BAE Edges

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Any page reference refers to Savage Worlds ADventure Edition unless prefaced with an "SB," in which case it refers to the original fanbook Savage Borderlands.

Humans receive one free Edge. Robot PCs do not, though they have access to certain Edges that no one else does. All may start with additional Edges by taking Hindrances, as usual.

Changed Edges

The following Edges are not available: Arcane Background (any but Siren), Aristocrat, Beast Bond, Champion, Fast Healer, Linguist, Rich/Filthy Rich and all Power Edges other than those found under New Edges (Siren) below.

Beast Master

Replace the text with the following:

You have an animal companion; choose from a tadpole thresher, a brat bullymong, a rakk (without the Unshakable ability!), a spring stalker, an adult varkid (without the Evolution ability!), an adult skag, or a spiderant soldier. The beast is an Extra, but you may spend your own Bennies on its behalf. It Advances once for every two full Advances you receive (retroactively, if this Edge is added later in your career).

This Edge may be taken more than once, adding one of the following benefits:

  • Gain an additional pet.
  • Let one pet take an immediate additional Advance.
  • (Seasoned PCs only) Increase the maximum Size that one pet can be, to a maximum of what it can normally attain in the setting. Your pet immediately gains +1 Size (which includes +1 Toughness) and its Strength increases by a die type. This can be taken once per (your) Rank at most.
  • (Heroic PCs only) Make one pet a Wildcard.

See BAE Shields for adding a shield to your pet.


As an action, you make attempt to succeed at a Smarts roll to go voluntarily berserk. See also Wild Berserker below.

Fame and Famous

Rather than earning extra money from performing (though that may happen from time to time), this Edge gives you the perks that come with a high-class lifestyle. You can score invitations to exclusive events, never have to pay to use a Catch-A-Ride or other premium services, and so on. (This is in addition to the standard +1 or +2 to Persuasion among non-hostiles.)

In a BAE game, these Edges replace Aristocrat, Rich, and Filthy Rich.

Followers and Sidekick

These NPCs Advance once for every two of your Advances.

Improvisational Fighter

You ignore all Fighting and Parry penalties inherent to weapons.

Leadership Edges (all)

The concept of a "command radius" doesn't fit a game with EchoNet communication. Thus, Leadership Edges apply to any teammate who (A) accepts you as their field commander, (B) you are in constant contact with, and (C) you have an unobstructed view of.

  • The Command Presence edge removes that last requirement, allowing you to advise even an unseen subordinate.

Trademark Weapon and Improved Trademark Weapon

Due to the transitory nature of gear in this game, this is either a brand loyalty Edge (choose a brand; you get the bonus when you use that company's weapons) or a weapon type Edge (choose a kind of gun, like "pistol" or "shotgun," or choose a type of melee weapon, like "sword" or "handclaws"; you get the bonus when using that type of weapon).

New Edges (General)

Ammo Hoarder

Requirements: Seasoned

You may raise each of your maximum ammo counts an additional time, or you may raise a single type of ammo two additional times. This does not obviate the Loot Point cost required to raise them! That continues to double each time, as usual.

This Edge can be purchased multiple times, but only once per Rank.


Requirements: Seasoned, Fighting d10+

The warrior is experienced at moving across a large distance and getting the most effect out of rushing her foe. She may ignore the multi-action penalty for Running when making a Fighting attack at the end of her movement.

Requirements: Veteran, Charge

If he moves at least one inch beyond his normal Pace before making any Fighting attacks, the hero adds +2 to the damage rolls. Any target Shaken by such an attack is knocked prone.

Combat Slinger

Requirements: Novice, Fighting or Shooting at d6+

For the purpose of throwing weapons at a foe in combat, and meeting any Edge requirements for that purpose, you may use Fighting instead of Athletics. When throwing grenades (or any other attack where landing it at someone's feet is as good as hitting their body), you may instead use Shooting if better.


Requirements: Seasoned, Assassin

Once per combat, as an action, the assassin may make a Stealth roll to become invisible. Her foes must succeed at a Notice roll at -4 (or -6 if the Stealth roll was a raise) to realize what has happened. This lasts until the end of her next turn, or until she attacks someone (see below).

While the assassin is invisible, a holographic image of her appears in his place. Upon coming into existence, it may make one Intimidation or Taunt Test against a foe, using the assassin's skill.

The hologram cannot attack, move, or be harmed or affected (e.g., by Tests) in any way; it seems to effortless dodge out of the way of any attack. A foe who failed his Notice roll (see above) will believe it is the assassin, though he gets another Notice roll whenever he successfully attacks the hologram and sees it "dodge" his attack. The hologram disappears the moment the assassin becomes visible again.

If the assassin makes a ranged attack against someone or something while invisible, the target is considered Vulnerable. If she makes a melee attack, double the Vulnerable bonus (to +4)! Either way, immediately after the attack hits or misses, the assassin becomes visible and the hologram disappears.

Requirements: Veteran, Decepti0n

When the assassin reappears, she may choose to have the holograph explode for 3d6 damage in an MBT, injuring friend and foe alike.
Many Must Fall
Requirements: Heroic, Decepti0n

Each time she kills a subject while transparent, the assassin may make an immediate Stealth roll at a cumulative -2 to remain invisible for yet another turn instead of reappearing.


Requirements: Veteran, Elan

You may spend a Benny to reroll a critical failure.

Digistructed Autonomous Weapon (DAW)

You can digistruct an autonomous weapon in an adjacent space. This counts as an action. It acts on your initiative and lasts until you dismiss it (as an action), it's destroyed, or you lose consciousness or die. If voluntarily dismissed, the delay until it can be resummoned is equal to the last time it stayed digistructed (minimum one minute); for example, if you summoned a clone for 45 minutes before dismissing it, you would have to wait 45 minutes before digistructing it again. If it left involuntarily, the delay is five times longer (minimum one hour).

You may choose from a clone, combat robot, drone, or turret. Your DAW is an Extra and has no Bennies, but you may spend your own Bennies on its actions. It Advances once for every two of your Advances (retroactively, if added later in your career), and has access to special options when it does so. See BAE DAWs for full rules.

This Edge may be taken more than once, adding one of the following benefits:

  • Gain an additional DAW. You may digistruct multiple DAWs with a single action.
  • Let one DAW take an immediate additional Advance.
  • (Seasoned PCs only) Add Longbow capability to one DAW. You may now summon it anywhere you can see that is not through a barrier, rather than adjacent to you. You may digistruct multiple Longbow DAWs with a single action, but they all appear in the same spot.
  • (Veteran PCs only) Upgrade one DAW's weapons from Novice to your current Rank. They continue to improve along with your Rank.
  • (Heroic PCs only) Make one DAW a Wildcard.

(Elemental) Affinity

Requirements: Novice

Choose one of the elements from BAE Elemental Damage. When inflicting damage of that elemental type, the element level is considered one higher (e.g., a gun that does +d6 incendiary damage for most people does +d8 for you).

(Elemental) Specialization
Requirements: Seasoned, Elemental Affinity

Your chosen element now functions as if it were two levels higher.


Requirements: Novice, Shooting d8+

This is a variant of the Berserk Edge from p. 38; only the "Fury" paragraph has changed (effectively letting you "wild swing" with guns). If you wish, you can purchase both Edges, in which case you get both sets of "Fury" benefits while berserk, along with the common set of other features. See also Wild Berserker, below.

Immediately after suffering a Wound or a Shaken result (from physical damage only), your hero must make a Smarts roll or go gunzerk. She can voluntarily fail this check if she likes. She may also intentionally go gunzerk regardless of wounds by taking an action and succeeding at a Smarts roll.

Going gunzerk has the following effects:

  • FURY: The character treats all Min Str requirements as one die type lower, gets +2 on all Shooting rolls, and may reload once per turn as a free action; however, she remains Vulnerable (p. 100) for the duration of the gunzerking. She cannot use any skills that require wit or concentration (GM’s call). She may scream out threats and use Intimidation, for example.
  • ENRAGED: Adrenaline and rage fuel the gunzerker's muscles, adding +2 to Toughness. She ignores one level of Wound penalties (this stacks with any other abilities that reduce Wound penalties).
  • RECKLESS ABANDON: Anytime a gunzerker rolls a Critical Failure on a Shooting check, she hits a random target within range of her attack (not the intended target), friend or foe. If there are no applicable targets, the blow simply misses, smashes nearby objects, etc.

After five consecutive rounds of gunzerk fury, the hero takes a level of Fatigue. At ten rounds, she takes another level of Fatigue and the rage ends. She may also choose to end her rage at any time by making a Smarts −2 roll (as a free action; possibly avoiding Fatigue if she manages to end her rage before it’s incurred!). Start the count anew if she goes gunzerk again, even in the same battle.

Requirements: Seasoned, Gunzerker, Strength d10+

While gunzerk, you treat all guns as one-handed weapons. Yes, you can dual-wield sniper rifles or rocket launchers. You may fully swap your gun loadout as a free action once when you first go gunzerk and then again once when it ends.
Sexual Tyrannosaurus
Requirements: Veteran, Gunzerker, Vigor d10+

While gunzerk, you may make a natural healing roll (Vigor to recover a wound) at the end of every turn! This has no effect on being Shaken.

Hacky Sack

Requirements: Seasoned, Athletics at d6+

You have learned how to knock a grenade free and then kick it at your opponent. You no longer suffer -2 to Athletics for lacking a free hand when tossing a grenade.

In addition, instead of picking up a hand grenade and throwing it back, you may attempt to kick it back. This lets you ignore the extra -2 to Agility usually involved in this evasion action.

Iconic Accessory

Requirements: Novice, GM permission

See pp. SB25-26.

Riled Up

Requirements: Novice, Wildcard

When making melee attacks while wounded, you take the usual penalty to hit, but add your wound penalty to your damage rolls!

Wild Berserker

Requirements: Veteran, Berserk or Gunserk.

While berserk and/or gunzerk, you get +4 to Toughness instead of +2!

New Edges (Robot)

These include both physical upgrades and special social benefits that only robot (including CL4P-TP) PCs can take. See also the Cybernetics Edges (below), for additional available upgrades.


Requirements: Seasoned, Robot

When you suffer a wound in melee, you can automatically set off an nova-style explosion causing 3d6 damage to all non-allies in an MBT centered on yourself. Once used, this system takes 10 minutes and a successful Repair check to reset. (For more flavor, see p. SB11.) Once you reach Legendary Rank, the explosion affects an LBT instead.

Rainbow Nova™
Requirements: Veteran, Blastwave™

The Blastwave™ explosion now inflicts one level of each elemental damage type, applied in this order: corrosive, shock, incendiary, cryo, and slag. (See BAE Elemental Damage for details.) Each character Rank beyond Veteran adds a level of elemental damage of each type.

Example: A Veteran CL4P-TP surrounded by Hyperion soldiers (p. SB127) is hit by a melee attack and takes a wound. It rolls 3d6 for Blastwave™ damage and gets 12. Because the soldiers have physical armor, it does +1 corrosive damage (now damage 13) and will also destroy one point of Armor per success and raise. Then because the soldiers have shields up, it does +d4 shock (after rolling, now damage 16). Then there is no extra incendiary damage because the soldiers currently have both armor and shields up. Then it will inflict a -1 cryo penalty and a +2 slag vulnerability if successful. The soldiers have Toughness 12, so the damage roll is success with a raise; it destroys two points of Armor, inflicts a wound (dropping their shields), and leaves them semi-frozen and slagged.

Hyperion Punch™!

See Power Fist under the cybernetic Edges below.

Sentimental Minion

Requirements: Novice, CL4P-TP (this is not a general Robot Edge!)

Whenever there's a task to be done that multiple party members have the skills to accomplish, and yet you are the one they choose to handle it, your little heart swells up with pride! This gives you +1 on the roll to get it done; if the task requires multiple rolls, you get +1 on one of them (declare before rolling). This almost never applies to attack rolls, unless (e.g.) they pick you to face the boss one-on-one.

Succeed or fail, be sure to bring up "that time when I was picked to (x)" as often as possible. The party will appreciate you doing so. Really, they will.

Requirements: Seasoned, Robot, Hacking d6+

This watered-down version of VaultHunter.EXE can only be activated in a fight. It requires an action and a successful Hacking roll to launch. If successful, roll 1d6 on the table below; the effect lasts until the character draws a club for Initiative (or the fight ends). If he gets a 1 on his skill die (regardless of the wild die), becomes corrupted and is unusable until he spends 10 minutes and makes a Hacking roll at -2 to sort it out.

  1. Funzerker - Gain Gunzerker and Gunlust; you are automatically gunzerk.
  2. Meat Unicycle - Gain Berserker; you are automatically berserk. Since you cannot shoot, you may automatically swap to a melee weapon loadout as a free action.
  3. Shhh!Trap - Gain Decepti0n.
  4. Medbot - Gain the Siren's Healing power; see BAE Sirens. Use Smarts instead of Arcane skill.
  5. Minion - Digistruct a turret DAW.
  6. Rubber Ducky - Your body is covered in yellow rubber. Double jumping distance, +2 to "bouncy" Athletics checks, -2 to Intimidation.

Walk on Water

Requirements: Novice, Robot, Hover Jets mobility

You can travel over water as if it were solid ground.


Requirements: Seasoned, Robot, Hacking d8+

As an action, you can roll Hacking to tinker with your own files. Success improves one of your skills by one die type (two with a raise), while all of your other skills drop by one die type (d4 becomes untrained d4-2). Out of combat, this lasts 10 minutes before your system restores its natural configuration; in combat or a similarly stressful situation, it lasts until you draw a club for Initiative.

If you roll a 1 on your skill die (regardless of the wild die), you fry your own processor. All of your skills are lowered by one die until you or someone else with access to your motherboard spends 10 minutes and succeeds on a Hacking roll at -2 to sort it out.

New Edges (Cybernetics)

For humans, these Edges represent surgically implanted cybernetics. For robot PCs, they instead represent significant (obvious) hardware upgrades. They may be added after a body part is lost to overcome that injury (and then some).

Either way, they cause social penalties -- human characters begin to lose empathy and look "wrong," while bots no longer appear so friendly and cute with rotating laser-eye turrets and oversized murderfists. For every two Cybernetics Edges or fraction thereof, the character has -1 to all Persuasion and reaction rolls. The GM may increase this penalty when dealing with technophobes or those especially paranoid of corporations.

Cybernetic parts don't heal normally - they must be repaired like Constructs - but health vials still work for the same weird reason they work on robot characters.

Cybernetic Arm

Requirements: Novice, Vigor d6+

One of your arms is now cybernetic. All melee attacks made with this arm (or both arms) now do +2 damage. When using this arm to wield a weapon (including partially wielding a two-handed weapon), your Str is treated as one die higher for meeting minimum strength requirements. Any unarmed attacks made with this arm now do Str+d4 damage (if you already get an unarmed damage die, increase it by one instead) and are considered armed.

You may purchase this Edge twice, once for each arm. The main benefit of doubling up is that you can then take advantage of these bonuses when dual-wielding weapons. When using a two-handed weapon, just use the rules above except that the melee damage bonus becomes +3.

Power Fist
Requirements: Seasoned, Cybernetic Arm, Vigor d8+

Your cybernetic forearm telescopes, so your melee attacks with this arm gain Reach 2 (or +1 to existing Reach if better). In addition, your punches now inflict one level of explosive damage per Rank above Novice (e.g., explosive -6 at Seasoned to explosive -0 at Legendary).

Robots (and really anyone willing to flatter the GM) can swap the explosive for another element. Incendiary is very popular, branded as the Hyperion Punch™!

Cybernetic Eye

Requirements: Novice, Vigor d6+

Your eye(s) have been replaced by enhanced ones. This greatly improves your visual input, but aids your other senses as well, as your upgrade can map the distance and direction to sounds, categorize smells, and so on. Add +2 to all Notice rolls to perceive things.

In addition, the cybereye comes with a miniaturized computer allowing the character to perform the kind of tasks that could be performed on a modern smartphone, by displaying all information directly on the eye prosthesis. This includes taking photos, shooting videos, and all kind of augmented reality applications. At the GM's option, this may give +1 or +2 to specific tasks.

Cybernetic Legs (or Wheel)

Requirements: Novice, Vigor d6+, no Hover Jets mobility, no Watch Me Fall! Hindrance

If human, your legs are now cybernetic. If CL4P-TP, your wheel servos and suspension are improved. Either way, this increases your Pace by +2", improves your running die by one die type, and doubles the distances you can jump per p. 93.

Requirements: Seasoned, Cybernetic Legs, Vigor d8+

You may ignore up to -2 points of penalties from running, unstable platforms, and similar movement.

On any turn in which you aren't incurring the penalties above, you can move up to half your Pace and still take advantage of any Edge or gear which requires you to "not move this turn" (e.g., Marksman or avoiding a Snapfire Penalty).

Shoulder Cannon

Requirements: Heroic, Vigor d6+

You have a cybernetic laser mounted on your shoulder that you control with your thoughts. At the end of your combat turn, if you have taken no more than two actions, the laser may target someone using your Shooting skill; this does not take or cause a multi-action penalty. Its stats are Range 20/40/80, Damage 2d10, AP 4, HW (Heavy Weapon), unlimited ammo.

Elemental Cannon
Requirements: Heroic, Shoulder Cannon

Your shoulder cannon gains two levels of elemental damage (you choose the element). This Edge may be taken a second time, raising the elemental damage to four levels. See BAE Elemental Damage for specifics.

New Edges (Psycho)

Only those with the Psycho Hindrance (see BAE Attributes, Skills, and Hindrances) may take these elemental edges, representing the weird interaction of Eridium with the blood.

Blood Explosion

Requirements: Veteran, Psycho.

Once per fight, when you take out an enemy, you may declare a Blood Explosion. All creatures (friend or foe!) in a Medium Burst Template centered on the victim suffer 3d6 damage. If the original victim was killed by an elemental attack, add the same elemental damage to the Blood Explosion. (For more flavor, see p. SB11.)

Elemental Breath

Requirements: Veteran, Psycho

Choose an element when you take this Edge. Once per fight, you may (as an action) exhale a breath that does 2d10 damage in a Cone Template, plus one level of elemental damage for each Rank you have over Seasoned. This cannot be evaded.

Elemental Sweat

Requirements: Seasoned, Psycho, Vigor d8+

Choose an element when you take this Edge. When you take or cause a Wound, you become covered in a thin layer of this element. This gives you an Elemental Resistance (see BAE How Shields Work) bonus of +2 for each Rank you have over Novice. You may take this Edge multiple times for protection against multiple elements.

Raving Retribution
Requirements: Heroic, Elemental Sweat, Vigor d10+

When you suffer a wound, you automatically hurl an energy ball of the same element as your "sweat" at the creature that just harmed you. This is not an action. Roll against your Vigor (not Shooting) to hit, applying normal Shooting modifiers but no range penalties. The ball does 2d10 damage plus one level of elemental damage for each Rank you have over Seasoned.

If you have multiple sweat elements, the total levels of elemental damage do not change, but you may divide them up between your elements; for example, the energy ball of a Legendary psycho with Elemental Sweat (Incendiary) and Elemental Sweat (Slag) still does just three levels of elemental damage, but he could split it up as Incendiary 1 + Slag 2, as Incendiary 3, etc. This cannot be changed on the fly; decide when first taking this Edge, and then decide which to improve when your Rank increases.

New Edges (Siren)

Arcane Background (Siren)

Requirements: Novice, human female, Focus d4+

This Arcane Background is a variant of Gifted using the No Power Points rules with a few changes to fit the setting. See BAE Sirens for full rules.


Requirements: Seasoned, Arcane Background (Siren)

Through training and focus, the caster is extremely efficient in channeling arcane forces. The base Duration of any non-Instant power is doubled. This includes maintaining powers as well. (This is a core book Edge, reprinted here to avoid page-flipping.)

Elemental Power

Requirements: Heroic, Arcane Background (Siren)

Choose Blight Phoenix, Elemental Blast, or Hyperphase. (You may take this edge up to three times, once for each power.) For the first two, add a second element to the effect; e.g., your Elemental Blast now inflicts two (or four) levels of both incendiary and slag damage. This does not change the base damage. For Hyperphase, your dual explosions now do an additional two levels of elemental damage (choose any but explosive), and you may take an additional -1 penalty to bump that to four levels.


Requirements: Seasoned, Arcane Background (Siren)

Your Hyperphase dual explosions now do 3d4 damage (3d6 on a raise).

New Power

Requirements: Novice, Arcane Background (Siren)

You may add one new Siren power.

Phase Blast

Requirements: Veteran, Arcane Background (Siren)

You ignore 2 points of multi-action penalties when you attempt to cast both Phaselock and Elemental Blast, as long as you center them on the same spot.

Phase Convergence

Requirements: Heroic, Arcane Background (Siren)

When you use Phaselock, you may choose to have it affect everyone in an MBT. Roll against your Focus skill once; each foe (or group of similar foes) rolls separately to resist.

Practiced Power

Requirements: Seasoned, Arcane Background (Siren)

When casting a power, ignore -1 in penalties from (A) the power itself or (B) having multiple powers active. Other penalties (such as for being Distracted, Fatigued, or Wounded) cannot be reduced. The effects of this Edge are cumulative with the standard ability to obviate 2 more points in penalties by focusing.

You may take this Edge multiple times to ignore even greater penalties, but it may be taken only once per Rank. It fills the niche of the Power Points Edge in a game without PP.

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