Today I’ll be sharing a few of the Edges (LoA’s term for what Spirit of the Century calls Stunts) that are found in the Legend of the Archons game. Some are modified versions of stunts already found in SotC, some are modified versions of stunts from the Evil Hat wiki and some are of my own devising.
I’ll share a slew of magic-related edges soon, but those won’t be in this post.
Renowned Thinker [Academics]
Your reputation as a scholar is so well known that it occasionally covers up for your social shortcomings.
For a fate point, you may use your Academics skill instead of Rapport, Intimidation, Contacting, or Deceit, provided those you are dealing with are aware of your reputation (a second fate point will nearly always assure that they are).
Fortress Unto Himself [Endurance]
“Had he been victualled as well as fortified, he might have endured a siege of seven years!” – Charles I
Requires one other Endurance edge.
The character is not only tough as nails, but he also makes a habit of wearing heavy armor into danger. Between these factors, he can shrug off the blows of lesser men as if they were a soft spring rain. A character with this edge can use the Endurance skill to defend against physical attacks instead of Athletics, Brawl or Weapons.
Logistical Analysis [Leadership]
Requires Lieutenant or Minions.
You are able to keep “the big picture” in mind when commanding men, which makes it easy to coordinate many different actions. You can simultaneously control two different companions or groups of minions, for example allowing you to have two different types of minion attached at once or one group of minions and a companion. Also, if you detach your companion then you can attach a group of your minions to him as well.
Renowned Occultist [Occult]
Requires Secrets of the Arcane
Your reputation as a scholar of the mysterious is so well known that it occasionally covers up for your social shortcomings.
For a fate point, you may use your Mysteries skill instead of Rapport, Intimidation, Contacting, or Deceit, provided those you are dealing with are aware of your reputation (a second fate point will nearly always assure that they are).
Faithful Steed [Ride]
You’re an avid horseman, and have one horse in particular that you take special care of. When riding that horse, you receive a +1 bonus (it’s assumed to have the craftsmanship improvement – see the Devices chapter on page XX).
Additionally, once per session, spend a fate point and declare that the car has some extra improvement – for guidelines, see the Universal Device edge (page XX). You can’t go too crazy with the Improvements on this on-the-fly trickiness – miniaturization and futurization (no clockwork steeds!), and several kinds of alternate usage and additional capability, are disallowed at this level of the edge. To ride a truly unusual steed, you must also take Noble Steed (below).
Noble Steed [Ride]
Requires Faithful Steed.
You have a truly one-of-a-kind steed. For starters, your once-a-session Improvement, as described above, can be of any sort. Secondly, your mount has two additional inherent Improvements you may select. These improvements must be defined in advance of a session (only at the beginning or end), but you needn’t pick all of them at the time you take this Enhancement. Once they’re picked, they’re set, until a trainer can get a chance to work at changing them. Your mount is instantly recognizable as something unusual, unless you spend one of your Improvements on making sure that it looks just like any other mount of its base type. Regardless, once people learn of its nature, there’s almost certain to be attempts to steal it or otherwise learn its secrets. You’d be well advised to take an Aspect tied to your mount, so you can get Fate Points when this happens!
Reins in the Teeth [Ride]
You can do all sorts of things from the back of your horse (or other mount). Riding your animal never causes a supplemental action penalty when you’re doing something else from the saddle, whether you’re rolling Ride as the primary skill or another. Furthermore, if Ride would be a secondary skill that restricts or modifies a primary skill, but your Ride skill is lower than the primary skill you’re using, your Ride skill has no negative effect.
Trail of Devastation [Ride]
Requires at least one other Ride edge.
The character is the bane of street markets, pavilions and rickety struts holding up awnings. The value of any damage this character does to the environment (but not characters, their mounts or vehicles) when riding a horse is doubled. Any time an object is taken out by the damage, the result should be spectacular – an explosion, a fire or collapse. This is not guaranteed to always fall in the character’s favor (though it often can, and should)!
You are a skilled rider that has trained his steed to jump on command. Reduce any height related borders for jumping on a mount by up to three.
Requires One other Riding Edge
The character is trained and experienced in mounted combat. Attack Rolls made from atop the mount are at +1. If the character is armed with a lance, this bonus rises to +2.
Cavalry Charge [Ride]
You may move one zone and launch a Weapons or Riding (in other words, trampling) attack without taking a penalty for moving, or you may move two zones and make an attack at -1. All other actions, including those with Weapons, that are not a Weapons attack described as a mounted charge, require a roll at -1 if you move a single zone on your action, as normal.
Shattering Charge [Ride]
Requires Cavalry Charge.
By combining your skill and your steed’s momentum into a mighty charging strike, you may devastate even the most potent of opponents. Any time your opponent opts to take a mild or moderate consequence from a blow you have dealt from a mounted charge, you may spend a fate point to increase the severity of that consequence by one step, increasing mild to moderate and moderate to severe. The opponent may then reconsider whether to take the consequence, or instead offer a concession. You may not do this to an opponent who is already taking a severe consequence.