Base Rules

General Rules Changes:

Many of the rules below follow Ravenloft Savage Worlds Fan-Made rules.  The rules, taken together with Savage Worlds Deluxe, comprise the base rules.  Unless otherwise noted, edges, hindrances, spells, and other abilities from other Savage Worlds systems are not available in this campaign.

Multiple skill rolls on the same target receive at least a cumulative -1 modifier for each attempt in certain circumstances (including Heal spells). (Repair, Lockpicking, re-trying Stealth in essentially same circumstances, Survival to track the same tracks in the same circumstances, etc.) Characters may not be able to retry skills in certain circumstances, such as Lockpicking.  This is meant to reflect general practice of giving additional rolls when new questions are asked successively or other characters aid a second try. For more details on the use of Guts vs. Monster Lore, or Persuasion, or other examples, see Example Rolls.

Magical effects that cause opponents to be Shaken now cause the Dazed effect.  Characters under the Dazed effect who roll a success to not be Shaken lose their action.  Characters under the Dazed effect who roll a raise to not be Shaken retain their action.  This rule only effects magical effects – not mundane Tests of Will, Combat Tricks, or other effects that cause the Shaken condition.

Spell Disruption

Spellcasters (clerics, wizards, psionics, alchemists, and weird scientists) who are wounded must roll a spellcasting roll (as normal) to retain focus with an equivalent negative to the wounds.  A spellcaster who suffers 1 Wound suffers a -1 spellcasting roll or loses all spells currently maintained with focus. This is a more lenient version of the Savage Worlds rules which stipulate that casters must roll their spellcasting die vs. the damage dealt as the target number, not the damage that bypasses Toughness or armor.

Size modifiers

Every 2 point difference equals a +1/-1 modifier.  That is the larger creature suffers a -1 to hit and the smaller creature gains a +1 to hit.

Creature Resistance and Immunity: see here – Monster Lore Accumulated

Magic item availability

Storytellers are encouraged to confer if there are questions.  In general, each city has a listed Base Value of magic items available in cost.  This being a low magic setting, that is halved (as per the rules suggested in Pathfinder).  Items equal to or less than that value (halved) have a 50% chance of being present in the city.  Some cities have slightly increased populations or expert populations increasing the chance for certain kinds of items.  Storytellers may add or subtract 10% or even 20% to those odds. Anything in excess of that, or anything that fails the initial roll may still be available somewhere in the city.  Cities have listed a certain number of magic items (minor, moderate, major) which equate to this setting's minor, lesser, greater.  Setting books have that information.  Storytellers are encouraged to reach out for this kind of information.  Finally, if an item is not available, with time and money and contacts almost anything is possible.  Players and storytellers are encouraged to think about the effects of substantial favors, money, and time as well as alternate trade contacts such as a black market tie that would allow characters to sell magic items and order specific kinds of magic items at a premium cost.

God is Cruel
Fate is not a kind mistress in Ravenloft. Player characters cannot spend Bennies to reroll critical failures (i.e., a roll of “snake eyes”).

Fate is Fickle

Additionally, all Wild Card Edges gain their benefit whenever any other player draws a Joker for initiative (not just the character who drew the Joker). This can be used a maximum of once per combat or scene.  The player may choose not to use the ability.  If he or she does this, the player must wait until the next Joker is drawn before receiving the benefits.

Gritty Damage
Storytellers have decided not to play with this rule, but they may still have players roll vs. Vigor to resist Injury if a Called Shot to a limb was made, or under special circumstances such as falling great distance (30+ feet) or encountering traps designed to maim or brutally injure.

Multiple Languages
Many languages are spoken across the Land of Mists. Characters start play knowing a single language (their native language) + can speak or write 1/2 their Smarts die in languages.  So a character with a D6 in Smarts might begin play with Andoran reading and writing (native), as well as  speaking (not writing) Ustalav, Taldane, and Dwarven. Characters may learn an additional complete language (reading and writing) for every rank they possess of the Knowledge (Languages) skill. So a character with Smarts D6 and Knowledge (Languages) d6 knows their native language, +2 speaks OR writes 3 additional languages, and knows how to speak AND write two more in addition. The Linguist Edge can allow a character to learn even more languages (essentially doubling the starting languages for Smarts as well as allowing the character to pick up additional languages he/she is immersed in).

Languages found in Ustalav are: Taldan as the most common used in trade and court, Varisian as the close second with Sczarni dialect coming from the Sczarni inhabitants, Dwarven, Kyonin, and Hallit.  After those main languages, other languages are rarely found, but include Orc, Kelish, Osiriani, Polyglot, Shoanti, Skald, Tien, and Vudrani. Lastly, in particularly rare circumstances one may have need of various dead languages (Thassilonian and Azlanti most common) as well as languages found in the Darklands. Thassilonian is the language of alchemy and arcane writing, and the language used by the Runelords which ruled thousands of years ago before the Starfall, while Azlanti is an ancient found in some old ruins and writings.

Realm of Terror
Ravenloft is a realm whose very nature is inextricably tied to fear and horror. The oppressive weight of terror can drive even strong men mad. Some places are more terrifying than others. Any place designated a “Sinkhole of Evil” applies its rating as a penalty to Fear checks. This penalty is cumulative with the penalty some monsters inflict for being particularly scary, and it adds to a character’s rolls on the Fright Table! Additionally, the “Mark of Fear” entry on the Fright Table is instead replaced by Dementia: 19-20 Dementia- The hero is Shaken as his mind reels from the abject horror— and breaks! Roll on the Dementia Table to determine a permanent condition that will be suffered by the character from now on. Add any modifiers the character would have suffered on the initial Fear check as well.

Magic Items House Rules

Magical weapons, with any level of magic, are considered magic for the purposes of creatures that require magic to be wounded, unless the creature description specifically says the creature is "only wounded by magical powers."  In light of this, ghost touch weapons are useful for some greater and rare creatures that require incorporeal weapons to wound, not just magic.  This may occur with creatures only partially in the material plane.  Magic items that have more than one enchantment cast on them increase the value or cost of each enchantment in this way: +1500 for the second enchantment, +3000 for the third enchantment, and +6000 for the fourth enchantment.  Only true artifacts of power have five enchantments, and these items must be found.  They can not be purchased.  Such items may have five enchantments, and the fifth enchantment costs an additional 12000 gold!

NO Adventure Deck

Bennies & Experience:

Player who arrive on time will receive 1 extra benny.  In addition, players can expect more bennies that we may normally be used to per session.  As per suggestions in the Core rules, players will receive bennies for roleplaying a Hindrance in a way that emphasizes its negative consequences.  In addition, players may receive bennies for advancing personal plots or goals, or achieving milestones in the story through creative or innovative means.  Players can expect 2-4 experience per session, with an additional point available as a roleplaying award (voted on).  This is slightly less than is normative for the group.  Finally, as usual, players will receive 1 point of experience for session write-ups. They are encouraged to write them from personal perspective as a letter, a journal entry, as academic notes, or whatever might suite the character.

Character Creation:

Players receive 1 point of experience for posting a character to the website (statistics, including items and encumbrance). Players receive 1 point of experience for posting a picture for their character(s).  Players receive 1 point for writing a paragraph on each of these: personal history, current activities/habits, future goals/desires/fears.  Alternately, players may write a 1 page background that embeds and communicates these things. After the first story, players may also receive 1 point of experience for a miniature that reflects their character, as well as 1 point of experience for a painted miniature (3 color minimum).  I can help with this for anyone interested.  Players may choose to receive a free advance in September INSTEAD of all five experience.  This free advance does not count toward the Novice advances.

This campaign does not use the Ravenloft character creation rule of 1 free advance.


Elves may opt to take Supernatural Weakness (Cold Iron) rather than the Vulnerability hindrance listed in SW Ravenloft, or they may take Vulnerability but only suffer +1 damage against iron and steel weapons.

New Skills:

Knowledge – Alchemy: see Alchemy, the arcane background, though this skill may be taken separately

Guts: a separate skill

Repair: As Ravenloft SW.

Socialize: As Ravenloft SW.

Survival: As Ravenloft SW.

Versatility: purchasing the first die of a skill does not cost a full advance.  As Ravenloft SW.

New Hindrances:

Bad Dreams (major)

Treat as per Deadlands Player’s Guide.

Devout (minor)

Your character is a devout follower of a spiritual path, a religion, or a god.  The character must perform semi-regular, small acts in worship and refrain from any major or mortal sins pertaining to that deity.

Disowned (minor)

Your hero did something shameful or scandalous in the past, bringing shame or embarrassment on your family. As a result, you have been disowned. Your family refuses to acknowledge you, and your hero’s starting Reputation is modified by –1.

Liar’s Eyes (minor)

Treat as per Deadlands Player’s Guide.

Orders (minor)

Although your character is part of a Ripper team, he must also answer to his superiors. These leaders can be military commanders, civilian administrators, religious functionaries, or some other group, but your character is legally or ethically bound to obey them. Since this is a Hindrance, you should expect your orders to occasionally be nonsensical, inconvenient, or even dangerous.

Outsider (minor)

Otherwise this hindrance is exactly as it appears in Ravenloft SW.

Slowpoke (minor)

Treat as per Deadlands Player’s Guide.

Supernatural Weakness (Minor)

This hero has acquired a weakness to some material akin to those suffered by many of the monsters the Rippers fight. Perhaps your hero was cursed by a witch, or scratched by a monster in a previous encounter. Choose which weakness your hero has: Cold Iron, Wood, Silver, Sunlight, Salt, or Fire. You may take this Hindrance more than once, but must suffer a different weakness each time. A hero with a supernatural weakness cannot use that substance and cannot stand to touch or be touched by it. Weapons made from it inflict +4 damage on the hero.

Thin-Skinned (minor)

Treat as per Deadlands Player’s Guide.

Yellow (Major)
Not everyone has icewater in his veins. Your hero is squeamish at the sight of blood and gore and terrified of coming to harm. He subtracts 2 from all of his Guts checks.

Wanted (minor or major)

Treat as per Deadlands Player’s Guide.  For wanted contracts based in other kingdoms, heroes generally should take the minor hindrance.  For contracts based in Ustalev, players should take the major hindrance.  It is strongly suggested players invest in Disguise or magical ways of staying hidden if they are interested in the major hindrance.

New Edges: Players may choose from Ravenloft edges with Storyteller approval.

Combat & Background Edges

Cat Eyes

Requirements: Human only, Novice
Some people, particularly from the regions where great hunting cats are common, are born with disturbing bile-yellow eyes. These folk are said to have cat spirits in their ancestry, and they are both feared and respected.
This character gains the Low Light Vision special ability, allowing him to ignore penalties for Dim and Dark lighting. Additionally, he may communicate with all feline animals as though they shared a common language, and gains +2 Charisma with such animals.

Dart Cloud

Requirements: Seasoned, Agility d8+, Quick Draw, Throwing d8+
You can throw a large number of small weapons in one quick motion, filling the air with deadly steel. When you use darts, knives, or other small
thrown weapons, your Rate of Fire is 3. You can draw and throw as part of the same action when using this Edge. You suffer the usual –2 penalty on your attack roll for using a weapon with a Rate of Fire greater than 1 when you use this Edge.


Requirements: Seasoned, Persuasion d8+
You specialize in using your charms and wiles to catch people off-guard. You may use Persuasion to perform Tests of Will, resisted by the opposing character’s Spirit.

Ghost Sight

Requirements: Novice, Spirit d6+
After a traumatic experience (possibly one that occurred when the character was so young he doesn’t even remember it), this character gained the ability to see and speak with ghosts. Even when a ghost is in its normal invisible state, this character can see them as well as he can see the living. This can cause trouble, especially when dealing with ghosts that don’t realize they’re dead or with ghosts who want to use the character to communicate with the living or carry out tasks for them.
Because of your character’s long exposure to ghosts, he gains a +2 bonus on Fear checks caused by ghosts. Even when he fails a Fear check from a ghostly source, he rolls a d12 on the Fright Table rather than a d20.


Requirements: Novice, Spirit d6+
Your character has an innocence about him that shines through, pure and clear. You gain a +2 bonus on any roll made to resist a power or special ability generated by a supernaturally evil foe. This includes vampire
mind control, the stone gaze of a medusa, and spells cast by evil witches and wizards. Special: You can only take this Edge at character creation. If you ever commit an act that would invoke a Dark Powers check or gain Corruption, you immediately and permanently lose the benefits of this Edge.

Sewer Rat
Requirements: Novice, Agility d8+, Fighting d8+
Scuttling around in the bowels of the city doesn’t suit every mercenary, but this character has learned to adjust to the cramped, wet conditions below the streets. The character no longer suffers the –2 penalty for fighting  in cramped quarters like smaller sewer tunnels or dungeons when using a weapon longer than 6” so long as it has no Reach value. If the weapon has a Reach value the –2 penalty applies as normal.

Improved Sewer Rat
Requirements: Seasoned, Sewer Rat
The character can use any weapon in sewers or similar terrain (dungeons) without incurring the –2 penalty for fighting in cramped conditions.

Iron Bones

Requirements: Novice, Vigor d8+
You have a combination of muscle density and raw toughness that makes it much harder for you to suffer lingering injuries. You gain a +2 bonus on Vigor checks made to avoid suffering an Injury when you take a wound. Additionally, when you would take an Injury normally (such as from becoming Incapacitated), you can make a Vigor check without the bonus from this Edge to avoid suffering one.

Phalanx Fighter

Requirements: Novice, Strength d8+, Fighting d6+
While firearms are beginning to take their place on the battlefield, the most common formation for large groups of soldiers is still massed troops armed with spears and shields. You can wield a spear one-handed while
using a shield in the other hand. If you are adjacent to another character who also has this Edge, you gain +1 Armor.


Requirements: Novice, Guts d4+

It takes a special sort of person to actively hunt down creatures that would send sensible mortals running for their lives. A character with this Edge gets a +1 bonus to all Guts rolls, and a +2 modifier to rolls on the Fright Table (see page 16). A Yellow hero cannot take this edge.

Weird Edges

Angelic Pact

Requirements: Novice, Hindrance – Devout of _______ (any religion), Smarts d8+

A hero with this Edge has contacted a friendly spirit and bargained with it to intercede in his magic. When casting a spell with a duration cost, this hero can make a Spirit roll (subtracting the base Power Point cost of the spell from the roll). On a success, the angel pays the Power Point cost to extend the spell for one round. Otherwise the spell caster must pay the cost himself. On a 1 (regardless of the result of the Wild Die), the hero suffers -1 to all Guts rolls until such time that the hero sleeps for at least 2 hours.


Requirements: Legendary, Arcane Background (Weird Science), Weird Science (D12)

Effect: character may make a permanent magic item that functions from some magical or very rare, expensive resource, not power points.  See Deadlands Player Companion page 90.


Requirements: Seasoned, Spirit d6+
You have hardened your spirit to the soulcrushing terrors that haunt the world. You suffer only half the usual penalty (round down) from Sinkholes of Evil on Fear checks.

Gypsy Curse

Requirements: Veteran, Spirit d8, Persuasion d8, Taunt d8

This Edge is only available to full-blooded gypsies. The character can use an action to call down a curse upon a chosen enemy. The targeted creature must make a successful Spirit roll or become Dazed as if it failed a magical test of wills.


As per Ravenloft rules

Requirements: Seasoned, Arcane Background (Magic) Knowledge (Magic) d8+, Spellcasting d8+
You have extensively studied a particular element or principle and can apply that knowledge to your magic on the fly. Choose a single type of Trappings, such as Acid, Fire, Electricity, or so on. When you cast a spell
that you learned without that Trapping, you may choose to apply one of the options from that Trapping as you cast the spell at a cost of
+1 Power Point. This Edge may be taken more than once. Each time it is taken, pick a new trapping.

Righteous Fury

Requirements: Novice, Vow (Hunt Supernatural Creatures) or a similar vow (Vow: Barstoi Inquisitor), Strength d8+

When fighting supernatural creatures, a hero with this Edge is overcome with a zealous rage and gains a +1 to all Strength rolls.

Song of St. George

Requirements: Novice, Arcane Background (Cleric), Spirit d8+

The beautiful hymns and arias sung or chanted by a hero with this Edge add +1 to all die rolls made by members of the same clerical order. Two or more members of the order can sing or chant in harmony to increase the modifier to +2. Singing and performing other actions incurs the standard –2 multi-action penalty.

Venom Drinker

Requirements: Novice, Vigor d8+
You have been exposed to trace amounts of poison regularly for much of your life, making you highly resistant to poisons and venoms. You gain a +2 bonus on Vigor rolls to resist the effects of poison. Additionally, if you fail a Vigor roll against poison that would have a result of “death,” you may choose to spend a Benny to become Incapacitated instead. If you survive the Incapacitation roll, you fall into a death-like coma for 1d6 days; only a Healing check during this time can determine if you are
alive or dead. When you wake up, you are Exhausted; this condition recovers with rest normally.

Professional Edges


Requirements: Novice, Arcane Background (Magic or Psychic), Fighting d8+, Psionics or Spellcasting d8+
Adepts are mystic warriors who have trained themselves to be living weapons. Some do so to be ultimate weapons; others do it in the service of a cause or their faith. The character’s unarmed attacks deal Str+d4 damage and he is always considered armed for purposes of the Unarmed
Defender rule.

In addition, upon taking this Edge and at each new Rank, they may choose to change the trappings of one of the following powers to work only on themselves but be activated as a free action: boost/lower trait, deflection, healing, smite, or speed. The character must have the power to begin with, and this does not allow him to activate more than one power in a round.

Arcane Chemist

Requirements: Novice, Knowledge (Alchemy) d6+, Knowledge (Occult) d6+

Alchemy and distilling extracts from monsters is something of a specialty for this hero. When making extracts, an Alchemist with this Edge creates twice as many doses as usual.


Requirements: Novice, Strength d6+, Vigor d6+
While armor is beginning to fall out of fashion in most civilized nations, especially those where firearms are becoming more common, you are a master of its use. Any armor you wear is considered to be half its listed weight for purposes of your encumbrance. Additionally, if you are wearing armor that covers your torso, arms, and legs, you gain a +1 bonus to your Parry.

Chosen of St. Ezra

Requirements: Novice, Arcane Background (Clerical), Spirit d8+, Knowledge (Religions) d6+, Arcane Skill Die d6+
The priests of the goddess Ezra are frequently trained in mystical ways to repulse and destroy unholy beasts from the Mists, lost spirits and wayward demons that would seek to tempt and devour humans.
As an action, the character may spend 1 Power Point to repulse evil—a category that includes the undead, demons, and creatures of the Mists. This ability has a range equal to your Spirit. All evil creatures within range
must make a Spirit roll. Failure on this roll leaves the creature Shaken; if it rolls a 1, it is instead destroyed. A Wild Card creature that rolls a 1 instead suffers an automatic wound. Additionally, if the character knows the obscure power, he ignores the visibility penalty from his own casting of that power.


Requirements: Novice, Arcane Background (Magic or Alchemy), Knowledge (Occult) d8+
You have acquired a familiar, a magical animal that acts as your  companion and helper. The creature gained varies with your Rank when you first take this Edge. Use the table below to determine the type of animal you may choose:
Available Familiars
Rank Animal Types
Novice Hawk, rabbit, cat, snake
Seasoned Dog, wolf, deer, mule
Veteran Lion, riding horse, tiger
Heroic Bear, bull shark, warhorse
Legendary Rhino, great white shark, or a smaller magical creature

The mage and the familiar acquire the Loyal Hindrance with regard to each other. The familiar is not a slave, however, and can refuse to follow orders, especially ones which will cause it harm. Unless ordered otherwise, the familiar follows its natural instincts. For example, a cat familiar may stop to chase a mouse, take a quick nap, or sate its curiosity about a small hole, and it’s likely to hide during combat. The strong bond allows the familiar to resist the effects of beast friend. Each Rank of the mage adds +1 to the creature’s Size for the purpose of how many Power Points are needed to control it. The familiar becomes intelligent from his exposure to magic. Remove the (A) listing from the familiar’s Smarts. Both can understand each other’s speech. To others, the familiar is simply making animal noises while the mage speaks his normal language. The familiar is a Wild Card with respect to wounds and the Wild Die, but has no bennies. The mage may spend his for the familiar, however.

A mage can dismiss a familiar to gain another if he chooses. At each new Rank, if the mage does not pick an improved familiar, the mage can pick one of the powers below. Each power may only be taken once. If the mage acquires this Edge after character creation, he can choose to gain a higher-level familiar or to add one of the powers below to a lower-level familiar for each Rank he possesses. (For example a Veteran mage who acquires a familiar could either gain a lion as his familiar, or a wolf and one of the powers below, or a cat and two of the powers below.)  If the mage's familiar ever dies, the mage must wait to acquire and attune to a new familiar (treat as if losing and attuning to a Trademark Weapon).

Some possible familiar powers include:

- The mage may acquire Cat Eyes if applicable to the creature (wolf, cat, owl)
- The mage can transfer wounds and Fatigue levels to or from his familiar as a free action.
- The mage may increase one attribute of his choice which is lower than that of the familiar by one die, to a maximum of d12.
- The mage can use the familiar’s senses as if they were his own. This requires concentration. The maximum range for this ability is the mage’s Smarts × 100 yards.
- The familiar can use the mage’s Combat Edges as its own.
- Any spells the mage casts on himself also affect the familiar. If he casts armor with a raise, both he and his familiar gain +4 Armor for the duration, for example.
- The familiar has 5 Power Points, which the mage may use as if they were his own. They recharge at the same rate as the mage’s (usually 1 per hour).

Master of Disguise
Requirements: Novice, Persuasion d8, Stealth d8

You receive a +2 bonus to Persuasion and Stealth when making disguise rolls. If you apply a disguise to someone else, they also receive a +2 bonus to Stealth (but not Persuasion) when making disguise rolls; this bonus does not stack with other Stealth bonuses granted by Professional Edges.

Military Academy
Requirements: Special
Swordplay is not a sport during this era, but a combat art. This character has graduated from one of the numerous military "schools" run by the royal (and sometimes not) powers. See  Societies for details of academies, their requirements and benefits.

Multiple Academies
Requirements: Wild Card, Legendary
The hero may join an additional academy each time he takes this Edge. He does not need to make a Persuasion roll to join, but must meet all other requirements as normal. Although a character may belong to multiple academies, he may only use the benefits from one academy in a round.

Unique Style
Requirements: Wild Card, Legendary, Multiple Academies
The character has learned the arts of two or more academies and has created his own style. He may combine the bonuses from two or more schools. Example: a character is a member of the Royal Fencing Academy and the Old School. When he performs a Defend maneuver while remaining stationary and armed with a longsword and buckler, he gains the +1 Parry from the Royal Fencing Academy and +1 Parry from the Old School, for a +2 bonus in total.

Mystic Craftsman

Requirements: Novice, Smarts d8+, Arcane Background (Magic, Clerical, or Knowledge Alchemy), Knowledge (Occult) d8+, Arcane Skill Die d8+
You are a skilled crafter of small magics, such as potions, scrolls, or talismans. Once per game session, you can create a single-use magic item that holds a power you know and are capable of casting. If the power
has a Duration, it only lasts the base time and cannot be extended. Anyone may use the item, using your Spellcasting skill at a –2 penalty. The user does not risk backlash. You require access to basic supplies in order to use this Edge, and creating a trinket takes 1d20 minutes.

Peasant Lore

Requirements: Novice, Knowledge: Occult D6+ or Monster Lore D4+, Vigor d8+

This hero has studied the local folklore and superstitions of the country folk of the Old World. When fighting a supernatural creature, the hero can recall a tale about the beast. The hero must spend at least 1 round of combat with the creature or spend 1 round observing the creature closely such that it reveals its nature. With a successful Monster Lore roll or Occult roll -2, the hero remembers two Special Abilities or features of that monster. This is not an action. Each level of success allows the character to determine one additional feature as listed in the spell, Scan.  Players should note the specificity of this edge as well.  Simply rolling Monster Lore or Occult to achieve similar ends generally provides general information (i.e. monster is more resilient against piercing attacks) not specific information (i.e. monster takes half damage from piercing attacks).


Requirements: Novice, Spirit d8+, Strength d6+, Vigor d8+, Fighting d8+
You are a paladin—a chosen warrior of your faith. You have been anointed with oil, blessed by the leaders of your church, and trained to fight evil. Your zeal and idealism are unmatched throughout the Land of Mists. You add +2 damage when fighting supernaturally evil creatures and gain +2 Toughness when suffering damage from such creatures. This category includes beings that wield evil magic (such as witches), creatures changed by evil magic (such as werebeasts), and creatures that could not exist without evil magic (like vampires and demons).

Wilderness Man

Requirements: Novice, Smarts D8+, Vigor D6+, Notice D8+, Survival D6+

Treat as per Deadlands Player’s Guide.

Combat Edges

Close Fighting
Requirements: Novice, Agility d8+, Fighting d8+
This Edge is for skilled knife-fighters, who pride themselves on defeating their foes up close and personal. Close fighters move inside most weapons’ reach, adding a bonus to the fighter’s Parry equal to an enemy weapon’s Reach +1 for that particular foe. No bonus is granted if the foe is unarmed or using a knife or other small weapon. Example: A mean pirate with Close Fighting battles a Spaniard with a cutlass (Reach 0). The pirate gains +1 Parry.

Improved Close Fighting
Requirements: Novice, Close Fighting
Close fighters train to go for vital areas and weak spots for quick and lethal kills. The attacker adds a bonus to his Fighting roll equal to his enemy’s Reach +1.

Dirty Fighter
Requirements: Seasoned
There is no honor among thieves, and Caliphas has more than its fair share of smugglers and cuthroats. Those with this Edge will do anything to win a fight. This scoundrel is particularly deceitful in combat and good at tricks. He adds +2 to all Trick maneuver rolls.

Really Dirty Fighter
Requirements: Seasoned, Dirty Fighter
The knave is extremely skilled in tactical deceit. By describing the trick and  spending a benny, he may automatically get the drop on any single opponent.

Double Shot

Requirements: Seasoned, Agility D8+, Shooting d8+

The rangers of Shudderwood are renowned not only for their accuracy with the bow but for incredible trick shots as well. Double Shot allows a ranger to fire two arrows in his bow at once, firing two shots at a single target with one attack roll at a –2 modifier. The target must be within short range. If the attack is successful, both arrows hit, each causing normal damage. Double shot does not work with crossbows or other ranged weapons — only with bows and arrows.

Improved Double Shot: Veteran, Double Shot

The archer may attack as above, but ignores the –2 penalty.

Requirements: Seasoned, Fighting d8+
An entangle is a mix of a disarm and a grapple that leaves the foe disadvantaged but allows the attacker to continue fighting. The character makes a Disarm attack, but if he succeeds he has entangled his foe’s weapon arm rather than disarming him. He may have wrapped the arm in a cloak, or simply locked his opponent’s elbow against his body using his arm. The foe counts as an Unarmed Defender (unless he has two weapons) and cannot withdraw from combat. The attacking hero may continue to use a one-handed weapon against his foe. On his action, the foe may try to escape the entanglement as per breaking a grapple.

Requirements: Veteran, Agility d8+, Fighting d8+
From the Andoran word for “arrow”, a fleche is a running attack, which begins with a leap, followed by the attack, and ends with the attacker running past his opponent, all in a single movement. If the character moves at least 2” before making an attack against an adjacent foe, he may attack and “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 movement before the attack (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.

Improvisational Fighter

Requirements: Novice, Smarts d6+

Rippers often find themselves fighting with items not specifically designed for use as weapons: holy symbols, torches, or whatever else is at hand. A character with this Edge

has practiced using such improvised weapons, and does not suffer the usual -1 attack penalty when wielding them. For more on improvised weapons see page 15 of Rippers.

Iron Jaw
Requirements: Novice, Vigor d8+
The hero can take a hit like he was made of oak. He gets +2 to Soak rolls.

Requirements: Novice, Fighting d8+
A lunge allows a swordsman to extend the reach of his weapon. The character gains +1 Reach to his weapon. He may not use this Edge with First Strike, Frenzy, or Sweep.
Possessing the Lunge edge is not the same thing as your weapon having Reach. Withdrawing from adjacent with an opponent still grants that opponent a free attack. Lunge is a specific maneuver.

Requirements: Seasoned, First Strike, Fighting d8+
A riposte is a combination of a parry followed by a quick attack. Once per round, the character receives a free Fighting attack against one foe within reach of his weapon who failed a Fighting attack against him. This attack is made at –2. A riposte must be a straight attack (so no Disarm, Wild Attack, or other such maneuvers) and may not be combined with Frenzy or Sweep. It may be used with the Defend maneuver (but not Full Defense).

Improved Riposte
Requirements: Veteran, Riposte
As above, except the character may make a free attack with no penalty. All Edge and maneuver restrictions still apply, however.

Spot Weakness
Requirements: Seasoned, Smarts d8+, Fighting d8+, Notice d6+
No warrior, whether one taught at the finest Taldoran academy or one who developed his art on the mean streets of Ilizmagorta, is flawless. Everyone has a weakness, and this character has the training necessary to spot, and exploit his opponent’s shortcomings. If an enemy making a Fighting attack against your character rolls a 1 on his Fighting die (regardless of the result of any Wild Die), your hero receives +1 to Fighting rolls against that foe for the rest of the combat. If an opponent rolls a 1 on his Fighting die but hits using his Wild Die, your character still spots the flaw. You only get the bonus once, no matter how many 1s are rolled.

Wall of Steel
Requirements: Veteran, Two-Fisted, Notice d8+
Sometimes a character finds himself outnumbered in a fight. Fortunately, this hero has the perception and agility to handle multiple foes. Opponents gain no “gang up” bonus against the hero.

Social Edges


Requirements: Seasoned, Socialize d6+, Streetwise d8+
You are the scum of the earth—and you know it. When you would normally suffer a Charisma penalty on Streetwise or Socialize
rolls, as long as you are mingling with the lower class, you instead gain that number as a bonus. (So a –2 Charisma penalty would instead become a +2 Charisma bonus when using Streetwise or Socialize with other social


Requirements: Veteran (Either Intimidate D8+ or Persuasion D8+)

Treat as per Deadlands Player’s Guide or SW Ravenloft except that it may add to Persuasion rolls or Intimidate, whichever prerequisite is used to purchase the edge.  Only one prerequisite may be used.  Players choose the type of reputation the hero has built at the time the edge is purchased.

World Traveler

Requirements: Seasoned

This character is familiar with other nations and cultures, and doesn’t suffer the standard Outsider penalty when traveling to a foreign country (including elven, dwarven, or orc countries, as well as the many diverse kingdoms within Ustalev or the surrounding countries).

Changed/ Removed Edges:

Destiny's Child: (from Raveloft SW)


Druid: (from Ravenloft SW)

Druids pre-requisite may be from either the cleric or magic arcane backgrounds.

Lightbringer (from Ravenloft SW)


Revenant: (from Ravenloft SW)


Base Rules

Children of the Night signcontrast