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Edges, Arcane & Powers

A Soured Crown

Core SWADE: All standard Edges, the full power list, and Arcane Background rules from the core rulebook are available. This page lists only the campaign’s unique Setting Edges and the campaign standards for magic.


Requirements: Novice, Smarts or Spirit d6+
Gain Arcane Background (Magic). Start with 15 Power Points and 3 powers. +1 to rolls involving candy artifacts or the Sugar Weave. All powers must use confectionery Trappings.

Requirements: Novice, Spirit or Vigor d6+
+2 to resist Souring effects, corruption, or “blanding.” Once per session you may attempt to cleanse minor Souring from an ally, object, or small area (Spirit roll; larger efforts become Dramatic Tasks).

Requirements: Novice, Smarts d6+
+2 Notice to detect deception, hidden motives, or early signs of Souring influence in social situations. Once per scene during a Social Conflict you may make a free Test of Wills using this insight.

Requirements: Novice, Agility or Vigor d6+
When you are hit by a melee attack, you may spend a Benny to make an Athletics or Agility roll. On success the attacker is stuck to you or their weapon is fouled until they succeed on a Strength roll as a free action (or the end of their next turn).


  • Arcane Background (Magic) — Default for Candia (the Sugar Weave). Easiest via Sugar Weave Adept.
  • Arcane Background (Weird Science) — Ideal for inventors and experimental confectioners.
  • Arcane Background (Miracles) — Available via the Faith of the Shared Table or regional traditions. Still requires food-themed Trappings.

Other backgrounds require a strong concept and GM approval.

Campaign standard for Magic users: 15 Power Points and 3 starting powers.


Any core SWADE power is allowed if given an appropriate food/candy Trapping.
Starting Magic users begin with 3 Novice powers.

Full mechanical text for powers lives in the SWADE core rulebook.

Trappings are mandatory. Creative, vivid descriptions earn Bennies.