Month: January 2026

  • Edges: Part 1

    Typing up these posts has already helped clean up several things with my draft. We’ll see if that continues as we get into the meat and potatoes of character creation, the Edges. I’ll go through each of them one by one and talk about them a little.

    Black Hat: You exude intimidation. Gain Talk as a bonus skill. Enemies have a -1 Morale penalty in your presence. Once per scene as a Main action you can force a target who can see and hear you to make a Morale check. Even creatures normally immune to Morale, like the undead, must make Morale checks in your presence. You cannot choose the Grey Hat or White Hat Edges.

    We start with a brand new Edge. I wanted a “Hat” series of Edges thanks to the genre conventions of a western. And while Grey and White Hat modify existing Edges, the Black Hat is brand new. I’m not aware of any other Without Number features that mess with Morale checks, so there’s nothing to really base it off of. Morale is one of those things that the GM has to remember, so I think it gets overlooked. A failed Morale check usually means they run away, so Black Hat offers an original playstyle option of making people piss themselves. I also like the fact that they can be so intimidating that a zombie or whatever would crumble before them.

    Crowd Pleaser: You work best in front of a crowd. Gain both levels of the Entertainer focus. Gain a +1 to your Charisma modifier (max +2). When you use the Entertainer bonus, you can use Perform in place of any other skill for skill checks or combat.

    This is another new one, and a bit of an odd duck. I’m not sure it actually works. The Entertainer foci grants a +1/2/3 bonus to all rolls, depending how many non-participants are observing you. Crowd Pleaser takes it up a notch. The idea is talking is doing things like acting on stage, giving a stump speech, a wrestling match, a duel in public, that sort of thing. But it likely is too powerful in the situations it applies too, and not powerful enough otherwise, though the +1 to Charisma mod is a strong bonus regardless.

    Danger Sense: You instinctively know when trouble is near. Gain a +1 to your Wisdom modifier (max +2) and Notice as a bonus skill. You cannot be surprised, and always go first in combat if you wish. Once per day, if you fail a save from a trap or other unexpected hazard, you can succeed instead.

    This is essentially the Alert foci with a few extras. The goal is to avoid getting into danger, rather than avoiding danger once it’s happening. It’s defensive and not as active as I would like, but puts you in good positions.

    Expert Learner: You have a specialized focus of study. Choose a non-combat skill. That skill is always the maximum rank for your level. Any skill points in it when you take this Edge are refunded and can be put into any non-combat skill.

    The Expert ability that gives an extra skill point is one that is pretty weak in general. Making it an Edge with no changes really shows that it doesn’t measure up to other options. This is my attempt to fix that. It ensures that your favorite skill is always max ranked, and would probably be pretty powerful with something like Craft or another Edge that gives Effort based on a skill.

    Focused: Gain a bonus Focus pick and two skill points. You may choose this Edge more than once.

    The “choose an extra focus” Edge is probably the weakest Edge pick in the base books, but I can see why someone might want it for certain character ideas. I gave it a little boost. It’s still a weak option, but there if someone is trying to do something specific.

    Forged in Fire: You are a mostly normal person, at least at first. This Edge can only be taken during creation and you can have no other Edges during creation. Instead, you gain an Edge pick when reaching 2nd, 3rd, and 4th level. This should reflect something you have done or learned about your character during play, so the GM may not allow all Edges, but can allow Class Edges. You still gain a bonus Edge of your pick at level 5.

    This is essentially unchanged. One of the more fascinating Edge options out there.

    Ghost: You are unnaturally elusive. Gain a +1 to your Dexterity modifier (max +2). You can use the Fighting Withdrawal action as an On Turn action instead of a Main action. Once per scene, you can reroll a failed Sneak check related to being stealthy. Once per day as a Move action, you can move up to 30ft without anyone seeing you move. You can do this twice at level 4 and three times at level 8.

    This one is also mostly unchanged from the base books. My only change is to let it do it’s signature more often as you level. In conjunction with the Dex bonus and the other things it does, it seemed too strong to allow the “teleport” three times at the beginning, but I like things to have a little progression.

    Grey Hat:  You are an inconspicuous presence. Your Charisma modifier is set to 0, regardless of your stat, and cannot be changed. You are never directly attacked in combat if there is someone else to fight unless you are immediately threatening. NPC’s must make a Mental save to remember any interactions with you older than an hour, and even if they succeed they only remember you in vague terms. If in a group of 6 or more people, no one will notice any specifics about you unless you draw attention to yourself. You cannot take the Black Hat or White Hat Edges

    The second Hat Edge, this is essentially the Faceless Edge from Ashes. The Grey Man name of the associated foci is what inspired the Hat Edges idea in the first place. I love the idea of setting a stat to 0 regardless of anything else; it’s so unique. As for the abilities, it might be too powerful in the hands of an assassin-type, but it has drawbacks as well. It’s an Edge that the GM needs to think about. What is “immediately threatening,” what draws attention, things like that. I don’t generally have an issue with that, but some GM’s need a clear cut list of rules on things like that.

  • Edges: Philosophy

    Before going into individual Edges, I thought I’d first talk a little bit about what makes a good Edge. Edges are the building blocks of your character in the later Without Number books. They are defining class abilities, but what that means can be a bit unclear. Especially when you also consider Foci, which can also be defining.

    My philosophy on Edges are they should fall into one of two categories. They either need to Solve a Problem, or make you Significantly Better. The latter category usually means adding an ability modifier. Such upgrades are rare (see my post on Backgrounds about that), so improving a key ability mod is worth the Edge. Not many Foci outside of racial/origin choices give a modifier bonus, and the Edges usually come with a few other things as well.

    The other option for an Edge is that they Solve a Problem. My go to example of this is the Veteran’s Luck Edge. Originally a Warrior ability in Stars and Worlds, I think it’s one of the best abilities in the game. It gives the player options (kill something or not be killed), and it can be used often. It Solves a Problem, the problem being something is about to kill you. When making my own Edges, I try to consider how they compare to Veteran’s Luck.

    Unfortunately, many of the base Edges in Cities and Ashes compare pretty poorly. Something like Educated is a pretty poor choice (being the equivalent of 10ish skill points). That’s not powerful or interesting nor does it really solve anything. One thing I tried to do is improve some of these Edges. Some Edge’s got reworked, others got a smaller boost in how often their abilities can be used.

    One reason I’ve done this is for balance sake, but also for genre. As attested to by Keven Crawford in many reddit posts, characters using Edges in Cities and Ashes are weaker than their Stars and Worlds counterparts. This is for the sake of the genre: cyberpunk characters are assumed to make themselves more powerful with cool cyberware, and post-apocalyptic survivors are meant to be less powerful.

    Neither of those assumptions fit the game I want to run. I plan for characters to go on adventures, fight evil threats, and in general be heroes. There’s no major enhancements like cyberware, or at least none readily available. So characters need to be stronger. Ashes recommends giving an extra Edge at level 3, but I think my reworks will work better and keep characters more focused.

  • Equipment: Artillery and Others

    While it’s not likely a group of characters is going to carting around a cannon or Gatling gun, I don’t think you can have a game in this time period without acknowledging the possibility that they’ll get their hands on some heavy artillery. It’s a thing I didn’t want to spend a ton of time on, because of how rarely it will come up, but there needs to be a process there just in case.

    The various Without Numbers games have a framework for things like grenades and mortars, so mostly I used that. The most important thing is to get the feel right, which means wide-scale destruction that someone survives mostly by luck. If you get hit by cannonfire, I want the effect of everyone around you being blown to bits, even if your PC status gives you some extra protection.

    So all artillery has an area of effect and requires a Luck save to avoid. Shock damage is usually meant for melee combat, but I think it represents well the small damage someone might take by avoiding the main blast. Shock should also works well for “spread” effects like using grapeshot or a shotgun.

    One thing I’ve pondered is misfiring. I wrote misfiring rules for artillery a while ago, and they’re a little specific and complicated, allowing for rerolls and requiring skill checks. More recently, I wrote a misfire table for “new science” devices which is much simpler but doesn’t allow for as much character interaction. For now, I’m going to keep them as is, but it’s possible in the future artillery might just get a similar “misfire table” if artillery proves cumbersome.

    Then there’s armor, which isn’t much of a thing for the time period. I’ve limited it to just “light” and “medium” armor. Since most guns have full armor penetration (some models like the derringer or muskets only have armor piercing at short range), armor isn’t going to be useful as often. So I keep it simple and move on.

    Finally, to wrap up equipment, there’s everything else. The gear, the services, things like that. These can be interesting because it really tells you what kind of game you’ll be playing. If individual meals and services and priced out, you’re probably expected to spend a fair amount of time making decisions about what you’re eating, when you’re sleeping, etc. I prefer a more generic “lifestyle” charge which puts all that in a lump sum.

    I’ve had mixed success with this so far in other games, but I want it to work so I’ll keep trying. Players tend to get enough money pretty quickly that it doesn’t matter much, or they hem and haw about the details trying to get a few dollars shaved off the cost. While the second issue can be rightly ignored, the first is pretty common after a level or two. I think it’s just a reality of how rewards work. If you want players to be able to afford cool guns or whatever, at some point they’ll just take a chunk of that to pay for boring things like food and housing.

    Kind of a rambling post here, but we’re about to get into the good stuff: Edges, what I’ve changed, new ones, and my philosophy on how they’re supposed to work.