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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.
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
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
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.
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
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