Deadlands Reloaded Character Generator v1.2
Deadlands Reloaded Character Generator v1.2
Deadlands Reloaded Character Generator v1.2
Harrowed? No
3
Woah Buckeroo, You've Overspent!
EDGES Cost Description
Power Description
Disclaimer
• This sheet is Terry Zimmerman's ([email protected]) original creation, updated by Huckleberry, intended for use with the Sav
Worlds and Deadlands Reloaded Roleplaying Game copyrighted by Pinnacle Entertainment Group, Inc. www.peginc.com
• This sheet contains as few copyrighted material as necessary, to ensure that it is useless without the proper copyrighted
material.
• This sheet is not official and is not endorsed by Pinnacle Entertainment Group, Inc..
• Any use of Pinnacle Entertainment Group, Inc. copyrighted material or trademarks anywhere on this sheet should not be
viewed as a challenge to those copyrights or trademarks.
Feel free to provide feedback should you have any questions, comments, suggestions or errors noted about this
spreadsheet. Happy hunting in the Weird West!
Skin:
Hair:
Eyes:
escription
Requirements
ie type Current
Focus
d12 Die Knowledge
Smarts chk
d4 0
d4 0
d4 0
d4 0
d4 * 0
d4 #VALUE!
d4 0
d4 #VALUE!
d4 * Knowledge#VALUE!
d4 0
d4 * 0
d4 0
d4 #VALUE!
d4 0
d4 * 0
d4 0
d4 #VALUE!
d4 #VALUE!
d4 * 0
d4 #VALUE!
0
0
0
lete
n
y, intended for use with the Savage
nt Group, Inc. www.peginc.com
0
Elderly Check
d4
d4
d4
d4
d4
d4
d4
d4
d4
d4
d4
d4
d4
d4
d4
d4
d4
d4
d4
d4
Total Money Spent on Gear $0.00 Total Money Left to Spend $250.00 Cash $250.00
Enter
Quantity
RANGED WEAPONS Unit Cost Damage Range ROF Shots Weight
0 Automatics
0 0 Gatling Gun (.45) $1,500.00 2d8 24/48/96 3 100 40.0
0 0 Gatling Pistol (.45) $800.00 2d6+1 12/24/48 2 12 5.0
0 0 Gatling Rifle (.45) $1,200.00 2d8 24/48/96 2 12 13.0
0 0 Gatling Shotgun $1,500.00 1-3d6 12/24/48 2 12 15.0
0 0 Carbines
0 0 Sharps '55 (.57) $18.00 2d8 20/40/80 1 1 8.0
0 0 Spencer (.56) $15.00 2d8 20/40/80 1 7 8.0
0 0 LeMat Carbine (.42) $35.00 2d8 20/40/80 1 9 9.0
0 0 LeMat Carbine Shotgun (16 ga) $0.00 1-3d6 12/24/48 1 1 0.0
0 0 Derringers
0 0 Derringer (.41) $8.00 2d6 5/10/20 1 2 0.5
0 0 English 1840 Model (.36) $5.00 2d6 5/10/20 1 8 1.0
0 0 Rupertus Pepperbox (.22) $6.00 2d6 5/10/20 1 8 1.0
0 0 Wesson Dagger-Pistol (.41) $6.00 2d6 5/10/20 1 2 1.0
0 0 Revolvers, Single Action
0 0 Colt Army (.44) $12.00 2d6+1 12/24/48 1 6 2.0
0 0 Colt Bluntline Special (.45) $500.00 2d6+1 15/30/60 1 6 3.0
0 0 Colt Dragoon (.44) $11.00 2d6+1 12/24/48 1 6 4.0
0 0 Colt Navy (.36) $10.00 2d6 12/24/48 1 6 3.0
0 0 Colt Peacemaker (.45) $15.00 2d6+1 12/24/48 1 6 2.0
0 0 LeMat Grapeshot Pistol (.40) $25.00 2d6 12/24/48 1 9 4.0
0 0 LeMat Pistol Shotgun (16 ga) $0.00 1-3d6 5/10/20 1 1 0.0
0 0 Revolvers, Double Action
0 0 Colt Frontier (.32-20) $8.00 2d6 12/24/48 1 6 2.0
0 0 Colt Lightning (.38) $13.00 2d6 12/24/48 1 6 2.0
0 0 Colt Peacemaker (.45) $15.00 2d6+1 12/24/48 1 6 2.0
0 0 Colt Thunderer (.41) $14.00 2d6 12/24/48 1 6 2.0
0 0 Starr Revolver (.44) $9.00 2d6+1 12/24/48 1 6 2.0
0 0 Rifles
0 0 Ballard '72 (.56) $24.00 2d8 24/48/96 1 1 11.0
0 0 Bullard Express (.50) $30.00 2d10 24/48/96 1 11 11.0
0 0 Colt Patterson Model '36 (.69) $25.00 2d10 24/48/96 1 7 12.0
0 0 Colt Revolving Rifle (.56) $24.00 2d8 24/48/96 1 5 11.0
0 0 Enfield Musket (.58) $25.00 2d8 12/24/48 1 1 9.0
0 0 Evans Old Model Sporter (.44) $30.00 2d8 24/48/96 1 34 12.0
0 0 Sharp's Big 50 (.50) $20.00 2d10 24/48/96 1 1 10.0
0 0 Springfield (.58) $8.00 2d10 24/48/96 1 1 9.0
0 0 Winchester '73 (.44-40) $25.00 2d8 24/48/96 1 15 7.0
0 0 Winchester '76 (.45) $40.00 2d8 24/48/96 1 15 7.0
0 0 Shotguns
0 0 Colt Revolving Shotgun (12 ga) $45.00 1-3d6 12/24/48 1 5 10.0
0 0 Double Barrel (12 ga) $35.00 1-3d6 12/24/48 1-2 2 8.0
0 0 Scattergun $35.00 1-3d6 6/12/24 1-2 2 5.0
0 0 Single Barrel $25.00 1-3d6 12/24/48 1 1 6.0
0 0 Winchester Lever-Action $35.00 1-3d6 12/24/48 1 4 8.0
0 0 Other Ranged Weapons
0 0 Bolas $3.00 Str+1 4/8/16 1 1 0.5
0 0 Bow $3.00 2d6 12/24/48 1 1 2.0
0 0 Dynamite, 1 stick $3.00 2d6 4/8/16 1 1 0.5
0 0 Nitro, 8 oz $1.25 3d6 4/8/16 1 1 0.5
0 0 Blowpipe $100.00 1d6+1 5/10/20 1 1 0.5
0 0 Boomerang $25.00 Str+d6 10/20/40 1 0 2.0
0 0 Shuriken $3.00 Str+1 4/8/12 2 0 0.5
Enter INFERNAL RANGED WEAPONS Unit Cost Damage Range ROF Shots Weight
Quantity
Ranged Weapons
0 0 Hat Gun $250.00 2d6+1 12/24/48 1 6 8.0
0 0 Electro-Magnetic Focusing Device $1,800.00 Special Cone 1 1 10.0
0 0 Rifle Cane $150.00 2d8 24/48/96 1 1 2.0
0 0 Rifle Parasol $200.00 2d8 24/48/96 1 1 3.0
0 0 Hydraulic Miner $1,400.00 Special 10/20/40 1 Special 300.0
0 0 Grapple Gun $150.00 2d6 5/10/20 1 1 10.0
0 0 Steam Gatling $5,000.00 2d8 24/48/96 4 120 50.0
0 0 Acid Gun $2,500.00 2d10 Cone 1 16 12.0
0 0 Air Pistol $300.00 2d4 10/20/40 1 6 1.0
0 0 Air Rifle $600.00 2d6 20/40/80 1 15 4.0
0 0 Ammo-matic $7,000.00 2d8 24/48/96 3+ 100 50.0
0 0 Dynamite Launcher $750.00 Special 8/16/32 1 10 25.0
0 0 Electrostatic Gun $1,500.00 Special 2/4/8 1 1 3.0
0 0 Flamethrower $2,000.00 2d10 Cone 1 30 15.0
0 0 Flash Gun $150.00 Special Cone 1 6 5.0
0 0 Light Enhancement Pistol $3,000.00 1-4d6 12/24/48 1 1 4.0
0 0 Lightning Gun $2,750.00 2d10 24/48/96 1 N/A 20.0
0 0 Net Gun $350.00 Special 10/20/40 1 1 6.0
0 0 Sonic Destabilization Ray $2,500.00 Special 10/20/40 1 1 20.0
0 0 Drill Rocket $1,500.00 4d8+2 24/48/96 1 1 15.0
0 0 Six-Pounder $5,000.00 3d6+1 75/15/300 1 0 N/A
0 0 Ten-Pounder $6,000.00 3d6+2 75/15/300 1 0 N/A
0 0 Twelve-Pounder $7,000.00 3d6+3 75/15/300 1 0 N/A
0 0 Clockwork Torpedo $500.00 4d8+2 30/60/90 4 0 N/A
0 0 Anchored Mine $100.00 4d6 - 0 0 N/A
0 0 Depth Mine $200.00 4d6 - 0 0 N/A
0 0 Limpet Mine $150.00 4d6 - 0 0 N/A
Enter
Quantity
MELEE WEAPONS Unit Cost Damage Weight
0 0 Brass Knuckles $1.00 Str+d4 1.0
0 0 Club $0.00 Str+d4 1.0
0 0 Club, War $3.00 Str+d6 3.0
0 0 Club, War (bladed) $8.00 Str+d8 6.0
0 0 Knife $2.00 Str+d4 1.0
0 0 Knife, Bowie $4.00 Str+d4+1 2.0
0 0 Lariat $4.00 $0.00 3.0
0 0 Rapier $10.00 Str+d4 3.0
0 0 Saber $15.00 Str+d6 4.0
0 0 Spear $3.00 Str+d6 5.0
0 0 Tomahawk $3.00 Str+d6 4.0
0 0 Whip $10.00 Str+d4 2.0
0 0 Brassclaw Bracer $100.00 Str+d8 4.0
0 0 Fighting Fan $4.00 str+d4 1.0
0 0 Flying Claw $30.00 str+d4 3.0
0 0 Naginata $30.00 str+d4 5.0
0 0 Nunchaku $30.00 str+d4 4.0
0 0 Sai $6.00 str+d4 2.0
0 0 Three-Section Staff $45.00 str+d4 8.0
0 0 Twin Hooks $30.00 str+d6 4.0
Enter Area
Quantity
INFERNAL GEAR Unit Cost Weight Armor
Protected
Total Cost
0 CLOTHING
0 0 Light Armored Hat $500.00 2.0 1 Head
0 0 Heavy Armored Hat $800.00 4.0 2 Head
0 0 Bullet Proof Vest $1,800.00 10.0 2 Chest
0 0 Heavy Bullet Proof Vest $2,800.00 20.0 4 Chest
0 0 Light Armored Leggings $1,200.00 10.0 1 Legs
0 0 Heavy Armored Leggings $1,900.00 20.0 2 Legs
0 0 Light Armored Duster $3,500.00 20.0 2 Body
0 0 Heavy Armored Duster $5,500.00 40.0 4 Body
0 0 Diving Suit $2,000.00 0.0
0 0 Grounding Boots $500.00 0.0
0 0 Noiseless Shoes $500.00 0.0
0 0 Rocket Boots $750.00 0.0
0 0 Deluxe Rocket Boots $1,250.00 0.0
0 0 Air Vane Helmet $400.00 0.0 2 Head
0 0 Spring Boots $400.00 0.0
0 0 Suction Boots $500.00 0.0
0 0 Hat Periscope $200.00 0.0
0 0 Maze Dragon Robe $12,000.00 4.0 2 Body
0 0 Mechanical Skeleton $5,000.00 0.0
0 0 Owl-Eye goggles $1,000.00 0.0
0 0 Real-All Spectacles $1,000.00 0.0
0 0 Sonic Goggles $1,000.00 0.0
0 0 Vapor Mask $100.00 0.0
0 0 MISC
0 0 Auto-Regulating Heater $75.00 0.0
0 0 Dust Ionizer $250.00 0.0
0 0 Epitaph Camera $1,600.00 0.0
0 0 Ghost Rock Detector $3,000.00 0.0
0 0 Ghost Rock Timepiece $100.00 0.0
0 0 Gravitic Intensification Field Generator $3,250.00 0.0
0 0 Mesmeric Oscillator $1,200.00 0.0
0 0 Player Instruments $25.00-$75.00 0.0
0 0 Psychic Projector $12,000.00 0.0
0 0 Rattler Detector $100.00 0.0
0 0 Self-Devoping Photographic plates $25.00 0.0
0 0 Sound Telegraph $2,000.00 0.0
0 0 Spirit Camera $2,500.00 0.0
0 0 Tethered Satellite $4,000.00 0.0
$250.00
Min Total
Weight Notes
Str Total Cost Weight
0.5 AP1
1.0 AP1; Reload 2
1.0
1.0 AP1; see notes
2.0 AP1
3.0
4.0 AP1
3.0 AP1
2.0 AP1
4.0 AP1; see notes
0.0
2.0 AP1
2.0 AP1
2.0 AP1
2.0 AP1
2.0 AP1; Reload 2
Min Total
Weight Notes
Str Total Cost Weight
12.0 AP 4
1.0 Refer to Smith & Robards
4.0 Refer to Smith & Robards
50.0 AP 2; may not move; refer to Smith & Robards
25.0
3.0 Refer to Smith & Robards
15.0 Ignores armor
5.0 Refer to Smith & Robards
4.0 Refer to Smith & Robards
20.0 Refer to Smith & Robards
6.0 Refer to Smith & Robards
20.0 Refer to Smith & Robards
15.0 AP 15; MBT; Heavy Weapon; Refer to Smith & Robards
Min Total
Notes
Agi Cost Total Weight
AP2; Parry -1; req 2 hands
AP1
Parry -1; Reach +2; see notes
Parry +1
Min Total
Notes
Agi Cost Total Weight
Total Cost
Total Weight
PERSONAL INFO
ORIGIN HEIGHT HAIR AGE
HINDRANCES DESCRIPTION
Bloodthirsty (Major) Never takes prisoners
Doubting Thomas (Minor) Character doesn’t believe in the supernatural
POWER POINTS 0 POWER POINT REGENERATION POWER POINTS FROM OTHER SOURCE
Name
Ailin (Major)
Ailin (Minor)
All Thumbs (Minor)
Allergy (Major)
Allergy (Minor)
Anemic (Minor)
Arrogant (Major)
Aura o’ Death (Minor)
Bad Dreams (Major)
Bad Eyes (Major)
Bad Eyes (Minor)
Bad Luck (Major)
Big Mouth (Minor)
Blind (Major)
Bloodthirsty (Major)
Cautious (Minor)
Clueless (Major)
Code of Honor (Major)
Coup Counter (Minor)
Curious (Major)
Cursed (Major)
Dark Secret (Minor)
Death Wish (Minor)
Degeneration (Minor)
Delusional (Major)
Delusional (Minor)
Doubting Thomas (Minor)
Elderly (Major)
Enemy (Major)
Enemy (Minor)
Greedy (Major)
Greedy (Minor)
Habit (Major)
Habit (Minor)
Hard of Hearing (Major)
Hard of Hearing (Minor)
Heroic (Major)
Illiterate (Minor)
Lame (Major)
Loyal (Minor)
Mean (Minor)
Obese (Minor)
One Arm (Major)
One Eye
One Leg (Major)
Outsider (Minor)
Overconfident (Major)
Pacifist (Major)
Pacifist (Minor)
Phobia (Major)
Phobia (Minor)
Poverty (Minor)
Quirk (Minor)
Small (Major)
Stubborn (Minor)
Ugly (Minor)
Vengeful (Major)
Vengeful (Minor)
Vow (Major)
Vow (Minor)
Wanted (Major)
Wanted (Minor)
Yellow (Major)
Young (Major)
HABETICALLY
Effect Source
-2 Fatigue rolls vs exhaustion, Fatigue check each session to become dead. DL
-1 Fatigue rolls vs exhaustion, Fatigue check each session to become Major Hindrance DL
-2 Repair; Roll of 1 on a mechanical or electronic device causes malfunction SW
Within 5" of allergen make a Vigor roll at -2, or get 1 Fatigue for the whole day. DL
Within 5” of allergen make a Vigor roll at –1, or get 1 Fatigue for 1d6 hours. DL
-2 vigor to resist sickness, disease, or environment (replaced by Ailin in DL) SW
Must humiliate opponent, always look to challenge the leader SW
-2 Charisma, -2 Riding DL
Takes 1 less fate chip per session. DL
-2 to attack or notice something more than 5” distant (not applicable for DL) SW
-2 to attack or notice something more than 5” distant when not wearing glasses SW
One less benny (fate chip) per session SW
Can't keep secrets well. SW
-6 to all physical tasks that require vision, -2 to most social tasks, gain a free edge SW
Never takes prisoners SW
Character is overly cautious SW
-2 to most Common Knowledge rolls SW
The character keeps his word and acts like a gentleman SW
Touch Attack (Fighting +2) with the stick with no damage, or spend a benny to attack first. DL
Character wants to know about everything SW
No beneficial miracles can ever work on the character, no matter how good his intentions are now. Miracles that harm or otherwise hinder the DL
There is something in your character’s past that would be compromising if it came out causing the character to suffer a -4 to Charisma if othe DL
Hero wants to die after completing some task SW
+2 notice against, -4 Riding DL
Character suffers from grave delusions SW
Character suffers from grave delusions SW
Character doesn’t believe in the supernatural SW
Pace -1, -1 to Strength and Vigor die types; 5 extra skill points for any linked to Smarts. May not raise Str/Vigor after Novice level SW
The character has a recurring nemesis of some sort SW
The character has a recurring nemesis of some sort SW
The character is obsessed with wealth SW
The character is obsessed with wealth SW
A Minor Habit is simply annoying; characters must make Fatigue rolls deprived of Major Habits SW
The character has an annoying habit, Charisma -1 SW
Completely deaf -- automatic failure to on Notice checks for sounds SW
-2 to Notice sounds SW
The character is a true hero and always helps those in need SW
Unable to read or write. SW
-2 Pace and running die is a d4 SW
The hero tries to never betray or disappoint his friends SW
The character suffers -2 to his Charisma for his ill-temper and surliness SW
+1 Toughness, -1 Pace, d4 running die SW
-4 to tasks requiring two arms SW
-1 Charisma, -2 to rolls requiring depth perception SW
-2 Pace, d4 running die, -2 to rolls requiring mobility (Climbing & Fighting), -2 swimming skill SW
-2 Charisma, treated badly by those of the more dominant society SW
The hero believes he can do anything SW
The character won’t fight living creatures under any circumstance SW
The character fights only in self-defense SW
-4 to Trait tests when the phobia is near SW
-2 to Trait tests when the phobia is near SW
Half starting funds, general inability to hang onto future income SW
The character has some minor but persistent foible, such as bragging, elitism, or the pursuit of fame SW
-1 Toughness SW
Hero always wants his way SW
-2 Charisma due to the character’s less-than-average appearance SW
Character holds a grudge and will kill to settle the score SW
Character holds a grudge SW
The hero has a pledge to himself, a group, a deity, or a religion SW
The hero has a pledge to himself, a group, a deity, or a religion SW
The character is a criminal of some sort and has a bounty on his head SW
The character is a criminal of some sort and has a bounty on his head SW
The character is cowardly and suffers -2 to his Guts rolls SW
3 points for Attributes (instead of 5); 10 skill points (instead of 15), +1 benny (fate chip) per session SW
Source
EDGES - BY RANK (Alphabetical Listing and Type listings below)
Rank
Name
Ace N
Acrobat N
Alertness N
Ambidextrous N
Arcane Background (Miracles) N
Arcane Background (Magic) N
Arcane Background (ShamanismN
Arcane Background (Weird ScienN
Arcane Background (Chi MasteryN
Arcane Resistance N
Attractive N
Beast Bond N
Beast Master N
Berserk N
Brawny N
Champion N
Charismatic N
Command N
Common Bond N
Connections N
Danger Sense N
Fast Healer N
Filthy Rich N
First Strike N
Fleet-Footed N
Florentine N
Gadgeteer N
Great Luck N
Hard to Kill N
Healer N
Holy/Unholy Warrior N
Improved Arcane Resistance N
Improved Nerves of Steel N
Investigator N
Luck N
McGyver N
Mentalist N
Mr. Fix It N
Natural Leader N
Nerves of Steel N
New Power N
Noble N
Power Points N
Quick N
Quick Draw N
Rich N
Scholar N
Steady Hands N
Strong Willed N
Sweep N
Thief N
Trademark Weapon N
Two-Fisted N
Very Attractive N
Wizard N
Woodsman N
Alchemy N
Arcane Background (Blessed) N
Arcane Background (Hexslinger) N
Arcane Background (Metal MageN
Born in the Saddle N
Born to Kill N
Captain N
Card Sharp N
Chi Focus N
Conviction (Miracles) N
Conviction (Blessed) N
Dealers Choice N
Don't Get 'em Riled N
Duelist N
Fetish Creator N
Gallows Humor N
Gift of Gab N
Gris-Gris Crafter N
Harrowed N
Knack N
Liquid Courage N
Martial Arts N
Mongoose Leap N
Nose for the Rock N
Patron Spirit N
Rebel Yell N
Scout N
Scrapper N
Secret Identity N
Silvertongued Devil N
Snakeoil Salesman N
Soldier - Officer N
Soldier - Private N
Superior Kung Fu (Drunken StyleN
Superior Kung Fu (Eagle Claw) N
Superior Kung Fu (Mantis) N
Superior Kung Fu (Monkey) N
Superior Kung Fu (Shaolin TemplN
Superior Kung Fu (Shuai Chao) N
Superior Kung Fu (Tai Chi) N
Superior Kung Fu (Tan Tui) N
Superior Kung Fu (Wing Chun) N
Tale Teller N
Ten-Tiger Punch N
Totem Spirit N
True Grit N
Veteran o' the Weird West N
Voodoo N
Whateley Blood N
Wilderness Man N
Block S
Combat Reflexes S
Dead Shot S
Dodge S
Frenzy S
Hold the Line! S
Improved Level Headed S
Inspire S
Level Headed S
Marksman S
Mighty Blow S
Power Surge S
Rapid Recharge S
Rock and Roll! S
Soul Drain S
Agent S
Blind Fighting S
Cannoneer S
Counterpunch S
Fates Favored S
Flock S
High Roller S
Hip-Shooting S
Lightning Strike S
No Mercy S
Soldier - NCO S
Speed Load S
Spirit's Favor S
Texas Ranger S
Fervor V
Giant Killer V
Harder to Kill V
Improved Block V
Improved Dodge V
Improved Frenzy V
Improved Rapid Recharge V
Improved Sweep V
Improved Trademark Weapon V
Celestial Kung Fu (Drunken StyleV
Celestial Kung Fu (Eagle Claw) V
Celestial Kung Fu (Mantis) V
Celestial Kung Fu (Monkey) V
Celestial Kung Fu (Shaolin TemplV
Celestial Kung Fu (Shuai Chao) V
Celestial Kung Fu (Tai Chi) V
Celestial Kung Fu (Tan Tui) V
Celestial Kung Fu (Wing Chun) V
Feet of Fury V
Improved Counterpunch V
Improved High Roller V
Improved Martial Arts V
Master Crafter V
Movement of the Serpent V
Pistolero V
Reputation V
Seen The Elephant V
Two-Gun Kid V
Desensitized H
Improved Hip-Shooting H
Iron Parry H
Old Hand H
Expert L
Followers L
Improved Tough as Nails L
Master L
Master of Arms L
Professional L
Sidekick L
Tough as Nails L
Weapon Master L
Behold a Pale Horse L
Damned L
Eureka! L
Fast as Lightning L
Martial Arts Master L
Mind of Quicksilver L
Right Hand of the Devil L
We Have the Technology L
EDGES - ALPHABETICAL
Rank
Name
Ace N
Acrobat N
Agent S
Alchemy N
Alertness N
Ambidextrous N
Arcane Background (Blessed) N
Arcane Background (Chi MasteryN
Arcane Background (Hexslinger) N
Arcane Background (Magic) N
Arcane Background (Metal MageN
Arcane Background (Miracles) N
Arcane Background (ShamanismN
Arcane Background (Weird ScienN
Arcane Resistance N
Attractive N
Beast Bond N
Beast Master N
Behold a Pale Horse L
Berserk N
Blind Fighting S
Block S
Born in the Saddle N
Born to Kill N
Brawny N
Cannoneer S
Captain N
Card Sharp N
Celestial Kung Fu (Drunken StyleV
Celestial Kung Fu (Eagle Claw) V
Celestial Kung Fu (Mantis) V
Celestial Kung Fu (Monkey) V
Celestial Kung Fu (Shaolin TemplV
Celestial Kung Fu (Shuai Chao) V
Celestial Kung Fu (Tai Chi) V
Celestial Kung Fu (Tan Tui) V
Celestial Kung Fu (Wing Chun) V
Champion N
Charismatic N
Chi Focus N
Combat Reflexes S
Command N
Common Bond N
Connections N
Conviction (Miracles) N
Conviction (Blessed) N
Counterpunch S
Damned L
Danger Sense N
Dead Shot S
Dealers Choice N
Desensitized H
Dodge S
Don't Get 'em Riled N
Duelist N
Eureka! L
Expert L
Fast as Lightning L
Fast Healer N
Fates Favored S
Feet of Fury V
Fervor V
Fetish Creator N
Filthy Rich N
First Strike N
Fleet-Footed N
Flock S
Florentine N
Followers L
Frenzy S
Gadgeteer N
Gallows Humor N
Giant Killer V
Gift of Gab N
Great Luck N
Gris-Gris Crafter N
Hard to Kill N
Harder to Kill V
Harrowed N
Healer N
High Roller S
Hip-Shooting S
Hold the Line! S
Holy/Unholy Warrior N
Improved Arcane Resistance N
Improved Block V
Improved Counterpunch V
Improved Dodge V
Improved Frenzy V
Improved High Roller V
Improved Hip-Shooting H
Improved Level Headed S
Improved Martial Arts V
Improved Nerves of Steel N
Improved Rapid Recharge V
Improved Sweep V
Improved Tough as Nails L
Improved Trademark Weapon V
Inspire S
Investigator N
Iron Parry H
Knack N
Level Headed S
Lightning Strike S
Liquid Courage N
Luck N
Marksman S
Martial Arts N
Martial Arts Master L
Master L
Master Crafter V
Master of Arms L
McGyver N
Mentalist N
Mighty Blow S
Mind of Quicksilver L
Mongoose Leap N
Movement of the Serpent V
Mr. Fix It N
Natural Leader N
Nerves of Steel N
New Power N
No Mercy S
Noble N
Nose for the Rock N
Old Hand H
Patron Spirit N
Pistolero V
Power Points N
Power Surge S
Professional L
Quick N
Quick Draw N
Rapid Recharge S
Rebel Yell N
Reputation V
Rich N
Right Hand of the Devil L
Rock and Roll! S
Scholar N
Scout N
Scrapper N
Secret Identity N
Seen The Elephant V
Sidekick L
Silvertongued Devil N
Snakeoil Salesman N
Soldier - NCO S
Soldier - Officer N
Soldier - Private N
Soul Drain S
Speed Load S
Spirit's Favor S
Steady Hands N
Strong Willed N
Superior Kung Fu (Drunken StyleN
Superior Kung Fu (Eagle Claw) N
Superior Kung Fu (Mantis) N
Superior Kung Fu (Monkey) N
Superior Kung Fu (Shaolin TemplN
Superior Kung Fu (Shuai Chao) N
Superior Kung Fu (Tai Chi) N
Superior Kung Fu (Tan Tui) N
Superior Kung Fu (Wing Chun) N
Sweep N
Tale Teller N
Ten-Tiger Punch N
Texas Ranger S
Thief N
Totem Spirit N
Tough as Nails L
Trademark Weapon N
True Grit N
Two-Fisted N
Two-Gun Kid V
Very Attractive N
Veteran o' the Weird West N
Voodoo N
We Have the Technology L
Weapon Master L
Whateley Blood N
Wilderness Man N
Wizard N
Woodsman N
EDGES - BY TYPE
Rank
Name
Alchemy N
Blind Fighting S
Born to Kill N
Celestial Kung Fu (Drunken StyleV
Celestial Kung Fu (Eagle Claw) V
Celestial Kung Fu (Mantis) V
Celestial Kung Fu (Monkey) V
Celestial Kung Fu (Shaolin TemplV
Celestial Kung Fu (Shuai Chao) V
Celestial Kung Fu (Tai Chi) V
Celestial Kung Fu (Tan Tui) V
Celestial Kung Fu (Wing Chun) V
Chi Focus N
Conviction (Miracles) N
Conviction (Blessed) N
Counterpunch S
Dealers Choice N
Desensitized H
Eureka! L
Feet of Fury V
Fetish Creator N
Flock S
Gris-Gris Crafter N
High Roller S
Improved Counterpunch V
Improved High Roller V
Improved Martial Arts V
Iron Parry H
Lightning Strike S
Martial Arts Master L
Master Crafter V
Mind of Quicksilver L
Mongoose Leap N
Movement of the Serpent V
Old Hand H
Patron Spirit N
Spirit's Favor S
Superior Kung Fu (Drunken StyleN
Superior Kung Fu (Eagle Claw) N
Superior Kung Fu (Mantis) N
Superior Kung Fu (Monkey) N
Superior Kung Fu (Shaolin TemplN
Superior Kung Fu (Shuai Chao) N
Superior Kung Fu (Tai Chi) N
Superior Kung Fu (Tan Tui) N
Superior Kung Fu (Wing Chun) N
Ten-Tiger Punch N
Totem Spirit N
Voodoo N
We Have the Technology L
Whateley Blood N
Brawny N
Improved Arcane Resistance N
Arcane Background (Hexslinger) N
Captain N
Gallows Humor N
Scrapper N
Veteran o' the Weird West N
Alertness N
Ambidextrous N
Arcane Background (Miracles) N
Arcane Background (Magic) N
Arcane Background (ShamanismN
Arcane Background (Weird ScienN
Arcane Background (Chi MasteryN
Arcane Resistance N
Attractive N
Berserk N
Fast Healer N
Filthy Rich N
Great Luck N
Luck N
Noble N
Quick N
Rich N
Very Attractive N
Arcane Background (Blessed) N
Arcane Background (Metal MageN
Cannoneer S
Don't Get 'em Riled N
Pistolero V
Two-Gun Kid V
Block S
Combat Reflexes S
Dodge S
First Strike N
Fleet-Footed N
Florentine N
Frenzy S
Giant Killer V
Hard to Kill N
Harder to Kill V
Improved Block V
Improved Dodge V
Improved Frenzy V
Improved Level Headed S
Improved Nerves of Steel N
Improved Sweep V
Improved Trademark Weapon V
Level Headed S
Marksman S
Nerves of Steel N
Quick Draw N
Rock and Roll! S
Steady Hands N
Sweep N
Trademark Weapon N
Two-Fisted N
Duelist N
Hip-Shooting S
Improved Hip-Shooting H
Martial Arts N
No Mercy S
Rebel Yell N
Speed Load S
Command N
Fervor V
Hold the Line! S
Inspire S
Natural Leader N
Expert L
Followers L
Improved Tough as Nails L
Master L
Master of Arms L
Professional L
Sidekick L
Tough as Nails L
Weapon Master L
Behold a Pale Horse L
Damned L
Fast as Lightning L
Right Hand of the Devil L
Improved Rapid Recharge V
New Power N
Power Points N
Power Surge S
Rapid Recharge S
Soul Drain S
Born in the Saddle N
Silvertongued Devil N
Ace N
Acrobat N
Champion N
Gadgeteer N
Holy/Unholy Warrior N
Investigator N
McGyver N
Mentalist N
Mr. Fix It N
Scholar N
Thief N
Wizard N
Woodsman N
Agent S
Scout N
Snakeoil Salesman N
Soldier - NCO S
Soldier - Officer N
Soldier - Private N
Tale Teller N
Texas Ranger S
Wilderness Man N
Charismatic N
Common Bond N
Connections N
Strong Willed N
Card Sharp N
Gift of Gab N
Reputation V
Secret Identity N
True Grit N
Harrowed N
Liquid Courage N
Nose for the Rock N
Seen The Elephant V
Beast Bond N
Beast Master N
Danger Sense N
Healer N
Fates Favored S
Knack N
Dead Shot S
Mighty Blow S
Alphabetical Listing and Type listings below)
Description
+2 to Boating, Driving, Piloting; may make soak rolls for vehicle at -2
+2 on Agility rolls to perform acrobatic maneuvers; +1 Parry if unencumbered
+2 Notice
Ignore -2 penalty for using off-hand
Allows access to supernatural powers
Allows access to supernatural powers
Allows access to supernatural powers
Allows access to supernatural powers
Allows access to supernatural powers
Armor 2 vs. magic, +2 to resist magic effects
Charisma +2
Character may spend bennies (fate chips) for his animals
You gain an animal companion
Smarts roll or go Berserk after being wounded; +2 Fighting and Strength rolls, -2 Parry, +2 Toughness; Roll of 1 on Fighting die hits random adjacent target
Toughness +1; load limit is 8xStr instead of 5xStr
+2 damage and Toughness vs. supernatural evil
Charisma +2
+1 to troops recovering from being Shaken within 5”
May give bennies (fate chips) to companions in communication
Call upon powerful friends with Persuasion roll
Chance to detect surprise attacks/danger on a -2 Notice roll
+2 to natural healing rolls
5x starting funds, $250K annual salary
Automatically attack foes who move adjacent
d10 running die instead of d6
+1 vs. foes with single weapon and no shield, ignore 1 point of gang up bonus
May “jury-rig” a device with any available power once per game session
+2 bennies (fate chips) per session
Ignore wound penalties for Vigor rolls made on the Knockout or Injury tables
+2 Healing
Spend 1 Power Point to make evil creatures make Spirit check or be Shaken; roll of 1 kills Extras, wounds Wild Cards; cost is 1 Power Point per creature affected
Armor 4 vs magic, +4 to resist magic effects
Ignore 2 points of wound penalties
+2 Investigation and Streetwise
+1 benny (fate chip) per session
May improvise temporary gadgets
+2 to any opposed Psionics roll
+2 to Repair rolls, halve normal Repair time with
Leader may give bennies (fate chips) to troops in command
Ignore 1 point of wound penalties
Character gains one new power
Rich; +2 Charisma; Character is noble born with status and wealth
+5 Power Points, once per rank only
Discard draw of 5 or less for new card
May automatically draw weapon as a free action
3x starting funds, $75K annual salary
+2 to two different Knowledge skills
Ignore unstable platform penalty for mounts or vehicles
+2 Intimidate and Taunt, +2 to resist
Attack all adjacent foes at -2
+2 Climb, Lockpick, Stealth, rolls made to disarm traps
+1 Fighting or Shooting with one particular weapon
May attack with a weapon in each hand without multi action penalty.
Charisma +4
Each Spellcasting raise reduces cost of spell by 1 point
+2 Tracking, Survival, and Stealth (while in Wilderness)
has half normal Power Points per known
Allows access to supernatural powers; Access to Interventions
Allows access to supernatural powers
Allows access to supernatural powers; Free Edge - Gadgeteer
+2 Riding, may spend bennies to roll to soak for mount when mounted
Maintain Aim, boost shooting and smite powers on chosen item with no penalty to other spellcasting rolls.
Own and run a ship
Only get caught cheating on snake eyes, -2 notice to spot hex being cast
Use Spirit for damage instead of Strength when using martial arts
+2 Faith rolls to call miracles
Reduce cost of any power by 1PP
Spend a fate chip to discard and redraw a card
In melee add wound penalties to damage roll.
In a duel gain 1 extra hole card per grit
Create magic talisman once per session in 1d20 minutes, has half the shaman's power points
If failed a Guts check, re-roll using Taunt Skill. If Taunt fails roll on Fear table +2.
d4 in any language, +1 to Knowledge (Language)
Create a magic charm for 1d20 minutes at shrine, once per session
Only at character creation, or upon death.
Gain special ability activated by spending a fate chip (Note: select the Knack from the Knack Edge field above)
Drink 8oz of liquor, 16oz of wine, or 24oz of beer, increase Vigor 1 die type (increases toughness), ignore 1 wound mod (stacks) for 1 hour. -2 to Smarts and Agility.
Considered armed when unarmed, opponents don't gain gang-up bonus
Gain +1 reach when attacking with hands or feet. Does not stack with First Strike, Frenzy, or Sweep
Investigation, Notice, or Streetwise rolls used to locate ghost rock +4 bonus. Receive +2 on rolls to avoid contracting “rock fever,” and to shake if already contracted
Spend a fate chip to extend power duration. Color determines length.
Intimidates 6" area
Chance to detect unknown hazards, +2 to notice rolls in tactical situations
Start with 1+ augmentations
+2 Persuasion to maintiain false identity
Successful Persuasion reduces location's price modifier by 1, to a minimum of 1, for 1 day. Raise modifies by 2.
+2 Persuasion, +2 Streetwise, can use persuasion in Test of Wills
Gain equipment and wage
Gain equipment and wage
Gain +1 Parry, -2 Pace
Fighting attacks inflict Str+d4 damage with AP 2
May discard and redraw cards of 5 or less (8 or less if have Quick edge)
Gain +2 on Taunt rolls or Agility tricks
Fighting attacks inflict Str+d6 damage
May cause Str+d4 damage while Grappling
Opponents knocked back 1d4" per success and raise of fighting roll
Kicks cause Str+d6 damage; Can rise from Prone at no movement cost
When attacking unarmed, may make one additional Fighting attack at no penalty
+2 persuasion when telling a story
If success in Test against adjacent foe, get free fighting attack against that foe
Choose 1 favored power linked to totem.
Gain +1 grit
Gain 20 experience and a detriment (Note: select the detriment drawn in the VotWW field above)
Magic comes from Spirits
-2 Charisma, (females can choose either -2 Charisma or +2), suffer a fatigue level for 2 power points, suffer a wound for 1d6+1 power points
+2 Survival and Tracking, +2 bonus on Fatigue rolls versus heat or cold.
Parry +1
+2 to recover from being Shaken
Double ranged damage when dealt Joker
-1 to be hit with ranged attacks
1 extra Fighting attack at -2
Troops have +1 Toughness
Act on best of three cards in combat
+1 to Spirit rolls of all troops in command
Act on best of two cards in combat
Character gets the aim maneuver (+2 Shooting) if he does not move
Double melee damage when dealt Joker
+2d6 Power Points when dealt a Joker
Regain 1 Power Point every 30 minutes
Full-auto penalty is -1 instead of -2
Special
Gain gatling pistol, +1 guts, wage
No penalty for fighting within 3" in darkness
When dealing damage in ship combat, mod roll on critical hit table by +/-1 if critical hit.
Once per round, get free fighting attack (-2) against 1 adjacent foe who failed fighting against you.
Once per session spend any chip as a blue chip
Gain 5 followers
Draws an extra card, but still limited to a hand of 5 cards
Reduces fanning to -2
When 'Breaking Things' use Fighting -4 for double damage
Spend fate chip to reroll a damage
Gain equipment and wage
Reload one weapon with no penalty
May petition Spirits to use modern tech. sacrifices 5 power points permanently as long as device is used.
Gain equipment, wage and situational bonuses
+1 melee damage to troops in command
+4 damage when attacking large creatures
50% chance of surviving “death” by some unlikely means
Parry +2
-2 to be hit with ranged attacks
1 extra Fighting attack (no penalty)
Regain 1 Power Point every 15 minutes
Attack all adjacent foes (no penalty)
+2 Fighting or Shooting with one particular weapon
+2 Parry, pace reduced 1
Fighting damage is Str+d6, AP2
Discard and redraw cards of 8 or lower
+4 Taunt or Agility tricks
Fighting damage is Str+d8
Damaged to Grappled foe is Str+d6
Opponents knocked back 1d6" per success and raise of Fighting roll
Kicks cause Str+d8 damage
Ignore off-hand penalty, +1 Parry when using bare hands/feet
Martial Arts Kicking Styles
Once per round, get free fighting attack against 1 adjacent foe who failed fighting against you.
Draws two extra cards, but still limited to a hand of 5 cards
stand still 1 round, next round take called shot by subtracting 2 from modifiers
Reduce cost and build time of infernal Device
Withdraw from combat without giving adjacent foe a free attack
Can use marksman against 2 targets, or fire DA pistols at RoF2 (-2 shooting, uses 2 bullets per attack)
Add charisma to intimidate rolls
-4 on Fear Effects table
If not moved, can apply Marksman bonus to two separate targets.
Ignore 1 level of wound penalties. Cumulative with Nerves of Steel and Improved Nerves of Steel.
No penalty for fanning
If fighting attack fails against you, damage is dealt to attacker (unarmed damage = Strength, Melee Weapon damage = Melee Weapon damage)
Red jokers don't cause Backlash
Trait becomes d12+2
Attract 5 henchmen
Toughness +2
Wild Die is d10 for one trait
Parry +2
Trait becomes d12+1
Characters gains a Novice WC sidekick
Toughness +1
Parry +1
Gain a war horse treated as a wild card
If killed, return as Harrowed
1 Power is now a gismo. No Power Points to use - now uses ghost rock.
Cards lower than 10, treated as a 10
stand still 1 round, next round take called shot by subtracting 4 from modifiers
When observing martial artist use an Enlightened Edge or Chi, Smarts roll as action. -1 from roll for each Grit the target has. Gain that power for 3 rounds, 5 rounds with raise.
Weapon becomes a relic with an extra damage die
+2 to Toughness when determining Fatigue due to augmentations.
ICAL
Description
+2 to Boating, Driving, Piloting; may make soak rolls for vehicle at -2
+2 on Agility rolls to perform acrobatic maneuvers; +1 Parry if unencumbered
Gain gatling pistol, +1 guts, wage
has half normal Power Points per known
+2 Notice
Ignore -2 penalty for using off-hand
Allows access to supernatural powers; Access to Interventions
Allows access to supernatural powers
Allows access to supernatural powers
Allows access to supernatural powers
Allows access to supernatural powers; Free Edge - Gadgeteer
Allows access to supernatural powers
Allows access to supernatural powers
Allows access to supernatural powers
Armor 2 vs. magic, +2 to resist magic effects
Charisma +2
Character may spend bennies (fate chips) for his animals
You gain an animal companion
Gain a war horse treated as a wild card
Smarts roll or go Berserk after being wounded; +2 Fighting and Strength rolls, -2 Parry, +2 Toughness; Roll of 1 on Fighting die hits random adjacent target
No penalty for fighting within 3" in darkness
Parry +1
+2 Riding, may spend bennies to roll to soak for mount when mounted
Maintain Aim, boost shooting and smite powers on chosen item with no penalty to other spellcasting rolls.
Toughness +1; load limit is 8xStr instead of 5xStr
When dealing damage in ship combat, mod roll on critical hit table by +/-1 if critical hit.
Own and run a ship
Only get caught cheating on snake eyes, -2 notice to spot hex being cast
+2 Parry, pace reduced 1
Fighting damage is Str+d6, AP2
Discard and redraw cards of 8 or lower
+4 Taunt or Agility tricks
Fighting damage is Str+d8
Damaged to Grappled foe is Str+d6
Opponents knocked back 1d6" per success and raise of Fighting roll
Kicks cause Str+d8 damage
Ignore off-hand penalty, +1 Parry when using bare hands/feet
+2 damage and Toughness vs. supernatural evil
Charisma +2
Use Spirit for damage instead of Strength when using martial arts
+2 to recover from being Shaken
+1 to troops recovering from being Shaken within 5”
May give bennies (fate chips) to companions in communication
Call upon powerful friends with Persuasion roll
+2 Faith rolls to call miracles
Reduce cost of any power by 1PP
Once per round, get free fighting attack (-2) against 1 adjacent foe who failed fighting against you.
If killed, return as Harrowed
Chance to detect surprise attacks/danger on a -2 Notice roll
Double ranged damage when dealt Joker
Spend a fate chip to discard and redraw a card
Ignore 1 level of wound penalties. Cumulative with Nerves of Steel and Improved Nerves of Steel.
-1 to be hit with ranged attacks
In melee add wound penalties to damage roll.
In a duel gain 1 extra hole card per grit
1 Power is now a gismo. No Power Points to use - now uses ghost rock.
Trait becomes d12+2
Cards lower than 10, treated as a 10
+2 to natural healing rolls
Once per session spend any chip as a blue chip
Martial Arts Kicking Styles
+1 melee damage to troops in command
Create magic talisman once per session in 1d20 minutes, has half the shaman's power points
5x starting funds, $250K annual salary
Automatically attack foes who move adjacent
d10 running die instead of d6
Gain 5 followers
+1 vs. foes with single weapon and no shield, ignore 1 point of gang up bonus
Attract 5 henchmen
1 extra Fighting attack at -2
May “jury-rig” a device with any available power once per game session
If failed a Guts check, re-roll using Taunt Skill. If Taunt fails roll on Fear table +2.
+4 damage when attacking large creatures
d4 in any language, +1 to Knowledge (Language)
+2 bennies (fate chips) per session
Create a magic charm for 1d20 minutes at shrine, once per session
Ignore wound penalties for Vigor rolls made on the Knockout or Injury tables
50% chance of surviving “death” by some unlikely means
Only at character creation, or upon death.
+2 Healing
Draws an extra card, but still limited to a hand of 5 cards
Reduces fanning to -2
Troops have +1 Toughness
Spend 1 Power Point to make evil creatures make Spirit check or be Shaken; roll of 1 kills Extras, wounds Wild Cards; cost is 1 Power Point per creature affected
Armor 4 vs magic, +4 to resist magic effects
Parry +2
Once per round, get free fighting attack against 1 adjacent foe who failed fighting against you.
-2 to be hit with ranged attacks
1 extra Fighting attack (no penalty)
Draws two extra cards, but still limited to a hand of 5 cards
No penalty for fanning
Act on best of three cards in combat
stand still 1 round, next round take called shot by subtracting 2 from modifiers
Ignore 2 points of wound penalties
Regain 1 Power Point every 15 minutes
Attack all adjacent foes (no penalty)
Toughness +2
+2 Fighting or Shooting with one particular weapon
+1 to Spirit rolls of all troops in command
+2 Investigation and Streetwise
If fighting attack fails against you, damage is dealt to attacker (unarmed damage = Strength, Melee Weapon damage = Melee Weapon damage)
Gain special ability activated by spending a fate chip (Note: select the Knack from the Knack Edge field above)
Act on best of two cards in combat
When 'Breaking Things' use Fighting -4 for double damage
Drink 8oz of liquor, 16oz of wine, or 24oz of beer, increase Vigor 1 die type (increases toughness), ignore 1 wound mod (stacks) for 1 hour. -2 to Smarts and Agility.
+1 benny (fate chip) per session
Character gets the aim maneuver (+2 Shooting) if he does not move
Considered armed when unarmed, opponents don't gain gang-up bonus
stand still 1 round, next round take called shot by subtracting 4 from modifiers
Wild Die is d10 for one trait
Reduce cost and build time of infernal Device
Parry +2
May improvise temporary gadgets
+2 to any opposed Psionics roll
Double melee damage when dealt Joker
When observing martial artist use an Enlightened Edge or Chi, Smarts roll as action. -1 from roll for each Grit the target has. Gain that power for 3 rounds, 5 rounds with raise.
Gain +1 reach when attacking with hands or feet. Does not stack with First Strike, Frenzy, or Sweep
Withdraw from combat without giving adjacent foe a free attack
+2 to Repair rolls, halve normal Repair time with
Leader may give bennies (fate chips) to troops in command
Ignore 1 point of wound penalties
Character gains one new power
Spend fate chip to reroll a damage
Rich; +2 Charisma; Character is noble born with status and wealth
Investigation, Notice, or Streetwise rolls used to locate ghost rock +4 bonus. Receive +2 on rolls to avoid contracting “rock fever,” and to shake if already contracted
Red jokers don't cause Backlash
Spend a fate chip to extend power duration. Color determines length.
Can use marksman against 2 targets, or fire DA pistols at RoF2 (-2 shooting, uses 2 bullets per attack)
+5 Power Points, once per rank only
+2d6 Power Points when dealt a Joker
Trait becomes d12+1
Discard draw of 5 or less for new card
May automatically draw weapon as a free action
Regain 1 Power Point every 30 minutes
Intimidates 6" area
Add charisma to intimidate rolls
3x starting funds, $75K annual salary
Weapon becomes a relic with an extra damage die
Full-auto penalty is -1 instead of -2
+2 to two different Knowledge skills
Chance to detect unknown hazards, +2 to notice rolls in tactical situations
Start with 1+ augmentations
+2 Persuasion to maintiain false identity
-4 on Fear Effects table
Characters gains a Novice WC sidekick
Successful Persuasion reduces location's price modifier by 1, to a minimum of 1, for 1 day. Raise modifies by 2.
+2 Persuasion, +2 Streetwise, can use persuasion in Test of Wills
Gain equipment and wage
Gain equipment and wage
Gain equipment and wage
Special
Reload one weapon with no penalty
May petition Spirits to use modern tech. sacrifices 5 power points permanently as long as device is used.
Ignore unstable platform penalty for mounts or vehicles
+2 Intimidate and Taunt, +2 to resist
Gain +1 Parry, -2 Pace
Fighting attacks inflict Str+d4 damage with AP 2
May discard and redraw cards of 5 or less (8 or less if have Quick edge)
Gain +2 on Taunt rolls or Agility tricks
Fighting attacks inflict Str+d6 damage
May cause Str+d4 damage while Grappling
Opponents knocked back 1d4" per success and raise of fighting roll
Kicks cause Str+d6 damage; Can rise from Prone at no movement cost
When attacking unarmed, may make one additional Fighting attack at no penalty
Attack all adjacent foes at -2
+2 persuasion when telling a story
If success in Test against adjacent foe, get free fighting attack against that foe
Gain equipment, wage and situational bonuses
+2 Climb, Lockpick, Stealth, rolls made to disarm traps
Choose 1 favored power linked to totem.
Toughness +1
+1 Fighting or Shooting with one particular weapon
Gain +1 grit
May attack with a weapon in each hand without multi action penalty.
If not moved, can apply Marksman bonus to two separate targets.
Charisma +4
Gain 20 experience and a detriment (Note: select the detriment drawn in the VotWW field above)
Magic comes from Spirits
+2 to Toughness when determining Fatigue due to augmentations.
Parry +1
-2 Charisma, (females can choose either -2 Charisma or +2), suffer a fatigue level for 2 power points, suffer a wound for 1d6+1 power points
+2 Survival and Tracking, +2 bonus on Fatigue rolls versus heat or cold.
Each Spellcasting raise reduces cost of spell by 1 point
+2 Tracking, Survival, and Stealth (while in Wilderness)
Description
has half normal Power Points per known
No penalty for fighting within 3" in darkness
Maintain Aim, boost shooting and smite powers on chosen item with no penalty to other spellcasting rolls.
+2 Parry, pace reduced 1
Fighting damage is Str+d6, AP2
Discard and redraw cards of 8 or lower
+4 Taunt or Agility tricks
Fighting damage is Str+d8
Damaged to Grappled foe is Str+d6
Opponents knocked back 1d6" per success and raise of Fighting roll
Kicks cause Str+d8 damage
Ignore off-hand penalty, +1 Parry when using bare hands/feet
Use Spirit for damage instead of Strength when using martial arts
+2 Faith rolls to call miracles
Reduce cost of any power by 1PP
Once per round, get free fighting attack (-2) against 1 adjacent foe who failed fighting against you.
Spend a fate chip to discard and redraw a card
Ignore 1 level of wound penalties. Cumulative with Nerves of Steel and Improved Nerves of Steel.
1 Power is now a gismo. No Power Points to use - now uses ghost rock.
Martial Arts Kicking Styles
Create magic talisman once per session in 1d20 minutes, has half the shaman's power points
Gain 5 followers
Create a magic charm for 1d20 minutes at shrine, once per session
Draws an extra card, but still limited to a hand of 5 cards
Once per round, get free fighting attack against 1 adjacent foe who failed fighting against you.
Draws two extra cards, but still limited to a hand of 5 cards
stand still 1 round, next round take called shot by subtracting 2 from modifiers
If fighting attack fails against you, damage is dealt to attacker (unarmed damage = Strength, Melee Weapon damage = Melee Weapon damage)
When 'Breaking Things' use Fighting -4 for double damage
stand still 1 round, next round take called shot by subtracting 4 from modifiers
Reduce cost and build time of infernal Device
When observing martial artist use an Enlightened Edge or Chi, Smarts roll as action. -1 from roll for each Grit the target has. Gain that power for 3 rounds, 5 rounds with raise.
Gain +1 reach when attacking with hands or feet. Does not stack with First Strike, Frenzy, or Sweep
Withdraw from combat without giving adjacent foe a free attack
Red jokers don't cause Backlash
Spend a fate chip to extend power duration. Color determines length.
May petition Spirits to use modern tech. sacrifices 5 power points permanently as long as device is used.
Gain +1 Parry, -2 Pace
Fighting attacks inflict Str+d4 damage with AP 2
May discard and redraw cards of 5 or less (8 or less if have Quick edge)
Gain +2 on Taunt rolls or Agility tricks
Fighting attacks inflict Str+d6 damage
May cause Str+d4 damage while Grappling
Opponents knocked back 1d4" per success and raise of fighting roll
Kicks cause Str+d6 damage; Can rise from Prone at no movement cost
When attacking unarmed, may make one additional Fighting attack at no penalty
If success in Test against adjacent foe, get free fighting attack against that foe
Choose 1 favored power linked to totem.
Magic comes from Spirits
+2 to Toughness when determining Fatigue due to augmentations.
-2 Charisma, (females can choose either -2 Charisma or +2), suffer a fatigue level for 2 power points, suffer a wound for 1d6+1 power points
Toughness +1; load limit is 8xStr instead of 5xStr
Armor 4 vs magic, +4 to resist magic effects
Allows access to supernatural powers
Own and run a ship
If failed a Guts check, re-roll using Taunt Skill. If Taunt fails roll on Fear table +2.
Start with 1+ augmentations
Gain 20 experience and a detriment (Note: select the detriment drawn in the VotWW field above)
+2 Notice
Ignore -2 penalty for using off-hand
Allows access to supernatural powers
Allows access to supernatural powers
Allows access to supernatural powers
Allows access to supernatural powers
Allows access to supernatural powers
Armor 2 vs. magic, +2 to resist magic effects
Charisma +2
Smarts roll or go Berserk after being wounded; +2 Fighting and Strength rolls, -2 Parry, +2 Toughness; Roll of 1 on Fighting die hits random adjacent target
+2 to natural healing rolls
5x starting funds, $250K annual salary
+2 bennies (fate chips) per session
+1 benny (fate chip) per session
Rich; +2 Charisma; Character is noble born with status and wealth
Discard draw of 5 or less for new card
3x starting funds, $75K annual salary
Charisma +4
Allows access to supernatural powers; Access to Interventions
Allows access to supernatural powers; Free Edge - Gadgeteer
When dealing damage in ship combat, mod roll on critical hit table by +/-1 if critical hit.
In melee add wound penalties to damage roll.
Can use marksman against 2 targets, or fire DA pistols at RoF2 (-2 shooting, uses 2 bullets per attack)
If not moved, can apply Marksman bonus to two separate targets.
Parry +1
+2 to recover from being Shaken
-1 to be hit with ranged attacks
Automatically attack foes who move adjacent
d10 running die instead of d6
+1 vs. foes with single weapon and no shield, ignore 1 point of gang up bonus
1 extra Fighting attack at -2
+4 damage when attacking large creatures
Ignore wound penalties for Vigor rolls made on the Knockout or Injury tables
50% chance of surviving “death” by some unlikely means
Parry +2
-2 to be hit with ranged attacks
1 extra Fighting attack (no penalty)
Act on best of three cards in combat
Ignore 2 points of wound penalties
Attack all adjacent foes (no penalty)
+2 Fighting or Shooting with one particular weapon
Act on best of two cards in combat
Character gets the aim maneuver (+2 Shooting) if he does not move
Ignore 1 point of wound penalties
May automatically draw weapon as a free action
Full-auto penalty is -1 instead of -2
Ignore unstable platform penalty for mounts or vehicles
Attack all adjacent foes at -2
+1 Fighting or Shooting with one particular weapon
May attack with a weapon in each hand without multi action penalty.
In a duel gain 1 extra hole card per grit
Reduces fanning to -2
No penalty for fanning
Considered armed when unarmed, opponents don't gain gang-up bonus
Spend fate chip to reroll a damage
Intimidates 6" area
Reload one weapon with no penalty
+1 to troops recovering from being Shaken within 5”
+1 melee damage to troops in command
Troops have +1 Toughness
+1 to Spirit rolls of all troops in command
Leader may give bennies (fate chips) to troops in command
Trait becomes d12+2
Attract 5 henchmen
Toughness +2
Wild Die is d10 for one trait
Parry +2
Trait becomes d12+1
Characters gains a Novice WC sidekick
Toughness +1
Parry +1
Gain a war horse treated as a wild card
If killed, return as Harrowed
Cards lower than 10, treated as a 10
Weapon becomes a relic with an extra damage die
Regain 1 Power Point every 15 minutes
Character gains one new power
+5 Power Points, once per rank only
+2d6 Power Points when dealt a Joker
Regain 1 Power Point every 30 minutes
Special
+2 Riding, may spend bennies to roll to soak for mount when mounted
Successful Persuasion reduces location's price modifier by 1, to a minimum of 1, for 1 day. Raise modifies by 2.
+2 to Boating, Driving, Piloting; may make soak rolls for vehicle at -2
+2 on Agility rolls to perform acrobatic maneuvers; +1 Parry if unencumbered
+2 damage and Toughness vs. supernatural evil
May “jury-rig” a device with any available power once per game session
Spend 1 Power Point to make evil creatures make Spirit check or be Shaken; roll of 1 kills Extras, wounds Wild Cards; cost is 1 Power Point per creature affected
+2 Investigation and Streetwise
May improvise temporary gadgets
+2 to any opposed Psionics roll
+2 to Repair rolls, halve normal Repair time with
+2 to two different Knowledge skills
+2 Climb, Lockpick, Stealth, rolls made to disarm traps
Each Spellcasting raise reduces cost of spell by 1 point
+2 Tracking, Survival, and Stealth (while in Wilderness)
Gain gatling pistol, +1 guts, wage
Chance to detect unknown hazards, +2 to notice rolls in tactical situations
+2 Persuasion, +2 Streetwise, can use persuasion in Test of Wills
Gain equipment and wage
Gain equipment and wage
Gain equipment and wage
+2 persuasion when telling a story
Gain equipment, wage and situational bonuses
+2 Survival and Tracking, +2 bonus on Fatigue rolls versus heat or cold.
Charisma +2
May give bennies (fate chips) to companions in communication
Call upon powerful friends with Persuasion roll
+2 Intimidate and Taunt, +2 to resist
Only get caught cheating on snake eyes, -2 notice to spot hex being cast
d4 in any language, +1 to Knowledge (Language)
Add charisma to intimidate rolls
+2 Persuasion to maintiain false identity
Gain +1 grit
Only at character creation, or upon death.
Drink 8oz of liquor, 16oz of wine, or 24oz of beer, increase Vigor 1 die type (increases toughness), ignore 1 wound mod (stacks) for 1 hour. -2 to Smarts and Agility.
Investigation, Notice, or Streetwise rolls used to locate ghost rock +4 bonus. Receive +2 on rolls to avoid contracting “rock fever,” and to shake if already contracted
-4 on Fear Effects table
Character may spend bennies (fate chips) for his animals
You gain an animal companion
Chance to detect surprise attacks/danger on a -2 Notice roll
+2 Healing
Once per session spend any chip as a blue chip
Gain special ability activated by spending a fate chip (Note: select the Knack from the Knack Edge field above)
Double ranged damage when dealt Joker
Double melee damage when dealt Joker
Source
Type Requirements
Professional Agility d8 SW
Professional Agility d8, Strength d6 SW
Background 0 SW
Background Agility d8 SW
Background 0 SW
Background 0 SW
Background Old Ways Oath SW
Background 0 SW
Background 0 SW
Background Spirit d8 SW
Background Vigor d6 SW
Weird 0 SW
Weird Spirit d8 SW
Background 0 SW
Background Strength d6, Vigor d6 SW
Professional See text SW
Social Spirit d8 SW
Leadership Smarts d6 SW
Social Spirit d8 SW
Social 0 SW
Weird 0 SW
Background Vigor d8 SW
Background Noble Birth or Rich SW
Combat Agility d8 SW
Combat Agility d6 SW
Combat Agility d8, Fighting d8 SW
Professional See text SW
Background Luck SW
Combat Spirit d8 SW
Weird Spirit d8 SW
Professional See text SW
Background Arcane Resistance SW
Combat Nerves of Steel SW
Professional Smarts d8, Investigation d8, Streetwise d8 SW
Background 0 SW
Professional Smarts d6, Repair d6, Notice d6 SW
Professional Arcane Background (Psionics), Smarts d10, Psionics d6 SW
Professional See text SW
Leadership Spirit d8, Command SW
Combat Vigor d8 SW
Power Arcane Background SW
Background 0 SW
Power Arcane Background SW
Background 0 SW
Combat Agility d8 SW
Background 0 SW
Professional d8 in affected skills SW
Combat Agility d8 SW
Social Intimidate d6, Taunt d6 SW
Combat Strength d8, Fighting d8 SW
Professional Agility d8, Climb d6, Lockpick d6, Stealth d8 SW
Combat Fighting / Shooting d10 SW
Combat Agility d8 SW
Background Attractive SW
Professional See text SW
Professional Spirit d6, Survival d8, Tracking d8 SW
Arcane Weird Science, Knowledge (Chemistry) d8 DL
Background Faith d4, Spirit d8 DL
Background Shooting d8 DL
Background Repair d4, Thaumaturgical Diffusion d4 DL
Professional Agility d8, Riding d6 DL
Arcane Hexslinging d6 DL
Background Command, Boating d8 DL
Social Gambling d6 DL
Arcane Spirit d6, Martial Arts DL
Arcane Miracles, Spirit d6, Faith d6 DL
Arcane Miracles, Spirit d6, Faith d6 DL
Arcane Magic, Spellcasting d6 DL
Combat 0 DL
Combat Shooting d6 DL
Arcane Shamanism, Smarts d8, Spirit d8, Tribal Medicine d8 DL
Background Taunt d6 DL
Social Smarts d8 DL
Arcane Smarts d8, Spirit d8, Voodoo d8 DL
Weird Spirit d6 DL
Weird 0 DL
Weird Vigor d8 DL
Combat Fighting d6 DL
Arcane Fighting d8 DL
Weird Spirit d8, Notice d6 DL
Arcane Miracles, Spirit d8 DL
Combat from the CSA DL
Professional Notice d6, Tracking d6, DL
Background 0 DL
Social Smarts d6 DL
Professional Snakeoil Salesman DL
Professional Smarts d6, Spirit d6, Persuassion d8 DL
Professional Smarts d6, Knowledge (Battle) d6 DL
Professional Fighting d6, Shooting d6 DL
Arcane Martial Arts, Spirit d6, Fighting d8 DL
Arcane Martial Arts, Spirit d6, Fighting d8 DL
Arcane Martial Arts, Spirit d6, Fighting d8 DL
Arcane Martial Arts, Spirit d6, Fighting d8 DL
Arcane Martial Arts, Spirit d6, Fighting d8 DL
Arcane Martial Arts, Spirit d6, Fighting d8 DL
Arcane Martial Arts, Spirit d6, Fighting d8 DL
Arcane Martial Arts, Spirit d6, Fighting d8 DL
Arcane Martial Arts, Spirit d6, Fighting d8 DL
Professional Persuassion d8 DL
Arcane First Strike, Agility d6, Fighting d8, Intimidation or Taunt d6 DL
Arcane Shamanism, Spirit d8 DL
Social Spirit d8 DL
Background Guts d6, Knowlege (Occult) d6 DL
Arcane Miracles, Spirit d8, Faith d6 DL
Arcane Magic DL
Professional Smarts d8, Vigor d6, Notice d8, Survival d6, Tracking d6 DL
Combat Fighting d8 SW
Combat 0 SW
Wild Power Shooting / Throwing d10 SW
Combat Agility d8 SW
Combat Fighting d10 SW
Leadership Smarts d8, Command SW
Combat Level Headed SW
Leadership Command SW
Combat Smarts d8 SW
Combat 0 SW
Wild Power Fighting d12 SW
Power Arcane skill d12 SW
Power Spirit d6, Arcane Background SW
Combat Shooting d8 SW
Power Special SW
Professional Smarts d8, Fighting d6, K(Law) d4, K(Occult) d6, Investigation d6, Shooting d6 DL
Arcane Martial Arts, Fighting d8+, Notice d10 DL
Combat Shooting d10 DL
Arcane First Strike, Fighting d8 DL
Weird 0 DL
Arcane Miracles, Spirit d8, Faith d8 DL
Arcane Magic, Spellcasting d6, Guts d8 DL
Combat Shooting d6 DL
Arcane Strength d8, Fighting d8 DL
Combat 0 DL
Professional Fighting d6, Intimidation d6, Shooting d6 DL
Combat Agility d8, Shooting d6 DL
Arcane Shamanism, Tribal Medicine d8 DL
Professional Vigor d8, Fighting d6, Riding d6, Shooting d6, Streetwise d6, Survival d6, Tracking d6 DL
Leadership Spirit d8, Command SW
Combat 0 SW
Combat Hard to Kill SW
Combat Block SW
Combat Dodge SW
Combat Frenzy SW
Power Spirit d8, Arcane Background SW
Combat Sweep SW
Combat Trademark Weapon SW
Arcane Superior Kung Fu, Spirit d8, Fighting d10 DL
Arcane Superior Kung Fu, Spirit d8, Fighting d10 DL
Arcane Superior Kung Fu, Spirit d8, Fighting d10 DL
Arcane Superior Kung Fu, Spirit d8, Fighting d10 DL
Arcane Superior Kung Fu, Spirit d8, Fighting d10 DL
Arcane Superior Kung Fu, Spirit d8, Fighting d10 DL
Arcane Superior Kung Fu, Spirit d8, Fighting d10 DL
Arcane Superior Kung Fu, Spirit d8, Fighting d10 DL
Arcane Superior Kung Fu, Spirit d8, Fighting d10 DL
Arcane Agility d8, Fighting d8 DL
Arcane Counterpunch DL
Arcane High Roller DL
Arcane Martial Arts, Fighting d10 DL
Arcane Weird Science d10, McGyver, Repair d10 DL
Arcane Martial Arts, Agility d8 DL
Combat Marksman, Two-Fisted, Shooting d10 DL
Social 0 DL
Weird True Grit, Guts d8 DL
Combat Marksman, Two-Fisted, Shooting d10 DL
Arcane Augmentations totaling 4+ Drain DL
Combat Shooting 10+, Hip-Shooting DL
Arcane Improved Block, Martial Arts DL
Arcane Magic, Spellcasting d10 DL
Legendary Prof. in trait SW
Legendary 0 SW
Legendary Tough as Nails SW
Legendary Expert in Trait SW
Legendary Weapon Master SW
Legendary d12 in trait SW
Legendary 0 SW
Legendary 0 SW
Legendary Fighting d12 SW
Legendary 0 DL
Legendary Reputation DL
Arcane Weird Science, Knowledge (Chemistry) d8 DL
Legendary Quick, Agility d10 DL
Arcane Improved Martial Arts, Fighting d12 DL
Arcane Smarts d12, Notice d8 DL
Legendary Shooting, Fighting or Throwing d10 DL
Arcane Spirit d8, Vigor d8, Augmentations DL
Source
Type Requirements
Professional Agility d8 SW
Professional Agility d8, Strength d6 SW
Professional Smarts d8, Fighting d6, K(Law) d4, K(Occult) d6, Investigation d6, Shooting d6 DL
Arcane Weird Science, Knowledge (Chemistry) d8 DL
Background 0 SW
Background Agility d8 SW
Background Faith d4, Spirit d8 DL
Background 0 SW
Background Shooting d8 DL
Background 0 SW
Background Repair d4, Thaumaturgical Diffusion d4 DL
Background 0 SW
Background Old Ways Oath SW
Background 0 SW
Background Spirit d8 SW
Background Vigor d6 SW
Weird 0 SW
Weird Spirit d8 SW
Legendary 0 DL
Background 0 SW
Arcane Martial Arts, Fighting d8+, Notice d10 DL
Combat Fighting d8 SW
Professional Agility d8, Riding d6 DL
Arcane Hexslinging d6 DL
Background Strength d6, Vigor d6 SW
Combat Shooting d10 DL
Background Command, Boating d8 DL
Social Gambling d6 DL
Arcane Superior Kung Fu, Spirit d8, Fighting d10 DL
Arcane Superior Kung Fu, Spirit d8, Fighting d10 DL
Arcane Superior Kung Fu, Spirit d8, Fighting d10 DL
Arcane Superior Kung Fu, Spirit d8, Fighting d10 DL
Arcane Superior Kung Fu, Spirit d8, Fighting d10 DL
Arcane Superior Kung Fu, Spirit d8, Fighting d10 DL
Arcane Superior Kung Fu, Spirit d8, Fighting d10 DL
Arcane Superior Kung Fu, Spirit d8, Fighting d10 DL
Arcane Superior Kung Fu, Spirit d8, Fighting d10 DL
Professional See text SW
Social Spirit d8 SW
Arcane Spirit d6, Martial Arts DL
Combat 0 SW
Leadership Smarts d6 SW
Social Spirit d8 SW
Social 0 SW
Arcane Miracles, Spirit d6, Faith d6 DL
Arcane Miracles, Spirit d6, Faith d6 DL
Arcane First Strike, Fighting d8 DL
Legendary Reputation DL
Weird 0 SW
Wild Power Shooting / Throwing d10 SW
Arcane Magic, Spellcasting d6 DL
Arcane Augmentations totaling 4+ Drain DL
Combat Agility d8 SW
Combat 0 DL
Combat Shooting d6 DL
Arcane Weird Science, Knowledge (Chemistry) d8 DL
Legendary Prof. in trait SW
Legendary Quick, Agility d10 DL
Background Vigor d8 SW
Weird 0 DL
Arcane Agility d8, Fighting d8 DL
Leadership Spirit d8, Command SW
Arcane Shamanism, Smarts d8, Spirit d8, Tribal Medicine d8 DL
Background Noble Birth or Rich SW
Combat Agility d8 SW
Combat Agility d6 SW
Arcane Miracles, Spirit d8, Faith d8 DL
Combat Agility d8, Fighting d8 SW
Legendary 0 SW
Combat Fighting d10 SW
Professional See text SW
Background Taunt d6 DL
Combat 0 SW
Social Smarts d8 DL
Background Luck SW
Arcane Smarts d8, Spirit d8, Voodoo d8 DL
Combat Spirit d8 SW
Combat Hard to Kill SW
Weird Spirit d6 DL
Weird Spirit d8 SW
Arcane Magic, Spellcasting d6, Guts d8 DL
Combat Shooting d6 DL
Leadership Smarts d8, Command SW
Professional See text SW
Background Arcane Resistance SW
Combat Block SW
Arcane Counterpunch DL
Combat Dodge SW
Combat Frenzy SW
Arcane High Roller DL
Combat Shooting 10+, Hip-Shooting DL
Combat Level Headed SW
Arcane Martial Arts, Fighting d10 DL
Combat Nerves of Steel SW
Power Spirit d8, Arcane Background SW
Combat Sweep SW
Legendary Tough as Nails SW
Combat Trademark Weapon SW
Leadership Command SW
Professional Smarts d8, Investigation d8, Streetwise d8 SW
Arcane Improved Block, Martial Arts DL
Weird 0 DL
Combat Smarts d8 SW
Arcane Strength d8, Fighting d8 DL
Weird Vigor d8 DL
Background 0 SW
Combat 0 SW
Combat Fighting d6 DL
Arcane Improved Martial Arts, Fighting d12 DL
Legendary Expert in Trait SW
Arcane Weird Science d10, McGyver, Repair d10 DL
Legendary Weapon Master SW
Professional Smarts d6, Repair d6, Notice d6 SW
Professional Arcane Background (Psionics), Smarts d10, Psionics d6 SW
Wild Power Fighting d12 SW
Arcane Smarts d12, Notice d8 DL
Arcane Fighting d8 DL
Arcane Martial Arts, Agility d8 DL
Professional See text SW
Leadership Spirit d8, Command SW
Combat Vigor d8 SW
Power Arcane Background SW
Combat 0 DL
Background 0 SW
Weird Spirit d8, Notice d6 DL
Arcane Magic, Spellcasting d10 DL
Arcane Miracles, Spirit d8 DL
Combat Marksman, Two-Fisted, Shooting d10 DL
Power Arcane Background SW
Power Arcane skill d12 SW
Legendary d12 in trait SW
Background 0 SW
Combat Agility d8 SW
Power Spirit d6, Arcane Background SW
Combat from the CSA DL
Social 0 DL
Background 0 SW
Legendary Shooting, Fighting or Throwing d10 DL
Combat Shooting d8 SW
Professional d8 in affected skills SW
Professional Notice d6, Tracking d6, DL
Background 0 DL
Social Smarts d6 DL
Weird True Grit, Guts d8 DL
Legendary 0 SW
Professional Snakeoil Salesman DL
Professional Smarts d6, Spirit d6, Persuassion d8 DL
Professional Fighting d6, Intimidation d6, Shooting d6 DL
Professional Smarts d6, Knowledge (Battle) d6 DL
Professional Fighting d6, Shooting d6 DL
Power Special SW
Combat Agility d8, Shooting d6 DL
Arcane Shamanism, Tribal Medicine d8 DL
Combat Agility d8 SW
Social Intimidate d6, Taunt d6 SW
Arcane Martial Arts, Spirit d6, Fighting d8 DL
Arcane Martial Arts, Spirit d6, Fighting d8 DL
Arcane Martial Arts, Spirit d6, Fighting d8 DL
Arcane Martial Arts, Spirit d6, Fighting d8 DL
Arcane Martial Arts, Spirit d6, Fighting d8 DL
Arcane Martial Arts, Spirit d6, Fighting d8 DL
Arcane Martial Arts, Spirit d6, Fighting d8 DL
Arcane Martial Arts, Spirit d6, Fighting d8 DL
Arcane Martial Arts, Spirit d6, Fighting d8 DL
Combat Strength d8, Fighting d8 SW
Professional Persuassion d8 DL
Arcane First Strike, Agility d6, Fighting d8, Intimidation or Taunt d6 DL
Professional Vigor d8, Fighting d6, Riding d6, Shooting d6, Streetwise d6, Survival d6, Tracking d6 DL
Professional Agility d8, Climb d6, Lockpick d6, Stealth d8 SW
Arcane Shamanism, Spirit d8 DL
Legendary 0 SW
Combat Fighting / Shooting d10 SW
Social Spirit d8 DL
Combat Agility d8 SW
Combat Marksman, Two-Fisted, Shooting d10 DL
Background Attractive SW
Background Guts d6, Knowlege (Occult) d6 DL
Arcane Miracles, Spirit d8, Faith d6 DL
Arcane Spirit d8, Vigor d8, Augmentations DL
Legendary Fighting d12 SW
Arcane Magic DL
Professional Smarts d8, Vigor d6, Notice d8, Survival d6, Tracking d6 DL
Professional See text SW
Professional Spirit d6, Survival d8, Tracking d8 SW
Source
Type Requirements
Arcane Weird Science, Knowledge (Chemistry) d8 DL
Arcane Martial Arts, Fighting d8+, Notice d10 DL
Arcane Hexslinging d6 DL
Arcane Superior Kung Fu, Spirit d8, Fighting d10 DL
Arcane Superior Kung Fu, Spirit d8, Fighting d10 DL
Arcane Superior Kung Fu, Spirit d8, Fighting d10 DL
Arcane Superior Kung Fu, Spirit d8, Fighting d10 DL
Arcane Superior Kung Fu, Spirit d8, Fighting d10 DL
Arcane Superior Kung Fu, Spirit d8, Fighting d10 DL
Arcane Superior Kung Fu, Spirit d8, Fighting d10 DL
Arcane Superior Kung Fu, Spirit d8, Fighting d10 DL
Arcane Superior Kung Fu, Spirit d8, Fighting d10 DL
Arcane Spirit d6, Martial Arts DL
Arcane Miracles, Spirit d6, Faith d6 DL
Arcane Miracles, Spirit d6, Faith d6 DL
Arcane First Strike, Fighting d8 DL
Arcane Magic, Spellcasting d6 DL
Arcane Augmentations totaling 4+ Drain DL
Arcane Weird Science, Knowledge (Chemistry) d8 DL
Arcane Agility d8, Fighting d8 DL
Arcane Shamanism, Smarts d8, Spirit d8, Tribal Medicine d8 DL
Arcane Miracles, Spirit d8, Faith d8 DL
Arcane Smarts d8, Spirit d8, Voodoo d8 DL
Arcane Magic, Spellcasting d6, Guts d8 DL
Arcane Counterpunch DL
Arcane High Roller DL
Arcane Martial Arts, Fighting d10 DL
Arcane Improved Block, Martial Arts DL
Arcane Strength d8, Fighting d8 DL
Arcane Improved Martial Arts, Fighting d12 DL
Arcane Weird Science d10, McGyver, Repair d10 DL
Arcane Smarts d12, Notice d8 DL
Arcane Fighting d8 DL
Arcane Martial Arts, Agility d8 DL
Arcane Magic, Spellcasting d10 DL
Arcane Miracles, Spirit d8 DL
Arcane Shamanism, Tribal Medicine d8 DL
Arcane Martial Arts, Spirit d6, Fighting d8 DL
Arcane Martial Arts, Spirit d6, Fighting d8 DL
Arcane Martial Arts, Spirit d6, Fighting d8 DL
Arcane Martial Arts, Spirit d6, Fighting d8 DL
Arcane Martial Arts, Spirit d6, Fighting d8 DL
Arcane Martial Arts, Spirit d6, Fighting d8 DL
Arcane Martial Arts, Spirit d6, Fighting d8 DL
Arcane Martial Arts, Spirit d6, Fighting d8 DL
Arcane Martial Arts, Spirit d6, Fighting d8 DL
Arcane First Strike, Agility d6, Fighting d8, Intimidation or Taunt d6 DL
Arcane Shamanism, Spirit d8 DL
Arcane Miracles, Spirit d8, Faith d6 DL
Arcane Spirit d8, Vigor d8, Augmentations DL
Arcane Magic DL
Background Strength d6, Vigor d6 SW
Background Arcane Resistance SW
Background Shooting d8 DL
Background Command, Boating d8 DL
Background Taunt d6 DL
Background 0 DL
Background Guts d6, Knowlege (Occult) d6 DL
Background 0 SW
Background Agility d8 SW
Background 0 SW
Background 0 SW
Background Old Ways Oath SW
Background 0 SW
Background 0 SW
Background Spirit d8 SW
Background Vigor d6 SW
Background 0 SW
Background Vigor d8 SW
Background Noble Birth or Rich SW
Background Luck SW
Background 0 SW
Background 0 SW
Background 0 SW
Background 0 SW
Background Attractive SW
Background Faith d4, Spirit d8 DL
Background Repair d4, Thaumaturgical Diffusion d4 DL
Combat Shooting d10 DL
Combat 0 DL
Combat Marksman, Two-Fisted, Shooting d10 DL
Combat Marksman, Two-Fisted, Shooting d10 DL
Combat Fighting d8 SW
Combat 0 SW
Combat Agility d8 SW
Combat Agility d8 SW
Combat Agility d6 SW
Combat Agility d8, Fighting d8 SW
Combat Fighting d10 SW
Combat 0 SW
Combat Spirit d8 SW
Combat Hard to Kill SW
Combat Block SW
Combat Dodge SW
Combat Frenzy SW
Combat Level Headed SW
Combat Nerves of Steel SW
Combat Sweep SW
Combat Trademark Weapon SW
Combat Smarts d8 SW
Combat 0 SW
Combat Vigor d8 SW
Combat Agility d8 SW
Combat Shooting d8 SW
Combat Agility d8 SW
Combat Strength d8, Fighting d8 SW
Combat Fighting / Shooting d10 SW
Combat Agility d8 SW
Combat Shooting d6 DL
Combat Shooting d6 DL
Combat Shooting 10+, Hip-Shooting DL
Combat Fighting d6 DL
Combat 0 DL
Combat from the CSA DL
Combat Agility d8, Shooting d6 DL
Leadership Smarts d6 SW
Leadership Spirit d8, Command SW
Leadership Smarts d8, Command SW
Leadership Command SW
Leadership Spirit d8, Command SW
Legendary Prof. in trait SW
Legendary 0 SW
Legendary Tough as Nails SW
Legendary Expert in Trait SW
Legendary Weapon Master SW
Legendary d12 in trait SW
Legendary 0 SW
Legendary 0 SW
Legendary Fighting d12 SW
Legendary 0 DL
Legendary Reputation DL
Legendary Quick, Agility d10 DL
Legendary Shooting, Fighting or Throwing d10 DL
Power Spirit d8, Arcane Background SW
Power Arcane Background SW
Power Arcane Background SW
Power Arcane skill d12 SW
Power Spirit d6, Arcane Background SW
Power Special SW
Professional Agility d8, Riding d6 DL
Professional Snakeoil Salesman DL
Professional Agility d8 SW
Professional Agility d8, Strength d6 SW
Professional See text SW
Professional See text SW
Professional See text SW
Professional Smarts d8, Investigation d8, Streetwise d8 SW
Professional Smarts d6, Repair d6, Notice d6 SW
Professional Arcane Background (Psionics), Smarts d10, Psionics d6 SW
Professional See text SW
Professional d8 in affected skills SW
Professional Agility d8, Climb d6, Lockpick d6, Stealth d8 SW
Professional See text SW
Professional Spirit d6, Survival d8, Tracking d8 SW
Professional Smarts d8, Fighting d6, K(Law) d4, K(Occult) d6, Investigation d6, Shooting d6 DL
Professional Notice d6, Tracking d6, DL
Professional Smarts d6, Spirit d6, Persuassion d8 DL
Professional Fighting d6, Intimidation d6, Shooting d6 DL
Professional Smarts d6, Knowledge (Battle) d6 DL
Professional Fighting d6, Shooting d6 DL
Professional Persuassion d8 DL
Professional Vigor d8, Fighting d6, Riding d6, Shooting d6, Streetwise d6, Survival d6, Tracking d6 DL
Professional Smarts d8, Vigor d6, Notice d8, Survival d6, Tracking d6 DL
Social Spirit d8 SW
Social Spirit d8 SW
Social 0 SW
Social Intimidate d6, Taunt d6 SW
Social Gambling d6 DL
Social Smarts d8 DL
Social 0 DL
Social Smarts d6 DL
Social Spirit d8 DL
Weird Spirit d6 DL
Weird Vigor d8 DL
Weird Spirit d8, Notice d6 DL
Weird True Grit, Guts d8 DL
Weird 0 SW
Weird Spirit d8 SW
Weird 0 SW
Weird Spirit d8 SW
Weird 0 DL
Weird 0 DL
Wild Power Shooting / Throwing d10 SW
Wild Power Fighting d12 SW
POWERS - BY RANK (Alphabetical Listing and Arcane Background listings below)
Rank
Name Points Range Duration
Aim N 1 Touch 3 (1/r)
Armor N 2 Touch 3 (1/r)
Beast Friend N Special Smarts x100yd 10 min.
Blind N 2-6 12/24/48 Instant
Bolt N 1-6 12/24/48 Instant
Boost/Lower Trait N 2 Smarts 3 (1/r)
Burrow N 3 Smarts x2 3 (2/r)
Burst N 3 Smarts x2 3 (2/r)
Confusion N 1 Smarts x2 Instant
Darksight N 1 Touch 1hr (1/hr)
Deflection N 2 Touch 3 (1/r)
Detect/Conceal Arcana N 2 Sight Special
Elemental Manipulation N 1 Smarts x2 Instant
Entangle N 2-6 Smarts Special
Environmental Protection N 2 Touch 1 hour/1/h
Fear N 2 Smarts x2 Instant
Healing N 3 Touch Instant
Hunch N 3 Touch Permanent
Inspiration N 5 Special Instant
Jury Rig N 2 touch 3(1/r)
Light N 1 Touch 10 min.
Mind Rider N 3 AB Skill x1mi 1 / min
Numb N 1 Touch 10 min.
Obscure N 2 Smarts 3/1
Protection N 0 Self Concentrate
Sanctify N 10 Special Permanent *
Smite N 2 Touch 3/1
Speak language N 1 Self 10m/(1/10m)
Speed N 1 Touch 3/1
Stun N 2 12/24/48 Special
Succor N 1 Touch Permanent
Trinkets N Special Sight 1
Wall Walker N 2 Touch 3 (1/r)
Wilderness Walk N 1 Self 1 / hour
Windstorm N 3 Sight 1
Barrier S 1/section Smarts 3/(Spec.)
Blast S 2-6 24/48/96 Instant
Contact Spirit World S Special Special 1hr (1/hr)
Curse S 5 Touch Permanent
Damage Field S 4 Touch 3 (2/round)
Disguise S 3-5 Touch 10m/(1/10m)
Dispel S 3 Smarts Instant
Farsight S 3 Touch 3 (1/r)
Gambler S 5 Self Permanent
Havoc S 2-4 Smarts x2 Instant
Invisibility S 5 Self 3/1
Pummel S 2 Cone Instant
Quickness S 4 Touch 3/2
Shape Change S Special Self 1m./1m.
Shootist S Special By Weapon Special
Slow S 1 Smarts x2 3(2/r)
Slumber S 2 Smarts x2 1min(1/m)
Telekinesis S 5 Smarts 3/1
Teleport S 3+ Special Instant
Warrior's Gift S 4 Touch 3 (1/r)
Exorcism V 15 1 yard Permanent
Fly V 3/6 Touch 3/1
Healing, Greater V 10/20 Touch Instant
Puppet V 3 Smarts 3/1
Vision Quest V Special Self Special
Zombie V 3/corpse Smarts Special
Drain Power Points H 3 Smarts Instant
POWERS - ALPHABETICALLY (Arcane Background listings below)
Rank
Name Points Range Duration
Aim N 1 Touch 3 (1/r)
Armor N 2 Touch 3 (1/r)
Barrier S 1/section Smarts 3/(Spec.)
Beast Friend N Special Smarts x100yd 10 min.
Blast S 2-6 24/48/96 Instant
Blind N 2-6 12/24/48 Instant
Bolt N 1-6 12/24/48 Instant
Boost/Lower Trait N 2 Smarts 3 (1/r)
Burrow N 3 Smarts x2 3 (2/r)
Burst N 3 Smarts x2 3 (2/r)
Confusion N 1 Smarts x2 Instant
Contact Spirit World S Special Special 1hr (1/hr)
Curse S 5 Touch Permanent
Damage Field S 4 Touch 3 (2/round)
Darksight N 1 Touch 1hr (1/hr)
Deflection N 2 Touch 3 (1/r)
Detect/Conceal Arcana N 2 Sight Special
Disguise S 3-5 Touch 10m/(1/10m)
Dispel S 3 Smarts Instant
Drain Power Points H 3 Smarts Instant
Elemental Manipulation N 1 Smarts x2 Instant
Entangle N 2-6 Smarts Special
Environmental Protection N 2 Touch 1 hour/1/h
Exorcism V 15 1 yard Permanent
Farsight S 3 Touch 3 (1/r)
Fear N 2 Smarts x2 Instant
Fly V 3/6 Touch 3/1
Gambler S 5 Self Permanent
Havoc S 2-4 Smarts x2 Instant
Healing N 3 Touch Instant
Healing, Greater V 10/20 Touch Instant
Hunch N 3 Touch Permanent
Inspiration N 5 Special Instant
Invisibility S 5 Self 3/1
Jury Rig N 2 touch 3(1/r)
Light N 1 Touch 10 min.
Mind Rider N 3 AB Skill x1mi 1 / min
Numb N 1 Touch 10 min.
Obscure N 2 Smarts 3/1
Protection N 0 Self Concentrate
Pummel S 2 Cone Instant
Puppet V 3 Smarts 3/1
Quickness S 4 Touch 3/2
Sanctify N 10 Special Permanent *
Shape Change S Special Self 1m./1m.
Shootist S Special By Weapon Special
Slow S 1 Smarts x2 3(2/r)
Slumber S 2 Smarts x2 1min(1/m)
Smite N 2 Touch 3/1
Speak language N 1 Self 10m/(1/10m)
Speed N 1 Touch 3/1
Stun N 2 12/24/48 Special
Succor N 1 Touch Permanent
Telekinesis S 5 Smarts 3/1
Teleport S 3+ Special Instant
Trinkets N Special Sight 1
Vision Quest V Special Self Special
Wall Walker N 2 Touch 3 (1/r)
Warrior's Gift S 4 Touch 3 (1/r)
Wilderness Walk N 1 Self 1 / hour
Windstorm N 3 Sight 1
Zombie V 3/corpse Smarts Special
Rank
Name Points Range Duration
Aim N 1 Touch 3 (1/r)
Armor N 2 Touch 3 (1/r)
Barrier S 1/section Smarts 3/(Spec.)
Beast Friend N Special Smarts x100yd 10 min.
Boost/Lower Trait N 2 Smarts 3 (1/r)
Deflection N 2 Touch 3 (1/r)
Detect/Conceal Arcana N 2 Sight Special
Dispel S 3 Smarts Instant
Elemental Manipulation N 1 Smarts x2 Instant
Entangle N 2-6 Smarts Special
Environmental Protection N 2 Touch 1 hour/1/h
Exorcism V 15 1 yard Permanent
Gambler S 5 Self Permanent
Healing N 3 Touch Instant
Healing, Greater V 10/20 Touch Instant
Inspiration N 5 Special Instant
Light N 1 Touch 10 min.
Protection N 0 Self Concentrate
Quickness S 4 Touch 3/2
Sanctify N 10 Special Permanent *
Smite N 2 Touch 3/1
Speak language N 1 Self 10m/(1/10m)
Stun N 2 12/24/48 Special
Succor N 1 Touch Permanent
Wilderness Walk N 1 Self 1 / hour
Windstorm N 3 Sight 1
Curse S 5 Touch Permanent
Fear N 2 Smarts x2 Instant
Mind Rider N 3 AB Skill x1mi 1 / min
Puppet V 3 Smarts 3/1
Vision Quest V Special Self Special
Zombie V 3/corpse Smarts Special
POWERS - HEXSLINGER (Hexslinger)
Rank
Name Points Range Duration
Aim N 1 Touch 3 (1/r)
Armor N 2 Touch 3 (1/r)
Barrier S 1/section Smarts 3/(Spec.)
Beast Friend N Special Smarts x100yd 10 min.
Blast S 2-6 24/48/96 Instant
Bolt N 1-6 12/24/48 Instant
Boost/Lower Trait N 2 Smarts 3 (1/r)
Burst N 3 Smarts x2 3 (2/r)
Deflection N 2 Touch 3 (1/r)
Detect/Conceal Arcana N 2 Sight Special
Dispel S 3 Smarts Instant
Elemental Manipulation N 1 Smarts x2 Instant
Entangle N 2-6 Smarts Special
Environmental Protection N 2 Touch 1 hour/1/h
Fear N 2 Smarts x2 Instant
Gambler S 5 Self Permanent
Hunch N 3 Touch Permanent
Invisibility S 5 Self 3/1
Light N 1 Touch 10 min.
Mind Rider N 3 AB Skill x1mi 1 / min
Numb N 1 Touch 10 min.
Obscure N 2 Smarts 3/1
Puppet V 3 Smarts 3/1
Quickness S 4 Touch 3/2
Shootist S Special By Weapon Special
Speak language N 1 Self 10m/(1/10m)
Speed N 1 Touch 3/1
Stun N 2 12/24/48 Special
Telekinesis S 5 Smarts 3/1
Teleport S 3+ Special Instant
Trinkets N Special Sight 1
Wilderness Walk N 1 Self 1 / hour
Windstorm N 3 Sight 1
Rank
Name Points Range Duration
Aim N 1 Touch 3 (1/r)
Armor N 2 Touch 3 (1/r)
Barrier S 1/section Smarts 3/(Spec.)
Beast Friend N Special Smarts x100yd 10 min.
Boost/Lower Trait N 2 Smarts 3 (1/r)
Contact Spirit World S Special Special 1hr (1/hr)
Curse S 5 Touch Permanent
Deflection N 2 Touch 3 (1/r)
Detect/Conceal Arcana N 2 Sight Special
Dispel S 3 Smarts Instant
Elemental Manipulation N 1 Smarts x2 Instant
Entangle N 2-6 Smarts Special
Environmental Protection N 2 Touch 1 hour/1/h
Exorcism V 15 1 yard Permanent
Fear N 2 Smarts x2 Instant
Gambler S 5 Self Permanent
Healing N 3 Touch Instant
Healing, Greater V 10/20 Touch Instant
Inspiration N 5 Special Instant
Light N 1 Touch 10 min.
Mind Rider N 3 AB Skill x1mi 1 / min
Protection N 0 Self Concentrate
Puppet V 3 Smarts 3/1
Quickness S 4 Touch 3/2
Sanctify N 10 Special Permanent *
Smite N 2 Touch 3/1
Speak language N 1 Self 10m/(1/10m)
Stun N 2 12/24/48 Special
Succor N 1 Touch Permanent
Vision Quest V Special Self Special
Wilderness Walk N 1 Self 1 / hour
Windstorm N 3 Sight 1
Zombie V 3/corpse Smarts Special
round listings below)
Source
Description Miracles
Called shot penalty reduced by 1 when shooting / throwing, 2 with a raise DL Yes
+2 Armor; +4 with a raise SW Yes
Speak with and guide creature SW Yes
Target(s) must make Agility -2 (-4 on raise) or are shaken and -2 Parry until next action. If 1, fully blind until recovered from Shaken. SW No
1 to 3 bolts at 2d6 damage; double Power Points for 3d6 damage SW No
Raise or lower any trait by 1 die type; 2 die types with a raise SW Yes
Burrow into earth and move up to range; May attempt surprise attack SW No
Targets under Flame Template suffer 2d10 damage; Heavy Weapon SW No
Target must make Smarts -2 (-4 on raise) or be shaken SW No
Halves darkness penalties; negates up to -6 on raise SW No
-2 penalty to be hit; -4 with a raise SW Yes
Detects/Conceals supernatural beings, items & effects SW No
Minor Manipulations of chosen element SW Yes
Target -2 pace, Str & Agi skills, completely restrained with raise SW No
Breath and move normally; minor elemental protection SW Yes
All within Large Template must make Guts check; at -2 with a raise SW No
Heals a wound suffered within the last hour, or 2 with a raise SW Yes
Gains insight about a past event of the target DL No
+2 Persuasion to reduce local fear level, +4 with raise DL Yes
Success on TD roll, devices may only suffer Major and Minor malfunctions for duration. Only Minor on raise; ignore other Wild Die results. GI No
Creates a Large Burst Template of clear light SW Yes
Accesses all of a target's senses DL No
Success on Hexslinger roll, remove 1 point of wound penalty, 2 on raise. Retroactive and Proactive. Also nullifies temp Injury table. SHP No
LBT of total darkness SW No
Supernatural creature must win Faith roll vs Arcane skill to attack DL Yes
Supernatural creature trying to enter area must make a Spirit roll each round or suffer 1 wound; (* Permanent unless desecrated) DL Yes
+2 bonus to melee weapon; +4 with a raise SW Yes
Speak other language fluently SW Yes
Basic Pace is doubled; raise negates running penalty SW No
Targets with a Medium Template must roll Vigor (at -2 with a raise) or be Shaken SW Yes
Remove 1 fatigue level, 2 with a raise; removes shaken status and restores consciousness due to incapacitation DL Yes
Conjure forth a temporary minor mundane item DL No
move along walls/ceiling at half pace; full pace on raise SW No
+1 Stealth rolls in wilderness; leaves no tracks DL No
Moveable medium burst area whirlwind, each round anyone in area must make Vigor roll or be shaken, -2 ranged attacks DL Yes
Creates barrier with Toughness of 10 SW Yes
Targets within MBT suffer 2d6 damage; double Power Points increase template to large or damage to 3d6 SW No
Contact hunting grounds to summon spirts, or spirit travel. LS No
Victim suffers Fatigue each day until Incapcitated and then makes a Vigor roll to avoid death DL No
Str+2d6(2d8 on raise) damage, or 2d6(2d8 on raise) damage if Coup SW No
Assume appearance of another person SW No
Dispel magical effects SW Yes
Ranged penalties halved, Range incremements double on raise SW No
Gain a random fate chip draw DL Yes
MBT on caster, must make Strength (-2 on raise) or knocked 2d6" back and prone SW No
-4 to be detected or attacked; -6 with a raise SW No
Any character touched by Cone Template must make Strength (-2 if raise) or knocked 2d6" back and prone SW No
Two actions per round; a raise also allows character to discard initiative cards or roll of 8 or lower each round and redraw or reroll SW Yes
Allows caster to change into various animals SW No
Change ammunition effects SHP No
Opposed Arcane vs. Target Spirit. Movement becomes action. Redraw cards over 10 if raise. SW No
MBT must make Spirit (-2 on raise) or fall asleep SW No
Moves creatures or objects; see text SW No
Move self 10"/3 pp spent SW No
Gain benefits of 1 Combat Edge chosen by caster; Caster must be 1 rank higher than Edge, but ignores all other requirements. SW No
Make opposed acrane skill roll vs demon's spirit to banish DL Yes
Allows a character to fly SW No
Heals older wounds and crippling injuries SW Yes
Opposed Arcane vs. Target Spirit. Control victim SW No
Glimpse into the future DL No
Create Zombies SW No
Opposed Arcane, -2 if different arcane type. Drain 1d6+1, 1d8+2 on raise (rolls don't ace) SW No
Source
Description Miracles
Called shot penalty reduced by 1 when shooting / throwing, 2 with a raise DL Yes
+2 Armor; +4 with a raise SW Yes
Creates barrier with Toughness of 10 SW Yes
Speak with and guide creature SW Yes
Targets within MBT suffer 2d6 damage; double Power Points increase template to large or damage to 3d6 SW No
Target(s) must make Agility -2 (-4 on raise) or are shaken and -2 Parry until next action. If 1, fully blind until recovered from Shaken. SW No
1 to 3 bolts at 2d6 damage; double Power Points for 3d6 damage SW No
Raise or lower any trait by 1 die type; 2 die types with a raise SW Yes
Burrow into earth and move up to range; May attempt surprise attack SW No
Targets under Flame Template suffer 2d10 damage; Heavy Weapon SW No
Target must make Smarts -2 (-4 on raise) or be shaken SW No
Contact hunting grounds to summon spirts, or spirit travel. LS No
Victim suffers Fatigue each day until Incapcitated and then makes a Vigor roll to avoid death DL No
Str+2d6(2d8 on raise) damage, or 2d6(2d8 on raise) damage if Coup SW No
Halves darkness penalties; negates up to -6 on raise SW No
-2 penalty to be hit; -4 with a raise SW Yes
Detects/Conceals supernatural beings, items & effects SW No
Assume appearance of another person SW No
Dispel magical effects SW Yes
Opposed Arcane, -2 if different arcane type. Drain 1d6+1, 1d8+2 on raise (rolls don't ace) SW No
Minor Manipulations of chosen element SW Yes
Target -2 pace, Str & Agi skills, completely restrained with raise SW No
Breath and move normally; minor elemental protection SW Yes
Make opposed acrane skill roll vs demon's spirit to banish DL Yes
Ranged penalties halved, Range incremements double on raise SW No
All within Large Template must make Guts check; at -2 with a raise SW No
Allows a character to fly SW No
Gain a random fate chip draw DL Yes
MBT on caster, must make Strength (-2 on raise) or knocked 2d6" back and prone SW No
Heals a wound suffered within the last hour, or 2 with a raise SW Yes
Heals older wounds and crippling injuries SW Yes
Gains insight about a past event of the target DL No
+2 Persuasion to reduce local fear level, +4 with raise DL Yes
-4 to be detected or attacked; -6 with a raise SW No
Success on TD roll, devices may only suffer Major and Minor malfunctions for duration. Only Minor on raise; ignore other Wild Die results. GI No
Creates a Large Burst Template of clear light SW Yes
Accesses all of a target's senses DL No
Success on Hexslinger roll, remove 1 point of wound penalty, 2 on raise. Retroactive and Proactive. Also nullifies temp Injury table. SHP No
LBT of total darkness SW No
Supernatural creature must win Faith roll vs Arcane skill to attack DL Yes
Any character touched by Cone Template must make Strength (-2 if raise) or knocked 2d6" back and prone SW No
Opposed Arcane vs. Target Spirit. Control victim SW No
Two actions per round; a raise also allows character to discard initiative cards or roll of 8 or lower each round and redraw or reroll SW Yes
Supernatural creature trying to enter area must make a Spirit roll each round or suffer 1 wound; (* Permanent unless desecrated) DL Yes
Allows caster to change into various animals SW No
Change ammunition effects SHP No
Opposed Arcane vs. Target Spirit. Movement becomes action. Redraw cards over 10 if raise. SW No
MBT must make Spirit (-2 on raise) or fall asleep SW No
+2 bonus to melee weapon; +4 with a raise SW Yes
Speak other language fluently SW Yes
Basic Pace is doubled; raise negates running penalty SW No
Targets with a Medium Template must roll Vigor (at -2 with a raise) or be Shaken SW Yes
Remove 1 fatigue level, 2 with a raise; removes shaken status and restores consciousness due to incapacitation DL Yes
Moves creatures or objects; see text SW No
Move self 10"/3 pp spent SW No
Conjure forth a temporary minor mundane item DL No
Glimpse into the future DL No
move along walls/ceiling at half pace; full pace on raise SW No
Gain benefits of 1 Combat Edge chosen by caster; Caster must be 1 rank higher than Edge, but ignores all other requirements. SW No
+1 Stealth rolls in wilderness; leaves no tracks DL No
Moveable medium burst area whirlwind, each round anyone in area must make Vigor roll or be shaken, -2 ranged attacks DL Yes
Create Zombies SW No
Source
Description
Supernatural creature must win Faith roll vs Arcane skill to attack DL Automatically Selected RAW
Called shot penalty reduced by 1 when shooting / throwing, 2 with a raise DL
+2 Armor; +4 with a raise SW
Creates barrier with Toughness of 10 SW
Speak with and guide creature SW
Target(s) must make Agility -2 (-4 on raise) or are shaken and -2 Parry until next action. If 1, fully blind until recovered from Shaken. SW
Raise or lower any trait by 1 die type; 2 die types with a raise SW
Target must make Smarts -2 (-4 on raise) or be shaken SW
-2 penalty to be hit; -4 with a raise SW
Detects/Conceals supernatural beings, items & effects SW
Dispel magical effects SW
Minor Manipulations of chosen element SW
Target -2 pace, Str & Agi skills, completely restrained with raise SW
Breath and move normally; minor elemental protection SW
Make opposed acrane skill roll vs demon's spirit to banish DL
Gain a random fate chip draw DL
Heals a wound suffered within the last hour, or 2 with a raise SW
Heals older wounds and crippling injuries SW
+2 Persuasion to reduce local fear level, +4 with raise DL
Creates a Large Burst Template of clear light SW
Any character touched by Cone Template must make Strength (-2 if raise) or knocked 2d6" back and prone SW
Two actions per round; a raise also allows character to discard initiative cards or roll of 8 or lower each round and redraw or reroll SW
Supernatural creature trying to enter area must make a Spirit roll each round or suffer 1 wound; (* Permanent unless desecrated) DL
+2 bonus to melee weapon; +4 with a raise SW
Speak other language fluently SW
Targets with a Medium Template must roll Vigor (at -2 with a raise) or be Shaken SW
Remove 1 fatigue level, 2 with a raise; removes shaken status and restores consciousness due to incapacitation DL
Gain benefits of 1 Combat Edge chosen by caster; Caster must be 1 rank higher than Edge, but ignores all other requirements. SW
+1 Stealth rolls in wilderness; leaves no tracks DL
Moveable medium burst area whirlwind, each round anyone in area must make Vigor roll or be shaken, -2 ranged attacks DL
Source
Description
Called shot penalty reduced by 1 when shooting / throwing, 2 with a raise DL
+2 Armor; +4 with a raise SW
Creates barrier with Toughness of 10 SW
Speak with and guide creature SW
Raise or lower any trait by 1 die type; 2 die types with a raise SW
-2 penalty to be hit; -4 with a raise SW
Detects/Conceals supernatural beings, items & effects SW
Dispel magical effects SW
Minor Manipulations of chosen element SW
Target -2 pace, Str & Agi skills, completely restrained with raise SW
Breath and move normally; minor elemental protection SW
Make opposed acrane skill roll vs demon's spirit to banish DL
Gain a random fate chip draw DL
Heals a wound suffered within the last hour, or 2 with a raise SW
Heals older wounds and crippling injuries SW
+2 Persuasion to reduce local fear level, +4 with raise DL
Creates a Large Burst Template of clear light SW
Supernatural creature must win Faith roll vs Arcane skill to attack DL
Two actions per round; a raise also allows character to discard initiative cards or roll of 8 or lower each round and redraw or reroll SW
Supernatural creature trying to enter area must make a Spirit roll each round or suffer 1 wound; (* Permanent unless desecrated) DL
+2 bonus to melee weapon; +4 with a raise SW
Speak other language fluently SW
Targets with a Medium Template must roll Vigor (at -2 with a raise) or be Shaken SW
Remove 1 fatigue level, 2 with a raise; removes shaken status and restores consciousness due to incapacitation DL
+1 Stealth rolls in wilderness; leaves no tracks DL
Moveable medium burst area whirlwind, each round anyone in area must make Vigor roll or be shaken, -2 ranged attacks DL
Victim suffers Fatigue each day until Incapcitated and then makes a Vigor roll to avoid death DL
All within Large Template must make Guts check; at -2 with a raise SW
Accesses all of a target's senses DL
Opposed Arcane vs. Target Spirit. Control victim SW
Glimpse into the future DL
Create Zombies SW
Source
Description
Called shot penalty reduced by 1 when shooting / throwing, 2 with a raise DL
+2 Armor; +4 with a raise SW
Creates barrier with Toughness of 10 SW
Speak with and guide creature SW
Targets within MBT suffer 2d6 damage; double Power Points increase template to large or damage to 3d6 SW
1 to 3 bolts at 2d6 damage; double Power Points for 3d6 damage SW
Raise or lower any trait by 1 die type; 2 die types with a raise SW
Targets under Flame Template suffer 2d10 damage; Heavy Weapon SW
-2 penalty to be hit; -4 with a raise SW
Detects/Conceals supernatural beings, items & effects SW
Dispel magical effects SW
Minor Manipulations of chosen element SW
Target -2 pace, Str & Agi skills, completely restrained with raise SW
Breath and move normally; minor elemental protection SW
All within Large Template must make Guts check; at -2 with a raise SW
Gain a random fate chip draw DL
Gains insight about a past event of the target DL
-4 to be detected or attacked; -6 with a raise SW
Creates a Large Burst Template of clear light SW
Accesses all of a target's senses DL
Success on Hexslinger roll, remove 1 point of wound penalty, 2 on raise. Retroactive and Proactive. Also nullifies temp Injury table. SHP
LBT of total darkness SW
Opposed Arcane vs. Target Spirit. Control victim SW
Two actions per round; a raise also allows character to discard initiative cards or roll of 8 or lower each round and redraw or reroll SW
Change ammunition effects SHP
Speak other language fluently SW
Basic Pace is doubled; raise negates running penalty SW
Targets with a Medium Template must roll Vigor (at -2 with a raise) or be Shaken SW
Moves creatures or objects; see text SW
Move self 10"/3 pp spent SW
Conjure forth a temporary minor mundane item DL
+1 Stealth rolls in wilderness; leaves no tracks DL
Moveable medium burst area whirlwind, each round anyone in area must make Vigor roll or be shaken, -2 ranged attacks DL
Source
Description
Called shot penalty reduced by 1 when shooting / throwing, 2 with a raise DL
+2 Armor; +4 with a raise SW
Creates barrier with Toughness of 10 SW
Speak with and guide creature SW
Targets within MBT suffer 2d6 damage; double Power Points increase template to large or damage to 3d6 SW
1 to 3 bolts at 2d6 damage; double Power Points for 3d6 damage SW
Raise or lower any trait by 1 die type; 2 die types with a raise SW
Targets under Flame Template suffer 2d10 damage; Heavy Weapon SW
-2 penalty to be hit; -4 with a raise SW
Detects/Conceals supernatural beings, items & effects SW
Dispel magical effects SW
Minor Manipulations of chosen element SW
Target -2 pace, Str & Agi skills, completely restrained with raise SW
Breath and move normally; minor elemental protection SW
All within Large Template must make Guts check; at -2 with a raise SW
Gain a random fate chip draw DL
Gains insight about a past event of the target DL
-4 to be detected or attacked; -6 with a raise SW
Creates a Large Burst Template of clear light SW
Accesses all of a target's senses DL
LBT of total darkness SW
Opposed Arcane vs. Target Spirit. Control victim SW
Two actions per round; a raise also allows character to discard initiative cards or roll of 8 or lower each round and redraw or reroll SW
Speak other language fluently SW
Basic Pace is doubled; raise negates running penalty SW
Targets with a Medium Template must roll Vigor (at -2 with a raise) or be Shaken SW
Moves creatures or objects; see text SW
Move self 10"/3 pp spent SW
Conjure forth a temporary minor mundane item DL
+1 Stealth rolls in wilderness; leaves no tracks DL
Moveable medium burst area whirlwind, each round anyone in area must make Vigor roll or be shaken, -2 ranged attacks DL
Source
Description
Called shot penalty reduced by 1 when shooting / throwing, 2 with a raise DL
+2 Armor; +4 with a raise SW
Speak with and guide creature SW
Targets within MBT suffer 2d6 damage; double Power Points increase template to large or damage to 3d6 SW
1 to 3 bolts at 2d6 damage; double Power Points for 3d6 damage SW
Raise or lower any trait by 1 die type; 2 die types with a raise SW
Burrow into earth and move up to range; May attempt surprise attack SW
Targets under Flame Template suffer 2d10 damage; Heavy Weapon SW
Victim suffers Fatigue each day until Incapcitated and then makes a Vigor roll to avoid death DL
-2 penalty to be hit; -4 with a raise SW
Minor Manipulations of chosen element SW
Target -2 pace, Str & Agi skills, completely restrained with raise SW
Breath and move normally; minor elemental protection SW
Allows a character to fly SW
Gain a random fate chip draw DL
Heals a wound suffered within the last hour, or 2 with a raise SW
Two actions per round; a raise also allows character to discard initiative cards or roll of 8 or lower each round and redraw or reroll SW
+2 bonus to melee weapon; +4 with a raise SW
Basic Pace is doubled; raise negates running penalty SW
+1 Stealth rolls in wilderness; leaves no tracks DL
Source
Description
Called shot penalty reduced by 1 when shooting / throwing, 2 with a raise DL
+2 Armor; +4 with a raise SW
Creates barrier with Toughness of 10 SW
Speak with and guide creature SW
Targets within MBT suffer 2d6 damage; double Power Points increase template to large or damage to 3d6 SW
1 to 3 bolts at 2d6 damage; double Power Points for 3d6 damage SW
Raise or lower any trait by 1 die type; 2 die types with a raise SW
Burrow into earth and move up to range; May attempt surprise attack SW
Targets under Flame Template suffer 2d10 damage; Heavy Weapon SW
-2 penalty to be hit; -4 with a raise SW
Detects/Conceals supernatural beings, items & effects SW
Dispel magical effects SW
Minor Manipulations of chosen element SW
Target -2 pace, Str & Agi skills, completely restrained with raise SW
Breath and move normally; minor elemental protection SW
All within Large Template must make Guts check; at -2 with a raise SW
Allows a character to fly SW
Heals a wound suffered within the last hour, or 2 with a raise SW
Heals older wounds and crippling injuries SW
-4 to be detected or attacked; -6 with a raise SW
Creates a Large Burst Template of clear light SW
Accesses all of a target's senses DL
LBT of total darkness SW
Opposed Arcane vs. Target Spirit. Control victim SW
Two actions per round; a raise also allows character to discard initiative cards or roll of 8 or lower each round and redraw or reroll SW
+2 bonus to melee weapon; +4 with a raise SW
Speak other language fluently SW
Basic Pace is doubled; raise negates running penalty SW
Targets with a Medium Template must roll Vigor (at -2 with a raise) or be Shaken SW
Remove 1 fatigue level, 2 with a raise; removes shaken status and restores consciousness due to incapacitation DL
Moves creatures or objects; see text SW
Move self 10"/3 pp spent SW
+1 Stealth rolls in wilderness; leaves no tracks DL
Moveable medium burst area whirlwind, each round anyone in area must make Vigor roll or be shaken, -2 ranged attacks DL
Create Zombies SW
Source
Description
Called shot penalty reduced by 1 when shooting / throwing, 2 with a raise DL
+2 Armor; +4 with a raise SW
Creates barrier with Toughness of 10 SW
Speak with and guide creature SW
Targets within MBT suffer 2d6 damage; double Power Points increase template to large or damage to 3d6 SW
Target(s) must make Agility -2 (-4 on raise) or are shaken and -2 Parry until next action. If 1, fully blind until recovered from Shaken. SW
1 to 3 bolts at 2d6 damage; double Power Points for 3d6 damage SW
Raise or lower any trait by 1 die type; 2 die types with a raise SW
Burrow into earth and move up to range; May attempt surprise attack SW
Targets under Flame Template suffer 2d10 damage; Heavy Weapon SW
Halves darkness penalties; negates up to -6 on raise SW
-2 penalty to be hit; -4 with a raise SW
Detects/Conceals supernatural beings, items & effects SW
Assume appearance of another person SW
Dispel magical effects SW
Opposed Arcane, -2 if different arcane type. Drain 1d6+1, 1d8+2 on raise (rolls don't ace) SW
Minor Manipulations of chosen element SW
Target -2 pace, Str & Agi skills, completely restrained with raise SW
Breath and move normally; minor elemental protection SW
Ranged penalties halved, Range incremements double on raise SW
All within Large Template must make Guts check; at -2 with a raise SW
Allows a character to fly SW
Gain a random fate chip draw DL
MBT on caster, must make Strength (-2 on raise) or knocked 2d6" back and prone SW
Heals a wound suffered within the last hour, or 2 with a raise SW
Heals older wounds and crippling injuries SW
-4 to be detected or attacked; -6 with a raise SW
Success on TD roll, devices may only suffer Major and Minor malfunctions for duration. Only Minor on raise; ignore other Wild Die results. GI
Creates a Large Burst Template of clear light SW
Accesses all of a target's senses DL
LBT of total darkness SW
Any character touched by Cone Template must make Strength (-2 if raise) or knocked 2d6" back and prone SW
Opposed Arcane vs. Target Spirit. Control victim SW
Two actions per round; a raise also allows character to discard initiative cards or roll of 8 or lower each round and redraw or reroll SW
Opposed Arcane vs. Target Spirit. Movement becomes action. Redraw cards over 10 if raise. SW
MBT must make Spirit (-2 on raise) or fall asleep SW
+2 bonus to melee weapon; +4 with a raise SW
Speak other language fluently SW
Basic Pace is doubled; raise negates running penalty SW
Targets with a Medium Template must roll Vigor (at -2 with a raise) or be Shaken SW
Remove 1 fatigue level, 2 with a raise; removes shaken status and restores consciousness due to incapacitation DL
Moves creatures or objects; see text SW
Move self 10"/3 pp spent SW
Conjure forth a temporary minor mundane item DL
move along walls/ceiling at half pace; full pace on raise SW
Gain benefits of 1 Combat Edge chosen by caster; Caster must be 1 rank higher than Edge, but ignores all other requirements. SW
+1 Stealth rolls in wilderness; leaves no tracks DL
Moveable medium burst area whirlwind, each round anyone in area must make Vigor roll or be shaken, -2 ranged attacks DL
Create Zombies SW
Source
Description
Called shot penalty reduced by 1 when shooting / throwing, 2 with a raise DL
+2 Armor; +4 with a raise SW
Speak with and guide creature SW
Raise or lower any trait by 1 die type; 2 die types with a raise SW
Burrow into earth and move up to range; May attempt surprise attack SW
Contact hunting grounds to summon spirts, or spirit travel. LS
-2 penalty to be hit; -4 with a raise SW
Detects/Conceals supernatural beings, items & effects SW
Dispel magical effects SW
Minor Manipulations of chosen element SW
Target -2 pace, Str & Agi skills, completely restrained with raise SW
Breath and move normally; minor elemental protection SW
Make opposed acrane skill roll vs demon's spirit to banish DL
All within Large Template must make Guts check; at -2 with a raise SW
Heals a wound suffered within the last hour, or 2 with a raise SW
Heals older wounds and crippling injuries SW
Accesses all of a target's senses DL
Supernatural creature must win Faith roll vs Arcane skill to attack DL
Two actions per round; a raise also allows character to discard initiative cards or roll of 8 or lower each round and redraw or reroll SW
Supernatural creature trying to enter area must make a Spirit roll each round or suffer 1 wound; (* Permanent unless desecrated) DL
Allows caster to change into various animals SW
+2 bonus to melee weapon; +4 with a raise SW
Speak other language fluently SW
Basic Pace is doubled; raise negates running penalty SW
Remove 1 fatigue level, 2 with a raise; removes shaken status and restores consciousness due to incapacitation DL
Move self 10"/3 pp spent SW
Glimpse into the future DL
+1 Stealth rolls in wilderness; leaves no tracks DL
Moveable medium burst area whirlwind, each round anyone in area must make Vigor roll or be shaken, -2 ranged attacks DL
Source
Description
Called shot penalty reduced by 1 when shooting / throwing, 2 with a raise DL
+2 Armor; +4 with a raise SW
Creates barrier with Toughness of 10 SW
Speak with and guide creature SW
Raise or lower any trait by 1 die type; 2 die types with a raise SW
Contact hunting grounds to summon spirts, or spirit travel. LS
Victim suffers Fatigue each day until Incapcitated and then makes a Vigor roll to avoid death DL
-2 penalty to be hit; -4 with a raise SW
Detects/Conceals supernatural beings, items & effects SW
Dispel magical effects SW
Minor Manipulations of chosen element SW
Target -2 pace, Str & Agi skills, completely restrained with raise SW
Breath and move normally; minor elemental protection SW
Make opposed acrane skill roll vs demon's spirit to banish DL
All within Large Template must make Guts check; at -2 with a raise SW
Gain a random fate chip draw DL
Heals a wound suffered within the last hour, or 2 with a raise SW
Heals older wounds and crippling injuries SW
+2 Persuasion to reduce local fear level, +4 with raise DL
Creates a Large Burst Template of clear light SW
Accesses all of a target's senses DL
Supernatural creature must win Faith roll vs Arcane skill to attack DL
Opposed Arcane vs. Target Spirit. Control victim SW
Two actions per round; a raise also allows character to discard initiative cards or roll of 8 or lower each round and redraw or reroll SW
Supernatural creature trying to enter area must make a Spirit roll each round or suffer 1 wound; (* Permanent unless desecrated) DL
+2 bonus to melee weapon; +4 with a raise SW
Speak other language fluently SW
Targets with a Medium Template must roll Vigor (at -2 with a raise) or be Shaken SW
Remove 1 fatigue level, 2 with a raise; removes shaken status and restores consciousness due to incapacitation DL
Glimpse into the future DL
+1 Stealth rolls in wilderness; leaves no tracks DL
Moveable medium burst area whirlwind, each round anyone in area must make Vigor roll or be shaken, -2 ranged attacks DL
Create Zombies SW
Blessed Magic Weird Sci Chi Master Shaman Voodoo Metal Mage Hexslinger
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Blessed Magic Weird Sci Chi Master Shaman Voodoo Metal Mage Hexslinger
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utomatically Selected RAW