Requirements: Novice, Spirit d8+
Your slayer is truly driven to defeat evil. He must seek it out wherever he suspects it lies, and brooks no interference from those he thinks bar his way. In exchange for this dogged determination and unflinching dedication to the chase, Relentless characters may take a single action at –2 to any Trait roll while Shaken.
Requirements: Seasoned, Command, Persuasion d8+
This Edge is most appropriate for members of the military, but the leader of a seasoned band of monster hunters might develop it as well. When under this character’s command, his followers gain great courage and add +2 to their Fear checks.
Requirements: Novice, Arcane Background (Miracles), Spirit d8+, Faith d10+
The character is a member of the clergy trained to drive demonic spirits from human bodies. Anytime he makes an opposed Spirit or Faith test versus demons or supernaturally evil forces, he adds +4 to his roll.
Requirements: Novice, Spirit d6+, Survival d6+, Tracking d6+
The character is adept at finding food, shelter, and supplies— and avoiding the Living Dead— within urban areas. Scavengers gain +2 to Stealth, Survival, and Tracking when in towns and cities.
Requirements: Novice, Smarts d8+, Spirit d8+, Arcane Background (Magic or Miracles), Knowledge (Occult) d8+, arcane skill d8+
This is a magical version of the Gadgeteer Edge. Once per game session, a character with the Talisman Edge can create a magic device and imbue it with arcane energy. The device uses any power available to a magician or miracle worker in that setting (though this is still subject to Rank restrictions). It has half the creator’s Power Points. Once these are used up, they do not recharge. The ritual to imbue the object takes d20 minutes. Activating the device requires a Smarts (magic) or Spirit (miracles) roll.
Requirements: Seasoned, Spirit d6+
The character is completely immune to Fear checks from one broad type of creature, such as ghosts, werewolves, vampires, or constructs. If applied to spellcasters, it includes the fear spell as well. The Game Master is the final arbiter of whether or not the Edge applies to a particular horror. The Edge may be taken multiple times, each applying to a different creature type.
Requirements: Novice, Spirit d6+
This investigator has learned to cope with the terrors he must face and the dark things that lurk in his world. +2 to fear checks.
Requirements: Seasoned, Spirit d8+, Sound Mind Edge
This monster slayer has seen things that would make most men lose their minds. Somehow he’s hardened himself to it and can live with it. +4 to fear checks. This edge replaces the Sound Mind Edge.
Requirements: Novice, Spirit d8+, Vigor d8+
Some people know their minds better than others and have trained to keep it that way. A character with this Edge may add +2 to any attempt to resist being mentally controlled by unnatural means, whether by a creature’s Special Ability, magical artifact, or magical spell. The +2 bonus also applies to resisting Tests of Wills.
Requirements: Novice, Spirit d6+
Your investigator gains either a +1 to attack rolls vs. supernatural evil or they suffer a –1 penalty to attack rolls to hit him—your choice. You may take this Edge a second time but only after achieving a new Rank to gain the other ability.
Requirements: Novice
Dark dreams or flashing visions of doom and dread fill this person’s thoughts. While they are disturbing, they are often useful as well. Once per game session, the visionary is granted a vision. This may be a sudden flash that can occur at any time, a nightmare that only happens when sleeping, or it may be an active process such as reading tea leaves or tarot cards. Immediately after, the visionary must make a Spirit roll. If the roll is failed, the visions take their toll on her mind, confusing fantasy with reality, the past with the present, or simply straining the mind with arcane energy. The seer is then considered to be shaken until a successful Spirit check is made.