EDGES
You are not restricted by the special abilities, special items, or magical pets defined here. If you want to know how many points a customized Edge would be worth, please, PM a GM. Also include a description of the Edge with an estimate of how many points it would be worth based on the ones outlined below.
Telepathic/Empathic Abilities
Telepathy - read or plant thoughts
--Read thoughts
----(1 point) Offensive
--Plant thoughts
----(1 point) Offensive
--Block mind probing
----(1 point) Defensive
--All of the above
----(3 points)
Empathy - read or plant emotions
--Read emotions
----(1 point) Offensive
--Plant emotions
----(1 point) Offensive
--Block emotion control
----(1 point) Defensive
--All of the above
----(3 points)
Telekinesis - move objects/elements with mind
--Level 1 Matter: Move light objects [100lbs or less]
----(1 point)
--Level 2 Matter: Move heavy objects [more than 100lbs]
----(1 point)
Must have Level 1 Matter
--Level 1 Energy: Manipulate small breeze of air/fire (candle) and medium gust/fire (campfire)
----(1 point)
--Level 2 Energy: Manipulate gale of wind/ball of fire (bigger than a campfire)
----(1 point)
Must have Level 1 in Energy
--All of the above
----(4 points)
*Note: Concentration based--so if a character's concentration is broken, Telekinesis stops.
Divination Abilities
Clairvoyance - see through objects
--Level 1: Seeing through anything less than 3in thick
----(1 point)
--Level 2: Seeing through anything more than 3in thick
----(1 point)
--All of the above
----(2 points)
Aura Perception - see auras which contain general data from past and present
----(1 point)
Remote Viewing - see through someone else's eyes
--Level 1: Anyone within 1mi in the same dimension
----(1 point)
--Level 2: Anyone more than 1mi in the same dimension
----(1 point)
Must have Level 1 Remote Viewing
--Block Remote Viewing
----(1 point) Defense
--All of the above
----(3 points)
Precognition - see a potential future event
----(2 points)
Post-cognition - see a past event
----(2 points)
Psychometry - pick up "impressions" from inanimate objects
--Level 1: Impressions within 3 days
----(1 point)
--Level 2: Impressions within 3 years
----(1 point)
Must have Level 1 Psychometry
--All of the above
----(2 points)
Good Instincts - the ability to make unconscious connections that your character may not consciously see or justify (usually the right conclusion)
----(2 points)
Physical Abilities
Alternate Form - provides a fixed (non-alterable) form different from your normal form
*NOTE: Alternate Form is one of the Edges that has a base ability with add-ons to customize the type of Alternate Form your character may have.
--Base Ability: different form with no Edges or Hindrances.
----(1 point)
*NOTE: Additional Edges (and Hindraces) may be taken for your Alternate Form in the same manner as your standard form. The cost/benefit of the Edge/Hindrance is the standard cost/benefit multiplied by the percentage you anticipate being in the form.
Burrowing - ability to travel under the ground at your standard movement rate
--(2 points)
Flight - ability to travel through the air at your standard movement rate
--(2 points)
Quick Movement - ability to move up to twice as fast as normal
--(2 points)
Regeneration - ability to heal at an accelerated rate; may give ability to regrow lost limbs
--Level 1: Quickly heals minor wounds
----(1 point)
--Level 2: Quickly heals major wounds and has possibility of healing dismembering wounds
----(1 point)
Must have Level 1 Regeneration
--All of the above
----(2 points)
Shape-shifting - the ability to change from one form to another
*NOTE: Shape-shifting is one of the Edges that has a base ability with add-ons to customize the type of shape-shifting your character may have.
--Base Ability: Unlimited number of forms of a similar size as your character's normal form with no form alteration abilities (meaning once in a different form your character can make no alterations to that form) as well as keeping the form is concentration dependent (meaning, if your character loses concentration s/he begins to shift back to his/her normal form).
----(2 points)
--No Concentration - your character is able to keep his/her form and focus on other things without losing the current form; also will not begin to lose current form if your character's concentration is broken.
----(1 point)
Must have Base Ability to add to your character.
--Alter Form - your character is able to make alterations to the shifted form while in it
----Minor Alteration (hair color, eye color, skin color, hair length, etc)
------(1 point)
Must have Base Ability to add to your character
----Moderate Alteration (Stone skin, turning hands into claws, etc.)
------(1 point)
Must have Minor alterations to add to your character
----Complete Alteration (Forming gills to breathe under water, making bones less dense for flying, growing complete wings for flying, etc.)
------(2 points)
Must have Moderate Alteration to add to your character
----All Alteration abilities
------(4 points)
----All Alteration abilities AND Base Ability
------(6 points)
--Twice My Size - the ability to shift into a form that is at most twice the size of your character
----(1 point)
Must have Base Ability to add to your character
--No Size Restriction - the ability to shift into any size form
----(2 points)
Must have Twice My Size to add to your character
--Complete Shape-shifting Package
----(10 points) includes Base Ability
Special Vision - the ability to see outside the normal-human range
*NOTE: You can replace your character's normal human vision for Infra-vision or Ultra-vision at no point cost.
--Low-Light Vision: the ability to see in less light in any spectrum that your character can normally see in.
----(1 point)
--Infra-vision: the ability to see in the infrared spectrum
----(2 points)
--Ultra-vision: the ability to see in the ultraviolet spectrum
----(1 point)
--All of the above (with normal human vision)
----(4 points)
Super Strength - the ability to lift and move objects heavier than a normal human being could lift
--Level 1: Your character can lift twice his/her weight AND throw an object his/her weight
----(1 point)
--Level 2: Your character can lift four times his/her weight AND throw an object twice his/her weight
----(1 point)
Must have Level 1 Super Strength
--Level 3: Your character can lift eight times his/her weight AND throw an object four times his/her weight
----(1 point)
Must have Level 2 Super Strength
--All of the above
----(3 points)
Good Reflexes - the ability to respond faster than normal to an event (includes physical and mental reflexes)
--Level 1: Active - only applies when your character is prepared for the event
----(1 point)
--Level 2: Passive - applies when your character isn't prepared for the event (doesn't include being asleep)
----(1 point) Must have Level 1 Good Reflexes
--Level 3: Incapacitated - applies when your character is asleep in some form
----(1 point) Must have Level 2 Good
--All of the above
----(3 points)
Magic-Type Abilities
Magic - ability to create effects which deft logic and physics
--Level 1: Can emulate any other non-magic-type Level 1 ability
----(2 points)
--Level 2: Can emulate any other non-magic-type Level 2 ability
----(2 points)
Must have Level 1 Magic
--Level 3: Can emulate any other non-magic-type Level 3 ability
----(2 points)
Must have Level 2 Magic
--All of the above
----(6 points)
*Note: Emulation of other abilities are transient--NOT PERMANENT (where appropriate)!
**Note: A spell that has more than one ability will more difficult to cast.
Weird Science - ability to create items whose effects may defy logic and physics
--Level 1: Create a device which can emulate any other non-magic-type Level 1 ability
----(2 points)
--Level 2: Create a device which can emulate any other non-magic-type Level 2 ability
----(2 points)
Must have Level 1 Weird Science
--Level 3: Create a device which can emulate any other non-magic-type Level 3 ability
----(2 points)
Must have Level 2 Weird Science
--All of the above
----(6 points)
*Note: Time is required to create the device--not instant as in the case of Magic. The device permanently has the ability as long as it isn't destroyed, broken, or malfunctioning.
**Note: A device that has more than one ability will take even longer to make and likely require more materials.
Conjuration Abilities
Creation & Destruction - ability to create something into being and removing it completely from existence
--Level 1 Matter: Create/Destroy an object [100lbs or less]
----(1 point)
--Level 2 Matter: Create/Destroy an object [more than 100lbs]
----(1 point)
Must have Level 1 Matter
--Level 1 Energy: Create/Destroy a small breeze of air/fire (candle) and medium gust/fire (campfire)
----(1 point)
--Level 2 Energy: Create/Destroy a gale of wind/ball of fire (bigger than a campfire)
----(1 point)
Must have Level 1 in Energy
--All of the above
----(4 points)
Alteration Abilities
Shadowplay - ability to manipulate shadows
--Level 1: Manipulate existing shadows
----(1 point)
--Level 2: Create or remove shadows (which can then be manipulated)
----(1 point)
Must have Level 1 Shadowplay
--All of the above
----(2 points)
Transmute Matter - ability to alter the atomic structure of matter
--Level 1: Transmute objects with a mass no greater than 20lbs
----(1 point)
--Level 2: Transmute objects with a mass no greater than 100lbs
----(1 point)
Must have Level 1 Transmute Matter
--Level 3: Transmute objects with a mass greater than 100lbs
----(2 points)
Must have Level 2 Transmute Matter
--All of the above
----(4 points)
*Note: It will be easier to transmute matter that is pure. For example, it would be more difficult to transmute mud than water.
Locomotive Abilities
Teleportation†‡ - ability to transport from one physical location to another without passing through the space between source and destination
--Level 1: Move up to 100ft line-of-sight
----(1 point)
--Level 2: Move up to 200yds non-line of sight, materializing in an object is possible and
could be fatal
----(1 point)
Must have Level 1 Teleportation
--Level 3: Move beyond 200yds non-line of sight, without materializing in an object--will materialize next to an object
----(2 points)
Must have Level 2 Teleportation
--All of the above
----(4 points)
Alter Time†‡ - ability to move through time and alter the events which take place in the current time
--Level 1: Travel with a precision of 85%
----(1 point)
--Level 2: Travel with a precision of 90%
----(1 point)
--Level 3: Travel with a precision of 95%
----(1 point)
--All of the above
----(3 points)
*Note: Your character could be shifted an amount of time if traveling to a time where an object is in the location your character would appear
**Note: Altering time causes stress on the time continuum. The greater the stress on the continuum the greater the possibly of the continuum unraveling.
Plane Shifting†‡ - ability to move from plane to another. The precision applies to where in the plane your character shifts
--Level 1: Shifting with a precision of 75%
----(1 point)
--Level 2: Shifting with a precision of 85%
----(1 point)
--Level 3: Shifting with a precision of 95%
----(1 point)
--All of the above
----(3 points)
Levitation‡ - ability to defy gravity in some way
--Level 1: Levitation of self
----(1 point)
--Level 2: Levitation of self and/or others
----(1 point)
Must have Level 1 Levitation
--All of the above
----(2 points)
*Note: Concentration based--so if a character's concentration is broken, Levitation stops.
† Usage of all type/levels of locomotive abilities cause a traveling sickness that prevents repetitive traveling
‡ Can move objects as well as self if there is physical contact with objects. For example, Fred is holding Sara's hand and Peter is holding Sara's other hand. If Fred teleports, Sara and Fred will teleport, leaving Peter behind because Peter was not touching Fred directly. Touching the teleporter's clothing will allow for teleportation as well. For example, Reed pulled on Nancy's shirt as she was teleporting. Reed would also teleport.
(These rules apply to Teleportation, Alter Time, Plane Shifting, and Levitation)
Other Abilities
Rebirth - will be reborn after death
----(6 points)
*Note: This Edge may be free depending on the setting.
Contents
INTRODUCTION
EXPLANATION OF EDGES AND HINDRANCES
HINDRANCES
EDGES