Edges and Hindrances

All Edges from the core Savage Worlds rulebook except for the following are allowed:

BANNED!: – some of these might be allowed later, in modified form. Except for the Super Powers one.

Super Powers Arcane Background Edge
Champion Professional Edge
Holy/Unholy Warrior Professional Edge
Young Major Hindrance

Additionally, Revolutionary Devils cannot take the Noble Edge. They may still take Rich and Filthy Rich as normal though.

Edges from Setting Books:
50 Fathoms and its supplement books – except unsuitable Edges/Edges related to 50 Fathoms mechanics
Horror companion – except for One of the Chosen, and it should be noted that Edges related to Sanity-mechanics may not work with the Sanity mechanics we go with.
Maybe-a-Victorian-Setting-book


Modified/Custom/Racial Edges

Social Edges

Monologue (Novice)
Prerequisites: Devil or Aristocratic Devil, Taunt d8 OR Intimidate d8

By using an Action during Combat, Dramatic Challenge or similar dangerous situation to Monologue, a Devil may recover one used up Benny or get +2 to a later test related to the Monologue during the encounter.


Professional Edges:

Aegis against Void
Requirements: Seasoned, has faced Void cultists or some of its other servants, Spirit d8+

As “One of the Chosen” from Horror Companion, but replace “supernatural evil” with “Void’s servants”.


True Hunter (Seasoned)
Prerequisites: Native, Fighting d8, Survival d8

A Native Officer with this Edge is frighteningly good at hunting at Seas, having adapted to the Seas as an almost perfect predator. Whether it is through biological advantages, or just plain experience, a Native with this Edge can be as unrelenting a hunter as a Voidshark.

True Hunters gain +2 to all Survival tests, and they may track their prey through incredibly vast distances, even at Sea or other seemingly impossible feats of tracking. Somehow, they are capable of tracking their quarry even though there are dozens of miles of nothing but Sea between themselves and their target. It is said that the very best can chase prey who are months and several hundred miles ahead of them! Only thing they need is something for the ‘scent’ – blood is the best source, but a True Hunter can use almost anything related to their prey, although some sources of ‘scent’ are better than others.

True Hunters also gain +1 to all Fighting and Throwing rolls when targeting animals, including Sea Monsters that are not truly sentient/intelligent.


Ambassador of the Seas (Seasoned)
Prerequisites: Human, Persuasion d8 OR Charismatic

Some humans are just naturally good at making friends with all sorts of peoples of the Sea, and know how to make good impressions even with the horrific Murderjaw clan. They gain +2 to Persuasion tests with all non-Humans except Void creatures (they never want anything more than the annihilation of you and everyone you know), and may use a Benny when encountering a species with a completely unknown language to be still able to communicate with them in a somewhat understandable way. Additionally, any intelligent species finds the character to taste and/or smell unappetizing, and is unlikely to try to throw ’em in the pot.


Polyglot (Seasoned):
Prerequisites: Ambassador of the Seas, Smarts d8

Officer with this Edge may always test Smarts with -2 penalty when running into a strange new language, and on a success they know some of the language and can speak it poorly, and with a raise they can understand it mostly, and can communicate with it well enough, as long as it is possible for a human to communicate in the language (for example, humans lack the parts to communicate in the language of the Blue Mantids.


Revolutionary Guerrilla (Seasoned)
Prerequisites: Devil, Fighting d6, Stealth d6, Smarts d6

The Devil Revolution was one, long, hard and bloody affair, for the majority of it (except its bloody end) the Revolutionaries were outgunned severely by the powers of the Aristocrats. They had to learn every single dirty trick, which was rather easy for Devils if we are being fair. While the often times bizarre nature of Aristocrats means that most Devils have a hard time applying these skills on the Sea as the foes there are rarely like the powerful former Lords and Ladies of Bastion, some have adapted.

A Devil with this Edge is harder to detect by supernatural senses, giving -2 to any creature whose primary senses are more or less supernatural to detect the Devil – a skill or quality gotten through battling extremely supernatural Aristocratic Devils, and more specifically, avoiding their infernal senses. Aristocratic Devils always were a varied bunch, and usually finding out their weak spots was a difference between life and death to any Revolutionary Devil – as such, a Devil with this Edge may also use an Action in combat, (or a Notice test outside of combat) to identify a crucial weakspot on a supernatural creature gaining +d6 to damage rolls when targeting that weak spot.


Veteran Guerrilla (Veteran)
Prerequisites: Devil, Revolutionary Guerrilla, Fighting d8, Stealth d8

The penalty for supernatural creatures to detect the Devil is increased to -4, and the bonuses for hitting and damaging the weakspot increase to d8.


Weird Edges

Voidsensitive (Seasoned)
Prerequisites: d8 Spirit, at least two encounters with Void creatures/cultists/powers

The Officer has had their fair share of encounters with Void-based threats, and has picked up a knack for identifying the influence of this immeasurably dangerous force even when it is not immediately obvious. The Officer gets +3 to any tests to detect the influence of the Void in a place, person or item, and the GM may occasionally warn an Officer that something Void related is subtly influencing matters in a scene or an encounter even if its presence is carefully hidden.


Favoured by the gods (Seasoned)
Prerequisites: Native, religious, d8 Spirit

Natives are truly close to the Gods of the Sea, and sometimes a particular Native might attract the positive attention of one of the gods, usually one of the gods they personally worship.* When this Edge is taken, the god that gives these favours must be specified.*

A Native favoured by the gods may, once per session, do one of the following:

-Receive advice from the gods: Ask the GM a simple question that must be answered truthfully. The gods may be ambiguous at times, but they will not lie when this ability is used – in very rare instances, the gods will simply not know the answer, but if a god does not know the answer to a question, that usually means Void has something to do with it. Example questions: ”Has the Red Admiral been here?” ”Is this man innocent of this crime?

-Divine intervention: The Native may ask the god in question to intervene somehow in a situation – mechanically speaking, the god uses one Miracle Power somehow helpful in the scene. Of course, gods can sometimes misunderstand the affairs of mortals – but they’ll always do something.

-Saved by the gods: If the Native has not used the other abilities in the session, the god may save them from certain death – or the Native may pray for their god to save an NPC instead, should they die. This ability may not be used to save another player character.


Bonecrafter (experience requirement vary)
Prerequisites for non-Natives: Repair d6, Healing d6 OR Knowledge (Medicine/Biology/Beasts/something similar) d6, Seasoned
Prerequisites for Natives: Smarts d8 or Relevant Knowledge d6, Novice

The Officer is an expert at fashioning the parts of various Beasts of the Sea into workable weapons and armor, and may use the corpses of slain beasts to fashion useful and practical weaponry. Natives create such equipment via Smarts or relevant Knowledge tests, non-Natives use Repair. If an Officer also has Weaponsmith edge, they gain +2 to creating equipment from Sea creatures. Do note that Weaponsmith does not give you the ability to create high quality weaponry from Sea creatures as this Edge does.

For an example, with this Edge an Officer could create a poisonous large swordlike weapon from the bones and teeth of a poisonous Sea creature, while a Weaponsmith could only create a club or a dagger, depending on the size of the monster – definitely not a poisonous one! Bonecrafter’s can apply a part of the Sea Creature’s unique features to their creations, which a mere Weaponsmith could not do (although they are capapble of creating firearms and similar more technological weapons).

Example weapon:

Jawcleaver
An axelike weapon made from the jawbones of the Millionheaded Serpent, giving its wielder some of its horrifying speed
Dmg 1d6+1+Strength, +1 to Agility tests and Parry while wielding the axe

Example armor:
Shellarmor of Yakush
The Bonecrafters of ‘Yakush’ fashion the shells of local crustaceans to make protective armors and clothing, selling them to major civilizations of the Sea. Their most curious feature is how some of the darker forces of the Sea have trouble piercing these armors.
2 points of Armor in all locations (helmet may be removed), increased to 4 against Void-based attacks – Armorpiercing quality of Void attacks is ignored.


Advanced Bonecrafter (experience requirements vary
Prerequisites: Bonecrafter, Veteran for non-Natives, Seasoned for Natives

Get +2 to tests to create weapons and armor from bodyparts of Sea Creatures.

Edges and Hindrances

The Sea of Shadows MikkoK MikkoK