As a sword and sorcery setting, some Edges from Savage Worlds are not allowed: Ace, Arcane Background (any), Artificer, Champion, McGuyver, Rich, Very Rich, Two-Gun Kid

The following Edges are unique to the Savage Sands of Tarisia and help reinforce the themes of the world. When choosing one of the new Arcane Backgrounds below, please refer to the chapter on Sorcery and Psi for important information about how magic and psionics works in the desert world of Tarisia.

BACKGROUND EDGES

ARCANE BACKGROUND (SORCERY)

Requirements: Novice, Spellcasting d4+ The character has the ability to cast magic, but risks corrupting the area around them. See Corruption.

ARCANE BACKGROUND (PSI)

Requirements: Novice, Psi d6+ While many people of Tarisia are born with a natural talent for Psi, only a handful are able to become powerful enough to affect the world and people around them. See The Path of the Psion.

HEIRLOOM ARTIFACT

Requirements: Novice Whether passed down from ancestors, purchased in the street markets from an unwitting merchant, or stolen from an ancient tomb, the character possesses a rare artifact from the Age of Abundance. These items are typically made of rare metal, or offer unique, minor, magical ability. If the item is lost or stolen it is not automatically replaced. The character rolls on the Heirloom Artifact table to begin play with the resulting gear.

LOYAL MOUNT

Requirements: Novice, Riding d6+ The hero has acquired a loyal mount of some kind, such as a Horse or Ant Lion. It is replaced when lost, though narratively this should make sense.

COMBAT EDGES

SUNDER

Requirements: Veteran, Fighting d10+, Strength d10+ A powerhouse of skill and strength, the hero delivers a powerful blow that can damage their opponents weapons and armor. A hero with this Edge who has multiple raises on their Fighting roll may damage their opponents armor or weapons. Unless targeted with a Called Shot, the item affected should make sense narratively and is ultimately at the GMs discretion. See the section on Breaking Things in Savage Worlds.

CHITIN BREAKER

Requirements: Novice, Fighting d6+, Strength d8+ Perhaps this character has a history of fighting Scarabs, or maybe they have a particular hatred for the Xyteks and Termanids that trouble the wilds. Regardless of the reason, they are familiar with the joints and weak points of chitin bodies and gain a +1 to Fighting and Armor Piercing when attacking bug-like creatures with a chitin covered body or shell, or any opponent wearing Chitin Armors.

NEMESIS

Requirements: Seasoned, Fighting d6+ As the hero battles against a particular foe, they identify the individual weaknesses of their opponent, becoming more adept at dealing damage. Subsequent attacks against the same foe, deal an extra 1d6, up to a maximum of 1d6, as they correctly identify weak spots or opportunities.

OVERSIZED WEAPON

Requirements: Novice, Fighting d8+ The hero may use two-handed weapons using only one hand. They may not use two two-handed weapons wielded simultaneously, even when paired with Ambidextrous. Strength minimums apply as normal.

PROFESSIONAL EDGES

GLADIATOR

Requirements: Novice, Vigor d6+, Fighting d8+ Master of the arena, once per encounter, this hero may temporarily gain any Combat Edge for five rounds. They must meet all prerequisites and rank requirements.

ARENA SHOWMAN

Requirements: Seasoned, Gladiator, Performance d6+ This character feeds off a crowd, and once per encounter she may use a limited free action to roll Performance, with a success gaining a +1 to her next Fighting, Shooting, or Athletics roll. With a raise, the bonus is +2.

NOMAD

Requirements: Novice, Spirit d6+, Survival d8+ This is the edge Woodsman renamed. See Savage Worlds.

WIND-RIDER

Requirements: Novice, Peri This Peri has mastered the art of riding the air currents and hot air pockets to maintain elevation for extended periods of time.

WEIRD EDGES

ARMORED LOINCLOTH

Requirements: Novice, Vigor d6+, Fighting d8+ Some heroes want to just run around in nothing but a loincloth and helmet. Armor is useless anyway, right? Characters with this Edge may choose to wear no functional armor, and by doing so receive +4 to Parry while unarmored. This stacks with Trademark Weapon.

CHILD OF KHAMSIN

Requirements: Novice, Survival d6+ The character has a natural affinity for the violent weather of Tarisia and ignores up to –2 in penalties caused by chaotic weather or sandstorms. This also applies to survival rolls.

DUNE WALKER

Requirements: Seasoned, Agility d6+ The hero is accustomed to traversing the endless dunes of Tarisia. He ignores all movement penalties for walking over sand dunes and receives a +2 bonus to checks to escape quicksand.

PSI SENSE

Requirements: Novice, Psi d6+ Call it intuition, sixth sense, or the guiding pull of Psi, either way the character is attuned to his surroundings. They may choose to use the Psi skill instead when making Notice checks. This will work with Alertness or other bonuses to Notice.

WATER-WISE

Requirements: Novice, Survival d6+ The hero receives one free reroll on all survival checks to find water in the wild, or to survive using Supplies.

POWERS EDGES

MIND BLADE

Requirements: Novice, Psi d8+ As a limited free action, a Psion can manifest a short blade of pure mental energy. The blade does Psi+d6 damage and can be thrown a range of 3/6/12. At the end of the Psion’s next turn, the blade disappears, but may be manifested again.

MASTER MIND BLADE

Requirements: Seasoned, Mind Blade Same as Mind Blade, but may, at the Psions discretion, take the form of any larger one-handed weapon, such as a Broadsword, Longsword, Scimitar, or Battle Axe. Its damage increases to Psi+d8. The blade can no longer be thrown, but now grants +1 Parry while wielded.

Alternatively, with this Edge a Psion may manifest two short bladed weapons for dual-wielding, taking into account off-handed weapon penalties, and any other applicable Edges, such as Ambidextrous.

BLADE SHIFTING

Requirements: Veteran, Mind Blade As a limited free action, a Psion may Teleport, per the power and spending the appropriate PP cost, to the location of their thrown Mind Blade. They do not need to make a skill check but may not use power modifiers.

VAMPYRIC BLADE

Requirements: Heroic, Mind Blade, Psi d10+ A Psion can infuse his Mind Blade with a mind-weakening malaise that, upon a successful attack, reduces the targets Smarts die, per lower trait.

SUBTLE MAGIC

Requirements: Seasoned, Arcane Background (Sorcery), Stealth d8+ The character has found ways to cast their corrupting magic more subtly by using less dramatic gestures and speaking incantation under their breath. Note that the corrupting effect of their magic still radiates out from their location. When the Sorcerer has declared that they intend to be discrete, checks to notice their spellcasting are done with a –2 penalty.

SUBTLE MAGIC MASTERY

Requirements: Heroic, Subtle Magic Same as Subtle Magic, but the practitioner has mastered the ability to source their magical energies from a target area within range equal to their Smarts die.

TRUE MYSTIC

Requirements: Seasoned, Arcane Background (any) This character has come to a deeper understanding of the various forms of arcane energies in the world. They may immediately take a second Arcane Background Edge, gaining all starting Powers as normal.

WILD TALENT

Requirements: Novice, Psi d8+ This character may select one Novice level Psion power, which they may use per the Arcane Background (Psi). They begin with half as many power points. This Edge does not count as an Arcane Background for the purposes of meeting Edge requirements.

GIFTED TALENT

Requirements: Seasoned, Wild Talent Same as Wild Talent, but may now take a Power with a Seasoned rank requirement.

LEGENDARY EDGES

APOTHEOSIS

Requirements: Legendary, Arcane Background (Sorcery), Arcane Background (Psi), Psi d10+, Spellcasting d10+ This character has begun the path to Godhood. They may use any power from their available power lists without taking New Powers. They also immediately gain Followers, and may use those followers as an Arcane Conduit.