Edges
Edges are characteristics that don't have a score but have an effect on how your character operates. These are not rolled; they are passive. All edges must be justified in backstory, occupation, or species.
Common Edges
- Accuracy: character does not take penalties for called shots, but takes low die on their next roll after a called shot.
- Addict: character is addicted to a specific substance and suffers negative modifiers if they do not get it, but gains tokens when dealing with it.
- Anxious: character suffers from anxiety, takes high die on perception and reaction rolls, low die on all PRS rolls.
- Bad sleeper: character doesn't get enough sleep on a regular basis and takes low die until they get enough rest, but they gain tokens on special, exceptional, or critical failures on days when they haven't had enough sleep.
- Cautious: character takes low die on reaction and initiative rolls, but takes high die on dodge rolls. Out of combat, they take longer to complete actions but may take high die on high-risk rolls if there's enough time.
- Chronic illness: character has a chronic illness that gives them penalties or low die on certain rolls, including PRS rolls against high society people, but gains tokens on special+ failures on any such roll.
- Clumsy: character takes low die on all ATH rolls, but gains tokens for special, exceptional, or critical failures.
- Compulsive: character has compulsions they can try to resist, but if they fail, they must follow through on. If they fail three times in a row or on an exceptional or critical failure, they are trapped in a loop. If they break a compulsion three times in a row or on an exceptional or critical success, they lose that compulsion. Both critical failures and critica successes earn them tokens.
- Confident: character takes high die on specific skill rolls in which they have confidence, but low die on any skill not listed on their character sheet.
- Confused: character takes low die on AWA or lore rolls, but gains tokens on special, exceptional, or critical failures.
- Cursed: a specific curse is placed on the character, GM and player determine the details.
- Deep sleeper: character is hard to wake up from sleep, may be attacked in their sleep, snuck up on, or otherwise affected in their sleep easier, but while awake, takes the high die for the first six rolls on a day they got enough sleep.
- Determined: character may re-roll a failed roll outside of combat once per session, but they
- Domineering: PRS rolls can be replaced with WIL rolls in the right context, such as when intimidating, trying to overwhelm, etc.
- Educated: character takes high die to AWA rolls for any subject covered in general education, but must take low die on AWA to a type of knowledge of their choice.
- Erratic: character is inconsistent and thus takes low or high die on rolls any time they roll a 5 (high) or 6 (low) on the middle die.
- Expert: the character is an expert in some topic and gets high die on those rolls.
- Fragile: character dies on triple exceptional or exceptional double critical with no chance of recovery, breaks bones more easily, loses limbs or falls into coma easier, but gains double tokens on any exceptional or critical failure roll.
- Geas: character has a specific taboo - they can't say a certain word without consequence, they can't step through a door under a new moon, they can't hear their own name, etc.
- Hard to kill: character does not die on triple critical or exceptional or exceptional double critical or critical double exceptional, but only gets tokens on critical failure rolls.
- Hyperfocused: character takes high die on one single thing and low die on everything else when that one single thing is active or present.
- Illiterate: character cannot read.
- Immunity: character is immune to a certain kind of damage (fire, cold, electricity) or magical energy, but they must also have a weakness.
- Impulsive: character acts without thinking often. They take low die on these rolls, but gain tokens for special+ failures or critical successes.
- Inattentive: character loses their first action in any combat, takes low die on perception and read people rolls, but gains tokens on special, exceptional, or critical failures on those rolls.
- Indebted: character owes something (money, an object, a service, something) to someone and must pay it back or suffer consequences.
- Inspiring presence: character has a charismatic style that inspires others, giving allies high die on a specific kind of roll if they are within a certain range, but the inspiring character takes low die on all subsequent rolls until they hit a success if any of those who are inspired fail their rolls.
- Intense: character's personality is intense, giving them low die on PRS rolls with people with WIL lower than 8, but high die on people with similar interests.
- Jaded: character is skeptical of good news or certain kinds of information, taking low die on AWA rolls but high die on read people rolls.
- Literate: character can read.
- Low immunity: character takes low die to resist disease, poison, or toxicity rolls, but gains tokens on special+ failures.
- Malnourished: character does not get enough to eat, making them vulnerable to disease and slow to heal, but they gain tokens for any failures on those rolls.
- Nimble: character takes high die on ATH rolls, but only gets tokens on critical failures.
- Ornery: character is irritable and easily angered, giving them low die on PRS rolls for charming, high die on intimidation.
- Paranoid: character has at least one paranoid belief (that may or may not be true) that gets emphasized or gets them misinformation on failed AWA rolls, but they gain tokens on special+ failures on AWA.
- Patient: character never acts without thinking. They take low die on any roll that requires them to act quickly, but high die on rolls when they intentionally wait or skip an action.
- Phobic: character has a phobia that gives them either -6 or the low die on rolls when that thing is present, but any successes earn them a token.
- Precision combat: character takes high die on missile or throwing attacks, but low die on melee attacks.
- Quick learning: character can learn a skill quicker on lower levels, gaining a basic understanding in half the time, but takes low die on AWA rolls to get past a 10 until they have a special success.
- Reckless: character takes high die on attack rolls but low die on parry/block/dodge.
- Resistant: preceded by a modifier (fire-, cold-, disease-) that gives them high die or +3 bonus on rolls against that type of damage, but takes a vulnerability as well.
- Short stature: a smaller character (4' or lower) has lower movement (3' less per point), but higher dodge (+1 to +3 depending on how small).
- Slow learning: character takes twice as much time to get the basics of a skill, but takes high die on AWA rolls to get past a 10 until they have a special failure.
- Street savvy: character takes high die or +3 on any street survival, scavenging, or relevant roll to life on the streets, but low die or -3 on rolls for non-street living.
- Stylish: character takes high die on PRS rolls when they are in clothing of their choice, but only in specific circumstances.
- Tactical: character may skip a round of combat to gain bonuses on subsequent rounds, spending the round assessing.
- Tall stature: a tall character (more than 7') has 5' more of movement at any score above 4, but they have penalties to dodge the larger they get (-1 to dodge per foot above 7' if their ATH is 8 or above).
- Toxic personality: character takes low die on PRS rolls, but gains tokens on special, excpetional, or critical failures.
- Traumatized: character may suffer triggers when exposed to something related to their trauma, but may also take the high die when resisting, fleeing, fighting back, or assessing some risk related to the trauma.
- Uneducated: character has received no education and takes low die on AWA rolls for lore or knowledge, but receives tokens on special+ failures.
- Vulnerable: character is vulnerable to a specific kind of damage (fire, cold, disease, etc.), taking -3 or low die on those rolls, but takes a resistance as well.
- Weakness: character is weak to a certain kind of damage (fire, cold, electricity, etc.) or magical energy (-6 against), allowing them to have an immunity as well.
- Well connected: character knows someone helpful in almost any situation.
- Well read: character takes high die on random knowledge rolls, but may sometimes take low die on random knowledge rolls.
Status
Every character has a wealth level that affects their lives, as well as other social, political, or class statuses to consider:
Sociostatus:
- Authority: the character is in a position of authority and has modifiers to PRS because of it in certain situations.
- Colonizer: the character came to the moons looking to take land and takeover.
- Elite: the character is of the upper echelons of society whether they have the money to back it or not, getting bonuses and preferential treatment in general.
- Enslaved: the character is owned by someone else and is limited in their freedoms extremely.
- Escaped: the character escaped slavery.
- Exploited: the character works for a wage and is dependent on it for living.
- Exploiter: the character owns a business and has workers they exploit for money, or exploits people via landlordry or other methods.
- Indentured: the character must work in semi-slavery for someone for a number of years to pay off a debt.
- Migrant: the character came from Shem looking either for opportunity or because of a job or some other reason, but not to conquer, colonize, or flee something.
- Native: the character is native to the moons and knows them well.
- Noble: the character is related to a noble family, one of the former feudal aristocracy, and may or may not have land and wealth to go with it. They are still privileged and protected in society.
- Oppressed: the character faces discrimination, prejudice, and/or direct violence due to their species, nation, race, gender, sexuality, class, background, religion, etc.
- Oppressor: the character is either ruling class (noble, royal, exploiter, slaveowner, rich, super-rich) or an agent of oppression (police, military) and has privileges to go with it.
- Privileged: the character is oppressed but favored by the ruling class in small ways, having a little more privilege than others.
- Refugee: the character came from Shem, fleeing turmoil, disease, or other problems there.
- Royal: the character is directly related to the empresses and has extreme privilege.
- Slaveowner: the character owns slaves directly and often lives off their labor. Almost always rich.
Econostatus:
- Comfortable: the character has enough money to get by without worry, though any loss of their job will change this rapidly.
- Impoverished: the character makes very little money and has to scrouge to survive.
- Low income: the character has little money, living just above the poverty line, and suffers difficulties in survival.
- Middle income: the character is just under comfortable, getting by but always on the edge of it.
- Rich: the character has wealth and privilege, either owning a business, land, or slaves, or being a high-ranking member of an elite, high-paid job.
- Super-rich: the character owns a major business, lots of land and/or slaves, and only works if it is in finance, banking, or some ceremonial job.
- Well off: the character is not quite rich, but they have a job that pays well and allows them a little luxury. Still exploited, but less so.
Other edges are possible. These are just examples. Consult the GM.