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4.2.1.       The Edge

The paranoid world of The Edge requires a couple of tweaks to make the sinister shadows of its horror filled world come alive.  The Edge employs two additional attributes, Discovery and Sanity.  And like GE, characters have the potential to have a supernatural “gift” or special weapon that makes use of the D/V/D rule.

 

4.2.1.       Discovery & Sanity

The Edge is a played in a world on the brink of chaos; evil forces stalk out of the shadows to devour unsuspecting humanity and only the Companies stands between the world and chaos.

 

However, the Companies have their faults.  While members of each company may slowly take on the aspects of that they hunt and think nothing of it, at least one company, The Keepers, vows to not allow such aberration.  The discovery attribute increases as the game is played.  Each time a character is caught using a super-natural gift, displaying signs of weakness, or countering the goals of the Companies, they may gain a Discovery point (this is bad). 

At the end of a mission, the player whose character has the fewest Discovery Points automatically survives.  Everyone else must role the dice; if they hit greater than twelve with their discovery bonus their character is “re-educated” and is no longer playable.

 

Successfully completing a mission means a reduction in discovery points.

 

The Keepers pay little attention to their sources of information and have been known to listen to the advice of other characters under suspicion.

 

Sanity—Watching an undead arm wrench free from its grave is not something to take likely. Each horror that a company member encounters leads them one step closer to insanity.  In game terms, each time a company man sees a horrific event or encounters a horror, they must roll their current mind versus the level of the horror (set by the referee).  If the company member wins, they are shaken but undaunted in their task; if the horror overwhelms them, they lose 1D3 permanent mind points.

 

4.2.1.       Dam/Vol/Dur

Each super-natural or magical gift in The Edge possesses a level such as 1D6, 2D3, etc.  This level indicates the amount of damage inflicted or stopped, the volume of substance created or affected, or the duration of the effect.  All gifts possess at least one of these three characteristics: Damage, volume, or duration (abbreviated as D/V/D or Dam/Vol/Dur).  In most cases, the gift specifies which category its level depicts. 

·        Damage:  Unless specified, each level is an indication of physical damage with inertia as applicable.

·        Volume:  Unless specified, each level indicates a single 3’ x 6’ space.

·        Duration:  Unless specified, each level indicates a single combat round.

 

4.2.1.       Creating a Character

Each character in the Edge begins the game by joining an existing company.  Each company trains its members to the height of maniacal zealousness.  Every company has its own special weapons, abilities, and training; table 4.3 has basic starting bonus chances.

 

Bone Dancers: Nihilistic vampire hunters (also all undead).

Silver Thorns: Feral were-beast hunters

Brain Scramblers: Spacey psionic hunters

World Eaters: Xenophobic Alien Chasers

Witch Hunters/ Mage Traps: Duh.

The Freak Show:  If the others don’t chase, they do (particularly mutations).

 

A special unit known only as “Keepers” also exists.  However, Keepers pose as members of other companies in order to keep tabs on other characters.  Keepers act as a vicious secrete police; eliminating “contaminated” agents mercilessly.

 

Table 4.7.  +1D3 Starting Bonus for Companies

 

Companies

Roll 1D6 to determine

Attribute Bonus

Bone Dancers

Silver Thorns

Brain Scramblers

World Eaters

Witch Hunters

(Mage Traps)

The Freak Show

Keepers

Agility

 

1-3

 

4-5

6

6

1

Knowledge

 

 

1-3

 

4-5

 

2

Perception

1-3

4-5

6

 

 

 

3

Body

6

 

 

1-3

 

4-5

4

Initiative

 

6

4-5

 

1-3

 

5

Movement

4-5

 

 

6

 

1-3

6

4.2.1.        Companies

Each company specializes in a particular type of horror to track down and destroy or contain.  In so doing, each company possesses their own particular weaponry and special abilities.  Tables 4.8. and 4.9. provide an overview of each.

 

Members of each company tend to select “Bane” weapons, weapons or artifacts that have been designed to inflict incredible damage on specific types of horrors or protect a company man from a specific type of horror.  Table 4.8. provides a random assignment for the type of weapon that has been given to a company man.  This does not mean company men cannot possess other weapons (many do carry others), but that this one is specially linked to them.

 

For each category (weapon, armor, bane) roll 1D6 to select the starting equipment. 

Table 4.8.  Company Weaponry

 

Companies

 

1.  Bone Dancers

2.  Silver Thorns

3.  Brain Scramblers

4.  World Eaters

5.  Witch Hunters

 

6.  The Freak Show

Keepers

 

Firearms (DAM)

 

Pistol:   (1D6)

     *silver, wooden, or iron bullets  

     available

1

1-2

1-2

1

1-2

1

1

 

Flame Thrower/ Phosphorous Shells:   (3D3)

     *lvl vs. Body for ignite

2-3

3

--

2

3

2

2

 

Paste Gun:   (1D6 + 1D3)

     *lvl vs. Body for escape

--

4

3

3

4

3

3

 

Light Crossbow:   (2D3)

   *1 rd to reload

4-5

--

--

--

5

 

4

 

Needler:   (1D3 x 1D6)

     *dam not cumulative

6

5

4

4-5

6

4

5

 

Stun Gun:   (2D6)

   *lvl vs current mind, knocks

     unconscious for rds = lvl

--

6

5-6

6

--

5-6

6

 

Armor:   (points) (area)

 

Lined Coat :  (2 – all but head)

1-2

1-2

1-2

1

1-2

 

1

 

Flak Jacket:   (3 – arms/ torso)

3

3

3

2

3

 

2

 

Kevlar Vest;   (4 – torso)

--

--

4-5

3

4

 

3

 

Kevlar Union Suit:   (1 -- all / hood)

4-5

4-5

--

4-5

5

4-5

4-5

 

Special

6

6

6

6

6

6

6

 

 

 

 

 

 

 

 

 

 

 

 

 

 

If a company member rolls a ‘5’, then their “bane” item is randomly determined from any company’s store and may not be from the correct one.  By the same token, if a company man rolls a ‘6’, then they may re-roll for an additional item.

 

 

 

1D6

Talent

Description

Bone Dancers

1

Ring: 

Control Undead, the ring allows a BD to wrest control of an undead creature and submit it to their own will (each round they must make another challenge roll or lose control)

(K) +2

2

 

 

 

3

 

 

 

4

Amulet: 

The amulet imitates a sunrise, chasing undead away.

(P) +2

Silver Thorns

1

Grand Klaive

The Silver dagger causes non-regenerative damage to a creature

(A)  1D3+1

2

 

 

 

3

 

 

 

4

 

 

 

Brain Scramblers

1

 

 

 

2

 

 

 

3

 

 

 

4

 

 

 

Witch Hunters

1

Shackles

The iron shackles sap all the powers of a witch or mage, preventing them from working any spells.

 

2

 

 

 

3

 

 

 

4

 

 

 

World Eaters

1

 

 

 

2

 

 

 

3

 

 

 

4

 

 

 

The Freak Show

1

 

 

 

2

 

 

 

3

 

 

 

4

 

 

 

The Keepers

1

 

 

 

2

 

 

 

3

 

 

 

4

 

 

 

 

 

 

 

 

 

 

Talents--To discover the special talent possessed by a member of a company, roll on table 4.9.  If a player rolls a ‘5’, then they must roll for a talent from a random company.  A roll of a ‘6’ indicates the character may roll for an additional talent. Each talent adds one discovery point.

 

Talents are used in the same way as other success tests, by using an attribute.  Appropriate attributes for each talent is indicated in parentheses.  All talents are considered to have a 1D6 level.  Each use of a talent requires a roll of 1D6 to determine the level for a particular use.

 

              

Table 4.9.  Company Special Talents

 

 

Company

1D6

Talent

Description

 

1.  Bone Dancers

1

Invulnerable (Auto)

When BD’s health falls below 0, they can roll level vs. damage to regenerate to 1 health.

2

Drain Health (A)

On touch, BD can drain health points equal to level and add to own.

3

Sun Burst (P)

BDradiates a blinding UV light; will blind for level # of rounds.  Sun Burst will either damage or frighten undead.

4

True Undead

BD is an actual member of the living dead with all characteristics and vulnerabilities: 1-2) Vampire, 3-4) Zombie, 5-6) Wraith or Spirit

 

2.  Silver Thorns

1

Regeneration (Auto)

Each round, ST regenerates all body points and if extra, health points.

2

Claws/ Teeth (A)

ST possesses retractable claws or fangs that do non-regenerative damage.

3

Speed (I or Mv)

ST is inhumanly fast and can add level of talent to initiative or movement for a round.

4

True Shape Changer

ST is an actual were-creature with attributes equal to level at time of change

 

3.  Brain Scramblers

1

Mind Bomb (K)

Mind Bomb disorients all characters within range for a number of rounds equal to level

2

Mind Drain (A)

On contact, BS can drain number of mind points equal to level and add to own

3

Mind Shield (K)

BS can erect a ‘shield’ from mental talents for all company members within range equal to level

4

True Telepath (k)

BS can read minds, attempt mind control, cause delusions, etc...with chance or duration equal to level.

 

 

4.  Witch Hunters

1

Burning Hands (A)

Witch Hunter can cause items to burn on contact doing damage equal to level.

2

Rune Mark (A)

WH’s hands are covered in runes that can be left on any surface and that cause damage equal to level when disturbed

3

Sigils (Auto)

WH is covered in protective tattoos that stop all physical damage equal to level.

4

True Witch (K)

WH can attempt to cast a spell of their own design with a number of rounds of preparation equal to the attempted level of the spell + number of potential targets.  Must be uninterrupted preparation.

 

5.  World Eaters

1

Force Field (Auto unless challenged, then K)

WE creates force field to protect self or others.  All damage is stopped up to level automatically, challenge roll versus damage if it exceeds total.  If WE fails challenge, field collapses.

2

Ball Lightning (A)

WE can lob a ball of lightning or cause it to form on contact doing damage equal to level.

3

Sun Eater (K)

WE causes a tangible darkness to swallow another character, doing dam equal to level and lasting rounds equal to level (enemy is t

4

True Alien

WE possess 1D6 ‘extraterrestrial’ abilities that emerge during play.

 

 

6.  The Freak Show

1

Invisible (P)

FS adds level to (P) challenge rolls for discovery or to be hit.

2

Skin Armor (Auto)

FS is covered by a form of skin armor: 1) Insect Carapace, 2) Elephant/ Rhino Skin, 3) Scales, 4) Living Armor (Amorphous outer layer), 5)  Metal or other elemental ,  or 6) Invisible/ Undetectable

3

Atom Bomb (A)

FS can cause an explosion at contact with dam equal to level-1 per space outward.

4

Polymorph (A)

(True Mutant)

FS can manipulate the structure of their body into any desirable shape with attributes equal to level at time of change.

 

The Keepers

1

Power Drain (K)

Char must beat Keeper’s roll plus level of power drain to use talent or special ability

2

Power Sponge (P)

All talent attacks against keeper are absorbed to dam equal to keeper’s level of Power Sponge

3

Dull Perceptions (P)

BD can dull the perception of others by successfully beating them in talent vs. (P).  Success and the company man’s actions for the round occur unnoticed

4

Mimic (P)

Upon contact and for one successful use, Keeper mimics any other talent.


 

                                     

 

 

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Last modified: October 30, 2001