1. Notes

Edges and Hindrances

Rules

Not In Use

Hindrances

  • All Thumbs
  • Can’t Swim
  • Doubting Thomas

Edges

  • Rock and Roll
  • Arcane Backgrounds that use Spellcasting [Replaced by Wizard]
  • Arcane Background (Weird Science) [see Tinkerer instead]
  • Ace
  • Two-Gun Kid

Modifications

  • Two-Fisted also provides the benefits of Two-Gun Kid
  • Arcane Background (Elementalist) keys off of Spirit and Faith rather than Smarts and Spellcasting.
  • Arcane Background (Gifted) represents Wild Talents.

New

Hindrances

Heat Prone (Major)

The character suffers badly from dehydration and cannot cope with high extremes of temperature. He has –2 to Vigor rolls to resist the effects of heat and needs to drink an extra 2 quarts of water a day

Arcane Backgrounds

In the world of Athas, arcane magic defiles the world. Whatever name they choose — arcanist, sorcerer, warlock, witch, wizard — spellcasters are feared throughout Athas for the damage they've caused to the world.

Athasian Spellcaster

Requirements: Smarts d6+

Arcane Skill: Spellcasting (Smarts)

Starting Powers: Dispel, Detect/Conceal Arcana, and three more of your choice.

Power Points: 10

Available Powers: All from the Fantasy Companion except Blessing, Healing, Relief, Resurrection, Sanctuary, and Summon Animal.

Defiling: When you critical fail with a Spellcasting roll, you can choose to defile to reroll. One ally within 10” takes a wound (this can't be soaked) and the land within 2” of you becomes defiled. For the next hour, arcane magic cannot be cast on that land.

If you choose not to reroll or fail the reroll, backlash happens instead of a level of Fatigue. Roll on the Dynamic Backlash to determine what kind of backlash. You still expend one power point.

Dynamic Backlash
2d6 Effect
2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”
3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself). 
4-5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.
6-8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).
9-10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.
11 Fatigue: The character suffers Fatigue.
12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

Destroyer of the World: The common people of Athas do not trust spellcasters. You have a -2 penalty to Persuasion rolls with anyone who's not a templar or noble and knows you're a spellcaster.

You can disguise spellcasting by making a successful Stealth roll as a limited free action with your power activation.

Background Edges

Desert Born

Requirements: Novice, Vigor d8+

The hero was born of the very desert. She has +4 to Vigor rolls to resist the effects of hot and cold weather, and needs to drink half as much water per day.

Gladiator

Adapted from Beasts and Barbarians Golden Edition

Requirements: Novice, Agility d6+, Fighting d8+, Intimidation d6+

The hero is a veteran of one of the many gladiator pits of Athas, and as such as has learned to never fight fair.

If he succeeds on a test against an adjacent opponent, he ignores up to 2 points of multi-action penalties on Fighting attacks against that enemy this turn.

Combat Edges

Fast Mount

Adapted from Hellfrost: Land of Fire

Requirements: Novice, Agility d8+, Riding d6+ 

Mounting or dismounting a horse normally counts as an action. 

An adventurer with this Edge can mount and dismount as a free action, but may only perform one of each maneuver per round. Thus, the character could mount and dismount in one round, but he couldn’t mount, dismount, and remount in the same round.

Mounted Combatant

Adapted from Hellfrost: Land of Fire

Requirements: Novice, Riding d8+ 

The character has a knack for getting the best out of his mount. They ignore two points of penalties to any Riding roll, and may spend Bennies to Soak damage for any mount they control or command, using Riding instead of Vigor. Each success and raise negates a Wound.

Furthermore, he may make a Riding roll at a –2 penalty (offset by the bonus from this Edge) as an action to spur his mount to greater speeds. With success, the mount gains +2 Pace for this round. A failure causes the mount to gain no increase to its Pace and it suffers a level of Fatigue due to the exertion.

Oversized Weapon Master 

Adapted from 50 Fathoms

Requirements: Seasoned, Fighting d8+ 

The character may use two-handed melee weapons with one hand. The minimum Strength for using the weapon still applies as normal.

Quick Reactions

Adapted from Hellfrost: Land of Fire

Requirements: Seasoned, Agility or Smarts d6+ 

Whether he is always on edge, possessed of lightning reflexes or keen senses, or a survivor of too many ambushes, the adventurer knows how to react when battle begins unexpectedly. If the character fails his Notice roll and is Surprised, he is dealt an action card as normal. However, he may only take free actions, including moving up to his Pace, and use “reflexive” Edges like First Strike during the first round of combat.

Running Throw

Adapted from Hellfrost: Land of Fire

Requirements: Seasoned, Agility d6+, Strength d8+, Athletics d8+ 

The hero knows how to use his momentum to boost the range of thrown weapons. If the character moves at least half his Pace immediately before making a Athletics roll to make a thrown weapon attack he increases the Range of his thrown weapon by 2/4/8. No other actions may be performed between moving and throwing, and the two maneuvers must be taken in the same round.

Power Edges

Enhanced Maintenance 

Adapted from Hellfrost: Land of Fire

Requirements: Veteran, Spirit d8+, Vigor d8+, arcane skill d8+ 

Constant practice allows the hero to Maintain spells even while asleep. 

The character can Maintain a single spell while he sleeps. The spell must first be cast using the normal rules and be capable of being Maintained. As the hero falls asleep, he must make a Smarts roll or the spell ends as normal. The character cannot awaken and recast the spell if the Smarts roll fails, but may be roused by others if the spell has visible trappings they can observe. A similar roll must be made if the character is awoken suddenly, rather than waking in his own time. 

This Edge provides no benefit if the hero is Incapacitated or rendered unconscious by damage, Fatigue, poison, gas, magic, or other methods—it functions solely for natural sleep. 

This Edge may be taken more than once. Each additional Edge allows the hero to Maintain one additional spell while asleep, up to the maximum he is allowed to Maintain.

Preserver

Requirements: Novice, Arcane Background (Magic), Spellcasting d6+, Spirit d6+

You can perform magic without inflicting permanent harm on the world around you. Whenever you critical fail a Spellcasting roll, you may pay one power point and take a level of fatigue instead of rolling on the backlash table. You may not do this if you took the defiling reroll.

In addition, you have a +2 bonus to opposed rolls against defiling magic.

Professional Edges

Bardic Assassin 

Requirements: Novice, Healing d6+, Performance d6+, Persuasion d6+, Stealth d6+, Thievery d6+

Although many bards are simply skilled entertainers, storytellers and musicians it is a commonly accepted fact that many who adopt the title are also skilled poisoners, spies, and thieves. Bardic assassin's are typically masters of poison, blackmail and stealth: they get a +2 bonus to Thievery rolls for Sleight of Hand, a +2 bonus to Persuasion after telling a story or performing, and a +2 bonus to rolls to identify, resist, or create poisons.

Veiled Wizard 

Requirements: Novice, Arcane Background (Magic), Preserver, Spellcasting d8+, Stealth d6+ 

Mages trained by the Veiled Alliance have several advantages. They may make Common Knowledge rolls to recall information about the Alliance (code words, safe houses, etc). In addition they receive a +2 bonus to Stealth rolls made to conceal spellcasting and can do it as a free action rather than a limited free action. Furthermore, you don't have a penalty to Persuasion rolls with people who know you're a spellcaster if they also know you're a member of the veiled alliance.

Ranger

Adapted from Hellfrost: Land of Fire

Requirements: Seasoned, Woodsman

She has learned to move with minimal disturbance to the landscape—foes attempting to track her receive a –2 penalty to Tracking rolls. Extensive training and frequent practice gives the character a d8 Wild Die with Survival.

Fantasy Companion Replacements

Heat Prone & Desert Born: Keep

Gladiator?

Close Fighting & Improved Close Fighting use Fantasy Companion

Dirty Fighter and Really Dirty Fighter use Fantasy Companion

Fast Mount

Mounted Combatant

Oversized Weapon master

Quick Reactions

Running Throw

Shieldwall & Bodyguard: New one is totally different, but DEFENDER is a replacement so both are going away

Enhanced Maintenance

Necromancer & Master Necromancer: Replaced by Fantasy Companion

Preserver: Keep

Bardic Assassin: Keep

Veiled Wizard: Keep

Ranger