recursal/Fanatic-Fandom huggingface dataset:
Ace

Aces are special pilots and drivers who feel more comfortable behind the wheel, throttle, or flight stick than on their own two feet.

Aces add +2 to Boating, Driving, and Piloting rolls. In addition, they may also spend Bennies to make Soak rolls for any vehicle or vessel they control. This is a Boating, Driving, or Piloting roll at –2 (cancelling their usual +2). Each success and raise negates a wound and any critical hit that would have resulted from it.

 ***Professional edge***

*Bonuses to the same Trait from different Professional Edges do not stack.*
Stealth

Stealth is the ability to both hide and move quietly, as well as palm objects and pick pockets. In many Savage Worlds games, knowing exactly when your hero has been spotted and when he hasn’t can be critical.

For a character to sneak up on foes and infiltrate enemy lines, start by figuring out if the “guards” the heroes are sneaking up on are “active” or “inactive.” Inactive guards aren’t paying particularly close attention to their surroundings. The group need only score a standard success on their individual Stealth rolls to avoid being seen. Failing a Stealth roll in the presence of inactive guards makes them active.

Active guards make opposed Notice rolls against the sneaking characters’ Stealth skills. Failing a roll against active guards means the character is spotted.

Apply the following modifiers to all Stealth rolls:

Stealth Modifiers
 Running
 DimLight
 Darkness
 Pitch Darkness
 Light cover
 Medium cover
 Heavy cover

* The Last Step: Sneaking to within 6” of a foe (usually to get close enough for a melee attack) requires an opposed Stealth roll versus the target’s Notice, whether the guard is active or inactive.

* Movement Rate: Out of combat, each Stealth roll covers moving up to five times the character’s Pace. In combat, the Stealth roll covers only a single round of movement.

* Stealth for Groups: Out of combat, make only one Stealth roll for each like group of characters (see Group Rolls on page 63). Use the lowest movement rate to determine how much ground is covered. The observers also make a group roll to Notice their foes. Once a combat breaks down into rounds, Stealth and Notice rolls are made on an individual basis.
Wanted

Your hero has committed some crime in his past and will be arrested if discovered by the authorities. This assumes the setting actually has laws and police officers to enforce them.

The level of the Hindrance depends on how serious the crime was. A hero with numerous unpaid parking tickets (in a game where he might have to drive occasionally) has a Minor Hindrance, as does someone wanted for more serious crimes away from the main campaign area. Being accused of murder is a Major Hindrance in almost any setting.
Quick

Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.

Characters with both the Level Headed and Quick Edges draw their additional card and take the best as usual. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.
Doctor

Because their specialized training allowed them to perform Rippertech implant surgery, medical doctors were once at the core of the Rippers. Since Van Helsing introduced strict limits on Rippertech implantation, their importance has declined somewhat, but they are still valued members of the organization, and they perform vital research work.
Florentine

A character trained to fight “Florentine” is a master at wielding two weapons at once. He adds +1 to his Fighting rolls versus an opponent with a single weapon and no shield. In addition, opponents subtract 1 from any “gang up” bonuses they would normally get against the fighter as his two flashing blades parry their blows.
Vengeful

Your character always attempts to right a wrong he feels was done to him. If this is a Minor Hindrance, he usually seeks vengeance legally. The type and immediacy of his vengeance varies by character, of course. Some plot and scheme for months to extract what they see as justice. Others demand immediate results.

If this is a Major Hindrance, your character will kill to rectify his perceived injustice.
McGyver

This character can improvise something when the need for a tool arises. He suffers no negative penalties on Trait rolls for lack of equipment in most situations.

In addition, given a few simple tools, props, or devices, he can generally rig devices to help escape from death-traps, weapons to match some bizarre need, or otherwise create something that’s needed when such a thing isn’t actually present. The extent of this is completely up to the Game Master, but creativity should be rewarded, particularly in dire situations where few other answers are possible.

 ***Professional edge***

*Bonuses to the same Trait from different Professional Edges do not stack.*
Habit

Your warrior has an annoying and constant habit of some sort. Maybe she picks her nose, says “y’know” in every sentence, or chews gum like it’s going out of style.

A Minor Habit irritates those around her but isn’t dangerous. Your hero suffers a –1 Charisma.

A Major Habit is a physical or mental addiction of some sort that is debilitating or possibly even deadly. This includes drug use, chronic drinking, or perhaps even an addiction to virtual reality in a high-tech setting. A character who doesn’t get his fix must make a Fatigue check every 24 hours thereafter (see Fatigue on page 99). The first failed roll makes the character Fatigued, then Exhausted. The final result is a coma for hard drug use, or a bad case of the shakes for things like alcohol or VR. Medical care may ease the symptoms. Otherwise the victim must live with the penalties for 1d6 days. Afterward, the hero must buy off the Hindrance by sacrificing an opportunity to Advance or he eventually falls back into his dependency.
Young

Children are sometimes forced to go on dangerous adventures through unfortunate circumstances. Think carefully before choosing this Hindrance, for your youngster starts at a significant disadvantage.

Young heroes are generally 8–12 years old (in human years—adjust this for races with different aging paradigms). They have only 3 points to adjust their attributes and 10 skill points. On the plus side, youths like these have a fair amount of luck. They draw one extra Benny at the beginning of each game session in addition to any additional Bennies gained from such things as the Luck or Great Luck Edges.

If the character should live long enough to mature, the Hindrance doesn’t have to be bought off, he’s already paid the price for the Hindrance by starting at a disadvantage. He stops getting the extra Benny when he reaches 18 years of age however (or the age of adulthood in your particular setting).
Clergy

Men and women of the cloth normally live lives of quiet contemplation. Sometimes, however, the forces of evil loom large, and these holy men are forced to take up the sword and do battle against the creatures of the night. Drawn from many different religions and denominations, these holy Rippers have the power to perform miracles through the strength of their faith. The most famous of these priests is Father Angus McBane.
College Boy

You’re a University man, from Oxford, Heidelberg, Harvard, or the Sorbonne. This Edge provides an extra four skill points to spend on Smarts-related skills. At least one skill must be a Knowledge skill at d6 or better. Being “at University” also gives the character informal ties to other graduates of the same school.
Persuasion

Persuasion is the ability to convince others to do what you
want them to do.
Nonplayer characters start at one of five different attitudes:
Hostile, Uncooperative, Neutral, Friendly, or Helpful. A
successful Persuasion roll improves the Extra’s attitude one
step, or two with a raise. Failure, on the other hand, decreases
the character’s attitude by a step, or two if a 1 is rolled on the
Persuasion die (regardless of the Wild Die). Most Extras won’t
change their reaction more than one or two levels during a
single exchange, but that’s entirely up to the Game Master
and the situation

* Charisma: Persuasion is always modified by a character’s Charisma.
* Player Characters: Persuasion should never be used on other player characters. Their attitudes should be decided entirely by their players.
* Reaction Table: If the Game Master doesn’t already have an initial attitude in mind for the Extra, he can roll on the chart below.

Reaction Table
to stand in the hero’s way. He won’t help without an
 3-4
 5-9
help for little reward if the task at hand is very easy. If
the task is difficult, he’ll require substantial payment
 10-11
He’ll likely do easy tasks for free (or very little), and
is willing to do more dangerous tasks for fair pay or
 12
will probably do so for little or no pay depending on
the nature of the task.
Assassin

Assassins are trained killers who know how to kill with deadly precision — if they can properly approach their prey. Assassins add +2 to any damage roll where they strike a foe unawares (even with ranged attacks).

 ***Professional edge***

*Bonuses to the same Trait from different Professional Edges do not stack.*
Goldbrick

This soldier just can’t be bothered. It’s difficult for him to get up and get motivated about work or other responsibilities. He actively dodges assigned tasks or tries to get someone else to do his work. When forced to perform a task, his effort is half-hearted and he tries to finish as quickly and effortlessly as possible. A character with this Hindrance has a hard time getting promotions (−2 to Promotion rolls). His reputation for being a shirker may also not sit well with his squadmates or superior officers, so he has a −2 Charisma penalty with them.
Master & Commander

**Must be sole Captain of the vessel when the Edge is used**

Crews who serve under these skilled leaders add +2 to their Boating rolls.

 ***Leadership edge***

*This edge apply only to a number of subordinates within 5” (the “command radius”), and are not cumulative with the same Edge from other leaders.*

*Subordinates may benefit from different Leadership Edges by the same or different leaders.*
Followers

Heroes often acquire dedicated warbands, “merry men,” or others who voluntarily follow the hero on his adventures.

Each time this Edge is chosen, five followers join the hero’s band. Casualties are not automatically replaced, so a hero may need to choose this Edge again on occasion to replenish his losses. The followers must have some way to eat and earn income, and generally want a piece of whatever loot, treasure, or other rewards the hero acquires. Otherwise, they are completely dedicated to their idol and risk their lives for him under any normal conditions. They won’t knowingly throw their lives away except under very special circumstances.

The GM determines the followers’ statistics, but in general, use the Soldier statistics presented on page 93. Followers generally come with only basic equipment depending on their particular setting (warriors in fantasy come with at least leather armor and short swords, for example). The hero must purchase any additional equipment for his Followers himself.
Vigilante

Victorian-era superheroes, vigilantes dress in outlandish costumes and use their ingenuity to build crime-fighting and monster-hunting devices. The most famous of these heroes include New York City’s “The Yankee,” armed with a crossbow and a utility-belt filled with trick crossbow bolts, and London’s “Spring-Heeled Jack,” equipped with
spring-loaded boots, glider wings, and a mask with a flamethrower built into the mouth.
Dire Wolf

Dire wolves are very large and feral wolves often used by orcs as attack dogs. They may also be found roaming in packs in the deepest, darkest woods.

### Special Abilities

* **Bite**: Str+d6.
* **Go for the Throat**: Wolves instinctively go for an opponent’s soft spots. With a raise on its attack roll, it hits the target’s most weakly armored location.
* **Fleet-Footed**: Dire wolves roll d10s instead of d6s when running.
Counterattack

Fighters with this Edge know how to respond instantly to an enemy’s mistakes. Once per round (if not Shaken), the character receives one free Fighting attack against one adjacent foe who failed a Fighting attack against him. This attack is made at –2, and the Counterattack must be a normal attack (no Disarm, Wild Attack, or other maneuvers), and may not be combined with Frenzy or Sweep. It may be used with the Defend maneuver, but not Full Defense.

## Edge

### Required edge

Counterattack

As above but the character may ignore the –2 penalty.
Replacement

You’re fresh off the train from boot camp and new to the unit. To make things worse, the training didn’t take as well as it should have. Most of your squad are reluctant to befriend you because they don’t think you’ll last very long. The newbie is never dealt cards on the first round of any combat (he’s always “surprised”). In addition, he subtracts 2 from Notice rolls to detect ambushes or booby traps, as well as most Common Knowledge rolls related to the theater of operations. To top it off, the poor guy gets the worst duties in the platoon—latrine detail, filling sandbags, KP, and digging graves, to name a few.

Of course, a newbie doesn’t stay new forever. The reason the Hindrance is so awful is that it can go away. After each relatively active month of service, the hero makes a Smarts roll at −2. If the roll is successful, he drops one group of penalties— either the Action Card penalty or the −2 to Notice and Common Knowledge rolls. He may roll again after another active month to rid himself of the other penalty, at which point he’s no longer a replacement. Not every soldier who steps off the train has this Hindrance—only those knuckleheads who take a little longer to adjust to the realities of war.
Connections

Whether it’s to the Feds, the cops, the Mob, or some big corporation, your heroine knows someone on the inside—someone who is willing to lend her a hand on occasion (usually once per game session).

This Edge may be taken more than once, but each time must be applied to a different organization. The GM should also ensure the organization is limited to a single, unique organization. A hero may, for instance, have Connections (US Army), but he shouldn’t have a blanket Connections (Military).

To use a character’s Connections requires that she first get in touch with one of her contacts. This requires a Streetwise roll. Failure means the particular contact wasn’t available, their cell phone wasn’t on, or they were otherwise tied up.

Once in contact, the hero must make a Persuasion roll. The GM should feel free to modify both the Persuasion roll and any results based on the circumstances.

A failure indicates the heroine’s contacts just couldn’t come through this time, or perhaps just weren’t persuaded that their help was really necessary.

On a success, the contact might share information, but won’t do anything too risky to help. On a raise, the contact is willing to leak sensitive information, but stops short of outright betrayal.

Two or more raises means the heroine has pushed the right buttons and can count on serious help. The Connection will risk serious consequences for the heroine, and if she needs financial assistance, may provide more than he’s comfortable with. If the heroine asks for muscle, the contact delivers either one expert (a safecracker, wheel-man, security expert, etc.) or five average fighter-types for the contact’s particular organization (a mob boss sends five thugs, the Army sends five infantrymen, etc.).
Board ‘Em

The character is a master at judging when to launch grapples against enemy vessels. When he leads the boarding party group Throwing rolls to grapple an enemy vessel receive a +4 bonus.

 ***Leadership edge***

*This edge apply only to a number of subordinates within 5” (the “command radius”), and are not cumulative with the same Edge from other leaders.*

*Subordinates may benefit from different Leadership Edges by the same or different leaders.*
Illiterate

Your hero cannot read. He can probably sign his name and knows what a STOP sign says, but can do little else. He also doesn’t know much about math either. He can probably do 2+2=4, but multiplication and the like are beyond him.

Illiterates can’t read or write in any language, by the way, no matter how many they actually speak
Alligator

Alligators and crocs are staples of most pulp-genre adventure games. The statistics here represent an average specimen of either species. Much larger versions are often found in more remote areas.

### Special Abilities

* **Armor +2**: Thick skin.
* **Aquatic**: Pace 5.

* **Bite**: Str+d6.

* **Rollover**: Both gators and crocs are notorious for grasping their prey in their vice-like jaws and rolling over and over with their flailing victims in their mouth. If one of these large amphibians hits with a raise, it causes an extra 2d4 rollover damage to its prey in addition to its regular Strength damage.
Liquid Courage

Your hero processes alcohol far differently than most. The round after consuming a stiff drink (at least 8 ounces of hard liquor or equivalent), the character’s Vigor increases by one die type (increasing Toughness as well). The hard drinker can also ignore one level of wound modifiers (which stacks with other abilities that do the same).

The effect lasts for one hour after it begins. If the drunkard seeks inebriation he suffers –2 to Smarts and Agility-based rolls for as long as he continues to drink and the next 1d6 hours thereafter.
Extraction

When a character normally withdraws from a melee, his attacker gets a free attack before he does so—a very dangerous proposition for most. Your hero is adept at retreating from an engagement.

Make an Agility roll. If successful, one opponent doesn’t get a free attack anytime you disengage (see page 87).

## Improved Extraction

As above but if you succeed with a raise all opponents currently in melee with the character lose their free attack as your warrior withdraws.
Command

Command is the ability to give clear instructions to surrounding allies and enforce your hero’s will upon them. This makes your character’s compatriots more willing to fight on despite their wounds, and so adds +1 to their Spirit rolls to recover from being Shaken.

 ***Leadership edge***

*This edge apply only to a number of subordinates within 5” (the “command radius”), and are not cumulative with the same Edge from other leaders.*

*Subordinates may benefit from different Leadership Edges by the same or different leaders.*
Knowledge

Knowledge is a catch-all skill that must have a focus of some sort, such as Knowledge (Occult) or Knowledge (Science). The player can choose the focus of his character’s knowledge, which might reflect his background and education. The skill can be taken multiple times with different focuses to reflect different areas of expertise. An archaeologist, for example, should have Knowledge (History) and Knowledge (Archaeology).

General focuses such as Knowledge (Science) are acceptable, but the GM should give a bonus to a character who has a focus more relevant to a particular task, such as using Knowledge (Biology) to identify a plant or animal.

Some Common Knowledge focuses are: Area Knowledge, Battle (used in Mass Battles, see page 92), Computers, Electronics, History, Journalism, various languages, Law, Medicine (though actually caring for someone is the Healing skill), or Science.

* Common Knowledge: Characters don’t need a Knowledge skill to know something about a particular field. Basic information should be covered by Common Knowledge (see page 23) assuming it makes sense within a character’sbackground. A mercenary with a penchant for reading or a young history student, for example, doesn’t necessarily need Knowledge (History). If tasked with a historical question, however, the two might roll normally while those without such a background roll at a penalty.

* Languages: Knowledge can also be used to reflect knowing a language other than one’s own. The higher the level, the better the character can speak and mimic regional dialects, as shown below.

In settings where inhabitants typically speak many languages, see the Languages Setting Rule on page 94.
Slow

Some people have trouble adjusting to the splitsecond pace of modern warfare. This soldier is just a little slow on the uptake, or maybe freezes up when lead starts flying. He draws two Action Cards in combat and acts on the worst. If he draws a Joker, he uses it normally and ignores his Hindrance for the round. Slow characters cannot take the Quick Edge, but they can improve their reaction time by taking the Level Headed Edge (but not during character creation). Level Headed allows them to draw one card and act normally. Improved Level Headed grants them two cards and they act on the best of the two.
Vow

The character has a vow of some sort. Whether it’s Major or Minor depends on the Vow itself. Some may have Vows to particular orders or causes, to the Hippocratic Oath, to rid the world of evil, and so on. The danger in fulfilling the Vow and how often it might occur determines the level of the Hindrance. Whatever the Vow, it’s only a Hindrance if it actually comes into play from time to time and causes the character some discomfort.
Scholar

Learned professors, devoted students, and amateur enthusiasts spend months of their lives studying particular subjects. They become experts in these fields, and rarely fail to answer questions in their particular area of expertise.

Pick any two Knowledge skills the Scholar has a d8 or better in. Add +2 to your total whenever these skills are used. Those who study military history have a natural edge when commanding troops in Mass Battles (see page 106)—a +2 to a Knowledge (Battle) roll can mean the difference between a rousing victory and a crushing defeat.

 ***Professional edge***

*Bonuses to the same Trait from different Professional Edges do not stack.*
Death Wish

Having a death wish doesn’t mean your adventurer is suicidal—but he does want to die after completing some important goal. Maybe he wants revenge for the murder of his family, or maybe he’s dying from disease and wants to go out in a blaze of glory. He won’t throw his life away for no reason, but when there’s a chance to complete his goal, he’ll do anything—and take any risk—to achieve it.

This Hindrance is usually Minor unless the goal is relatively easily fulfilled (very rare).
Linguist

The character has an ear for languages and a rare talent for recognizing similarities between them. A character with this Edge starts with a number of languages equal to his Smarts die, and can make a Smarts roll at –2 to make herself understood in any language or dialect she has heard spoken for at least a week.
Professional

The character is an expert at a particular skill or attribute (his choice). That Trait becomes d12+1. This Edge may be selected more than once, but it may never be applied to the same skill or attribute twice.

## Additional Info

### Improved

Master in affected Trait

As above, but the Trait increases to d12+2.

## Edge

### Wild Card

Yes

The character’s Wild Die increases to a d10 when rolling a particular Trait of his choice. This Edge may be chosen multiple times, though it only affects a particular Trait once.
Doubting Thomas

Some people don’t believe in the supernatural until they’re halfway down some creature’s gullet. Doubting Thomases are skeptics who try their best to rationalize supernatural events. Even once a Doubting Thomas realizes the supernatural exists, he still tries to rationalize weird events, following red herrings or ignoring evidence.

Doubting Thomases suffer –2 to their Fear checks when confronted with undeniable supernatural horror.

### Weird War I

Besides the description presented in Savage Worlds, Doubting Thomases are just not prepared to deal with the things that make Weird Wars… weird. Characters with this Hindrance suffer double Sanity loss when such an event occurs. On the plus side, they start with a Sanity of +2 for their stubborn faith in the mundane.
Hard to Kill

This adventurer has more lives than a truckload of cats. When forced to make Vigor rolls due to Incapacitation, he may ignore his wound modifiers. This only applies to Vigor rolls called for to resist Incapacitation or death (see page 77).

He still suffers from wound modifiers for other Trait rolls normally.

## Edge

### Required edge

Hard to Kill

Your hero is tougher to kill than Rasputin. If he is ever “killed,” roll a die. On an odd result, he’s dead as usual. On an even roll, he’s Incapacitated but somehow escapes death. He may be captured, stripped of all his belongings, or mistakenly left for dead, but he somehow survives.
Treasure Hound

Some scalawags are just luckier than others when it comes to finding treasure. If there’s a single Treasure Hound in a party, the GM increases the value of Booty generated from the Booty Table by 25% (page 104). Even better, the chance of finding magical items is increased by 10% as well!

Multiple Treasure Hounds in a party have no additional effect.

 ***Professional edge***

*Bonuses to the same Trait from different Professional Edges do not stack.*
Savagepedia Wiki

## Welcome to the Savagepedia

* Savage Worlds Deluxe
* 50 Fathoms

## Describe your topic

* Edges
* Skills
* Archetypes
* Hindrances
* Powers

“This game references the *Savage Worlds* game system, available from Pinnacle Entertainment Group at www.peginc.com. *Savage Worlds* and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.”
Natural Swimmer

Your hero wasn’t literally born in the water, but some might believe he was. He takes to it like a fish and can hold his breath longer than most others. Natural swimmers add +2 to their Swimming rolls, add +1 to their Swimming Pace, and can hold their breath 50% longer than others of their species. In a world mostly covered in 50 fathoms of water, this Edge can be quite important.
Hold the Line!

This Edge strengthens the will of the men under the hero’s command. The troops add +1 to their Toughness.

 ***Leadership edge***

*This edge apply only to a number of subordinates within 5” (the “command radius”), and are not cumulative with the same Edge from other leaders.*

*Subordinates may benefit from different Leadership Edges by the same or different leaders.*
Gunsmith

Gunsmiths can repair broken firearms and cannons given fire, metal, suitable tools, and a Repair roll. This takes four hours per device, or half that with a raise. They may also use molds to make shot for these weapons (see page 26).

 ***Professional edge***

*Bonuses to the same Trait from different Professional Edges do not stack.*
Healing

Healing is the art of stopping wounds and treating existing injuries. In general, every success and raise on a Healing roll eliminates a wound. The healer must subtract not only his own
wounds from the roll as usual, but those of his patient as well. See the Healing rules on page 78 for specific information.
Shell Shocked

Trench warfare put tremendous stress on soldiers in the battle zone. Some men could cope better than others, but everyone has a breaking point. Once that point is passed, psychological breakdown begins. Soldiers call it “the shakes,” or “shellshock.”

At a Minor level, the Shell Shocked Hindrance means your character has −1 to his Sanity and tends to stare a lot. As a Major Hindrance, Sanity and Charisma suffer a −2 penalty. At either level, whenever the character suffers Sanity loss he must make a Spirit roll or be mentally Incapacitated for 1d6 rounds (2d6 rounds as a Major Hindrance). Note that armies in the Great War had no experience dealing with soldiers crippled by severe stress. They tended to call it cowardice and punished incapacitated soldiers with rank reductions, harsh duties, or firing squads.
One Eye

Your hero lost an eye for some unfortunate reason. If he doesn’t wear a patch or buy a glass replacement (typically $500), he suffers –1 to his Charisma for the grotesque wound.

He suffers –2 to any Trait rolls that require depth perception, such as Shooting or Throwing, jumping a ravine or rooftop, and so on.
Champion

Champions are holy (or unholy) men and women chosen to fight for a particular deity or religion. Most are pious souls ready and willing to lay down their lives for a greater cause, but some may have been born into the role and follow their path with some reluctance.

Champions fight the forces of darkness (or good). They add +2 damage when attacking supernaturally evil (or good) creatures, and have +2 Toughness when suffering damage from supernaturally evil (or good) sources, including arcane powers and the weapons, claws, teeth, etc., of such creatures.

 ***Professional edge***

*Bonuses to the same Trait from different Professional Edges do not stack.*
Trumpism

**Trumpism** is a term for the  political ideologies, social emotions, style of governance, political movement and set of mechanisms for acquiring and keeping power that are associated with Donald Trump, and his political base. "Trumpists" and "Trumpian" are terms referring to those exhibiting characteristics of Trumpism, whereas political supporters of Donald Trump are known as "Trumpers".
Explorer

Adventurers and explorers of all types can be found among the ranks of the Rippers. Some come from “civilized” countries like England or the United States, while others hail from more isolated regions of the world like the deserts of Egypt, the Amazon jungle, or the mountains of Tibet. Expert at tracking, survival, and other wilderness arts, explorers (such as the fearless Allan Frazer) have proven an invaluable asset when stalking creatures of the night.
Quirk

Your hero has some minor foible that is usually humorous, but can occasionally cause him trouble. A swashbuckler may always try to first slash his initials on his foes before attacking, a dwarf may brag constantly about his culture, or a snobby debutante might not eat, drink, or socialize with the lower class.
Thief

Thieves specialize in deceit, treachery, and acrobatics. They can be invaluable where traps must be detected, walls must be climbed, and locks must be picked.

Thieves add +2 to Climbing, Lockpicking, Stealth, as well as Notice or Repair rolls that relate to traps and similar devices. The bonus to Stealth does not apply when the character is in a wilderness environment—only in urban areas.

 ***Professional edge***

*Bonuses to the same Trait from different Professional Edges do not stack.*
Rikard

Rikard var simons lönnliga ledsagare, aktiv under 99års krigen. Redan 97 var Rikard uppoffrande när det gällde att underkuva lingerna, någonting som Simon blånekar till. Under Rikards sista år på jorden var han extremt håglös och visade ibland tecken på försagdhet. Vissa perioder var Rikard överhövan sprallig, någonting som verkade kortvarigt. Exakt en månad innan 20års krigen satte Rikard en revolver till hjässan och avfyrade ett skott.
Acrobat

Those who have formal training in the acrobatic arts or are naturally agile may take this Edge. It adds +2 to all Agility rolls made to perform acrobatic maneuvers (including Trick maneuvers), and also adds +1 to a character’s Parry as long as he has no encumbrance penalty.

 ***Professional edge***

*Bonuses to the same Trait from different Professional Edges do not stack.*
Survival

Survival allows a character to find food, water, or shelter in hostile environments. A character may only make one roll per day. A successful roll finds sustenance for one person, a raise on the roll finds food and water for five adults. Horses and other large beasts count as two adults. Children, camels or others with small appetites count as half. Those who benefit from the roll do not have to make Fatigue rolls for the day for food, water, or shelter.
Fervor

A simple phrase uttered by a great leader can sometimes have momentous results. A leader with this ability can inspire his men to bloody fervor by yelling a motto, slogan, or other inspirational words. Those in the command radius add +1 to their Fighting damage rolls.

 ***Leadership edge***

*This edge apply only to a number of subordinates within 5” (the “command radius”), and are not cumulative with the same Edge from other leaders.*

*Subordinates may benefit from different Leadership Edges by the same or different leaders.*
Martial Artist

This character is highly trained in hand-to-hand fighting. He is never considered unarmed in combat and so is never subject to the Unarmed Defender rule (page 87). With a successful unarmed attack, he adds +d4 to his Strength roll (as if he were using a small weapon).

## Additional Info

### Improved

Martial Arts Master

This character is highly trained in hand-to-hand fighting. He is never considered unarmed in combat and so is never subject to the Unarmed Defender rule (page 87). With a successful unarmed attack, he adds +d4 to his Strength roll (as if he were using a small weapon).

## Additional Info

### Type

Legendary, Combat

The warrior is deadly with his hands. He adds +2 to his bare-handed damage every time he takes this Edge, up to a maximum of five times for a total damage bonus of +10.
Hard of Hearing

Characters who have lost some or all of their hearing have this disadvantage. As a Minor Hindrance, it subtracts 2 from all Notice rolls made to hear, including awaking due to loud noises. A Major Hindrance means the character is deaf. She cannot hear and automatically fails all Notice rolls that depend on hearing.
Lär aldrig en katt att sitta

1. slösa inte tid på något som ändå kommer att misslyckas

Varianter

* flåsa på graven (*avlida*)
* ta ngn i öronspetsarna (*överbetona, tvinga någon till lyssnad*)
* dricka med tre händer (*supa*)
* vråla under solen (*propagera för något obetydligt*)
* mata inte en fattig mussla (*umgås inte med idioter*)
* den tyste är kryste (*den som håller käften går det sämst för*)
* kriga med molnens riddare (*inbilla sig, hallucinera*)
* där står fan och blänger (*livsfarlig situation*)
* smedarens hundöron (*medhjälp i ngt dåligt*)
* varje tia har en nolla (*varje person har ngt dåligt i eller med sig*)
* skratta utanför taggtråden (*Håna när någon gör illa sig, skratta vid annans nederlag*)
* kaffe bryggas på morgonen (*inte ändra på något som man är fast vid*)
* det står b på klockan (*något stämmer inte*)
* ett ess är ett ess (*du hörde vad han sa, gör som han säger*) (*Kalla det som det är*)
* papper av stål (*något litet som har stora egenskaper*)
* sparka boll på bok (*vederlägga*)
* inte ens japus hade sån talang (*Inte ens en allsmäktig kunde göra det du åstadkom*)
* håret biter tillbaka (*vedergällning*)
* dåren lever i tyget (*dåren är väldigt tyst av sig*)
* ögon av palsternackor (*blind*)
* kocken drar i grytan (*hjärntvättad person*)
* Under skepps order (*det svär jag på*)
* låta anden föra händer (*framlägga ngt genom visning*)
* Knivsätta orden (ta ngn i öronspetsarna)
Pokemon - Revolution Legendary

Ash and Gary, along with Pikachu set out on a new pokemon journey together, to the Nonein Region. There, they meet Alica and Jennina, and the four together, continue their journey. And, along with them, Team Rocket, too start another journey, to steal the best pokemon ever. What kind of Pokemon is waiting in Nonein for Ash, Gary, Jennina and Alica? What kind of Adventure will they have? Time will tell.
Notice

Notice is a hero’s general alertness and ability to search for items or clues. This covers hearing rolls, detecting ambushes, spotting hidden weapons and even scrutinizing other characters to see if they’re lying, frightened, and so on. The more raises a character gets on a Notice roll, the more information the Game Master should reveal.
Rope Monkey

Rope Monkeys are those sailors who may as well have been born in the rigging. They always seem to know just the right rope to cut and pull to swing to some other part of the ship and can ride the lines down to avoid an otherwise nasty fall.

Rope Monkey has two functions. The first is to allow a character on the exterior of the ship to move to any other exposed part of the ship by swinging from the rigging. This counts as the character’s movement and requires a Climbing roll. If successful, he moves to any other external area of the ship. He may not move further this action even by “running.” With a raise, he can move and gains momentary surprise on any foes, adding +2 to any Fighting attacks and damage rolls for the round. This can also be combined with a Trick maneuver.

Rope Monkeys may also use this ability in forests with tall trees. In that case, the Climbing roll is made at –2 and the character may reposition himself within d10”.

A foe who wants to take his free attack at a Rope Monkey swinging out of melee must subtract 2 from his roll. The same applies to characters with First Strike—they suffer a –2 penalty to their Fighting roll.

Rope Monkeys may also make a Climbing roll any time they fall from a ship’s rigging (and are conscious). Success means they take half the usual falling damage by grabbing onto ropes as they tumble. With a raise, the sailor manages to slide down a rope and suffers no damage.

 ***Professional edge***

*Bonuses to the same Trait from different Professional Edges do not stack.*
Pokemon - Revolution Legendary/Character Pokemon

## Character Pokemon

* Ash's Pikachu
* Ash's Violece
* Ash's Renrat
* Gary's Blastoise
* Gary's Fififly
* Ash's Fififly
* Gary's Rockhound
* Ash's Waterester
* Gary's Darkester
* Alica's Firester
* Jennina's Psyester
* Misty's Wartortle
* Serena's Demew
* Ash's Mystic
* Gary's Biterrat
* Mariana's Mousie
* Mariana's Pichu
* Mariana's Plussle
* Mariana's Azumarill
* Gary's Treesian
* Alica's Lavalar
* Jennina's Shrmew
* Jennina's Flutterdale
* Alica's Bledstorm
* Alica's Hercat
* Mira's Matrinet
* Gloria's Matribel
* Belleth's Matrigul

## Trivia

* Ash had traded his Renrat for Mariana's Plussle.
* Ash and Gary had caught Fififlys at the same time. Their Fififlys Evolved at the same time into Flissysky, and into Flutterby, which is their current stage.
* Ash's Waterester, Gary's Darkester, Alica's Firester and Jennina's Psyester were all caught at the same time as Esters.
* Mariana's Pichu had a crush on Alica's Lavalar.
Monetization

**Monetization** (also written '***Monetisation'***) is a term used to describe various processes.

In banking the term refers to the process of converting or establishing something into legal tender. While it usually refers to the coining of currency or the printing of banknotes by central banks, it may also take the form of a promissory currency.

The term "monetization" may also be used informally to refer to exchanging possessions for cash or cash equivalents, including selling a security interest, charging fees for something that used to be free, or attempting to make money on goods or services that were previously unprofitable or had been considered to have the potential to earn profits. And data monetization refers to a spectrum of ways information assets can be converted into economic value.

Still another meaning of "monetization" denotes the process by which the U.S. Treasury accounts for the face value of outstanding coinage. This procedure can extend even to one-of-a-kind situations such as when the Treasury Department sold an extremely rare 1933 Double Eagle. The coin's nominal value of $20 was added to the final sale price, reflecting the fact that the coin was considered to have been issued into circulation as a result of the transaction.

In some industry sectors such as high technology and marketing, monetization is a buzzword for adapting non-revenue-generating assets to generate revenue.
Enemy

Someone out there hates the character and wants him dead. The value of the Hindrance depends on how powerful the enemy is and how often he might show up. A Minor Enemy might be a lone gunslinger out for vengeance.

A Major Enemy might be a supernatural gunslinger who wants your hero dead. If the enemy is one day defeated, the GM should gradually work in a replacement, or the hero may buy off the Hindrance by sacrificing an Advance
Trump: The Art of the Deal

**Trump: The Art of the Deal** is a 1987 book authored by Tony Schwartz and credited to Donald Trump. Part memoir and part business-advice book, it was the first book credited to Trump, and helped to make him a "household name". It reached number 1 on *The New York Times* Best Seller list, stayed there for 13 weeks, and altogether held a position on the list for 48 weeks.
Donald Trump

**Donald John Trump** (born June 14, 1946) was born and raised in the New York, NY borough of Queens and received an economics degree from the Wharton School. He took charge of his family's real estate business in 1971, renamed it The Trump Organization, and expanded it from Queens and Brooklyn into Manhattan. The company built or renovated skyscrapers, hotels, casinos, and golf courses. Trump later started various side ventures, mostly by licensing his name. He managed the company until his 2017 inauguration. He co-authored several books, including *The Art of the Deal*. He owned the Miss Universe and Miss USA beauty pageants from 1996 to 2015, and he produced and hosted *The Apprentice*, a reality television show, from 2003 to 2015. *Forbes* estimates his net worth to be $3.1 billion.
World Trade Organization

**World Trade Organization** (**WTO**) is an intergovernmental organization that is concerned with the regulation of international trade between nations. The WTO officially commenced on 1 January 1995 under the Marrakesh Agreement, signed by 124 nations on 15 April 1994, replacing the General Agreement on Tariffs and Trade (GATT), which commenced in 1948. It is the largest international economic organization in the world.
Whaler

Although the norwhale is the most wellknown, there are other species of whale swimming beneath the seas of Caribdus. Their bone, flesh, and fat are tradeable commodities in most settlements—but first you have to catch them. Whalers earn their living hunting these behemoths, stripping their carcasses, and selling the components.

A whaler’s main weapon is not his harpoon but his knowledge of whales. Any fool can throw a harpoon—the trick is knowing when to throw it and where to aim. A whaler gets +2 to Throwing rolls and inflicts +4 damage against aquatic creatures of Size +3 or greater.

See page 44 for details on the grisly practice of whaling.

 ***Professional edge***

*Bonuses to the same Trait from different Professional Edges do not stack.*
Authoritarianism

**Authoritarianism** is a form of government characterized by strong central power and limited political freedoms. Under an authoritarian regime, individual freedoms are subordinate to the state, and there is no constitutional accountability and no rule of law. Authoritarian regimes can be autocratic, with power concentrated in one person, or can be a committee, with power shared among officials and government institutions
Blind

The individual is completely without sight. He suffers a –6 to all physical tasks that require vision (which is most everything) and –2 to most social tasks as he can’t “read” those he’s interacting with as well as others.

On the plus side, Blind characters gain their choice of a free Edge to compensate for this particularly difficult Hindrance.
Leveraged Buyout

**Leveraged Buyout** (**LBO**) is a financial transaction in which a company is purchased with a combination of equity and debt, such that the company's cash flow is the collateral used to secure and repay the borrowed money. The use of debt, which normally has a lower cost of capital than equity, serves to reduce the overall cost of financing the acquisition. The cost of debt is lower because interest payments often reduce corporate income tax liability, whereas dividend payments normally do not. This reduced cost of financing allows greater gains to accrue to the equity, and, as a result, the debt serves as a lever to increase the returns to the equity.
No Logo

***No Logo*** ***No Logo: Taking Aim at the Brand Bullies*** is a book by the Canadian author Naomi Klein. First published by Knopf Canada and Picador in December 1999, shortly after the 1999 WTO Ministerial Conference protests in Seattle had generated media attention around such issues, it became one of the most influential books about the alter-globalization movement and an international bestseller.
Capitalization

*Market capitalization*, commonly called *market cap*, is the market value of a publicly traded company's outstanding shares.

**capitalization** is equal to the share price multiplied by the number of shares outstanding. Since outstanding stock is bought and sold in public markets, capitalization could be used as an indicator of public opinion of a company's net worth and is a determining factor in some forms of stock valuation.
Currency

A **currency** (from Middle English: curraunt, "in circulation", from Latin: currens, -entis), in the most specific sense is money in any form when in use or circulation as a medium of exchange, especially circulating banknotes and coins. A more general definition is that a currency is a *system of money* (monetary units) in common use, especially for people in a nation. Under this definition, US dollars (US$), pounds sterling (£), Australian dollars (A$), European euros (€), Russian rubles (₽) and Indian Rupees (₹) are examples of currencies. These various currencies are recognized as stores of value and are traded between nations in foreign exchange markets, which determine the relative values of the different currencies. Currencies in this sense are defined by governments, and each type has limited boundaries of acceptance.

see also currencies
Dr. Hucker

Dr. Hucker, även **Albert Jon Ronsley Hucker** under engångsföreteelser, var ett renodlat geni från Kina, som hamnade i klammeri med lingerna under 88års krigen. Han var mest känd för sina tal utanför Torp, vilket hade stor inverkan på militär och den systematiska högern. Hucker hängde av sig dunjackan sista gången vid en pub i Stoney. Han hade krökt ihjäl sig.

Kungörelser

Dr Hucker gjorde en storstilad och framstående kungörelse innanför lingernas hushåll, 95. Det blev uppror, och alla gick bärsärkargång. Utanför stod ordernan, och sköt sig död med k-pist. Terrorn var över.

*Den här sidan är i stort sett omdirigerad*

*(om du gör några jönsiga redigeringar på denna artikel blir du automatiskt blockerad av Wiki staff)*
Gå som storstadsråttor

1. Skryta, tro att man är något
2. gå runt och leka besserwisser, spela allan, prata goja, tarzanpojke

*Den där Daniel snubben, han **går ju fan som storstadsråttor***

Liknande uttryck

* Storstadsråtta
* Glåpråtta
* tennisråtta (*icke gångbart*)
* Skäggråtta
* Punktråtta
* Tarzanråtta (*se tarzanpojke*)
* bowlingråtta (*icke gångbart*)
* läppråtta (*icke gångbart*)
Walliot

Walliot, annars känd under den falska identiteten *Groov*, var en radikal vänster ytterlighetsman som hamnade i klammeri med lingerna under 88års krigen. Han förledde sin egna militärtrupp och tog deras liv under befallning. Walliot var instruerad att begå självmord, men avvaktade istället tills en våg av krigsledare lönnmördade honom.
Theyankeemarshal

*Love penis* — *TYM inledningsvis*

Theyankeemarshal är ett förment högerextremistiskt medium som skapades under okända omständigheter på videosajten youtube. Det var ett begynnande helvete, och några obskyra videor ledde till kanalens folkynnest. Mannen bakom filmerna fick bukt med premunationssystemet, och fuskade till sig fans, under dom tre första åren. Theyankeemarshal var tidigare konservativt, men har vänt kappan efter vinden och förföljt liberalernas agenda istället.

## Varför?

Frågan kvarstår, varför blev TYM liberalt? Detta är självfallet en väldigt opionsbaserad fråga som i stora verket inte egentligen har någon betydelse. Det finns mycket goja på nätet som förvillar sinnesslöa personer. Sanningen finns inte offentligt, utan är funnen genom TYM. (Good luck)

### ”Den fördunklade sanningen”

Förhoppningsvis utvidgas detta tomma aktstycke.