The Good, the Bad and the Savage
New Edges and Hindrances
New and Converted Edges
Some are converted from Deadlands Classic. Some are original. Most are taken from other Savage Worlds settings and put here so you only have to go to one place for the Edges. If it appears on this page, it’s cool with me if you take it.
Requirements: Novice, Spirit d6+
Effect: You are naturally courageous and gain a +2 bonus on all Guts rolls.
Requirements: Novice, Command, Boating d8+
Effect: This hombre has lived near water a long time, maybe his whole life, and he has a Maze runner (see page 21) of his own to get around in. The Maze runner may have been purchased, inherited, or stolen, but that’s all in the past now (which is why this is a Background Edge). Your hero is now in charge of maintaining and fueling the ship, hiring crew (up to 2 others), and paying their wages. Treat that vessel with care! If your ship gets busted up and sunk it’s your responsibility to procure another ingame. If a ship’s cannons fire on the Captain’s action (by either the gunners or the captain going on Hold), the gunners can ignore the Unstable Platform penalty as the Captain chooses the moment to fire.
Effect:The Hero has perfect memory and is able to recall information and experiences with complete accuracy. The Hero automatically succeeds at Common Knowledge rolls. Additionally, the Hero receives a +4 to Opposed Rolls against a power that can alter or erase memory.
Requirements: Novice, Spirit d8+
When this spirited hero puts his heart into something it tends to pay off in big ways. When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
Requirements: Seasoned, Elan
Effect: Your character has a distinctive and vigorous fighting spirit. He has confidence in his abilities and the determination to overcome all obstacles. Where others just want to get the job done, a character with the Ardor Edge goes about it with flair and dash. Characters with the Ardor Edge may re-roll failed Spirit rolls taken in combat without spending a Benny, but only once per roll.
Healthy As Horse
Requirements: Novice, Vigor d8+
Effect: Your Hero never suffers wound or fatigue penalties when making Natural Healing rolls.
Requirements: Seasoned, Rock and Roll
Effect:Assaulting an enemy position often means a full frontal charge, and being able to lay down a hail of fire on the approach can mean the difference between life and death. The character may ignore the recoil penalty for firing a weapon on fully automatic when moving, even if he runs (though for the latter he still suffers a multi-action penalty).
Requirements: Seasoned, Martial Arts, Fighting d8+, Notice d10+
Effect: Whether your cowpoke’s blind as a bat, or just well-versed in night-fighting, the advantage is his in darkness. The character receives no penalties for darkness when attacking foes within 3”, and can sense their movement well enough to move toward them as if he could see them. Characters with the Blind Hindrance suffer no penalties when making Fighting rolls against opponents within 3”.
Requirements: Novice, Str d8+
Effect: Frequent fights with his bare hands have given this thug a powerful punch. When he hits a foe with a successful bare-handed Fighting roll, he adds +2 to his damage.
Requirements: Seasoned, Brawler
Effect: When the bruiser gets a raise on his bare-handed Fighting attack, he rolls a d8 instead of a d6.
Requirements: Seasoned, Shooting d10+
Effect: A sailor who can take out enemy ships with a well-aimed shot quickly grows in the admiration of his shipmates. It takes training and a good eye, and the Cannoneer has both. When dealing damage in ship combat, the character may modify his roll on the Critical Hit Table by 1 point either way, as he chooses. He does this after rolling the dice for a Critical Hit.
Requirements: Heroic, Fighting, Throwing, or Shooting d10+
Effect: When making a Called Shot or when your target has Cover, you ignore 2 points of penalties. This Edge applies to Fighting, Throwing, or Shooting attacks, but may be taken up to three times, applying to each kind of attack separately.
Effect: The Hero adds +2 to all Trick maneuver rolls.
Really Dirty Fighter
Requirements: Seasoned, Dirty Fighter
Effect: By describing the trick and spending a benny, the Hero may automatically get the drop on any single opponent.
Requirements: Novice, Agility d8+
Effect: When a character normally withdraws from a melee, his attacker gets a free attack before he does so—a very dangerous proposition for most. Your hero is adept at retreating from an engagement. Make an Agility roll. If successful, one opponent doesn’t get a free attack anytime you disengage (see page 76).
Requirements: Novice, Extraction
Effect: As above but if you succeed with a raise all opponents currently in melee with the character lose their free attack as your warrior withdraws.
Requirements: Seasoned, Smarts d6+
Effect: Heroes often find themselves fighting with pieces of equipment or furnishings not designed for combat. A character with this Edge has a knack for using such improvised weapons, and does not suffer the usual –1 penalty to attack and Parry when wielding them.
Improved Martial Arts
Requirements: Veteran, Martial Arts, Fighting d10+
Effect: Your character has truly mastered the fighting arts— either his body and his chi are one, or he’s as mean as a viper after a three-day binge. By standing still and concentrating, the hero subtracts 2 points of modifiers for a Called Shot on the next Fighting attack made with hands or feet. The character cannot move during the round this Edge is used.
Requirements: Novice, Spirit D8+
Effect: Whether from his sheer force of presence, a steely gaze, or authoritative voice, the Hero is able to strike fear into his opponents. The Hero receives +2 to Intimidation rolls.
Improved Intimidating Presence
Requirements: Seasoned, Intimidating Presence
Effect: The Hero has mastered the art of striking fear into his opponents. He receives an additional +2 (for a total of +4) to Intimidation rolls.
Requirements: Novice, Vigor d8+
Effect: The Hero can absorb damage like he was made of steel. The Hero adds +2 to Soak rolls.
Requirements: Heroic, Improved Block, Martial Arts
Effect: Some pugilists can bust up an opponent pretty bad just by blocking an attack. If an adjacent opponent using an unarmed attack fails a Fighting roll against the character, the opponent suffers damage equal to the hero’s Strength. If he is using a melee weapon, he suffers the weapon’s damage instead.
Effect: This hero hates losing. If he ties on an opposed roll of any sort, he wins. In addition, if his skill die on an opposed skill roll is a 1, he can reroll it (but must keep the second result, even if it’s another 1).
Movement of the Serpent
Requirements: Veteran, Martial Arts, Agility d8+
Effect: Your hero’s about as slippery as a greased pig. A character with this Edge can Withdraw from Combat without giving any adjacent opponents a free attack.
Requirements: Veteran, Wild Card, Iron Jaw
Effect: When lesser men fall by the wayside, this Hero grits his teeth and pushes onward. When the Hero takes enough Wounds to make him Incapacitated, he may make a free Soak roll. Should the roll fail, the Hero may still spend a Benny to make a Soak roll as normal. If the Hero suffers multiple Wounds in the same round that take him to Incapacitated, he may make multiple free Soak rolls.
Requirements: Seasoned, First Strike, Fighting d8+
Effect: A riposte is a combination of a swift parry followed by quick attack. Once per round, the Hero receives a free Fighting attack against one foe within reach that failed a Fighting attack against him. This attack is made at –2. A riposte must be a straight attack and may not be combined with Frenzy or Sweep.
Requirements: Veteran, Riposte
Effect: As above, except the Hero may take a free Fighting attack with no penalty.
Sunder (Combat Edge)
Requirements: Seasoned, Fighting d8+
Effect: Any melee weapon wielded by you gains AP 1 or has its existing AP value increased by 1.
Requirements: Veteran, Fighting d10+
Effect: As Sunder, except your melee weapons gain AP 2 or have their existing AP value increased by 2.
Requirements: Novice, First Strike, Agility d6+, Fighting d8+, Intimidation or Taunt d6+
Effect: Your hero is as threatening as a lion or as tricky as a panther—either way, he can put his catlike qualities to good use in a fight. If he succeeds in a Test of Will against an adjacent opponent, the character receives an immediate free Fighting attack against that opponent. This attack does not incur a multi-action penalty.
Requirements: Novice, Spirit D6+
Effect: The Hero knows how to run his mouth and set his opponent’s nerves on edge, sometimes causing them to make mistakes. The Hero receives +2 to Taunt rolls.
Improved Verbal Barrage
Requirements: Seasoned, Verbal Barrage
Effect: The Hero has mastered the art of verbally riling his opponents. The Hero receives an additional +2 (for a total of +4) to Taunt rolls.
Requirements: Novice, Command
Effect: A booming voice, effective commands, natural charisma, or simple training result in a much more effective combat element. At the center of that element is the officer in command. A hero with this Edge has a command radius of 10” instead of the usual 5”.
Requirements: Seasoned, Spirit d8+, Command
Effect:The hero has a force of personality that gives others the heart to stand when the courage of other men fails. Those under the hero’s command gain +2 to their Guts rolls.
Requirements: Veteran, Command
Effect: Command comes easy to this hero and his followers respect him. The result is a well disciplined and effective force that works well as a unit. Extras making group rolls while under this leader’s command roll d8 as the Wild Die instead of d6.
Leader of Men
Requirements: Veteran, Command
Effect: Command comes easy to this commander. Those under his command work like a well-oiled machine when he’s in charge. Allies under the leader’s command roll a d10 as the Wild Die instead of a d6 when making group rolls.
Requirements: Novice, Smarts d6+, Knowledge (Battle) d6+
Effect: The hero has a natural grasp of small unit tactics and can instantly size up a situation. At the beginning of any combat encounter in which the hero is “in charge”, he can make an opposed Knowledge(battle) roll against the “leader” of the opposite force. With success, every allied Wild Card within his command radius draws an extra card for initiative (and uses the best) for the first round of combat. In situations where multiple characters have this Edge, only the highest ranking character gets to roll.
Arcane Prodigy (Huckster and Hexes Conversion)
Requirements: Novice, Arcane Background (Magic), Knowledge (Occult) d6+, Spellcasting d6+
Effect: Anytime you take the New Power edge, you gain another new power in addition to the new power you would normally gain. You may only gain this benefit once per power level (Novice, Seasoned, Veteran, etc..)
Requirements: Seasoned, Arcane Background, Arcane Skill d10+
Effect: You have studied one particular arcane power (chosen when you take this Edge) and have mastered its subtle nuances. When using this power, you may add a +2 bonus to your Arcane Skill roll. This Edge may be taken multiple times; however, it cannot be taken more than once per Rank, nor may it be applied more than once to any given power.
Requirements: Novice, Agility d8+, Climbing d6+, Fighting d6+, Stealth d8+
Effect: Assassins are trained killers who know how to kill with deadly precision — if they can properly approach their prey. Assassins add +2 to any damage roll where they strike a foe unawares (even with ranged attacks).
Requirements: Novice, Snakeoil Salesman
Effect: Your fancypants character doesn’t just have a way with oratory; he could talk a bird into giving up its feathers. With a successful Persuasion roll, this hero reduces a location’s Price Modifier by 1, to a minimum of 1, for a whole day. On a raise he lowers the Price Modifier by 2. Only he and his allies gain the benefits of the preferential pricing.
Band of Brothers
Requirements: Wild Card, Veteran, Common Bond
Effect: This group of soldiers has been to Hell and back together. That kind of bond hardens men and makes them able to better withstand wounds that might otherwise have put them out of action. Subtract 1 point of damage from every attack that hits a character for each other “brother” within 6”, to a maximum of –4. If three heroes with this Edge fight together, for example, they ignore three points of damage from every attack that hits them.
Never Back Down!
Requirements: Seasoned, Common Bond, Smarts d8+
Effect: Knowing that innocents are in danger, those Wild Cards Allies under your Hero’s command grit their teeth and push through the pain. They receive +1 to their Toughness. Player Characters may also gain the benefits of this Edge.
Never Say Die!
Requirements: Heroic, Never Back Down!, Smarts d10+
Effect: As Never Back Down!, except allied Wild Cards receive an additional +1 to their Toughness, for a total of +2.
Requirements: Seasoned, Take Charge
Effect: Experienced Heroes are an inspiration to all and inspire others to persevere through all odds. Wild Card Allies under your Hero’s command receive and additional +1 (for a total of +2) to Spirit rolls to recover from being Shaken. Player Characters may also gain the benefits of this Edge.
Requirements: Novice, Attractive
Effect: The Hero knows how to stymie or distract the opposite sex by using his or her charms. The Hero may use Persuasion as a Test of Will against members of the opposite sex, pitting their looks and charm against a foe’s Smarts. The Hero adds her Charisma bonus to their Persuasion roll as normal.
Stonefaced (Ghost Dancers Conversion)
Requirements: Novice, Spirit d6+, must be Native American
Effect: Opponents take a -2 to all Intimidate, Persuasion, and Taunt rolls when used against you, including Tests of Will.
Requirements: Common Bond
Effect: When the chips are down, your Hero knows how to get others to dig deep within themselves to keep fighting. Wild Card Allies under your Hero’s command receive +1 to Spirit rolls to recover from being Shaken. Player Characters may also gain the benefits of this Edge.
Clown (Ghost Dancers Conversion)
Requirements: Novice, Arcane Background (Shamanism), Tribal Medicine d6+
Effect: Clowns are spiritually strong Native Americans who earn their spiritual favor by doing the exact opposite of what is expected of them in a given situation: they dress warmly in the summer and where practically nothing in the winter, laughs at funerals, and cries at funny jokes. As a result of his odd habits, he gains a +1 to all of his Tribal Medicine rolls. On the downside, not acting contrary is now considered a Major Sin for him.
Familiar (Hucksters and Hexes Conversion)
Requirements: Novice, Arcane Background (Magic), Spellcasting d6+
Effect: Similar to the Beast Bond edge, you faithful animal companion. This is typically a cat, small dog, or bird. It functions like a normal animal of its type except is Smarts is raised to be one die type below your own. You and your familiar share a special, magical bond. Your familiar understand all languages you can read, write, and speak although it cannot write or speak itself but this does mean it can read. You can communicate with it telepathically as long as it is within 10" of you. Outside of that range, you may only communicate general emotions: fear, anger, happiness, etc. You may spend Fate Chips for your familiar as if it was yourself. On the plus side, you get a +1 to all Spellcasting rolls as long as it is within 10" of you. On the downside, if your familiar is ever slain, you are immediately shaken. After you recover, you take a level of Fatigue that cannot be recovered until you bind to a new familiar, a process that takes 2d6 days. It need not be the same type of familiar as before.
Guardian Spirit (Ghost Dancers Conversion)
Requirements: Novice, Arcane Background (Shamanism), Spirit d6+, Tribal Medicine d6+
Effect: The shaman gains a spirit animal companion. This companion comes in almost any form. It cannot affect the real world but may store a portion of its shaman’s spiritual favor. A shaman may dance, chant, scare, or otherwise please the spirits ahead of time to call upon the spirits later. This works exactly like tribal medicine describe in the core rules but can be done well in advance. The shaman may instead choose to store up to 5 power points in his spirit guardian by chanting or dancing for 10 minute per power point stored. He can do this at the end of the day when he has power points remaining. The power points are effectively spent when given to the guardian spirit but may be called upon at any point in the future. The guardian spirit can hold either power points or spiritual favor but not both at the same time.
Requirements: Novice, Vigor d8+
Effect: Your hero processes alcohol far differently than most. The round after consuming a stiff drink (at least 8 ounces of hard liquor or equivalent), the character’s Vigor increases by one die type (increasing Toughness as well). The hard drinker can also ignore one level of wound modifiers (which stacks with other abilities that do the same). The effect lasts for one hour after it begins. If the drunkard seeks inebriation he suffers –2 to Smarts and Agility-based rolls for as long as he continues to drink and the next 1d6 hours thereafter.
Nose for the Rock
Requirements: Novice, Spirit d8, Notice d6
Effect: Whether it’s a sixth sense, deductive reasoning, or just dumb luck, your hero has a nose for ghost rock and other fundaments (gold, silver, etc.). He’s not much of a prospector, but he can almost smell it once it has been excavated. He has little trouble tracking down sellers of ghost rock in a new burg. On the minus side, those who are “in tune” with ghost rock often seem a bit odd to right-thinking folks. Any Investigation, Notice, or Streetwise rolls used to locate ghost rock are made with a +4 bonus. Characters with this Edge also receive +2 on rolls to avoid contracting “rock fever,” and to shake it if they do.
Stuff of Heroes
Requirements: Veteran, Wild Card
Effect: Heroes can pull off stunts lesser men can only dream of. Once per session, when you spend a benny, you may add the reroll total to your previous roll.
Wild Card Edges
Requirements: Wild Card, Legendary, Strong Willed
Effect: You may double your normal command radius and make Tests of Will against groups of Extras as if they were a single entity (i.e., the group makes a group roll when opposing your attempt). You may also apply the effects of your Leadership Edges to allied Wild Cards that willingly submit to your leadership.
Martial Arts Master
Requirements: Legendary, Improved Martial Arts, Fighting d12+
Effect: As Improved Martial Arts, but now the pugilist can subtract 4 points of modifiers for a Called Shot.
Rocks of Gibraltar
Requirements: Wild Card, Legendary, Spirit d10+, Vigor d10+
Effects: You are physically tough and mentally resilient, and can only be taken out by a truly decisive blow. If you are ever Shaken, further Shaken results are ignored (i.e., they do not inflict wounds).
Stuff of Legends
Requirements: Legendary, Wild Card, Stuff of Heroes
Effect: The Hero can make use of his Stuff of Heroes edge twice per session.
If you can’t figure it out from the heading, Arcane Background (Chi Mastery) is a requisite for all of the following. Sorry everybody else.
Celestial Kung Fu
Requirements: Veteran, Superior Kung Fu, Spirit d8+, Fighting d10+
Effect: Some fighters of the Maze have the skills to knock just about anyone out of their way. Then there are the grand masters, whose blows shake the very pillars of heaven. That’s what we mean by celestial—even the spirits sit up and take notice when the hombre with this Edge adopts a fightin’ stance. When you take this Edge, the martial arts style you picked for Superior Kung Fu is improved as listed below. The benefit for Celestial Kung Fu replaces Superior—it doesn’t stack on top of it! If your character has mastered multiple styles of Superior Kung Fu, you may take this Edge multiple times to improve them.
Drunken Style: Your hombre now has + 2 Parry, and his Pace is only reduced by 1.
Eagle Claw: Your Fighting attacks inflict Str + d6 damage at AP 2.
Mantis: Discard and redraw cards of 8 or lower dealt to your character in combat.
Monkey: Your peerlessly aggravating hombre now gets + 4 when making Taunt rolls or performing Agility tricks.
Shaolin Temple: Your hero’s devastating Fighting attacks inflict Str + d8 damage.
Shuai Chao: When your cowpoke elects to inflict damage to a Grappled foe, he now causes Str + d6 damage.
Tai Chi: Opponents are knocked back 1d6” per success and raise on your character’s Fighting roll.
Tan Tui: Your hombre’s kicks now cause Str + d8 damage.
Wing Chun: Your hero ignores the off-hand penalty of –2 (as though he were Ambidextrous), and gains a + 1 Parry when using bare hands and feet.
Requirements: Novice, Spirit d6+, Martial Arts
Effect: Chi is the inner force certain martial artists can tap into. The hero uses his Spirit for damage instead of Strength when using martial arts.
Feet of Fury
Requirements: Veteran, Agility d8+, Fighting d8+
Effect: Your hero has mastered a variety of kicks designed to engage foes quickly, knock them off-balance, or simply deal gratuitous damage. This Edge may be taken multiple times; choose a different kick each time.
Foot Sweep: Your martial artist has learned to drop into a crouch and deliver a spin kick with blinding speed. This attack does no damage, but if it hits the target is knocked off his feet and has to make a Vigor roll or be Shaken. With a raise on the Fighting roll, the Vigor roll is made at –2. A character may not move during the round a foot sweep is attempted.
Flying Kick: A flying kick is a running attack that begins with a leap, followed by the attack, and ends with the attacker running past his opponent, all in a single movement. If the hero moves at least 2” before making an attack against an adjacent opponent, he may kick and then Withdraw from Combat without his foe, or other adjacent opponents, receiving a free attack. All movement after the attack must be in the same direction as the original movement (the character must move in a straight line). Note that the attacker is still subject to First Strike attacks from foes he moves adjacent to during a flying kick.
Spin Kick: The spin kick is feared for its quickness and the power it packs. The martial artist suffers a –2 to the attack roll but gains +4 to damage. A hero may not move in the round he spin kicks, nor can it be combined with a Wild Attack.
Requirements: Seasoned, Strength d8+, Fighting d8+
Effect: Just as lightning splits the mighty oak down its center, so this martial artist can sunder objects with his bare hands. When rolling to Break Things, make a Fighting roll at –4. If the attack succeeds, the fu fighter does double damage to whatever object he’s trying to bust.
Mind of Quicksilver
Requirements: Legendary, Smarts d12+, Notice d8+
Effect: The grand masters of the Chinese fighting arts are so observant, so wise, they can learn an opponent’s techniques just by observing her for a few moments in battle. Whenever a character with this Edge sees another martial artist use an Enlightened Edge or arcane chi power he can make a Smarts roll as an action. Subtract 1 from the roll for each point of Grit the target has. If your hero succeeds, he gains the use of that power for 3 rounds, or 5 with a raise. The Mind of Quicksilver can’t be used to raise the level of a power or Edge that’s already known, and it can’t be used against a target who doesn’t have Arcane Background (Chi Mastery).
Requirements: Novice, Fighting d8+
Effect:The Mongoose Leap allows a martial artist to strike enemies who aren’t adjacent by hopping and lunging toward them. The character gains +1 Reach when attacking with hands or feet. He may not combine this Edge with First Strike, Frenzy, or Sweep
New and Converted Hindrances
Allergy (Minor or Major)
Effect:Your character suffers an aversion to a common condition or substance, such as
cheese, pollen, dust, etc. Exposure to that substance (generally within 1” of it) inflicts a –2 penalty to all your hero’s Trait rolls for the Minor version, and –4 for the Major version.
Bullet Magnet (Major)
Effect:The character has the unfortunate tendency to be in the wrong place at the wrong time. The character is hit by adjacent fire (using Innocent Bystander rules) on a 1-2 for single shot weapons and 1-3 for shotguns or full-auto fire.
Some Heroes (and Rogues) just don’t know when to brag and when to act. Your Hero suffers from this affliction. The Hero must spend the first round of any combat announcing how great he is, or pronouncing the doom of those who oppose him. If for some reason your Hero must act instead, it costs him a Benny.
A Villain with this Hindrance never delivers a finishing blow to a foe. Instead, he leaves the foe to die, or orders his minions to finish the foe while he stalks well out of earshot. Inevitability, these foes survive, escape the trap, defeat the minions, et cetera.
The Cup Overflows (Major)
Requires: Arcane Background (Chi Mastery)
Effect: Your chi energy is potent enough to wreak havoc on your character’s surroundings. Whenever your hero makes a Fighting roll to attack with bare hands or feet or uses a chi power, her internal energy manifests as external displays of chaotic energy. If your kung fu character uses a power to land a blow, it’s accompanied by the sound of a spectral gong. Spin kicks throw up dust devils, showers of sand and pebbles, or flurries of leaves. Punches sound like thunderclaps. Got a chi power listed as having “No visible effect”? You can forget about that, amiga —even an innocent boost trait or aim causes your hero’s aura to glow and pulsate with arcane energies. Normal folk flee your hero’s chaotic displays like you’re the abomination that devoured their Uncle Merl, and when they come back they’re typically armed with pitchforks, torches, and a hangman’s noose. More knowledgeable folk might target your character first in a fight, guessing that she’s the most powerful of the bunch. Anywhere your hero goes, she’s challenged by all manner of martial artists eager to prove their salt.
Everybody’s got skeletons in the closet, but yours are trying to claw their way out! Your hero has done somebody wrong, either through past affiliation or dark, unspoken deeds. While most folk don’t know or care, the Fella Upstairs sure does—and he ain’t too pleased. No beneficial miracles can ever work on the character, no matter how good his intentions are now. Miracles that harm or otherwise hinder the character work just fine.
Requirement: Arcane Background (Any)
Effect: Your character requires some sort of focus – a staff, a wand, anything – to perfrom their magical rituals. This item is not magical itself but without it, you have trouble using your magic. As a Minor Hindrance, you take a -2 to all rolls of your magic skill (Spellcasting, Faith, Weird Science, etc.) without your Focus. As a Major Hindrance, you cannot use your magic at all. With either version, replacing a Focus taks 1d6 days as you carve, search for, buy, or bond to a new one. Your GM has final approval on what you can and cannot use as a Focus.
Glass Jaw (Minor)
Effect:Your Hero has a glass jaw and can’t take a solid hit. He suffers a –2 penalty to Soak rolls.
Jingoistic (Minor or Major)
Effect:The character dislikes people from other cultures and believes his own culture to be far superior—a jingoistic Yankee, for example, dislikes Rebels and all of their allies -well beyond the norm for either culture. He cannot help belittling other cultures at every opportunity. A character taking the Minor version has –2 Charisma among other cultures. The penalty increases to –4 for the Major Hindrance. In both cases, the character may not use
Command Edges with “foreigners” unless he has worked with them for at least one week.
Effect: You believe firmly in the sanctity of mind and body, starting with your own. Your hero is inexperienced in combat and recovers slowly from shock and trauma. You suffer a -2 penalty to Spirit rolls to recover from being Shaken. The character may use a level up once he reaches Seasoned or any time thereafter to eliminate this hindrance.
Weak Willed (Minor)
Effect: The character is more a sheep than a shepherd, and is easily led astray. The character suffers a –2 to trait rolls when trying to oppose any arcane power and to Tests of Will.