Fallout Wasteland Survival Guide and Savage Fallout v. 4.1
Removed Edges
Adept, Arcane Background, Arcane Resistance/ Improved Arcane Resistance, Berserk, Champion, Danger Sense, Florentine, Holy/ Unholy Warrior, Mentalist, New Power, Power Points, Power Surge, Rapid Recharge/ Improved Rapid Recharge, Soul Drain, Woodsman, Wizard.
Novice Edges
Name | Requirements | Notes |
Die Hard | +1 Toughness when at 3 Wounds | |
Drunken Master | Fighting d6 | +1 to unarmed attack rolls after imbibing at least 8 oz of alcohol |
Educated* | Smarts d8 | May raise 2 untrained skills above the linked attribute on gaining an advance |
Entomologist | Smarts d6, Science d6 | +1d6 damage to mutated insects |
Flower Child* | Vigor d6, Spirit d8 | +2 to chem addiction checks, withdrawal times halved |
Gambler | +2 to Gambling rolls | |
Healer | Smarts d6, Medicine d8 | +2 to Medicine rolls |
Human Feature | Ghoul | +1 Charisma |
Hunter | Survival d6 | +1d6 damage to mutated animals |
Increased Metabolism | Human | Stimpacks will heal an additional Wound and effects from chems last twice as long on a successful Vigor check |
Intense Training | May raise an Attribute again if already raised in the same rank. Once per rank | |
Lab Assistant | Smarts d6, Science d8 | +2 to scientific Knowledge rolls |
Mental Block | Spirit d8 | Immunity against psychic attacks. |
Mr. Fix It | Smarts d10, Repair d8, 2 scientific Knowledge Skills at d6+ | +2 to Repair rolls, With a raise he/ she repairs in half the time |
Nightkin* | Super Mutant | +1 to Big Guns and Stealth rolls |
Night Vision | Notice d6 | Attack modifiers for Dark and Pitch Darkness reduced to -1/-2. |
Outdoorsman | Spirit d6, Survival d8 | +2 to Survival rolls |
Presence | Charisma 0 | People's initial reaction is more favorable (+2 Charisma) |
Quick Pockets | Agility d6 | May take an item from bags as a free action |
Rad Child | Vigor d6, Human or Ghoul | +1 bonus to natural healing checks for each level of Rad Poisoning |
Rad Resistance* | Human | +2 Rad Resistance |
Smooth Talker | Persuasion d6 | +2 to Persuasion rolls |
Steady Arm | Super Mutant | May use a Heavy Weapon with only one hand |
Stonewall | Strength d6 | +2 to Strength rolls resisting grapple or push maneuvers |
Strong Back | Strength d6 | Carry an additional 25 lbs over the load limit |
Swift Learner | Gain an advance after accumulating 4 Experience Points | |
Tech Wizard* | Ghoul | +1 to Repair and Science rolls |
Tribal* | Human | +1 to Fighting and Survival rolls |
Vault Dweller* | Human | +1 to Medicine and Science rolls |
Wastelander* | Human | +1 to Small Guns and Streetwise rolls |
* Background Edges chosen during character creation.
Seasoned Edges
Name | Requirements | Notes |
Adrenaline Rush | Ignore wound penalties for Strength and Strength based skill rolls | |
Animal Friend | Spirit d8, Survival d10, Beastmaster | Animals will assist in fights, though not against other animals |
Computer Whiz | Smarts d6, Science d8 | +2 to computer Science/ use rolls |
Demolitions Expert | Explosives d8 | +2 to Explosives rolls when (dis)arming explosives; Explosive devices do +1d6 damage |
Ghost | Agility d8, Stealth d10 | +2 to Stealth movement rolls |
Heave Ho! | Double range for throwing weapons | |
Hit the Deck | Agility d6 | +2 to Agility rolls to dodge area attacks; negates 1d6 damage by explosives |
Hot Potato! | Explosives d8 | Grenades cannot be thrown back or dodged |
Jury Rig | Smarts d6, Repair d8 | No penalty for making repairs without spare parts |
Light Step | Agility d8 | 50% chance not to set off mines and traps |
Pack Rat | Strong Back | Can carry an additional 25 lbs over the load limit |
Power Armour Training | Can use power armour | |
Pyromaniac | Big Guns or Explosives d8 | +1d6 damage to every conflagrant target |
Quick Recovery | Agility d8 | May get up from prone as a free action |
Robotics Expert | Repair d8, Science d8 | +1d6 damage against constructs; can disable constructs on a successful Stealth attack. +2 to robotic Science rolls |
Sharpshooter | Smarts d6, Notice d8 | Range modifiers for Medium and Long range reduced to -1/ -2 |
Silent Running | Agility d6, Stealth d8 | No Stealth penalty for running |
Snake Eater | Vigor d8 | +2 to Vigor rolls against poison |
Super Slam! | Strength d8, Fighting d8 | Fighting attacks which hit with a raise knock the target prone |
Trap Expert | Survival d8 | +2 to Survival rolls when (dis)arming traps |
Tunnel Rat | Agility d8 | May crawl at full Pace |
Veteran Edges
Name | Requirements | Notes |
Action Boy | Multi-action penalty reduced by 1 | |
Bloody Mess | No Mercy | +2 Bonus when spending a Benny on a damage roll |
Commando | Agility d10, Small Guns or Big Guns d10 | Called Shots modifiers reduced by 50% for two-handed guns |
Gunslinger | Agility d10, Small Guns d10 | Called Shots modifiers reduce by 50% for one-handed guns |
Hand-to-Hand Evade | Fighting d10 | +1 to Defend and +2 to Full Defense maneuvers if unarmed |
Living Anatomy | Medicine d10 | +1 damage to humanoid creatures. |
Master Trader | Charisma 2, Barter d10 | +2 to Barter rolls |
More Criticals | Fighting, Small Guns, Big Guns, or Explosives d10, Luck | Gain a raise on a roll of 3 points over the target number to hit for chosen weapon specialization |
Mutate! | May swap the value of two attributes | |
Piercing Strike | Fighting d10 | Fighting attacks negate 2 points of armor |
Rapid Reload | Agility d8, Small Guns d10 | May make an Agility check to reload a weapon that takes 1 action to reload as a free action |
Roughin' It | Survival d10 | Fatigue penalties reduced by 1 |
Run n' Gun | Agility d8 | No penalty for moving in the same round as firing a Snapfire weapon |
Splash Damage | Explosives d10 | Explosives affect a larger Burst Template |
Tough Hide | Super Mutant | +2 Toughness |
Weapon Handling | Agility d6 | No penalty for using weapons without meeting the Strength requirements |
Heroic Edges
Name | Requirements | Notes |
Better Criticals | Fighting, Small Guns, Big Guns, or Explosives d12, Luck | Bonus damage die is d10 instead of d6 for chosen weapon specialization |
Cult of Personality | Charisma 4 | No matter the character's reputation and alignment, people always have a favourable initial reaction |
Master Thief | Agility d12, Thief | Athletics, Lockpick and Stealth Wild Die are d8 |
Medic | Medicine d10, Healer | Medicine Wild Die is d8 |
Negotiator | Persuasion d10, Barter d10 | Persuasion and Barter Wild Die is d8. |
Scientist | Science d10, Lab Assistant | Science Wild Die is d8 |
Survivalist | Smarts d6, Vigor d6, Survival d10 | Survival Wild Die is d8 |
Technician | Repair d10, Mr. Fix It | Repair Wild Die is d8 |
Legendary Edges
Name | Requirements | Notes |
Concentrated Fire | Small Guns or Big Guns d12 | +1 to hit every round same target is fired at; bonus is lost if taking any other actions |
Paralyzing Palm | Fighting d12, Improved Martial Artist | Target is paralyzed for 2d6 rounds on a Shaken or Wounded result from an unarmed Fighting attack, instead of taking damage |
Rad Absorption | Vigor d10 | May make Vigor roll once per day to lose 1 level of Rad Poisoning. |
Rad Tolerance | Human | No negative effects from minor Rad Poisoning |
Silent Death | Agility d12, Fighting d10, Ghost | Double damage for unarmed or melee stealth attacks |
Slayer | Agility d12, Strength d12, Fighting d12 | Gain a bonus damage die on successful Fighting attacks |
Sniper | Agility d12, Notice d12, Small Guns d12 | Gain a raise on a roll 2 points over the target number to hit |