Edges

Background Edges

EdgeRequirementsSummary
AlertnessN+2 to Notice Rolls.
AmbidextrousN, A d8Ignore –2 penalty when making Trait rolls with off-hand.
Arcane Background (Lotusmastery)NLotusmasters 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)NFollowers 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)NThe sorcerer, through arcane invocations and unholy rites, asks the intervention of forgotten divinities and powers that man isn’t meant to know.
Arcane ResistanceN, Sp d8Arcane skills targeting the hero suffer a −2 penalty (even if cast by allies!); magical damage is reduced by 2.
Improved Arcane ResistanceN, Arcane ResistanceAs Arcane Resistance except penalty is increased to −4 and magical damage is reduced by 4.
AristocratN+2 to Common Knowledge and networking with upper class.
AttractiveN, V d6+1 to Performance and Persuasion rolls.
Beast RiderVariable minimum Rank, Riding d6Gain a Henchman beast as mount and companion.
BerserkNAfter 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.
BlindseekerN, Sp d8, Blind, Enlightenment d8, Notice d8Ignore Blind penalties and can use the Analyze Foe Power at will.
BraveN, Sp d6+2 to Fear checks and –2 to rolls on the Fear Table.
BrawnyN, St d6, V d6Size (and therefore Toughness) +1. Treat Strength as one die type higher for Encumbrance and Minimum Strength to use weapons, armor, or equipment.
BruteN, St d6, V d6+1 damage in melee, +2 with a raise.
CharismaticN, Sp d8Free reroll when using Persuasion.
Destiny’s ChildNDraw and play an additional Adventure Card each game session.
ElanN, Sp d8+2 when spending a Benny to reroll a Trait roll.
Fallen NobleN+1 Persuasion; choice of Follower, Bag of Gold or Heirloom (minor relic).
FameN+1 Persuasion rolls when recognized (Common Knowledge), double usual fee for Performance.
FamousS, Fame+2 Persuasion when recognized, 5× or more usual fee for Performance.
Fast HealerN, Vd8+2 Vigor when rolling for natural healing; check every 3 days.
Fleet-FootedN, A d6Pace +2, increase running die one step.
Former GladiatorN, A d6, Fighting d8, Intimidation d6Free Fighting attack on successful Intimidation Test.
GhoulbloodV d6, CairnlanderUndead might not attack; fast natural healing.
LinguistN, Sm d6Character has d6 in languages equal to half her Smarts die.
LuckN+1 Benny at the start of each session.
Great LuckN, Luck+2 Bennies at the start of each session.
QuickN, A d8The hero may discard and redraw Action Cards of 5 or lower.
RelicNStart with major Relic; must tie a Hindrance to it.
RichNCharacter starts with five times the starting funds.
Filthy RichN, RichTen times starting funds.
SavageN, Survival d8Improved Healing, Notice and Athletics skills when in a natural environment; no penalty for lack of equipment.

Combat Edges

EdgeRequirementsSummary
Armour UseWC, N, V d8, Fighting d6Can add Armour value to Soak rolls, but damages the armour.
BlockS, Fighting d8+1 Parry, ignore 1 point of Gang Up bonus.
Improved BlockV, Block+2 Parry, ignore 2 points of Gang Up bonus.
BrawlerN, St d8, V d8Toughness +1, add d4 to damage from fists; or increase it a die type if combined with Martial Artist, Claws, or similar abilities.
BruiserS, BrawlerIncrease unarmed Strength damage a die type and Toughness another +1.
CalculatingN, St d8, V d8Ignore up to 2 points of penalties on one action with an Action Card) of Five or less.
Cloak Hero/HeroineN, A d8, Fighting d6, Stealth d6Can use cloak as a medium shield; can perform Tests with it in a Small Burst Template.
Cloak Master/MistressH, Cloak Hero/Heroine, Charismatic or Attractive, Persuasion d8+Tests with cloak don’t cause Multi-Action Penalty; counts as light armour.
Combat ReflexesS+2 Spirit to recover from being Shaken or Stunned.
CounterattackS, Fighting d8Free Fighting attack against one foe per round who failed a roll.
Improved CounterattackV, CounterattackAs Counterattack, but against three failed attacks per round.
Dead ShotWC, N, Athletics or Shooting d8First successfulAthletics (Thorwing) or Shooting roll, double damage from when dealt a Joker.
DodgeS, A d8−2 to be hit by ranged attacks.
Improved DodgeS, Dodge+2 to Evasion totals.
ExtractionN, A d8One adjacent foe doesn’t get a free attack when you withdraw from close combat.
Improved ExtractionS, ExtractionThree adjacent foes don’t get free attacks when you withdraw from close combat.
FeintN, Fighting d8You may choose to make foe resist with Smarts Instead of Agility during a Fighting Test.
First StrikeN, A d8Free Fighting attack once per round when foe moves within Reach.
Improved First StrikeH, First StrikeFree Fighting attack against up to three foes when they move within Reach.
Free RunnerN, A d8Ignore Difficult Ground and add +2 to Athletics in foot chases and Athletics (climbing).
FrenzyS, Fighting d8Roll a second Fighting die with one melee attack per turn.
Improved FrenzyV, FrenzyRoll a second Fighting die with up to two melee attacks per turn.
Giant KillerV+1d6 damage vs. creatures three Sizes larger or more.
Hard To KillN, Sp d8Ignore Wound penalties when making Vigor rolls to avoid Bleeding Out.
Harder To KillV, Hard to KillRoll a die if the character perishes. Even if he’s Incapacitated, he survives somehow.
Improvisational FighterS, Sm d6Ignore –2 penalty when attacking with Improvised Weapons.
Iron JawN, V d8+2 to Soak Rolls and Vigor rolls to avoid Knockout Blows.
Killer InstinctSThe hero gets a free reroll in any opposed Test he initiates.
Level HeadedS, Sm d8Draw an additional Action Card each round in combat and choose which one to use.
Improved Level HeadedS, Level HeadedDraw two additional Action Cards each round in combat and choose which one to use.
Loincloth Hero/Bikini HeroineWC, N, A d8, V d6Free Soak roll when unarmoured.
Loincloth God/Bikini GoddessWC, H, V d8, Dodge, Loincloth Hero/Bikini HeroineRaise Wild Die one step for Soak rolls; can Soak with Persuasion once per session.
MarksmanS, Athletics or Shooting d8Ignore 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 ArtistN, Fighting d6Unarmed 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 WarriorS, Martial ArtistUnarmed Fighting +2, increase damage die type a step.
Mighty BlowWC, N, Fighting d8On first successful Fighting roll, double damage when dealt a Joker.
Mighty RoarS, Intimidation d8, Fighting d8Can make a free Intimidation Test per round, which doesn’t incur a multi-action penalty.
Mounted DevilN, Fighting d8, Riding d8When 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 SteelN, V d8Ignore one level of Wound Penalties penalties.
Improved Nerves of SteelN, Nerves of SteelIgnore up to two levels of Wound Penalties penalties.
Tooth and NailV, Nerves of SteelYour hero receives +1 to damage rolls for each Wound he currently has, up to +2.
Nimble StrikeS, A d8, V d6, Fighting d8Deal damage based on Agility instead of Strength with chosen weapon.
No MercyS+2 damage when spending a Benny to reroll damage.
One Hand and a HalfS, A d6, S d6, Fighting d8Gain +1 damage or +1 Parry when using one-handed weapon two-handed.
Rain of SteelS, Quick Draw, Athletics d8Can 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 StrikeS, V d6, Enlightenment d8, Fighting d8Deal damage based on Spirit instead of Strength with chosen weapon.
Steady HandsN, A d8Ignore Unstable Platform penalty; reduce running penalty to –1.
Strong ArmS, S d6, Shooting d6 or Athletics d6Increased range with Strength-based ranged weapons.
SweepN, St d8, Fighting d8Fighting roll at –2 to hit all targets in weapon’s Reach, no more than once per turn.
Improved SweepV, SweepAs above, but ignore the –2 penalty.
Trademark WeaponN, d8 in related skill+1 to Athletics (Throwing), Fighting or Shooting total with a specific weapon; +1 Parry while weapon is readied.
Improved Trademark WeaponS, Trademark WeaponThe attack and Parry bonus increases to +2.
Two-FistedN, A d8Make one extra Fighting roll with a second melee weapon in the off-hand at no Multi-Action penalty.
Witty RemarkS, Taunt d8, Fighting d8Can make a free Taunt TestTest per round, which doesn’t incur a multi-action penalty.

Leadership Edges

EdgeRequirementsSummary
CommandN, Sm d6+1 to Extras’ Shaken or Stunned recovery rolls.
Command PresenceS, CommandIncrease Command Range to 10″ (20 yards)
FervorV, Sp d8, CommandExtras in range add +1 to their Fighting damage rolls.
Hold the Line!S, Sm d8, Command+1 to Extras’ Toughness in Command Range.
InspireS, CommandOnce 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 LeaderS, Sp d8, CommandLeadership Edges now apply to Wild Cards.
TacticianS, Sm d8, Command, Battle d6Draw an extra Action Card each turn that may be assigned to any allied Extras in Command Range.
Master TacticianV, TacticianDraw and distribute two extra Action Cards instead of one.
Terror of FoesS, Command, Fighting d8, Intimidation d8Enemies within Command Range suffer -1 to Spirit rolls; after you kill an enemy, any survivors suffer -1 to Fighting rolls against you.

Power Edges

EdgeRequirementsSummary
Ancient PactN, Sm d6, Sp d8, Charismatic or Attractive, Noble or Fallen NobleCan summon a specific demon.
Being Like WaterN, Sp d8, Enlightenment d6, Fighting d6When weilding specific weapon, reduce cost of powers on a raise.
Binding RitualH, Sm d10, Occult d10, Sorcery d10Perform a ritual to make certain spells permanent.
ChannelingS, ABReduce Power Point cost by 1 with a raise on the Activation roll.
Chemical TraditionS, Sm d6, Lotusmastery d8, Occult d8When making Lotus concoctions can make two batches with a raise.
ConcentrationS, ABDouble Duration of non-Instant powers.
Holy/Unholy WarriorN, Sp d8, Arcane Background (Enlightenment), Enlightenment d8May add +1 to the total of a final Soak roll for each Power Point spent, to a maximum of +4.
Demon HunterS, 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 AuraS, Sp d6, Sorcery d6Can reveal magical powers to make Sorcery Tests at +2.
Improved Impressive AuraH, Sp d8, Impressive Aura, Sorcery d8On 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 TraditionV, Sm d8, Lotusmastery d8, Occult d8Can store Lotus concoction powers within an Incense Orb for later use.
Lotus ReserveS, Sm d8, Occult d6, Lotusmastery d8Can spend a benny to ‘find’ a previously-prepared Lotus concoction.
New PowersN, ABYour character knows two new powers.
Power PointsN, ABGain 5 additional Power Points, no more than once per Rank.
Power SurgeWC, N, AB, arcane skill d8Recover 10 Power Points when dealt a Joker in combat.
Rapid RechargeS, Sp d6, ABRecover 10 Power Points per hour.
Improved Rapid RechargeV, Rapid RechargeRecover 20 Power Points per hour.
Soul DrainN, Arcane Background (Sorcery), Sorcery d8, Occult d8Recover 5 Power Points for a level of Fatigue.
Soul EaterS, Sm d6, Sp d8, must be a Cairnlander or have Obscurement d8Can eat the souls of the dying, boosting a trait until the soul is consumed. Can consume the soul for a benny.

Professional Edges

EdgeRequirementsSummary
AceN, A d8Character may spend Bennies to Soak damage for his vehicle and ignores up to 2 points of penalties.
AcrobatN, A d8, Athletics d8Free reroll on acrobatic Athletics attempts.
Combat AcrobatS, Acrobat−1 to hit with ranged and melee attacks.
AmazonN, St d6, Fighting d6, Notice d6, must be femaleAgainst male opponents, +1 Parry and free counterattack when enemy rolls 1 on the Fighting die.
AssassinN, A d8, Fighting d6, Stealth d8+2 to damage foes when Vulnerable or assassin has The Drop.
Born in the SaddleN, A d8Ignore two points of penalties to any Riding roll, and may spend Bennies to Soak damage for any mount you control or command.
CharioteerN, A d8Ignore two points of penalties to any Driving roll, and may spend Bennies to Soak damage for any vehicle you control or command.
Corsair FencerN, A d8, Fighting d8, Taunt d6, must have been part of the Caldeian CorsairsWhen 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/WarlockN, A d8, V d6, Arcane Background (Sorcery), must be of Ivory Savannah Tribes originCan dance to maintain powers instead of spending Power Points.
FalconerS, Sm d6, Beast Master, Survival d6Bird 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.
InvestigatorN, Sm d8, Research d8+2 to Research and certain types of Notice rolls.
Jack-Of-All-TradesN, Sm d10Gain d4 in a skill (or d6 with a raise) until replaced.
LowlifeN, 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.
PoisonerN, Sm d6, Healing d6, Stealth d6, LowlifeCan use the Poison power with Smarts as the Arcane Skill.
Treasure HunterN, 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.
MonkN, Sp d8, Enlightenment d8Gain 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.
PoetN, Sm d6, Sp d6, Legends and Lore d6When 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/PhilosopherN, Sm d6, Sp d6, Religion d8Gain +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.
QuartermasterN, A d8Ignore two points of penalties to any Boating roll, and may spend Bennies to Soak damage for any vessels you control or command.
ScholarN, Research d8+2 to any one “knowledge” skill.
SageN, Sm d8, Scholar, Investigation d8, must be literateWhen 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.
SmithN, 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.
SoldierN, St d6, V d6Strength is one die type higher for Encumbrance and Min Str. Reroll Vigor rolls when resisting environmental Hazards.
ThiefN, A d8, Stealth d6, Thievery d6+1 Thievery, Athletics rolls made to climb, Stealth in urban environments.
Trained ThrowerN, A d6, V d6, Shooting or Athletics d8Choose 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.
WoodsmanN, Sp d6, Survival d8+2 to Survival and Stealth in the wilds.

Social Edges

EdgeRequirementsSummary
BolsterN, Sp d8May remove Distracted or Vulnerable state after a Test.
Common BondWC, N, Sp d8The hero may freely give her Bennies to others.
ConnectionsNContacts provide aid or other favors once per session.
HumiliateN, Taunt d8Free reroll when making Taunt rolls.
MenacingN, See Text+2 to Intimidation.
ProvokeN, Taunt d6May “provoke” foes with a raise on a Taunt roll. See text.
Rabble-RouserS, Spirit d8Once per turn, affect all foes in a Medium Blast Template with an Intimidation or Taunt Test.
ReliableN, Sp d8Free reroll when making Support rolls.
RetortN, Taunt d6A raise when resisting a Taunt or Intimidation attack makes the foe Distracted.
StreetwiseN, Sm d6+2 to Common Knowledge and criminal networking.
Strong WilledN, Sp d8+2 to resist Smarts or Spirit-based Tests.
Iron WillS, Brave, Strong WilledThe bonus now applies to resisting and recovery from powers.
Work The RoomN, Sp d8Once per turn, roll a second die when Supporting via Performance or Persuasion and apply result to additional ally.
Work the CrowdS, Work the RoomAs above, but up to twice per turn.

Weird Edges

EdgeRequirementsSummary
Beast BondNThe hero may spend Bennies for animals under her control.
Beast MasterN, Sp d8Animals like your hero and he has a pet of some sort. See text.
Burned Hand of TosarS, Sp d8, V d8, Nerves of Steel, Priest, must be a follower of TosarCan ignite hand with holy fire and use it as a magical weapon, which can also be thrown.
ChampionN, Sp d8, St d6, V d8, Arcane Background (Enlightenment), Enlightenment d6, Fighting d8+2 damage vs. supernaturally evil creatures.
ChiV, Martial WarriorOnce 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 d6On 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 SenseNNotice roll at +2 to sense ambushes or similar events.
HealerN, Sp d8+2 to Healing rolls, magical or otherwise.
HelperS, Sm d8, Notice d8, Persuasion d6Improved 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 d6Gain the Drop when declaring that you’re using you last arrow (or bullet or bolt).
Liquid CourageN, V d8Alcohol increases Vigor a die type and ignores one level of Wound penalties; –1 to Agility, Smarts, and related skills.
ScavengerN, LuckMay find a needed item once per encounter.
Still Got OneS, Sm d6, Stealth d6, Repair d6Always has hidden blades left until rolling a 1 on the Athletics die; once per session can find one last hidden dagger or lock pick.
TemptressN, Sm d8, Attractive, Persuasion d8Gain 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 6Receive a free benny at the start of every Chase; can always find the exit with a Spirit (-2) roll.

Legendary Edges

EdgeRequirementsSummary
FollowersWC, LThe hero has five followers.
ProfessionalL, Max TraitThe character’s Trait and its limit increases one step.
ExpertL, Professional in TraitThe character’s Trait and its limit increases one step.
MasterWC, L, Expert in TraitThe character’s Wild Die is a d10 with a chosen Trait.
SidekickWC, LThe character gains a Wild Card sidekick.
Tough As NailsL, V d8The hero can take four Wounds before being Incapacitated.
Tougher Than NailsL, Tough as Nails, V d12The hero can take five Wounds before being Incapacitated.
Weapon MasterL, Fighting d12Parry increases by +1 and Fighting bonus damage die is d8.
Master of ArmsL, Weapon MasterParry increases another +1 and Fighting bonus damage die is d10.