BAE Edges

Main.BAEEdges History

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Changed lines 32-38 from:
!!!!! Followers and Sidekick
to:
!!!! Fame and Famous

Rather than earning extra money from performing (though that may happen from time to time), this Edge gives you the perks that come with a high-class lifestyle. You can score invitations to exclusive events, never have to pay to use a Catch-A-Ride or other premium services, and so on. (This is in addition to the standard +1 or +2 to Persuasion among non-hostiles.)

In a BAE game, these Edges replace Aristocrat, Rich, and Filthy Rich.

!!!! Followers and Sidekick
Changed line 240 from:
If you roll a 1 on your skill die (regardless of the wild die), you fry your own processor. All of your skills are lowered by one die until you spend 10 minutes and succeed on a (reduced!) Hacking roll at -2 to sort it out.
to:
If you roll a 1 on your skill die (regardless of the wild die), you fry your own processor. All of your skills are lowered by one die until you or someone else with access to your motherboard spends 10 minutes and succeeds on a Hacking roll at -2 to sort it out.
Changed line 232 from:
You can travel over water as if it were solid ground. You still can't fly.
to:
You can travel over water as if it were solid ground.
Changed lines 230-231 from:
''Requirements:'' Novice, Robot, Hover Jet mobility
to:
''Requirements:'' Novice, Robot, Hover Jets mobility
Changed line 275 from:
''Requirements:'' Novice, Vigor d6+, no Hover Jet mobility, no Watch Me Fall! Hindrance
to:
''Requirements:'' Novice, Vigor d6+, no Hover Jets mobility, no Watch Me Fall! Hindrance
Changed lines 7-8 from:
Humans receive one free Edge. CL4P-TPs do not, though they have access to certain Edges that no one else does. All may start with additional Edges by taking Hindrances, as usual.
to:
Humans receive one free Edge. Robot PCs do not, though they have access to certain Edges that no one else does. All may start with additional Edges by taking Hindrances, as usual.
Changed lines 11-12 from:
The following Edges are not available: '''Arcane Background''' (any but Siren), '''Aristocrat, Beast Bond, Champion, Fast Healer, Linguist, ''' and all Power Edges other than those found under New Edges (Siren) below.
to:
The following Edges are not available: '''Arcane Background''' (any but Siren), '''Aristocrat, Beast Bond, Champion, Fast Healer, Linguist, Rich/Filthy Rich''' and all Power Edges other than those found under New Edges (Siren) below.
Deleted lines 45-50:
!!!! Rich

If taken at character creation, you start with two Green-quality weapons. When acquiring weapons and shields between adventures, you may pay 2 LP instead of 1 LP to acquire a randomly generated weapon with one additional improvement (as if your Rank were one higher than it actually is).

* The '''Filthy Rich''' edge lets you start with two Blue-quality weapons in addition to the two Greens. Between adventures, you may pay 3 LP for a weapon with ''two'' additional improvements.

Changed lines 186-189 from:
!! New Edges (CL4P-TP)

These include both physical upgrades and special social benefits that only CL4P-TP characters can take. See also the Cybernetics Edges (below), for additional available upgrades.
to:
!! New Edges (Robot)

These include both physical upgrades and special social benefits that only robot (including CL4P-TP) PCs can take. See also the Cybernetics Edges (below), for additional available upgrades.
Changed lines 192-193 from:
''Requirements:'' Seasoned, CL4P-TP
to:
''Requirements:'' Seasoned, Robot
Changed lines 209-210 from:
''Requirements:'' Novice, CL4P-TP
to:
''Requirements:'' Novice, CL4P-TP (this is not a general Robot Edge!)
Changed lines 217-218 from:
''Requirements:'' Seasoned, CL4P-TP, Hacking d6+
to:
''Requirements:'' Seasoned, Robot, Hacking d6+
Added lines 228-233:
!!!! Walk on Water

''Requirements:'' Novice, Robot, Hover Jet mobility

You can travel over water as if it were solid ground. You still can't fly.

Changed lines 236-239 from:
''Requirements:'' Seasoned, CL4P-TP, Hacking d8+

As an action, you can roll Hacking to tinker with your own files. Success improves one of your skills by one die type (two with a raise), while all of your ''other'' skills drop by one die type (d4 becomes untrained, d4-2). Out of combat, this lasts 10 minutes before your system restores its natural configuration; in combat or a similarly stressful situation, it lasts until you draw a club for Initiative.
to:
''Requirements:'' Seasoned, Robot, Hacking d8+

As an action, you can roll Hacking to tinker with your own files. Success improves one of your skills by one die type (two with a raise), while all of your ''other'' skills drop by one die type (d4 becomes untrained d4-2). Out of combat, this lasts 10 minutes before your system restores its natural configuration; in combat or a similarly stressful situation, it lasts until you draw a club for Initiative.
Changed lines 244-249 from:
For humans, these Edges represent surgically implanted cybernetics. For CL4P-TPs, they instead represent significant (obvious) hardware upgrades. They may be added after a body part is lost to overcome that injury (and then some).

Either way, they cause social penalties -- human characters begin to lose empathy and look "wrong," while CL4P-TPs no longer appear so friendly and cute with rotating laser-eye turrets and oversized murderfists. For every ''two'' Cybernetics Edges or fraction thereof, the character has -1 to all Persuasion and reaction rolls. The GM may increase this penalty when dealing with technophobes or those especially paranoid of corporations.

Cybernetic parts don't heal normally - they must be repaired like Constructs - but health vials still work for the same weird reason they work on CL4P-TP characters.
to:
For humans, these Edges represent surgically implanted cybernetics. For robot PCs, they instead represent significant (obvious) hardware upgrades. They may be added after a body part is lost to overcome that injury (and then some).

Either way, they cause social penalties -- human characters begin to lose empathy and look "wrong," while bots no longer appear so friendly and cute with rotating laser-eye turrets and oversized murderfists. For every ''two'' Cybernetics Edges or fraction thereof, the character has -1 to all Persuasion and reaction rolls. The GM may increase this penalty when dealing with technophobes or those especially paranoid of corporations.

Cybernetic parts don't heal normally - they must be repaired like Constructs - but health vials still work for the same weird reason they work on robot characters.
Changed lines 263-264 from:
CL4P-TPs (and really anyone willing to flatter the GM) can swap the explosive for another element. Incendiary is very popular, branded as the Hyperion Punch™!
to:
Robots (and really anyone willing to flatter the GM) can swap the explosive for another element. Incendiary is very popular, branded as the Hyperion Punch™!
Changed line 275 from:
''Requirements:'' Novice, Vigor d6+, no Watch Me Fall! Hindrance
to:
''Requirements:'' Novice, Vigor d6+, no Hover Jet mobility, no Watch Me Fall! Hindrance
Changed lines 374-378 from:
Choose one siren power. When casting this power, you may ignore -1 in penalties (to your Focus skill) that come from (A) the power itself or (B) having multiple powers active. This doesn't apply to other penalties, such as from Wounds.

This is in addition
to the ability to obviate 2 more points in penalties by focusing (see [[BAE Sirens]]).

You may take this Edge multiple times, either for the same power or for different powers, but you may only take it once per Rank
.
to:
When casting a power, ignore -1 in penalties from (A) the power itself or (B) having multiple powers active. Other penalties (such as for being Distracted, Fatigued, or Wounded) cannot be reduced. The effects of this Edge are cumulative with the standard ability to obviate 2 more points in penalties by focusing.

You may take this Edge multiple times to ignore even greater penalties, but it may be taken only once per Rank. It fills the niche of the Power Points Edge in a game without PP
.
Changed line 374 from:
Choose one siren power. When casting this power, you may ignore up to 2 points of penalties (to your Focus skill) that come from (A) the power itself or (B) having multiple powers active. For example, you could cast Phaselock with Area Effect at no penalty, but if you were Wounded, that Wound penalty would apply in full even if you cast Phaselock with no modifiers at all.
to:
Choose one siren power. When casting this power, you may ignore -1 in penalties (to your Focus skill) that come from (A) the power itself or (B) having multiple powers active. This doesn't apply to other penalties, such as from Wounds.
Changed lines 1-2 from:
Return to [[SWADE Borderlands]]
to:
Return to [[BAE Borderlands Adventure Edition]]
Changed line 382 from:
Return to [[SWADE Borderlands]]
to:
Return to [[BAE Borderlands Adventure Edition]]
April 10, 2019, at 04:27 AM by 74.221.181.126 -
Added lines 214-215:

''Requirements:'' Novice, CL4P-TP
April 10, 2019, at 04:23 AM by 74.221.181.126 -
Changed lines 81-82 from:
For the purpose of throwing weapons at a foe in combat, you may use Fighting instead of Athletics. When throwing grenades (or any other attack where landing it at someone's feet is as good as hitting their body), you may instead use Shooting if better.
to:
For the purpose of throwing weapons at a foe in combat, and meeting any Edge requirements for that purpose, you may use Fighting instead of Athletics. When throwing grenades (or any other attack where landing it at someone's feet is as good as hitting their body), you may instead use Shooting if better.
Changed line 168 from:
''Requirements:'' Seasoned, Athletics at d6+ (or Combat Slinger ''and'' Fighting or Shooting at d6+)
to:
''Requirements:'' Seasoned, Athletics at d6+
April 10, 2019, at 04:21 AM by 74.221.181.126 -
Changed lines 194-195 from:
Also see the new Cybernetics Edges, where human and robot upgrades overlap.
to:
These include both physical upgrades and special social benefits that only CL4P-TP characters can take. See also the Cybernetics Edges (below), for additional available upgrades.
Added lines 213-218:
!!!! Sentimental Minion

Whenever there's a task to be done that multiple party members have the skills to accomplish, and yet ''you'' are the one they choose to handle it, your little heart swells up with pride! This gives you +1 on the roll to get it done; if the task requires multiple rolls, you get +1 on ''one'' of them (declare before rolling). This almost never applies to attack rolls, unless (e.g.) they pick you to face the boss one-on-one.

Succeed or fail, be sure to bring up "that time when I was picked to (x)" as often as possible. The party will appreciate you doing so. Really, they will.

Changed lines 267-268 from:
Your eye(s) have been replaced by enhanced ones. This greatly improves your visual input, but aids your other senses as well, as your upgrade can map the distance and direction to sounds, categorize smells, and so on. Add +2 to all Notice rolls.
to:
Your eye(s) have been replaced by enhanced ones. This greatly improves your visual input, but aids your other senses as well, as your upgrade can map the distance and direction to sounds, categorize smells, and so on. Add +2 to all Notice rolls to perceive things.
Changed lines 271-277 from:
!!!! Cybernetic Legs

''Requirements:'' Novice, Vigor
d6+

If human
, your legs are now cybernetic, increasing your Pace by +2", your running die by one die type, and doubling the distances you can jump per p. 93.

If CL4P-TP, your wheel has been replaced
by legs! This improves your Pace and run die as above, and removes your racial '''I Hate Stairs!''' limitation.
to:
!!!! Cybernetic Legs (or Wheel)

''Requirements:'' Novice, Vigor
d6+, no Watch Me Fall! Hindrance

If human
, your legs are now cybernetic. If CL4P-TP, your wheel servos and suspension are improved. Either way, this increases your Pace by +2", improves your running die by one die type, and doubles the distances you can jump per p. 93.
March 26, 2019, at 06:48 PM by 74.221.181.126 -
Changed line 362 from:
When you use ''Phaselock,'' you may choose to have it affect everyone in an MBT or an LBT. Subjects may roll to evade, but using the ''lower'' of Agility or Strength (like a singularity grenade).
to:
When you use ''Phaselock,'' you may choose to have it affect everyone in an MBT. Roll against your Focus skill once; each foe (or group of similar foes) rolls separately to resist.
March 26, 2019, at 03:18 PM by 74.221.181.126 -
Added lines 208-211:

!!!! Hyperion Punch™!

See '''Power Fist''' under the cybernetic Edges below.
March 26, 2019, at 03:15 PM by 74.221.181.126 -
Changed lines 170-172 from:
You have learned how to knock a grenade free and then kick it at your opponent. You no longer suffer -2 to Athletics for lacking a free hand. Instead of picking up a hand grenade and throwing it back, you may attempt to kick it back, ignoring the extra -2 to Agility usually involved in this Evasion action.
to:
You have learned how to knock a grenade free and then kick it at your opponent. You no longer suffer -2 to Athletics for lacking a free hand when tossing a grenade.

In addition, instead of picking up a hand grenade and throwing
it back, you may attempt to kick it back. This lets you ignore the extra -2 to Agility usually involved in this evasion action.
March 26, 2019, at 03:14 PM by 74.221.181.126 -
Changed line 159 from:
While gunzerk, you treat ''all guns'' as one-handed weapons. Yes, you can dual-wield sniper rifles or rocket launchers. You must still meet any Min Str requirements (including your gunzerk boost). You may fully swap your gun loadout as a free action ''once'' when you first go gunzerk and then again ''once'' when it ends.
to:
While gunzerk, you treat ''all guns'' as one-handed weapons. Yes, you can dual-wield sniper rifles or rocket launchers. You may fully swap your gun loadout as a free action ''once'' when you first go gunzerk and then again ''once'' when it ends.
March 26, 2019, at 03:08 PM by 74.221.181.126 -
Changed line 54 from:
Due to the transitory nature of gear in this game, this is a ''brand loyalty'' Edge. Choose one brand of weapons; you get the bonus when using one of that company's weapons.
to:
Due to the transitory nature of gear in this game, this is either a ''brand loyalty'' Edge (choose a brand; you get the bonus when you use that company's weapons) or a ''weapon type'' Edge (choose a kind of gun, like "pistol" or "shotgun," or choose a type of melee weapon, like "sword" or "handclaws"; you get the bonus when using that type of weapon).
March 26, 2019, at 02:49 PM by 74.221.181.126 -
Changed line 356 from:
When you cast ''Phaselock'' with the ''Convergence'' modifier, it now affects an LBT and rolls to evade use the ''lower'' of Agility or Strength (like a singularity grenade).
to:
When you use ''Phaselock,'' you may choose to have it affect everyone in an MBT or an LBT. Subjects may roll to evade, but using the ''lower'' of Agility or Strength (like a singularity grenade).
March 26, 2019, at 02:40 PM by 74.221.181.126 -
Changed line 326 from:
The siren has learned to concentrate through mild injury or setbacks. She doesn’t have to make a Smarts roll to keep her powers active when Shaken. She checks only when she’s Stunned or Wounded (see ''Disruption,'' page 150). (This is a core book Edge, reprinted here to avoid page-flipping.)
to:
Through training and focus, the caster is extremely efficient in channeling arcane forces. The base Duration of any non-Instant power is doubled. This includes maintaining powers as well. (This is a core book Edge, reprinted here to avoid page-flipping.)
February 13, 2019, at 12:24 PM by 74.221.181.126 -
Changed lines 310-312 from:
When you suffer a wound, you automatically hurl an energy ball of the same element as your "sweat" at the creature that just harmed you. This is not an action. Roll against your Vigor (not Shooting) to hit, applying normal Shooting modifiers but no range penalties. The ball does 2d10 damage plus one level of elemental damage for each Rank you have over Seasoned.
to:
When you suffer a wound, you automatically hurl an energy ball of the same element as your "sweat" at the creature that just harmed you. This is not an action. Roll against your Vigor (not Shooting) to hit, applying normal Shooting modifiers but no range penalties. The ball does 2d10 damage plus one level of elemental damage for each Rank you have over Seasoned.\\
\\
If you have multiple sweat elements, the total levels of elemental damage do not change, but you may divide them up between your elements; for example, the energy ball of a Legendary psycho with Elemental Sweat (Incendiary) and Elemental Sweat (Slag) still does just three levels of elemental damage, but he could split it up as Incendiary 1 + Slag 2, as Incendiary 3, etc. This cannot be changed on the fly; decide when first taking this Edge, and then decide which to improve when your Rank increases.
February 13, 2019, at 11:38 AM by 74.221.181.126 -
Added lines 319-324:

!!!! Concentration

''Requirements:'' Seasoned, Arcane Background (Siren)

The siren has learned to concentrate through mild injury or setbacks. She doesn’t have to make a Smarts roll to keep her powers active when Shaken. She checks only when she’s Stunned or Wounded (see ''Disruption,'' page 150). (This is a core book Edge, reprinted here to avoid page-flipping.)
February 12, 2019, at 01:32 PM by 74.221.181.126 -
Changed line 89 from:
While the assassin is invisible, a holographic image of her appears in his place. Upon coming into existence, it may make ''one'' Intimidation or Taunt test against a foe, using the assassin's skill.
to:
While the assassin is invisible, a holographic image of her appears in his place. Upon coming into existence, it may make ''one'' Intimidation or Taunt Test against a foe, using the assassin's skill.
February 12, 2019, at 01:31 PM by 74.221.181.126 -
Changed lines 87-93 from:
Once per combat, ''as an action,'' the assassin may make a Stealth roll to become invisible. All foes must succeed at a Notice roll at -4 (or -6 if the Stealth roll was a raise) to realize what has happened. This lasts until the end of his next turn, or until he attacks someone (see below).

While the assassin is invisible, a holographic image of him appears in his place. Upon coming into existence, it may make ''one'' Intimidation or Taunt test against a foe, using the assassin's skill.

The hologram cannot attack, move, or be harmed or affected (e.g., by Tests) in any way; it seems to effortless dodge out of the way of any attack. A foe who failed her Notice roll (see above) will believe it is the assassin, though she gets another Notice roll whenever she successfully attacks the hologram and yet it "misses." The hologram disappears the moment the assassin becomes visible again.

If the Assassin attacks someone or something while invisible, using a ranged attack, the target is considered Vulnerable. If he makes a melee attack, ''double'' the Vulnerable bonus (to +4)! Either way, immediately after the attack hits or misses, the assassin becomes visible and the hologram disappears.
to:
Once per combat, ''as an action,'' the assassin may make a Stealth roll to become invisible. Her foes must succeed at a Notice roll at -4 (or -6 if the Stealth roll was a raise) to realize what has happened. This lasts until the end of her next turn, or until she attacks someone (see below).

While the assassin is invisible, a holographic image of her appears in his place. Upon coming into existence, it may make ''one'' Intimidation or Taunt test against a foe, using the assassin's skill.

The hologram cannot attack, move, or be harmed or affected (e.g., by Tests) in any way; it seems to effortless dodge out of the way of any attack. A foe who failed his Notice roll (see above) will believe it is the assassin, though he gets another Notice roll whenever he successfully attacks the hologram and sees it "dodge" his attack. The hologram disappears the moment the assassin becomes visible again.

If the assassin makes a ranged attack against someone or something while invisible, the target is considered Vulnerable. If she makes a melee attack, ''double'' the Vulnerable bonus (to +4)! Either way, immediately after the attack hits or misses, the assassin becomes visible and the hologram disappears.
February 12, 2019, at 01:29 PM by 74.221.181.126 -
Changed lines 87-93 from:
The assassin may make a Stealth roll to become transparent until the end of her ''next'' turn, leaving behind a holographic projection of herself to draw fire. If successful, all foes attempt to resist with Notice (the GM should group identical foes); those that fail mistake the holograph for the real thing and are Vulnerable to her next attack. Moving into melee range (or initiating this ability while in melee range of a foe) gives that foe +2 on the Notice roll -- but success instead gives the assassin The Drop when using a melee attack!

The holographic projection may make an Intimidation or Taunt test each round; this counts as one
of the assassin's actions.

The moment the assassin takes ''any'' physical action other than moving, swapping weapons, or reloading, she reappears.

This ability is at a cumulative -4 (to Stealth) to use again in
the same fight.
to:
Once per combat, ''as an action,'' the assassin may make a Stealth roll to become invisible. All foes must succeed at a Notice roll at -4 (or -6 if the Stealth roll was a raise) to realize what has happened. This lasts until the end of his next turn, or until he attacks someone (see below).

While the assassin is invisible, a holographic image of him appears in his place. Upon coming into existence, it may make ''one'' Intimidation or Taunt test against a foe, using the
assassin's skill.

The hologram cannot attack, move, or be harmed or affected (e.g., by Tests) in any way; it seems to effortless dodge out of the way of any attack. A foe who failed her Notice roll (see above) will believe it is the assassin, though she gets another Notice roll whenever she successfully attacks the hologram and yet it "misses." The hologram disappears the moment the assassin becomes visible again.

If the Assassin attacks someone or something while invisible, using a ranged attack, the target is considered Vulnerable. If he makes a melee attack, ''double'' the Vulnerable bonus (to +4)! Either way, immediately after the attack hits or misses, the assassin becomes visible and the hologram disappears
.
Changed line 140 from:
%blue% This is a variant of the '''Berserk''' Edge from p. 38; only the "Fury" paragraph has changed (effectively letting you "wild swing" with guns). If you wish, you can purchase both Edges, in which case you get both benefits while berserk, along with the set of standard drawbacks. See also '''Wild Berserker,''' below.%%
to:
%blue% This is a variant of the '''Berserk''' Edge from p. 38; only the "Fury" paragraph has changed (effectively letting you "wild swing" with guns). If you wish, you can purchase both Edges, in which case you get both sets of "Fury" benefits while berserk, along with the common set of other features. See also '''Wild Berserker,''' below.%%
February 10, 2019, at 07:57 PM by 74.221.181.126 -
Changed line 105 from:
!!!! Determinator (New)
to:
!!!! Determinator
February 10, 2019, at 07:54 PM by 74.221.181.126 -
Changed line 115 from:
You may choose from a clone, combat robot, drone, or turret. Your DAW is an Extra and has no Bennies, but you may spend your own Bennies on its actions. It Advances once for every ''two'' of your Advances, and has access to special options when it does so. See [[DAW | BAE DAWs]] for full rules.
to:
You may choose from a clone, combat robot, drone, or turret. Your DAW is an Extra and has no Bennies, but you may spend your own Bennies on its actions. It Advances once for every ''two'' of your Advances (retroactively, if added later in your career), and has access to special options when it does so. See [[DAW | BAE DAWs]] for full rules.
February 10, 2019, at 07:53 PM by 74.221.181.126 -
Added lines 104-109:

!!!! Determinator (New)

''Requirements:'' Veteran, Elan

You may spend a Benny to reroll a critical failure.
February 07, 2019, at 08:44 PM by 74.221.181.126 -
Changed line 299 from:
Choose an element when you take this Edge. When you take ''or cause'' a Wound, you become covered in a thin layer of this element. This gives you an Elemental Resistance (see [[BAE How Shields Work]] bonus of +2 for each Rank you have over Novice. You may take this Edge multiple times for protection against multiple elements.
to:
Choose an element when you take this Edge. When you take ''or cause'' a Wound, you become covered in a thin layer of this element. This gives you an Elemental Resistance (see [[BAE How Shields Work]]) bonus of +2 for each Rank you have over Novice. You may take this Edge multiple times for protection against multiple elements.
February 07, 2019, at 06:37 PM by 74.221.181.126 -
Changed line 310 from:
''Requirements:'' Human female, Focus d4+
to:
''Requirements:''  Novice, human female, Focus d4+
February 07, 2019, at 06:35 PM by 74.221.181.126 -
Changed line 342 from:
When you cast ''Phaselock'' with the ''Convergence'' modifier, it now affects an LBT and rolls to evade use the ''lower'' of Agility or Strength.
to:
When you cast ''Phaselock'' with the ''Convergence'' modifier, it now affects an LBT and rolls to evade use the ''lower'' of Agility or Strength (like a singularity grenade).
February 07, 2019, at 06:32 PM by 74.221.181.126 -
Changed line 316 from:
''Requirements:'' Heroic
to:
''Requirements:'' Heroic, Arcane Background (Siren)
February 07, 2019, at 06:30 PM by 74.221.181.126 -
Added lines 331-342:

!!!! Phase Blast

''Requirements:'' Veteran, Arcane Background (Siren)

You ignore 2 points of multi-action penalties when you attempt to cast both ''Phaselock'' and ''Elemental Blast,'' as long as you center them on the same spot.

!!!! Phase Convergence

''Requirements:'' Heroic, Arcane Background (Siren)

When you cast ''Phaselock'' with the ''Convergence'' modifier, it now affects an LBT and rolls to evade use the ''lower'' of Agility or Strength.
February 07, 2019, at 06:19 PM by 74.221.181.126 -
Changed lines 318-319 from:
Choose ''Blight Phoenix, Elemental Blast,'' or ''Hyperphase.'' UPDATE UPDATE
to:
Choose ''Blight Phoenix, Elemental Blast,'' or ''Hyperphase.'' (You may take this edge up to three times, once for each power.) For the first two, add a second element to the effect; e.g., your Elemental Blast now inflicts two (or four) levels of both incendiary and slag damage. This does not change the base damage. For Hyperphase, your dual explosions now do an additional two levels of elemental damage (choose any but explosive), and you may take an additional -1 penalty to bump that to four levels.

!!!! Hyperhyperphase

''Requirements:'' Seasoned, Arcane Background (Siren)

Your ''Hyperphase'' dual explosions now do 3d4 damage (3d6 on a raise).

Changed line 328 from:
''Requirements:'' Arcane Background (Siren)
to:
''Requirements:'' Novice, Arcane Background (Siren)
Added lines 314-319:
!!!! Elemental Power

''Requirements:'' Heroic

Choose ''Blight Phoenix, Elemental Blast,'' or ''Hyperphase.'' UPDATE UPDATE

Changed line 326 from:
!!!! Power Upgrade
to:
!!!! Practiced Power
Changed lines 11-12 from:
The following Edges are not available: '''Arcane Background''' (any but Siren), '''Aristocrat, Beast Bond, Champion, Fast Healer, Linguist, ''' and all Power Edges other than '''New Power.'''
to:
The following Edges are not available: '''Arcane Background''' (any but Siren), '''Aristocrat, Beast Bond, Champion, Fast Healer, Linguist, ''' and all Power Edges other than those found under New Edges (Siren) below.
Changed lines 312-313 from:
This Arcane Background is a variant of Gifted using the No Power Points rules with several adjustments, including fixed power modifications built into the powers themselves. See [[BAE Sirens]] for full rules.
to:
This Arcane Background is a variant of Gifted using the No Power Points rules with a few changes to fit the setting. See [[BAE Sirens]] for full rules.
Added lines 319-328:

!!!! Power Upgrade

''Requirements:'' Seasoned, Arcane Background (Siren)

Choose one siren power. When casting this power, you may ignore up to 2 points of penalties (to your Focus skill) that come from (A) the power itself or (B) having multiple powers active. For example, you could cast Phaselock with Area Effect at no penalty, but if you were Wounded, that Wound penalty would apply in full even if you cast Phaselock with no modifiers at all.

This is in addition to the ability to obviate 2 more points in penalties by focusing (see [[BAE Sirens]]).

You may take this Edge multiple times, either for the same power or for different powers, but you may only take it once per Rank.
Changed line 312 from:
This Arcane Background is a variant of Gifted using the No Power Points rules with several modifications. See [[BAE Sirens]] for full rules.
to:
This Arcane Background is a variant of Gifted using the No Power Points rules with several adjustments, including fixed power modifications built into the powers themselves. See [[BAE Sirens]] for full rules.
Deleted lines 12-15:
!!!! Arcane Background (Siren)

See [[BAE Sirens]] for full rules. The '''New Power''' Edge allows you to add ''one'' new Siren power.

Added lines 305-318:

!! New Edges (Siren)

!!!! Arcane Background (Siren)

''Requirements:'' Human female, Focus d4+

This Arcane Background is a variant of Gifted using the No Power Points rules with several modifications. See [[BAE Sirens]] for full rules.

!!!! New Power

''Requirements:'' Arcane Background (Siren)

You may add ''one'' new Siren power.
Changed line 270 from:
On any turn in which you ''aren't'' incurring the penalties above, ''and'' you've moved no more than your Pace as a free action, you may take advantage of any Edge or gear which requires you to "not move this turn" (e.g., Marksman or a gun with a Snapfire Penalty).
to:
On any turn in which you ''aren't'' incurring the penalties above, you can move up to half your Pace and still take advantage of any Edge or gear which requires you to "not move this turn" (e.g., Marksman or avoiding a Snapfire Penalty).
Changed lines 228-230 from:
For humans, these Edges represent surgically implanted cybernetics. For CL4P-TPs, they instead represent significant (obvious) hardware upgrades. They may be added after a limb (etc.) is lost to overcome that injury and then some.

Either way, they cause social penalties -- human characters begin to lose empathy and look "wrong," while CL4P-TPs no longer appear so friendly and cute with rotating laser-eye turrets and oversized deathclaws. For every ''two'' Cybernetics Edges or fraction thereof, the character has -1 to all Persuasion and reaction rolls. The GM may increase this penalty when dealing with technophobes or those especially paranoid of corporations.
to:
For humans, these Edges represent surgically implanted cybernetics. For CL4P-TPs, they instead represent significant (obvious) hardware upgrades. They may be added after a body part is lost to overcome that injury (and then some).

Either way, they cause social penalties -- human characters begin to lose empathy and look "wrong," while CL4P-TPs no longer appear so friendly and cute with rotating laser-eye turrets and oversized murderfists. For every ''two'' Cybernetics Edges or fraction thereof, the character has -1 to all Persuasion and reaction rolls. The GM may increase this penalty when dealing with technophobes or those especially paranoid of corporations.
Changed lines 230-232 from:
Either way, they cause Persuasion penalties -- human characters begin to lose empathy and look "wrong," while CL4P-TPs no longer appear so friendly and cute with rotating laser-eye turrets and oversized deathclaws. For every ''two'' Cybernetics Edges or fraction thereof, the character has -1 to all Persuasion rolls. The GM may increase this penalty when dealing with technophobes or those especially paranoid of corporations.

Cybernetic parts don't heal normally - they must be repaired like Constructs - but health vials still work for some reason.
to:
Either way, they cause social penalties -- human characters begin to lose empathy and look "wrong," while CL4P-TPs no longer appear so friendly and cute with rotating laser-eye turrets and oversized deathclaws. For every ''two'' Cybernetics Edges or fraction thereof, the character has -1 to all Persuasion and reaction rolls. The GM may increase this penalty when dealing with technophobes or those especially paranoid of corporations.

Cybernetic parts don't heal normally - they must be repaired like Constructs - but health vials still work for the same weird reason they work on CL4P-TP characters.
Changed lines 196-197 from:
When you suffer a wound in melee, you can automatically set off an nova-style explosion causing 3d6 damage to all non-allies in an MBT centered on yourself. Once used, this system takes 10 minutes and a successful Repair check to reset. (For more flavor, see p. SB11.)
to:
When you suffer a wound in melee, you can automatically set off an nova-style explosion causing 3d6 damage to all non-allies in an MBT centered on yourself. Once used, this system takes 10 minutes and a successful Repair check to reset. (For more flavor, see p. SB11.) Once you reach Legendary Rank, the explosion affects an LBT instead.
Changed line 201 from:
The Blastwave™ explosion now inflicts one level of each elemental damage type, applied in this order: corrosive, shock, incendiary, cryo, and slag. (See [[BAE Elemental Damage]] for details.) Each character Rank beyond Veteran adds a level of elemental damage of each type. When the character reaches Legendary Rank, the explosion affects a Large Burst Template.\\
to:
The Blastwave™ explosion now inflicts one level of each elemental damage type, applied in this order: corrosive, shock, incendiary, cryo, and slag. (See [[BAE Elemental Damage]] for details.) Each character Rank beyond Veteran adds a level of elemental damage of each type.\\
Changed line 166 from:
''Requirements:'' Seasoned, Athletics at d6+ (unless changed by Combat Slinger)
to:
''Requirements:'' Seasoned, Athletics at d6+ (or Combat Slinger ''and'' Fighting or Shooting at d6+)
January 26, 2019, at 05:53 PM by 74.221.181.126 -
Changed line 120 from:
* (Veteran PCs only) Upgrade one DAW's weapons from Novice to your current Rank.
to:
* (Veteran PCs only) Upgrade one DAW's weapons from Novice to your current Rank. They continue to improve along with your Rank.
January 26, 2019, at 05:11 PM by 74.221.181.126 -
Changed line 27 from:
* (Seasoned PCs only) Increase the maximum Size that one pet can be, to a maximum of what it can normally attain in the setting. Once you add this, that pet may take "Size +1" as an advance. This increases its Size, Toughness, and Strength die type by 1. This can be taken once per (your) Rank at most.
to:
* (Seasoned PCs only) Increase the maximum Size that one pet can be, to a maximum of what it can normally attain in the setting. Your pet immediately gains +1 Size (which includes +1 Toughness) and its Strength increases by a die type. This can be taken once per (your) Rank at most.
Added lines 119-120:
* (Seasoned PCs only) Add Longbow capability to one DAW. You may now summon it anywhere you can see that is not through a barrier, rather than adjacent to you. You may digistruct multiple Longbow DAWs with a single action, but they all appear in the same spot.
* (Veteran PCs only) Upgrade one DAW's weapons from Novice to your current Rank.
January 23, 2019, at 04:53 PM by 74.221.181.126 -
Changed lines 54-56 from:
-->'''Filthy Rich'''\\
\\
If taken at character creation,
you start with two Blue-quality weapons in addition to the two Greens. Between adventures, you may pay 3 LP for a weapon with ''two'' additional improvements.
to:
* The '''Filthy Rich''' edge lets you start with two Blue-quality weapons in addition to the two Greens. Between adventures, you may pay 3 LP for a weapon with ''two'' additional improvements.
Changed line 285 from:
Uniquely, these Edges require the character to have the new Psycho Hindrance (see [[BAE Attributes, Skills, and Hindrances]]).
to:
Only those with the Psycho Hindrance (see [[BAE Attributes, Skills, and Hindrances]]) may take these elemental edges, representing the weird interaction of Eridium with the blood.
Changed line 214 from:
# '''Medbot -''' Gain the Siren's '''Healing''' power; see [[BAE Sirens]].
to:
# '''Medbot -''' Gain the Siren's '''Healing''' power; see [[BAE Sirens]]. Use Smarts instead of Arcane skill.
Changed lines 209-210 from:
This watered-down version of VaultHunter.EXE can only be activated in a fight. It requires an action and a successful Hacking roll to launch. If successful, roll 1d6 on the table below; the effect lasts until the character draws a club for Initiative (or the fight ends). If he gets a 1 on his skill die (regardless of the wild die), vaulthunter.sh becomes corrupted and is unusable until he spends an hour and makes a Hacking roll at -2 to sort it out.
to:
This watered-down version of VaultHunter.EXE can only be activated in a fight. It requires an action and a successful Hacking roll to launch. If successful, roll 1d6 on the table below; the effect lasts until the character draws a club for Initiative (or the fight ends). If he gets a 1 on his skill die (regardless of the wild die), vaulthunter.sh becomes corrupted and is unusable until he spends 10 minutes and makes a Hacking roll at -2 to sort it out.
Changed lines 222-224 from:
to:
As an action, you can roll Hacking to tinker with your own files. Success improves one of your skills by one die type (two with a raise), while all of your ''other'' skills drop by one die type (d4 becomes untrained, d4-2). Out of combat, this lasts 10 minutes before your system restores its natural configuration; in combat or a similarly stressful situation, it lasts until you draw a club for Initiative.

If you roll a 1 on your skill die (regardless of the wild die), you fry your own processor. All of your skills are lowered by one die until you spend 10 minutes and succeed on a (reduced!) Hacking roll at -2 to sort it out.
Added lines 208-216:

This watered-down version of VaultHunter.EXE can only be activated in a fight. It requires an action and a successful Hacking roll to launch. If successful, roll 1d6 on the table below; the effect lasts until the character draws a club for Initiative (or the fight ends). If he gets a 1 on his skill die (regardless of the wild die), vaulthunter.sh becomes corrupted and is unusable until he spends an hour and makes a Hacking roll at -2 to sort it out.

# '''Funzerker -''' Gain '''Gunzerker''' and '''Gunlust'''; you are automatically gunzerk.
# '''Meat Unicycle -''' Gain '''Berserker'''; you are automatically berserk. Since you cannot shoot, you may automatically swap to a melee weapon loadout as a free action.
# '''Shhh!Trap -''' Gain '''Decepti0n'''.
# '''Medbot -''' Gain the Siren's '''Healing''' power; see [[BAE Sirens]].
# '''Minion -''' Digistruct a turret [[DAW]].
# '''Rubber Ducky -''' Your body is covered in yellow rubber. Double jumping distance, +2 to "bouncy" Athletics checks, -2 to Intimidation.
Added lines 205-214:
!!!! vaulthunter.sh

''Requirements:'' Seasoned, CL4P-TP, Hacking d6+

!!!! /etc/skills.conf

''Requirements:'' Seasoned, CL4P-TP, Hacking d8+


Changed lines 236-237 from:
CL4P-TPs (and really anyone, with GM permission) can swap the explosive for another element. Incendiary is very popular, branded as the Hyperion Punch™!
to:
CL4P-TPs (and really anyone willing to flatter the GM) can swap the explosive for another element. Incendiary is very popular, branded as the Hyperion Punch™!
Changed lines 259-260 from:
On any turn in which you ''aren't'' incurring the penalties above, ''and'' you've moved no more than your Pace as a free action, you  may take advantage of any Edge or gear which requires you to "not move this turn" (e.g., Marksman or a gun with a Snapfire Penalty).
to:
On any turn in which you ''aren't'' incurring the penalties above, ''and'' you've moved no more than your Pace as a free action, you may take advantage of any Edge or gear which requires you to "not move this turn" (e.g., Marksman or a gun with a Snapfire Penalty).
Changed lines 301-312 from:
Return to [[SWADE Borderlands]]

!!!! Edge

''Requirements:'' x

Main edge

-->'''Edge'''\\
''Requirements:'' x\\
\\
Secondary edge
to:
Return to [[SWADE Borderlands]]
Changed lines 113-114 from:
You can digistruct an autonomous weapon in an adjacent space. This counts as an action. It acts on your initiative and lasts until you dismiss it (as an action) or it is destroyed; if you lose consciousness, you automatically "dismiss" it as a free action. If dismissed, the delay until it can be resummoned is equal to the last time it stayed digistructed (minimum one minute); for example, if you summoned a clone for 45 minutes before dismissing it, you would have to wait 45 minutes before digistructing it again. If destroyed, the delay is five times longer (minimum one hour).
to:
You can digistruct an autonomous weapon in an adjacent space. This counts as an action. It acts on your initiative and lasts until you dismiss it (as an action), it's destroyed, or you lose consciousness or die. If voluntarily dismissed, the delay until it can be resummoned is equal to the last time it stayed digistructed (minimum one minute); for example, if you summoned a clone for 45 minutes before dismissing it, you would have to wait 45 minutes before digistructing it again. If it left involuntarily, the delay is five times longer (minimum one hour).
Added lines 170-175:
!!!! Iconic Accessory

''Requirements:'' Novice, GM permission

See pp. SB25-26.

Changed lines 276-277 from:
Choose an element when you take this Edge. Once per fight, you may (as an action) exhale a breath that does 2d6 damage in a Cone Template, plus one level of elemental damage for each Rank you have over Seasoned. This cannot be evaded.
to:
Choose an element when you take this Edge. Once per fight, you may (as an action) exhale a breath that does 2d10 damage in a Cone Template, plus one level of elemental damage for each Rank you have over Seasoned. This cannot be evaded.
Changed lines 282-287 from:
Choose an element when you take this Edge. Once per fight, you may (as an action) exhale a breath that does 2d6 damage in a Cone Template, plus one level of elemental damage for each Rank you have over Seasoned. This cannot be evaded.
to:
Choose an element when you take this Edge. When you take ''or cause'' a Wound, you become covered in a thin layer of this element. This gives you an Elemental Resistance (see [[BAE How Shields Work]] bonus of +2 for each Rank you have over Novice. You may take this Edge multiple times for protection against multiple elements.

-->'''Raving Retribution'''\\
''Requirements:'' Heroic, Elemental Sweat, Vigor d10+\\
\\
When you suffer a wound, you automatically hurl an energy ball of the same element as your "sweat" at the creature that just harmed you. This is not an action. Roll against your Vigor (not Shooting) to hit, applying normal Shooting modifiers but no range penalties. The ball does 2d10 damage plus one level of elemental damage for each Rank you have over Seasoned
.
Changed lines 144-145 from:
* FURY: CHANGE THIS The character’s Strength increases a die type and every melee attack must be a Wild Attack (see page 109). She cannot use any skills that require wit or concentration (GM’s call). She may scream out threats and use Intimidation, for example.
to:
* FURY: The character treats all Min Str requirements as one die type lower, gets +2 on all Shooting rolls, and may reload once per turn as a ''free action''; however, she remains Vulnerable (p. 100) for the duration of the gunzerking. She cannot use any skills that require wit or concentration (GM’s call). She may scream out threats and use Intimidation, for example.
Added lines 204-205:

Cybernetic parts don't heal normally - they must be repaired like Constructs - but health vials still work for some reason.
Changed lines 157-158 from:
Secondary edge
to:
While gunzerk, you treat ''all guns'' as one-handed weapons. Yes, you can dual-wield sniper rifles or rocket launchers. You must still meet any Min Str requirements (including your gunzerk boost). You may fully swap your gun loadout as a free action ''once'' when you first go gunzerk and then again ''once'' when it ends.
Changed lines 162-163 from:
Secondary edge
to:
While gunzerk, you may make a natural healing roll (Vigor to recover a wound) at the end of every turn! This has no effect on being Shaken.
Added lines 184-185:
Also see the new Cybernetics Edges, where human and robot upgrades overlap.
Changed lines 216-218 from:
Your cybernetic forearm telescopes, so your melee attacks with this arm gain Reach 2 (or +1 to existing Reach if better). In addition, your punches now inflict one level of explosive damage per Rank above Novice (e.g., explosive -6 at Seasoned to explosive -0 at Legendary).
to:
Your cybernetic forearm telescopes, so your melee attacks with this arm gain Reach 2 (or +1 to existing Reach if better). In addition, your punches now inflict one level of explosive damage per Rank above Novice (e.g., explosive -6 at Seasoned to explosive -0 at Legendary).\\
\\
CL4P-TPs (and really anyone, with GM permission) can swap the explosive for another element. Incendiary is very popular, branded as the Hyperion Punch™!
Changed lines 144-145 from:
* FURY: The character’s Strength increases a die type and every melee attack must be a Wild Attack (see page 109). She cannot use any skills that require wit or concentration (GM’s call). She may scream out threats and use Intimidation, for example.
to:
* FURY: CHANGE THIS The character’s Strength increases a die type and every melee attack must be a Wild Attack (see page 109). She cannot use any skills that require wit or concentration (GM’s call). She may scream out threats and use Intimidation, for example.
Changed lines 154-155 from:
-->'''Edge'''\\
''Requirements:'' x\\
to:
-->'''Gunlust'''\\
''Requirements:'' Seasoned, Gunzerker, Strength d10+\\
\\
Secondary edge

-->'''Sexual Tyrannosaurus'''\\
''Requirements:'' Veteran, Gunzerker, Vigor d10+
\\
Changed lines 138-140 from:
%blue% This is a variant of the Berserk Edge from p. 38; only the "Fury" paragraph has changed (effectively letting you "wild swing" with guns). If you wish, you can purchase both Edges, in which case you get both benefits while berserk, along with the set of standard drawbacks. %%

to:
%blue% This is a variant of the '''Berserk''' Edge from p. 38; only the "Fury" paragraph has changed (effectively letting you "wild swing" with guns). If you wish, you can purchase both Edges, in which case you get both benefits while berserk, along with the set of standard drawbacks. See also '''Wild Berserker,''' below.%%

Immediately after suffering a Wound or a Shaken result (from physical damage only), your hero must make a Smarts roll or go gunzerk. She can voluntarily fail this check if she likes. She may also intentionally go gunzerk regardless of wounds by taking an action and ''succeeding'' at a Smarts roll.

Going gunzerk has the following effects:

* FURY: The character’s Strength increases a die type and every melee attack must be a Wild Attack (see page 109). She cannot use any skills that require wit or concentration (GM’s call). She may scream out threats and use Intimidation, for example.

* ENRAGED: Adrenaline and rage fuel the gunzerker's muscles, adding +2 to Toughness. She ignores one level of Wound penalties (this stacks with any other abilities that reduce Wound penalties).

* RECKLESS ABANDON: Anytime a gunzerker rolls a Critical Failure on a Shooting check, she hits a random target within range of her attack (not the intended target), friend or foe. If there are no applicable targets, the blow simply misses, smashes nearby objects, etc.

After five consecutive rounds of gunzerk fury, the hero takes a level of Fatigue. At ten rounds, she takes another level of Fatigue and
the rage ends. She may also choose to end her rage at any time by making a Smarts −2 roll (as a free action; possibly avoiding Fatigue
if she manages to end her rage before it’s incurred!). Start the count anew if she goes gunzerk again, even in the same battle.

-->'''Edge'''\\
''Requirements:'' x\\
\\
Secondary edge
Added lines 134-141:
!!!! Gunzerker

''Requirements:'' Novice, Shooting d8+

%blue% This is a variant of the Berserk Edge from p. 38; only the "Fury" paragraph has changed (effectively letting you "wild swing" with guns). If you wish, you can purchase both Edges, in which case you get both benefits while berserk, along with the set of standard drawbacks. %%


Added lines 237-248:

!!!! Elemental Breath

''Requirements:'' Veteran, Psycho

Choose an element when you take this Edge. Once per fight, you may (as an action) exhale a breath that does 2d6 damage in a Cone Template, plus one level of elemental damage for each Rank you have over Seasoned. This cannot be evaded.

!!!! Elemental Sweat

''Requirements:'' Seasoned, Psycho, Vigor d8+

Choose an element when you take this Edge. Once per fight, you may (as an action) exhale a breath that does 2d6 damage in a Cone Template, plus one level of elemental damage for each Rank you have over Seasoned. This cannot be evaded.
Changed lines 232-243 from:
Return to [[SWADE Borderlands]]
to:
Return to [[SWADE Borderlands]]

!!!! Edge

''Requirements:'' x

Main edge

-->'''Edge'''\\
''Requirements:'' x\\
\\
Secondary edge
Changed line 129 from:
-->'''(Elemental) Specialization\\
to:
-->'''(Elemental) Specialization'''\\
Added lines 122-132:

!!!! (Elemental) Affinity

''Requirements:'' Novice

Choose one of the elements from [[BAE Elemental Damage]]. When inflicting damage of that elemental type, the element level is considered one higher (e.g., a gun that does +d6 incendiary damage for most people does +d8 for you).

-->'''(Elemental) Specialization\\
''Requirements:'' Seasoned, Elemental Affinity\\
\\
Your chosen element now functions as if it were ''two'' levels higher.
Changed line 196 from:
On any turn in which you ''aren't'' incurring the penalties above, ''and'' you've moved no more than your Pace as a free action, you still get the benefits of any Edge or gear which requires you to "not move this turn" (e.g., Marksman or a gun with a Snapfire Penalty).
to:
On any turn in which you ''aren't'' incurring the penalties above, ''and'' you've moved no more than your Pace as a free action, you  may take advantage of any Edge or gear which requires you to "not move this turn" (e.g., Marksman or a gun with a Snapfire Penalty).
Changed line 196 from:
On any turn in which you ''aren't'' in a situation where the above benefit would apply, ''and'' you've moved no more than your Pace as a free action, you still get the benefits of any Edge or gear which requires you to "not move this turn" (e.g., Marksman or a gun with a Snapfire Penalty).
to:
On any turn in which you ''aren't'' incurring the penalties above, ''and'' you've moved no more than your Pace as a free action, you still get the benefits of any Edge or gear which requires you to "not move this turn" (e.g., Marksman or a gun with a Snapfire Penalty).
January 23, 2019, at 04:49 AM by 74.221.181.126 -
Changed lines 95-96 from:
The holographic projection may make an Intimidation or Taunt test; this counts as one of the assassin's actions.
to:
The holographic projection may make an Intimidation or Taunt test each round; this counts as one of the assassin's actions.
Added lines 211-212:
Uniquely, these Edges require the character to have the new Psycho Hindrance (see [[BAE Attributes, Skills, and Hindrances]]).
Changed line 215 from:
''Requirements:'' Veteran, Psycho (Hindrance).
to:
''Requirements:'' Veteran, Psycho.
January 22, 2019, at 11:42 PM by 74.221.181.126 -
Changed line 119 from:
* Gain an additional DAW.
to:
* Gain an additional DAW. You may digistruct multiple DAWs with a single action.
January 22, 2019, at 11:41 PM by 74.221.181.126 -
Changed line 115 from:
You may choose from a clone, combat robot, drone, or turret. Your DAW Advances once for every ''two'' of your Advances, and has access to special options. See [[DAW | BAE DAWs]] for full rules.
to:
You may choose from a clone, combat robot, drone, or turret. Your DAW is an Extra and has no Bennies, but you may spend your own Bennies on its actions. It Advances once for every ''two'' of your Advances, and has access to special options when it does so. See [[DAW | BAE DAWs]] for full rules.
January 22, 2019, at 11:22 PM by 74.221.181.126 -
Changed line 11 from:
The following Edges are not available: '''Arcane Background''' (any but Siren), '''Aristocrat, Beast Bond, Champion, Fast Healer, Linguist, ''' and all Power Edges other than ''New Power.'''
to:
The following Edges are not available: '''Arcane Background''' (any but Siren), '''Aristocrat, Beast Bond, Champion, Fast Healer, Linguist, ''' and all Power Edges other than '''New Power.'''
January 22, 2019, at 11:20 PM by 74.221.181.126 -
Changed line 26 from:
* Let one pet take an immediately additional Advance.
to:
* Let one pet take an immediate additional Advance.
Changed lines 72-73 from:
!!!! Charge (New)
to:
!!!! Charge
Added lines 89-122:
!!!! Decepti0n

''Requirements:'' Seasoned, Assassin

The assassin may make a Stealth roll to become transparent until the end of her ''next'' turn, leaving behind a holographic projection of herself to draw fire. If successful, all foes attempt to resist with Notice (the GM should group identical foes); those that fail mistake the holograph for the real thing and are Vulnerable to her next attack. Moving into melee range (or initiating this ability while in melee range of a foe) gives that foe +2 on the Notice roll -- but success instead gives the assassin The Drop when using a melee attack!

The holographic projection may make an Intimidation or Taunt test; this counts as one of the assassin's actions.

The moment the assassin takes ''any'' physical action other than moving, swapping weapons, or reloading, she reappears.

This ability is at a cumulative -4 (to Stealth) to use again in the same fight.

--> '''Unf0reseen'''\\
''Requirements:'' Veteran, Decepti0n\\
\\
When the assassin reappears, she may choose to have the holograph explode for 3d6 damage in an MBT, injuring friend and foe alike.

--> '''Many Must Fall'''\\
''Requirements:'' Heroic, Decepti0n\\
\\
Each time she kills a subject while transparent, the assassin may make an ''immediate'' Stealth roll at a cumulative -2 to remain invisible for yet another turn instead of reappearing.

!!!! Digistructed Autonomous Weapon ([[DAW]])

You can digistruct an autonomous weapon in an adjacent space. This counts as an action. It acts on your initiative and lasts until you dismiss it (as an action) or it is destroyed; if you lose consciousness, you automatically "dismiss" it as a free action. If dismissed, the delay until it can be resummoned is equal to the last time it stayed digistructed (minimum one minute); for example, if you summoned a clone for 45 minutes before dismissing it, you would have to wait 45 minutes before digistructing it again. If destroyed, the delay is five times longer (minimum one hour).

You may choose from a clone, combat robot, drone, or turret. Your DAW Advances once for every ''two'' of your Advances, and has access to special options. See [[DAW | BAE DAWs]] for full rules.

This Edge may be taken more than once, adding ''one'' of the following benefits:

* Gain an additional DAW.
* Let one DAW take an immediate additional Advance.
* (Heroic PCs only) Make one DAW a Wildcard.

Changed line 215 from:
Once per fight, when you take out an enemy, you may declare a Blood Explosion. All creatures (friend or foe!) in a Medium Burst Template centered on the victim suffer 3d6 damage. If the original victim was killed by an attack causing elemental damage, the level of elemental damage this attack caused is added as extra damage to the Blood Explosion. (For more flavor, see p. SB11.)
to:
Once per fight, when you take out an enemy, you may declare a Blood Explosion. All creatures (friend or foe!) in a Medium Burst Template centered on the victim suffer 3d6 damage. If the original victim was killed by an elemental attack, add the same elemental damage to the Blood Explosion. (For more flavor, see p. SB11.)
January 22, 2019, at 10:31 PM by 74.221.181.126 -
Changed lines 147-148 from:
In addition, the cybereye comes with a miniaturized computer allowing the character to perform the kind of tasks that could be performed on a modern smartphone, by displaying all information directly on the eye prosthesis. This includes taking photos, shooting videos, and all kind of augmented reality applications.
to:
In addition, the cybereye comes with a miniaturized computer allowing the character to perform the kind of tasks that could be performed on a modern smartphone, by displaying all information directly on the eye prosthesis. This includes taking photos, shooting videos, and all kind of augmented reality applications. At the GM's option, this may give +1 or +2 to specific tasks.
Changed lines 153-156 from:
If human, your legs are now cybernetic, increasing your Pace by +2" (your running die is unaffected) and doubling the distances you can jump per p. 93.

If CL4P-TP, your wheel has been replaced by legs! This improves your Pace (as above) and removes your racial '''I Hate Stairs!''' limitation.
to:
If human, your legs are now cybernetic, increasing your Pace by +2", your running die by one die type, and doubling the distances you can jump per p. 93.

If CL4P-TP, your wheel has been replaced by legs! This improves your Pace and run die as above, and removes your racial '''I Hate Stairs!''' limitation.
Added lines 163-173:

!!!! Shoulder Cannon

''Requirements:'' Heroic, Vigor d6+

You have a cybernetic laser mounted on your shoulder that you control with your thoughts. At the end of your combat turn, ''if'' you have taken no more than two actions, the laser may target someone using your Shooting skill; this does not take or cause a multi-action penalty. Its stats are Range 20/40/80, Damage 2d10, AP 4, HW (Heavy Weapon), unlimited ammo.

-->'''Elemental Cannon'''\\
''Requirements:'' Heroic, Shoulder Cannon\\
\\
Your shoulder cannon gains ''two'' levels of elemental damage (you choose the element). This Edge may be taken a second time, raising the elemental damage to four levels. See [[BAE Elemental Damage]] for specifics.
January 22, 2019, at 10:15 PM by 74.221.181.126 -
Changed lines 126-127 from:
Either way, they cause Persuasion penalties -- human characters begin to lose empathy and look "wrong," while CL4P-TPs no longer appear so friendly and cute with rotating laser-eye turrets and oversized deathclaws. For every ''two'' Cybernetics Edges or fraction thereof, the character has -1 to Persuasion rolls used on technophobes and those extra distrustful of corporations. For every ''four'' Cybernetics Edges or fraction thereof, the character has -1 to Persuasion rolls used on anyone else.
to:
Either way, they cause Persuasion penalties -- human characters begin to lose empathy and look "wrong," while CL4P-TPs no longer appear so friendly and cute with rotating laser-eye turrets and oversized deathclaws. For every ''two'' Cybernetics Edges or fraction thereof, the character has -1 to all Persuasion rolls. The GM may increase this penalty when dealing with technophobes or those especially paranoid of corporations.
Changed lines 160-161 from:
You may ignore up to -2 points of penalties from running, unstable platforms, and similar movement.
to:
You may ignore up to -2 points of penalties from running, unstable platforms, and similar movement.\\
\\
January 22, 2019, at 10:12 PM by 74.221.181.126 -
Added lines 141-163:
!!!! Cybernetic Eye

''Requirements:'' Novice, Vigor d6+

Your eye(s) have been replaced by enhanced ones. This greatly improves your visual input, but aids your other senses as well, as your upgrade can map the distance and direction to sounds, categorize smells, and so on. Add +2 to all Notice rolls.

In addition, the cybereye comes with a miniaturized computer allowing the character to perform the kind of tasks that could be performed on a modern smartphone, by displaying all information directly on the eye prosthesis. This includes taking photos, shooting videos, and all kind of augmented reality applications.

!!!! Cybernetic Legs

''Requirements:'' Novice, Vigor d6+

If human, your legs are now cybernetic, increasing your Pace by +2" (your running die is unaffected) and doubling the distances you can jump per p. 93.

If CL4P-TP, your wheel has been replaced by legs! This improves your Pace (as above) and removes your racial '''I Hate Stairs!''' limitation.

-->'''Gyrostabilizer'''\\
''Requirements:'' Seasoned, Cybernetic Legs, Vigor d8+\\
\\
You may ignore up to -2 points of penalties from running, unstable platforms, and similar movement.

On any turn in which you ''aren't'' in a situation where the above benefit would apply, ''and'' you've moved no more than your Pace as a free action, you still get the benefits of any Edge or gear which requires you to "not move this turn" (e.g., Marksman or a gun with a Snapfire Penalty).

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!!!! Blood Explosion
January 22, 2019, at 09:49 PM by 74.221.181.126 -
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--->'''Filthy Rich'''\\
to:
-->'''Filthy Rich'''\\
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---> '''Overrun'''\\
to:
--> '''Overrun'''\\
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--->'''Rainbow Nova™'''\\
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-->'''Rainbow Nova™'''\\
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!! New Edges (Cybernetics)

For humans, these Edges represent surgically implanted cybernetics. For CL4P-TPs, they instead represent significant (obvious) hardware upgrades. They may be added after a limb (etc.) is lost to overcome that injury and then some.

Either way, they cause Persuasion penalties -- human characters begin to lose empathy and look "wrong," while CL4P-TPs no longer appear so friendly and cute with rotating laser-eye turrets and oversized deathclaws. For every ''two'' Cybernetics Edges or fraction thereof, the character has -1 to Persuasion rolls used on technophobes and those extra distrustful of corporations. For every ''four'' Cybernetics Edges or fraction thereof, the character has -1 to Persuasion rolls used on anyone else.

!!!! Cybernetic Arm

''Requirements:'' Novice, Vigor d6+

One of your arms is now cybernetic. All melee attacks made with this arm (or both arms) now do +2 damage. When using this arm to wield a weapon (including partially wielding a two-handed weapon), your Str is treated as one die higher for meeting minimum strength requirements. Any ''unarmed'' attacks made with this arm now do Str+d4 damage (if you already get an unarmed damage die, increase it by one instead) and are considered armed.

You may purchase this Edge twice, once for each arm. The main benefit of doubling up is that you can then take advantage of these bonuses when dual-wielding weapons. When using a two-handed weapon, just use the rules above except that the melee damage bonus becomes +3.

-->'''Power Fist'''\\
''Requirements:'' Seasoned, Cybernetic Arm, Vigor d8+\\
\\
Your cybernetic forearm telescopes, so your melee attacks with this arm gain Reach 2 (or +1 to existing Reach if better). In addition, your punches now inflict one level of explosive damage per Rank above Novice (e.g., explosive -6 at Seasoned to explosive -0 at Legendary).

!! New Edges (Psycho)

''Requirements:'' Veteran, Psycho (Hindrance).

Once per fight, when you take out an enemy, you may declare a Blood Explosion. All creatures (friend or foe!) in a Medium Burst Template centered on the victim suffer 3d6 damage. If the original victim was killed by an attack causing elemental damage, the level of elemental damage this attack caused is added as extra damage to the Blood Explosion. (For more flavor, see p. SB11.)
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!! Skill List

'''''SWADE Borderlands''''' uses the following skills. A * marks a core skill, with Hacking being core for CL4P-TPs and Persuasion being core for everyone else.

* '''*Athletics (Agility):''' Overall athletic coordination and ability. Climbing, jumping, balancing, wrestling, skiing, swimming, throwing, or catching.
* '''Battle (Smarts):''' Strategy, tactics, and understanding military operations. Also overlaps Repair for assessing weapon quality.
* '''*Common Knowledge (Smarts):''' General knowledge of a character’s world.
* '''Driving (Agility):''' In this setting, covers ''all'' vehicular use due to universally similar control schemes.
* '''Fighting (Agility):''' Skill in armed and unarmed combat.
* '''Gambling (Smarts):''' Skill and familiarity with games of chance.
* '''(*)Hacking (Smarts):''' Coding, programming, and breaking into computer systems.
* '''Healing (Smarts):''' The ability to treat and heal Wounds and diseases, and decipher forensic evidence.
* '''Intimidation (Spirit):''' A character’s ability to threaten others into doing what she wants.
* '''*Notice (Smarts):''' General awareness and perception.
* '''Occult (Smarts):''' Knowledge of Sirens, Vaults, Eridium weirdness, and other esoterica.
* '''Performance (Spirit):''' Singing, dancing, acting, or other forms of public expression.
* '''(*)Persuasion (Spirit):''' The ability to convince others to do what you want.
* '''Psychology (Smarts):''' Discerning motives and uncovering lies.
* '''Repair (Smarts):''' The ability to fix mechanical and electrical gadgets.
* '''Research (Smarts):''' Finding written information from various sources.
* '''Riding (Agility):''' A character’s skill in mounting, controlling, and riding a tamed beast.
* '''Siren (Smarts):''' Skill at making use of your Siren powers.
* '''Science (Smarts):''' Knowledge of scientific fields such as biology, chemistry, geology, engineering, etc.
* '''Shooting (Agility):''' Precision with any type of ranged weapon.
* '''*Stealth (Agility):''' The ability to sneak and hide.
* '''Survival (Smarts):''' How to find food, water, or shelter, and tracking.
* '''Taunt (Smarts):''' Insulting or belittling another. Almost always done as a Test (page 108).
* '''Thievery (Agility):''' Sleight of hand, pickpocketing, lockpicking, and other typically shady feats.

All other skills are either not applicable (e.g., languages and most arcane skills) or have been folded into other skills. Specifically, Academics checks can be handled by Common Knowledge or Science; Electronics is Hacking, Repair, or Science; and Boating and Piloting have been folded into Driving.
to:
Humans receive one free Edge. CL4P-TPs do not, though they have access to certain Edges that no one else does. All may start with additional Edges by taking Hindrances, as usual.
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Return to [[SWADE Borderlands]]

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Any page reference refers to '''''Savage Worlds ADventure Edition''''' unless prefaced with an "SB," in which case it refers to the original fanbook '''''Savage Borderlands.'''''

!! Skill List

'''''SWADE Borderlands''''' uses the following skills. A * marks a core skill, with Hacking being core for CL4P-TPs and Persuasion being core for everyone else.

* '''*Athletics (Agility):''' Overall athletic coordination and ability. Climbing, jumping, balancing, wrestling, skiing, swimming, throwing, or catching.
* '''Battle (Smarts):''' Strategy, tactics, and understanding military operations. Also overlaps Repair for assessing weapon quality.
* '''*Common Knowledge (Smarts):''' General knowledge of a character’s world.
* '''Driving (Agility):''' In this setting, covers ''all'' vehicular use due to universally similar control schemes.
* '''Fighting (Agility):''' Skill in armed and unarmed combat.
* '''Gambling (Smarts):''' Skill and familiarity with games of chance.
* '''(*)Hacking (Smarts):''' Coding, programming, and breaking into computer systems.
* '''Healing (Smarts):''' The ability to treat and heal Wounds and diseases, and decipher forensic evidence.
* '''Intimidation (Spirit):''' A character’s ability to threaten others into doing what she wants.
* '''*Notice (Smarts):''' General awareness and perception.
* '''Occult (Smarts):''' Knowledge of Sirens, Vaults, Eridium weirdness, and other esoterica.
* '''Performance (Spirit):''' Singing, dancing, acting, or other forms of public expression.
* '''(*)Persuasion (Spirit):''' The ability to convince others to do what you want.
* '''Psychology (Smarts):''' Discerning motives and uncovering lies.
* '''Repair (Smarts):''' The ability to fix mechanical and electrical gadgets.
* '''Research (Smarts):''' Finding written information from various sources.
* '''Riding (Agility):''' A character’s skill in mounting, controlling, and riding a tamed beast.
* '''Siren (Smarts):''' Skill at making use of your Siren powers.
* '''Science (Smarts):''' Knowledge of scientific fields such as biology, chemistry, geology, engineering, etc.
* '''Shooting (Agility):''' Precision with any type of ranged weapon.
* '''*Stealth (Agility):''' The ability to sneak and hide.
* '''Survival (Smarts):''' How to find food, water, or shelter, and tracking.
* '''Taunt (Smarts):''' Insulting or belittling another. Almost always done as a Test (page 108).
* '''Thievery (Agility):''' Sleight of hand, pickpocketing, lockpicking, and other typically shady feats.

All other skills are either not applicable (e.g., languages and most arcane skills) or have been folded into other skills. Specifically, Academics checks can be handled by Common Knowledge or Science; Electronics is Hacking, Repair, or Science; and Boating and Piloting have been folded into Driving.

!! Changed Edges

The following Edges are not available: '''Arcane Background''' (any but Siren), '''Aristocrat, Beast Bond, Champion, Fast Healer, Linguist, ''' and all Power Edges other than ''New Power.'''

!!!! Arcane Background (Siren)

See [[BAE Sirens]] for full rules. The '''New Power''' Edge allows you to add ''one'' new Siren power.

!!!! Beast Master

Replace the text with the following:

You have an animal companion; choose from a tadpole thresher, a brat bullymong, a rakk (''without'' the Unshakable ability!), a spring stalker, an adult varkid (''without'' the Evolution ability!), an adult skag, or a spiderant soldier. The beast is an Extra, but you may spend your own Bennies on its behalf. It Advances once for every ''two'' full Advances you receive (retroactively, if this Edge is added later in your career).

This Edge may be taken more than once, adding ''one'' of the following benefits:

* Gain an additional pet.
* Let one pet take an immediately additional Advance.
* (Seasoned PCs only) Increase the maximum Size that one pet can be, to a maximum of what it can normally attain in the setting. Once you add this, that pet may take "Size +1" as an advance. This increases its Size, Toughness, and Strength die type by 1. This can be taken once per (your) Rank at most.
* (Heroic PCs only) Make one pet a Wildcard.

See [[BAE Shields]] for adding a shield to your pet.

!!!! Berserk

''As an action,'' you make attempt to ''succeed'' at a Smarts roll to go voluntarily berserk. See also '''Wild Berserker''' below.

!!!!! Followers and Sidekick

These NPCs Advance once for every ''two'' of your Advances.

!!!! Improvisational Fighter

You ignore all Fighting and Parry penalties inherent to weapons.

!!!! Leadership Edges (all)

The concept of a "command radius" doesn't fit a game with EchoNet communication. Thus, Leadership Edges apply to any teammate who (A) accepts you as their field commander, (B) you are in constant contact with, and (C) you have an unobstructed view of.

* The '''Command Presence''' edge removes that last requirement, allowing you to advise even an unseen subordinate.

!!!! Rich

If taken at character creation, you start with two Green-quality weapons. When acquiring weapons and shields between adventures, you may pay 2 LP instead of 1 LP to acquire a randomly generated weapon with one additional improvement (as if your Rank were one higher than it actually is).

--->'''Filthy Rich'''\\
\\
If taken at character creation, you start with two Blue-quality weapons in addition to the two Greens. Between adventures, you may pay 3 LP for a weapon with ''two'' additional improvements.

!!!! Trademark Weapon and Improved Trademark Weapon

Due to the transitory nature of gear in this game, this is a ''brand loyalty'' Edge. Choose one brand of weapons; you get the bonus when using one of that company's weapons.

!! New Edges (General)

!!!! Ammo Hoarder

''Requirements:'' Seasoned

You may raise each of your maximum ammo counts an additional time, ''or'' you may raise a single type of ammo two additional times. This does not obviate the Loot Point cost required to raise them! That continues to double each time, as usual.

This Edge can be purchased multiple times, but only once per Rank.

!!!! Charge (New)

''Requirements:'' Seasoned, Fighting d10+

The warrior is experienced at moving across a large distance and getting the most effect out of rushing her foe. She may ignore the multi-action penalty for Running when making a Fighting attack at the end of her movement.

---> '''Overrun'''\\
''Requirements:'' Veteran, Charge\\
\\
If he moves at least one inch beyond his normal Pace before making any Fighting attacks, the hero adds +2 to the damage rolls. Any target Shaken by such an attack is knocked prone.

!!!! Combat Slinger

''Requirements:'' Novice, Fighting or Shooting at d6+

For the purpose of throwing weapons at a foe in combat, you may use Fighting instead of Athletics. When throwing grenades (or any other attack where landing it at someone's feet is as good as hitting their body), you may instead use Shooting if better.

!!!! Hacky Sack

''Requirements:'' Seasoned, Athletics at d6+ (unless changed by Combat Slinger)

You have learned how to knock a grenade free and then kick it at your opponent. You no longer suffer -2 to Athletics for lacking a free hand. Instead of picking up a hand grenade and throwing it back, you may attempt to kick it back, ignoring the extra -2 to Agility usually involved in this Evasion action.

!!!! Riled Up

''Requirements:'' Novice, Wildcard

When making melee attacks while wounded, you take the usual penalty to hit, but add your wound penalty to your damage rolls!

!!!! Wild Berserker

''Requirements:'' Veteran, Berserk or Gunserk.

While berserk and/or gunzerk, you get +4 to Toughness instead of +2!

!! New Edges (CL4P-TP)

!!!! Blastwave™

''Requirements:'' Seasoned, CL4P-TP

When you suffer a wound in melee, you can automatically set off an nova-style explosion causing 3d6 damage to all non-allies in an MBT centered on yourself. Once used, this system takes 10 minutes and a successful Repair check to reset. (For more flavor, see p. SB11.)

--->'''Rainbow Nova™'''\\
''Requirements:'' Veteran, Blastwave™\\
\\
The Blastwave™ explosion now inflicts one level of each elemental damage type, applied in this order: corrosive, shock, incendiary, cryo, and slag. (See [[BAE Elemental Damage]] for details.) Each character Rank beyond Veteran adds a level of elemental damage of each type. When the character reaches Legendary Rank, the explosion affects a Large Burst Template.\\
\\
''Example:'' A Veteran CL4P-TP surrounded by Hyperion soldiers (p. SB127) is hit by a melee attack and takes a wound. It rolls 3d6 for Blastwave™ damage and gets 12. Because the soldiers have physical armor, it does +1 corrosive damage (now damage 13) and will also destroy one point of Armor per success and raise. Then because the soldiers have shields up, it does +d4 shock (after rolling, now damage 16). Then there is no extra incendiary damage because the soldiers currently have both armor and shields up. Then it will inflict a -1 cryo penalty and a +2 slag vulnerability if successful. The soldiers have Toughness 12, so the damage roll is success with a raise; it destroys two points of Armor, inflicts a wound (dropping their shields), and leaves them semi-frozen and slagged.

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Return to [[SWADE Borderlands]]