Edges
Edges
Edges
- Add 1d6 to your dice pool
- Add narrative flavour to the action roll, changing how a skill or aspect gets used (e.g. rolling Tides to gather specimens means focusing on quality; rolling Veils means gathering them without being detected)
Using Edges
- Flexible - No edge is required for a specific action. You can use Iron, Grace, or Teeth to attack; Tides if you have knowledge of the target; Sharps for a pre-planned tactic; Veils for a backstab; Instinct if you're just throwing yourself in
- Reliable - Edges are broad by design. You'll almost always have one in play - only fails if the action is completely outside your wheelhouse
- Informative - If unsure what to do, look to your edges. An applicable edge gives you the 1d6 to start a roll even without a matching skill
Edge Reference
| Edge | Description |
|---|---|
| Grace | Agile and precise physical actions: free movement, dodging, balancing, acrobatics, lighter weapons |
| Iron | Grit, determination, and willpower: weathering damage, keeping cool, imposing your will, heavier weapons |
| Instinct | Raw senses and gut reactions: going with the flow, unexpected hazards, the weird and weirder |
| Sharps | Logic, wit, and preparation: problem-solving, designing, verbal conflicts, outmanoeuvring others |
| Teeth | Savage and passionate force: inflicting fear, destroying objects or relationships, brutal attacks |
| Tides | Exploration and wildsea lore: unearthing secrets, spinning tales, charting courses, steering ships |
| Veils | Secrecy and shadow: going undetected, covering tracks, backstabbing, manipulating from the shadows |
Wildsea, page 80-81