- Background Edges
- Combat Edges
- Leadership Edges
- Power Edges
- Professional Edges
- Social Edges
- Weird Edges
- Legendary Edges
Background Edges
| 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 (Lotusmastery) | N | Lotusmasters create concoctions from varieties of the Lotus, the strange plant which appeared in the Dominions after the fall of the Dread Star. |
| Arcane Background (Path of Enlightenment/Obscurement) | N | Followers of the Lhobanese philosophies of Enlightenment (good) or Obscurement (evil). Their Powers usually manifest themselves as personal abilities, not as true spells. |
| Arcane Background (Sorcery) | N | The sorcerer, through arcane invocations and unholy rites, asks the intervention of forgotten divinities and powers that man isn’t meant to know. |
| 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. |
| Attractive | N, V d6 | +1 to Performance and Persuasion rolls. |
| Beast Rider | Variable minimum Rank, Riding d6 | Gain a Henchman beast as mount and companion. |
| 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. |
| Blindseeker | N, Sp d8, Blind, Enlightenment d8, Notice d8 | Ignore Blind penalties and can use the Analyze Foe Power at will. |
| 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. |
| Brute | N, St d6, V d6 | +1 damage in melee, +2 with a raise. |
| Charismatic | N, Sp d8 | Free reroll when using Persuasion. |
| Destiny’s Child | N | Draw and play an additional Adventure Card each game session. |
| Elan | N, Sp d8 | +2 when spending a Benny to reroll a Trait roll. |
| Fallen Noble | N | +1 Persuasion; choice of Follower, Bag of Gold or Heirloom (minor relic). |
| 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, Vd8 | +2 Vigor when rolling for natural healing; check every 3 days. |
| Fleet-Footed | N, A d6 | Pace +2, increase running die one step. |
| Former Gladiator | N, A d6, Fighting d8, Intimidation d6 | Free Fighting attack on successful Intimidation Test. |
| Ghoulblood | V d6, Cairnlander | Undead might not attack; fast natural healing. |
| Linguist | N, Sm d6 | Character has d6 in languages equal to half her Smarts die. |
| 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. |
| Relic | N | Start with major Relic; must tie a Hindrance to it. |
| Rich | N | Character starts with five times the starting funds. |
| Filthy Rich | N, Rich | Ten times starting funds. |
| Savage | N, Survival d8 | Improved Healing, Notice and Athletics skills when in a natural environment; no penalty for lack of equipment. |
Combat Edges
| Edge | Requirements | Summary |
|---|---|---|
| Armour Use | WC, N, V d8, Fighting d6 | Can add Armour value to Soak rolls, but damages the armour. |
| Block | S, Fighting d8 | +1 Parry, ignore 1 point of Gang Up bonus. |
| Improved Block | V, Block | +2 Parry, ignore 2 points 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. |
| Calculating | N, St d8, V d8 | Ignore up to 2 points of penalties on one action with an Action Card) of Five or less. |
| Cloak Hero/Heroine | N, A d8, Fighting d6, Stealth d6 | Can use cloak as a medium shield; can perform Tests with it in a Small Burst Template. |
| Cloak Master/Mistress | H, Cloak Hero/Heroine, Charismatic or Attractive, Persuasion d8+ | Tests with cloak don’t cause Multi-Action Penalty; counts as light armour. |
| Combat Reflexes | S | +2 Spirit to recover from being Shaken or Stunned. |
| Counterattack | S, Fighting d8 | Free Fighting attack against one foe per round who failed a roll. |
| Improved Counterattack | V, Counterattack | As Counterattack, but against three failed attacks per round. |
| Dead Shot | WC, N, Athletics or Shooting d8 | First successfulAthletics (Thorwing) or Shooting roll, double damage from when dealt a Joker. |
| Dodge | S, A d8 | −2 to be hit by ranged attacks. |
| Improved Dodge | S, Dodge | +2 to Evasion totals. |
| 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 close 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. |
| Improved First Strike | H, First Strike | Free Fighting attack against up to three foes when they move 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. |
| Improved Frenzy | V, Frenzy | Roll a second Fighting die with up to two melee attacks per turn. |
| Giant Killer | V | +1d6 damage vs. creatures three Sizes larger or more. |
| Hard To Kill | N, Sp d8 | Ignore Wound penalties when making Vigor rolls to avoid Bleeding Out. |
| Harder To Kill | V, Hard to Kill | Roll a die if the character perishes. Even if he’s Incapacitated, he survives somehow. |
| Improvisational Fighter | S, Sm d6 | Ignore –2 penalty when attacking with Improvised Weapons. |
| Iron Jaw | N, V d8 | +2 to Soak Rolls 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. |
| Loincloth Hero/Bikini Heroine | WC, N, A d8, V d6 | Free Soak roll when unarmoured. |
| Loincloth God/Bikini Goddess | WC, H, V d8, Dodge, Loincloth Hero/Bikini Heroine | Raise Wild Die one step for Soak rolls; can Soak with Persuasion once per session. |
| Marksman | S, Athletics or Shooting d8 | Ignore up to 2 points of penalties from Range,Cover, Called Shots, 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. |
| Mighty Roar | S, Intimidation d8, Fighting d8 | Can make a free Intimidation Test per round, which doesn’t incur a multi-action penalty. |
| Mounted Devil | N, Fighting d8, Riding d8 | When on horseback and unencumbered, can choose one of: +1 to a Fighting roll, or two points of Cover, or the chance to perform a free Athletics Test, exploiting his mount and using the better of Agility or Riding skill. |
| Nerves of Steel | N, V d8 | Ignore one level of Wound Penalties penalties. |
| Improved Nerves of Steel | N, Nerves of Steel | Ignore up to two levels of Wound Penalties penalties. |
| Tooth and Nail | V, Nerves of Steel | Your hero receives +1 to damage rolls for each Wound he currently has, up to +2. |
| Nimble Strike | S, A d8, V d6, Fighting d8 | Deal damage based on Agility instead of Strength with chosen weapon. |
| No Mercy | S | +2 damage when spending a Benny to reroll damage. |
| One Hand and a Half | S, A d6, S d6, Fighting d8 | Gain +1 damage or +1 Parry when using one-handed weapon two-handed. |
| Rain of Steel | S, Quick Draw, Athletics d8 | Can throw up to 3 daggers, throwing daggers, or Manticore’s Stings in a single action, at -2 to attack rolls. The weapons can be used against different targets. |
| Soul Strike | S, V d6, Enlightenment d8, Fighting d8 | Deal damage based on Spirit instead of Strength with chosen weapon. |
| Steady Hands | N, A d8 | Ignore Unstable Platform penalty; reduce running penalty to –1. |
| Strong Arm | S, S d6, Shooting d6 or Athletics d6 | Increased range with Strength-based ranged weapons. |
| Sweep | N, St d8, Fighting d8 | Fighting roll at –2 to hit all targets in weapon’s Reach, no more than once per turn. |
| Improved Sweep | V, Sweep | As above, but ignore the –2 penalty. |
| Trademark Weapon | N, d8 in related 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. |
| Witty Remark | S, Taunt d8, Fighting d8 | Can make a free Taunt TestTest per round, which doesn’t incur a 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) |
| Fervor | V, Sp d8, Command | Extras in range add +1 to their Fighting damage rolls. |
| 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 Extras in Command Range. |
| Master Tactician | V, Tactician | Draw and distribute two extra Action Cards instead of one. |
| Terror of Foes | S, Command, Fighting d8, Intimidation d8 | Enemies within Command Range suffer -1 to Spirit rolls; after you kill an enemy, any survivors suffer -1 to Fighting rolls against you. |
Power Edges
| Edge | Requirements | Summary |
|---|---|---|
| Ancient Pact | N, Sm d6, Sp d8, Charismatic or Attractive, Noble or Fallen Noble | Can summon a specific demon. |
| Being Like Water | N, Sp d8, Enlightenment d6, Fighting d6 | When weilding specific weapon, reduce cost of powers on a raise. |
| Binding Ritual | H, Sm d10, Occult d10, Sorcery d10 | Perform a ritual to make certain spells permanent. |
| Channeling | S, AB | Reduce Power Point cost by 1 with a raise on the Activation roll. |
| Chemical Tradition | S, Sm d6, Lotusmastery d8, Occult d8 | When making Lotus concoctions can make two batches with a raise. |
| Concentration | S, AB | Double Duration of non-Instant powers. |
| Holy/Unholy Warrior | N, Sp d8, Arcane Background (Enlightenment), Enlightenment d8 | May add +1 to the total of a final Soak roll for each Power Point spent, to a maximum of +4. |
| Demon Hunter | S, Enlightenment d8, Holy Warrior | +2 to Occult and Religion rolls on demon-related topics; can capture the souls of demons and undead when they die. |
| Impressive Aura | S, Sp d6, Sorcery d6 | Can reveal magical powers to make Sorcery Tests at +2. |
| Improved Impressive Aura | H, Sp d8, Impressive Aura, Sorcery d8 | On winning an Intimidation-based Test with a raise, the Shaken result inflicted is treated as actual damage (so two Shaken results cause a Wound). |
| Incense Tradition | V, Sm d8, Lotusmastery d8, Occult d8 | Can store Lotus concoction powers within an Incense Orb for later use. |
| Lotus Reserve | S, Sm d8, Occult d6, Lotusmastery d8 | Can spend a benny to ‘find’ a previously-prepared Lotus concoction. |
| 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. |
| Improved Rapid Recharge | V, Rapid Recharge | Recover 20 Power Points per hour. |
| Soul Drain | N, Arcane Background (Sorcery), Sorcery d8, Occult d8 | Recover 5 Power Points for a level of Fatigue. |
| Soul Eater | S, Sm d6, Sp d8, must be a Cairnlander or have Obscurement d8 | Can eat the souls of the dying, boosting a trait until the soul is consumed. Can consume the soul for a benny. |
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 d8 | Free reroll on acrobatic Athletics attempts. |
| Combat Acrobat | S, Acrobat | −1 to hit with ranged and melee attacks. |
| Amazon | N, St d6, Fighting d6, Notice d6, must be female | Against male opponents, +1 Parry and free counterattack when enemy rolls 1 on the Fighting die. |
| Assassin | N, A d8, Fighting d6, Stealth d8 | +2 to damage foes when Vulnerable or assassin has The Drop. |
| Born in the Saddle | N, A d8 | Ignore two points of penalties to any Riding roll, and may spend Bennies to Soak damage for any mount you control or command. |
| Charioteer | N, A d8 | Ignore two points of penalties to any Driving roll, and may spend Bennies to Soak damage for any vehicle you control or command. |
| Corsair Fencer | N, A d8, Fighting d8, Taunt d6, must have been part of the Caldeian Corsairs | When wielding only a short or long sword, receive +1 Parry and +2 to sword-based Tests. With the Counterattack Edge, receive +2 to counterattack Fighting rolls. |
| Dancing Witch/Warlock | N, A d8, V d6, Arcane Background (Sorcery), must be of Ivory Savannah Tribes origin | Can dance to maintain powers instead of spending Power Points. |
| Falconer | S, Sm d6, Beast Master, Survival d6 | Bird companion becomes a Henchman; master gets +2 Gang Up bonus instead of +1 and bird gets +1 to any Test roll if he is within 6” of his trainer. |
| 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. |
| Lowlife | N, Sm d4, Stealth d4, Persuasion d4 | +2 to Intimidation or Persuasion rolls made to Networking with shady or criminal elements; +2 to Common Knowledge rolls pertaining to disreputable activities; can look for two Rare Items instead of one between sessions (see Gear section). With a raise, one is free or discounted. |
| Poisoner | N, Sm d6, Healing d6, Stealth d6, Lowlife | Can use the Poison power with Smarts as the Arcane Skill. |
| Treasure Hunter | N, A d8, SM d6, Notice d6+, Thievery d6+, Lowlife | +2 to Notice rolls to spot traps, to Agility rolls to avoid them, and to rolls to disarm them; maximum Savings are increased by 25% as you know how and where to sell your loot. |
| Monk | N, Sp d8, Enlightenment d8 | Gain the Poverty Hindrance and +1 to Persuasion rolls. Contemplative: gain the Pacifist (Major) Hindrance; +2 to the Dispel and Banish powers; can use Spirit instead of Smarts for Common Knowledge rolls and Spirit instead of Vigor for Soak rolls. Militant: if only attacking with bare hands or a Monk weapon, can activate a power with Range Self or Touch without suffering a multi-action penalty. |
| Poet | N, Sm d6, Sp d6, Legends and Lore d6 | When using Legends and Lore for a Test, gain a +2 modifier. During Interludes, receive a free Benny (or two if you’re the subject). |
| Priest/Philosopher | N, Sm d6, Sp d6, Religion d8 | Gain +2 to Religion rolls and +1 to Persuasion rolls. Can pray to your god or call upon your philosophy for help by making a Spirit roll, gaining a Benny if successful. |
| Quartermaster | N, A d8 | Ignore two points of penalties to any Boating roll, and may spend Bennies to Soak damage for any vessels you control or command. |
| Scholar | N, Research d8 | +2 to any one “knowledge” skill. |
| Sage | N, Sm d8, Scholar, Investigation d8, must be literate | When fighting a creature, can make a Common Knowledge roll to remember one of its Special Abilities. Once per session can ‘remember’ a useful piece of knowledge that helps her or the group in the current situation, granting a bonus of +4 to a single roll or automatically solving a specific problem. |
| Smith | N, Sm d6, St d6, V d6, Repair d8 | +2 to any roll to repair and craft weapons and armour; can improve small number of weapons or pieces of armour for the duration of the scenario. |
| 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. |
| Trained Thrower | N, A d6, V d6, Shooting or Athletics d8 | Choose a bow, sling or javelin: Strength considered a step higher for minimum requirements of chosen weapon type; can re-roll 1s on the Shooting or Athletics die with chosen weapon type; gain free leather armour and chosen weapon. |
| 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 | 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 | S, 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. |
| Burned Hand of Tosar | S, Sp d8, V d8, Nerves of Steel, Priest, must be a follower of Tosar | Can ignite hand with holy fire and use it as a magical weapon, which can also be thrown. |
| Champion | N, Sp d8, St d6, V d8, Arcane Background (Enlightenment), Enlightenment d6, Fighting d8 | +2 damage vs. supernaturally evil creatures. |
| Chi | V, Martial Warrior | Once per combat, reroll failed attack, make enemy reroll successful attack, or add +d6 to unarmed Fighting attack. |
| Count the Deaths! | N, Sp d6, St d6, V d6 | On killing an enemy, can make a Spirit (-2) roll to gain +1 to damage rolls or +1 to Toughness (both with a raise) until end of scene. |
| Danger Sense | N | Notice roll at +2 to sense ambushes or similar events. |
| Healer | N, Sp d8 | +2 to Healing rolls, magical or otherwise. |
| Helper | S, Sm d8, Notice d8, Persuasion d6 | Improved bonus when using the Support action for a friend within 6”; gives +1 to the lead character in cooperative rolls. |
| Last Arrow! | N, Luck, Shooting d6 | Gain the Drop when declaring that you’re using you last arrow (or bullet or bolt). |
| Liquid Courage | N, V d8 | Alcohol increases Vigor a die type and ignores one level of Wound penalties; –1 to Agility, Smarts, and related skills. |
| Scavenger | N, Luck | May find a needed item once per encounter. |
| Still Got One | S, Sm d6, Stealth d6, Repair d6 | Always has hidden blades left until rolling a 1 on the Athletics die; once per session can find one last hidden dagger or lock pick. |
| Temptress | N, Sm d8, Attractive, Persuasion d8 | Gain the Boost/Lower Trait Power for use on opposite sex, with Persuasion as the Arcane Skill. |
| Watch Your Back! | N, A d6, Sp d8, Notice d6, Pace 6 | Receive a free benny at the start of every Chase; can always find the exit with a Spirit (-2) roll. |
Legendary Edges
| Edge | Requirements | Summary |
|---|---|---|
| Followers | WC, L | The hero has five followers. |
| Professional | L, Max Trait | The character’s Trait and its limit increases one step. |
| Expert | L, Professional in Trait | The character’s Trait and its limit increases one step. |
| Master | WC, L, Expert in Trait | The character’s Wild Die is a d10 with a chosen Trait. |
| Sidekick | WC, L | The character gains a Wild Card sidekick. |
| Tough As Nails | L, V d8 | The hero can take four Wounds before being Incapacitated. |
| Tougher Than Nails | L, Tough as Nails, V d12 | The hero can take five Wounds before being Incapacitated. |
| Weapon Master | L, Fighting d12 | Parry increases by +1 and Fighting bonus damage die is d8. |
| Master of Arms | L, Weapon Master | Parry increases another +1 and Fighting bonus damage die is d10. |