Edge | Requirements | Summary |
---|---|---|
Alertness | N | +2 to Notice rolls. |
Ambidextrous | N, A d8 | Ignore –2 penalty when making Trait rolls with off-hand. |
Arcane Background | N |
Allows access to an arcane background such as Blood Magic, Magic, Miracles, Magewright or Shamanism. See Arcane Powers for more. |
Arcane Resistance | N, Sp d8 | Arcane skills targeting the hero suffer a −2 penalty (even if cast by allies!); magical damage is reduced by 2. |
Improved Arcane Resistance | N, Arcane Resistance | As Arcane Resistance except penalty is increased to −4 and magical damage is reduced by 4. |
Aristocrat | N | +2 to Common Knowledge and networking with upper class. |
Athlete | N, St d6, Athletics d8 | Free rerolls on climbing, swimming, jumping, grappling, pushing, or tripping. |
Attractive | N, V d6 | +1 to Performance and Persuasion rolls. |
Very Attractive | N, Attractive | +2 to Performance and Persuasion rolls. |
Berserk | N | After being Shaken or Wounded, melee attacks must be Wild Attacks, +1 die type to Strength, +2 to Toughness, ignore one level of Wound penalties, Critical Failure on Fighting roll hits random target. Take Fatigue after every five consecutive rounds, may choose to end rage with Smarts roll –2. |
Brave | N, Sp d6 | +2 to Fear checks and –2 to rolls on the Fear Table. |
Brawny | N, St d6, V d6 | Size (and therefore Toughness) +1. Treat Strength as one die type higher for Encumbrance and Minimum Strength to use weapons, armor, or equipment. |
Charismatic | N, Sp d8 | Free reroll when using Persuasion. |
Elan | N, Sp d8 | +2 when spending a Benny to reroll a Trait roll. |
Fame | N | +1 Persuasion rolls when recognized (Common Knowledge), double usual fee for Performance. |
Famous | S, Fame | +2 Persuasion when recognized, 5× or more usual fee for Performance. |
Fast Healer | N, V d8 | +2 Vigor when rolling for natural healing; check every 3 days. |
Fleet-Footed | N, A d6 | Pace +2, increase running die one step. |
Luck | N | +1 Benny at the start of each session. |
Great Luck | N, Luck | +2 Bennies at the start of each session. |
Quick | N, A d8 | The hero may discard and redraw Action Cards of 5 or lower. |
Rich | N | Character starts with three times the starting funds and a $150K annual salary. |
Filthy Rich | N, Rich | Five times starting funds and $500K average salary. |
Szczegóły
Below are alphabetized lists of all Edges available to Novice and Seasoned heroes.
Background Edges
Combat Edges
Edge | Requirements | Summary |
---|---|---|
Blind Fighting | N, Notice d8 | Ignores all Illumination and blindness penalties to attack, Test, Support, or activate powers on targets up to 3" away. |
Block | S, Fighting d8 | +1 Parry, ignore 1 point of Gang Up bonus. |
Brawler | N, St d8, V d8 | Toughness +1, add d4 to damage from fists; or increase it a die type if combined with Martial Artist, Claws, or similar abilities. |
Bruiser | S, Brawler | Increase unarmed Strength damage a die type and Toughness another +1. |
Brutality | N, St d8, Fighting d8 | +When wielding a melee weapon with two hands, the hero increases its damage die one type. |
Calculating | N, Sm d8 | Ignore up to 2 points of penalties on one action with an Action Card of Five or less. |
Combat Reflexes | S | +2 Spirit to recover from being Shaken or Stunned. |
Counterattack | S, Fighting d8 | Free attack against one foe per turn who failed a Fighting roll. |
Dead Shot | WC, N, Athletics or Shooting d8 | On first successful Athletics (throwing) or Shooting roll, double damage when dealt a Joker. |
Dodge | S, A d8 | −2 to be hit by ranged attacks. |
Improved Dodge | S, Dodge | +2 to Evasion totals. |
Double Tap | S, Shooting d6 | +1 to hit and damage when firing no more than RoF 1 per action. |
Extraction | N, A d8 | One adjacent foe doesn't get a free attack when you withdraw from close combat. |
Improved Extraction | S, Extraction | Three adjacent foes don't get free attacks when you withdraw from combat. |
Feint | N, Fighting d8 | You may choose to make foe resist with Smarts instead of Agility during a Fighting Test. |
First Strike | N, A d8 | Free Fighting attack once per round when foe moves within Reach. |
Free Runner | N, A d8 | Ignore Difficult Ground and add +2 to Athletics in foot chases and Athletics (climbing). |
Frenzy | S, Fighting d8 | Roll a second Fighting die with one melee attack per turn. |
Hard to Kill | N, Sp d8 | Ignore Wound penalties when making Vigor rolls to avoid Bleeding Out. |
Improvisational Fighter | S, Sm d6 | Ignore –2 penalty when attacking with improvised weapons. |
Iron Jaw | N, V d8 | +2 to Soak and Vigor rolls to avoid Knockout Blows. |
Killer Instinct | S | The hero gets a free reroll in any opposed Test he initiates. |
Level Headed | S, Sm d8 | Draw an additional Action Card each round in combat and choose which one to use. |
Improved Level Headed | S, Level Headed | Draw two additional Action Cards each round in combat and choose which one to use. |
Marksman | S, Athletics or Shooting d8 | Ignore up to 2 points of penalties from Range, Cover, CalledShot, Scale, or Speed; or add +1 to first Athletics (throwing) or Shooting roll. Character may not move or fire greater than RoF 1. |
Martial Artist | N, Fighting d6 | Unarmed Fighting +1, fists and feet count as Natural Weapons, add d4 damage die to unarmed Fighting attacks (or increase die a step if you already have it). |
Martial Warrior | S, Martial Artist | Unarmed Fighting +2, increase damage die type a step. |
Mighty Blow | WC, N, Fighting d8 | On first successful Fighting roll, double damage when dealt a Joker. |
Nerves of Steel | N, V d8 | Ignore one level of Wound penalties. |
Improved Nerves of Steel | N, Nerves of Steel | Ignore up to two levels of Wound penalties. |
No Mercy | S | +2 damage when spending a Benny to reroll damage. |
Opportunist | N, Athletics d6, Notice d6 | Attacks (including free attacks) against Prone or Distracted targets gain +1 to attack and damage rolls. |
Protector | N, Sp d6, Notice d6 | With a shield, adjacent allies gain +1 parry. May fling self in the way of an attack. |
Rock and Roll! | S, Shooting d8 | Ignore the Recoil penalty when firing weapons with a RoF of 2 or more. Character may not move. |
Skirmisher | N, Sp d6, Battle d6 | Grants +2 Gang Up bonus to allies. |
Spot Weakness | N, Sm d8 | Roll Notice or Battle opposed by the target's Smarts. If successful, the target is Vulnerable to character until the end of the scene. |
Steady Hands | N, A d8 | Ignore Unstable Platform penalty; reduce running penalty to –1. |
Sweep | N, St d8, Fighting d8 | Fighting roll at –2 to hit all targets in weapon's Reach, no more than once per turn. |
Trademark Weapon | N, d8 in releated skill | +1 to Athletics (throwing), Fighting, or Shooting total with a specific weapon; +1 Parry while weapon is readied. |
Improved Trademark Weapon | S, Trademark Weapon | The attack and Parry bonus increases to +2. |
Two-Fisted | N, A d8 | Make one extra Fighting roll with a second melee weapon in the off-hand at no Multi-Action penalty. |
Two-Gun Kid | N, A d8 | Make one extra Shooting (or Athletics (throwing) roll with a second ranged weapon in the off-hand at no Multi-Action penalty. |
Leadership Edges
Edge | Requirements | Summary |
---|---|---|
Command | N, Sm d6 | +1 to Extras’ Shaken or Stunned recovery rolls. |
Command Presence | S, Command | Increase Command Range to 10″ (20 yards) |
Hold the Line | S, Sm d8, Command | +1 to Extras' Toughness in Command Range. |
Inspire | S, Command | Once per turn, the hero may roll his Battle skill to Support one type of Trait roll, and apply it to everyone in Command Range |
Natural Leader | S, Sp d8, Command | Leadership Edges now apply to Wild Cards. |
Tactician | S, Sm d8, Command, Battle d6 | Draw an extra Action Card each turn that may be assigned to any allied Extra in Command Range. |
Power Edges
("AB" is abbreviation for Arcane Background.)
Edge | Requirements | Summary |
---|---|---|
Artificer | S, AB | Allows user to create Arcane Devices. |
Channeling | S, AB | Reduce Power Point cost by 1 with a raise on the activation roll. |
Concentration | S, AB | Double Duration of non-Instant powers. |
Gadgeteer | S, AB (Magewright), Magewright d6 | Spend 3 Power Points to create a device that replicates another power. |
Holy/Unholy Warrior | S, AB (Miracle), Faith d6 | Add +1 to +4 to Soak rolls for each Power Point spent. |
Illusionist | N, AB, Sm d8 | When activating confusion, disguise, or illusion, a simple success is enough to manifest the power effects as if it was a raise. |
New Powers | N, AB | Your character knows two new powers. |
Power Points | N, AB | Gain 5 additional Power Points, no more than once per Rank. |
Power Surge | WC, N, AB, arcane skill d8 | Recover 10 Power Points when dealt a Joker in combat. |
Rapid Recharge | S, Sp d6, AB | Recover 10 Power Points per hour. |
Soul Drain | S, AB, arcane skill d10 | Recover 5 Power Points for a level of Fatigue. |
Wizard | S, AB (Magic), Spellcasting d6 | Spend 1 extra Power Point to change a spell’s Trapping. |
Trickster | N, AB, Sm d8 | When performing Test or Support with arcane skill, character may affect target with the power Glow, Hinder, Hurry, or Shroud. |
Professional Edges
Edge | Requirements | Summary |
---|---|---|
Ace | N, A d8 | Character may spend Bennies to Soak damage for his vehicle and ignores up to 2 points of penalties. |
Acrobat | N, A d8, Athletics d7 | Free reroll on acrobatic Athletics attempts. |
Combat Acrobat | S, Acrobat | −1 to hit with ranged and melee attacks. |
Assassin | N, A d8, Fighting d6, Stealth d8 | +2 to damage foes when Vulnerable or assassin has The Drop. |
Blade Lore | N, Fighting d8, Bladeservant | Gains history and knowledge after studying a bladed weapon. |
Hunter | N, Common Knowledge d6, Notice d8 | +2 bonus to knowledge, networking, resisting intimidation, fear, and special abilities from a class of creature. |
Investigator | N, Sm d8, Research d8 | +2 to Research and certain types of Notice rolls. |
Jack-of-all-Trades | N, Sm d10 | Gain d4 in a skill (or d6 with a raise) until replaced. |
McGyver | N, Sm d6, Repair d6, Notice d8 | Quickly create improvised devices from scraps. |
Mentor | N, Sp d6, Academics d6, Persuasion d8 | When boosting an Ally, bonus is increased by +1. |
Mr. Fix It | N, Repair d8 | +2 to Repair rolls, half the time required with a raise. |
Scholar | N, Research d8 | +2 to any one "knowledge" skill. |
Soldier | N, St d6, V d6 | Strength is one die type higher for Encumbrance and Min Str. Reroll Vigor rolls when resisting environmental Hazards. |
Thief | N, A d8, Stealth d6, Thievery d6 | +1 Thievery, Athletics rolls made to climb, Stealth in urban environments. |
Trickster | N, AB, Sm d8 | When performing Test or Support with arcane skill, character may affect target with the power Glow, Hinder, Hurry, or Shroud. |
Woodsman | N, Sp d6, Survival d8 | +2 to Survival and Stealth in the wilds. |
Social Edges
Edge | Requirements | Summary |
---|---|---|
Bolster | N, Sp d8 | May remove Distracted or Vulnerable state after a Test. |
Common Bond | WC, N, Sp d8 | The hero may freely give her Bennies to others. |
Connections | N | Contacts provide aid or other favors once per session. |
Humiliate | N, Taunt d8 | Free reroll when making Taunt rolls. |
Menacing | N, See text | +2 to Intimidation. |
Provoke | N, Taunt d6 | May "provoke" foes with a raise on a Taunt roll. See text. |
Rabble Rouser | S, Spirit d8 | Once per turn, affect all foes in a Medium Blast Template with an Intimidation or Taunt Test. |
Reliable | N, Sp d8 | Free reroll when making Support rolls. |
Retort | N, Taunt d6 | A raise when resisting a Taunt or Intimidation attack makes the foe Distracted. |
Streetwise | N, Sm d6 | +2 to Common Knowledge and criminal networking. |
Strong Willed/td> | N, Sp d8 | +2 to resist Smarts or Spirit-based Tests. |
Iron Will | S, Brave, Strong Willed | The bonus now applies to resisting and recovery from powers. |
Work the Room | N, Sp d8 | Once per turn, roll a second die when Supporting via Performance or Persuasion and apply result to additional ally. |
Work the Crowd | N, Work the Room | As above, but up to twice per turn. |
Weird Edges
Edge | Requirements | Summary |
---|---|---|
Beast Bond | N | The hero may spend Bennies for animals under her control. |
Beast Master | N, Sp d8 | Animals like your hero and he has a pet of some sort. See text. |
Champion | N, Sp d8, Fighting d6 | +2 damage vs. supernaturally evil creatures. |
Danger Sense | N | Notice roll at +2 to sense ambushes or similar events. |
Healer | N, Sp d8 | +2 to Healing rolls, magical or otherwise. |
Liquid Courage | N, V d8 | Alcohol increases Vigor a die type and ignores one level of Wound penalty; –1 to Agility, Smarts, and related skills. |
Scavenger | N, Luck | May find a needed item once per encounter. |
Credits
Art by the author using Midjourney.