Edges

Available edges are summaried in the table below. Edges that are new or modified from the Deluxe book are hyperlinked.

Novice Edges
Ace Agility d8 +2 to Boating or Driving rolls
May use Bennies to Soak damage to vehicle
Acrobat Agility d8, Strength d6 +2 to Agility rolls for acrobatic maneuvers, +1 Parry if not encumbered
Adept Arcane Background (Divine), Faith d8, Fighting d8 No Unarmed Defender penalty, Unarmed attacks deal Str+d4, Certain powers can be activated as free action
Alertness +2 Notice rolls
Ambidextrous Agility d8 Ignore -2 penalty for off-hand use
Arcane Background Gain ability to use Powers
Arcane Resistance Spirit d8 +2 Armor or +2 Trait rolls vs Magic
   Improved
   Arcane Resistance
Arcane Resistance +4 Armor or +4 Trait rolls vs Magic
Arsonist Agility d6, Smarts d8, Repair d6 +2 bonus to construct bombs or destroy structures with explosives/fire
Assassin Agility d8, Climbing d6, Fighting d6, Stealth d8 +2 damage when striking foe unawares
Attractive Vigor d6 +2 Charisma
   Very Attractive Attractive +4 Charisma
Bard Spirit d6, Smarts d6, Knowledge d4x2, Persuasion d8 Bonuses in social situations
Barterer Vendel Make opposed checks to reduce prices
Beast Bond Spend own Bennies for animals under your control
Beast Master Spirit d8 Animals like you, Attract loyal animal companion
Berserk Smarts roll with damage or fly into a rage
Born in the Saddle Ussaran, Riding d8 +1 to all Trait rolls while mounted
Brave Spirit d6 +2 to Fear tests
Brawler Strength d8 +2 damage on bare-handed attacks
Brawny Strength d6, Vigor d6 +1 Toughness, Carry x8 Str lbs instead of x5
Castillian Education Castillian, Smarts d8 Gain languages and extra skill points
Champion Arcane Background (Divine), Faith d6, Fighting d8, Strength d6, Spirit d8, Vigor d8 +2 damage and Toughness vs supernaturally Evil creatures/sources
Charismatic Spirit d8 +2 Charisma
Close Fighting Agility d8, Fighting d8 1 Parry when fighting with a dagger versus opponent with a larger weapon (2 vs very long weapon)
Command Smarts d6 +1 to allies Spirit rolls to remove Shaken within Command Radius (5 squares)
Command Presence Command Command Radius increases to 10 squares
Common Bond Spirit d8 May give Bennies to any Wild card you can communicate with
Danger Sense Notice roll at -2 if about to be surprised
Darkfighting Fighting d8, Notice d6 Half penalties for fighting in poor lighting
Dirty Fighter +2 bonus to Trick maneuvers
Elan Spirit d8 +2 on all Trait rolls when spending a Benny
Explorer Vigor d6, Survival d8 +2 to Survival rolls and checks to resist effects of heat or cold
Extraction Agility d8 Agility check to avoid one free attack when disengaging
   Improved Extraction Extraction Agility check with raise avoids all free attacks when disengaging
Fairy-kissed Avalon Once per session, spend a Benny to gain a vision to help understand a situation
Familiar Arcane Background (Sorcerer or Mage), Spellcasting d6, Knowledge(Arcana) d10 Gain a magically linked animal companion
Fast Healer Vigor d8 +2 to Vigor rolls for natural healing
Fast Learner Smarts d8 Learn skills faster when taking Advances
Fast Talker Spirit d6, Persuasion d6 Use Persuasion to do Test of Wills in Combat
First Strike Agility d8 Free attack at -2 on first opponent to move adjacent
Fleet-Footed Agility d6 +2 Pace and d10 running die
Florentine Agility d8, Fighting d8 +1 Fighting vs single weapon fighter, -1 gang-up bonus
Frightening/Impressive Spirit d6, Intimidation d6 Charisma bonus/penalty applies to Intimidation checks
Groundfighting Agility d6, Fighting d8 No fighting penalties when prone
Gunsmith Smarts d8, Repair d8 +2 bonus when making or repairing gunpowder weapons
Hard to Kill Spirit d8 No wound modifiers on Vigor rolls for Incapacity/Death
Healer Spirit d8 +2 to all Healing rolls for self and up to five companions
Holy/Unholy Warrior Arcane Background (Divine), Faith d6, Strength d8 Use 1 Power Point to attempt to Shaken or Wound/Destroy Evil/Good creatures
Iron Jaw Vigor d8 +1 to Soak rolls
Investigator Smarts d8, Investigation d8, Streetwise d8 +2 to Investigation, Streetwise and Notice rolls when searching for evidence
Jack-of-All-Trades Smarts d10 Unskilled rolls for Smarts-based skills at d4 instead of d4-2
Knight Spirit d6, Strength d8, Vigor d8, Riding d8, Fighting d8 Gain knightly gear with holy oath to Patron, +2 Charisma
Linguist Smarts d6 Extra knowledge skills to spend on languages, Chance to be understood in language recently heard
Liquid Courage Vigor d8 Alcohol gives +1 Vigor die and ignore one wound level for 1 hour, -2 Smarts and Agility based rolls after the hour and for 1d6 more
Luck +1 Benny
   Great Luck Luck +2 Bennies
Lunge Fighting d8 Gain +1 Reach with weapon
Martial Artist Fighting d6 Never subject to Unarmed Defender penalty, Unarmed attacks deal Str+d4
McGyver Smarts d6, Repair d6, Notice d8 No Trait roll penalties for lacking tools, Jury-rig devices for unusual situations
Musketeer Shooting d8 Reload firearms in half the time
Natural Leader Command, Spirit d8 You may share Bennies with allies inside Command Radius
Nerves of Steel Vigor d8 Ignore 1 point of wound penalty
   Improved
   Nerves of Steel
Nerves of Steel Ignore 2 points of wound penalties
New Power Arcane Background Learn a new Power from the list available
Panache Montaigne Wild die becomes d8 when using Power Points
Power Points Arcane Background +5 Power Points, May be taken only once per Rank
Quick Agility d8 Redraw Initiative cards of 5 or lower
Quickdraw Agility d8 Ignore multi-action penalty to draw weapon, +2 to Agility rolls to draw weapon
Rich Start with 1500 sp funds, Yearly income
   Filthy Rich Rich Start with 2500 sp funds, Bigger yearly income
Scavenger Luck Once per session can “suddenly remember” that you have a small piece of equipment all along
Scholar Two Knowledge Skills d8 +2 to checks with these two Knowledge skills
Scrounger Persuasion d6, Streetwise d8 Chance to find items or resources at good prices in urban environments
Steady Hands Agility d8 Ignore Unstable Platform penalty when firing from animals or vehicles, -1 penalty for actions while Running
Strong Willed Intimidation d6, Taunt d6 +2 to Intimidation and Taunt checks, +2 to resist Test of Will attacks
Sweep Strength d8, Fighting d8 Fighting attack at -2 can hit all adjacent targets
Tinkerer Eisen, Repair d8 Armor ignores 1 AP
Thief Agility d8, Climbing d6, Lockpicking d6, Stealth d8 +2 to Climbing, Lockpicking and Stealth in urban areas, +2 to Notice or Repair checks related to traps
Trademark Weapon Fighting, Shooting, or Throwing d10 +1 to Fighting, Shooting or Throwing when using unique weapon
Two Fisted Agility d8 No multi-action penalty when using a weapon in each hand
Vodaccian Courtesan Vodaccian, Spirit d6, Smarts d6, Persuasion d8 +2 to Common Knowledge checks and Test of Wills checks against members of the opposite gender
Wizard Arcane Background (Sorcerer or Mage), Smarts d8, Spellcasting d6, Knowledge(Arcana) d8 Each raise on Spellcasting check reduces the cost of spell by 1 Power Point
Wrestling Martial Artist Bonuses when using Grapple maneuver
Woodsman Spirit d6, Survival d8, Tracking d8 +2 to Tracking, Survival and Stealth rolls in wilderness
Seasoned Edges
Adaptable Human or Half-elf with Edge heritage Gain an Edge normally restricted to a particular race
Barbaric Blood Berserk, Half-Orc Spend a Benny to activate Berserk
Block Fighting d8 +1 Parry
Bruiser Brawler +d8 damage with raise on bare-handed attacks
Charge Fighting d10 No multi-action penalty when Running and Fighting
Combat Reflexes +2 to Spirit rolls to remove Shaken
Counterattack Fighting d8 Free attack at -2 when adjacent foe misses
Dead Shot Shooting or Throwing d10 On the round you draw a Joker, deal double damage with Shooting or Throwing attacks
Dodge Agility d8 -1 to opponent’s Shooting or Throwing rolls, +1 Agility rolls to avoid area attacks
Double Shot Shooting d8, Elf or Half-elf with Agility heritage Fire two arrows with single Shooting roll at -2
Fanaticism Spirit d8, Command Allies in Command Radius get +2 to Fear checks
Frenzy Fighting d10 Extra Fighting attack at -2 penalty to all
Glib Spirit d6, Taunt d6 Taunt as a Free Action
Hold Off Strength d8, Fighting d10 +1 Parry when using Reach weapons
Hold the Line! Command, Smarts d8 +1 Toughness for allies within Command Radius
Improvisational Fighter Smarts d6 No -1 penalty to attack or Parry with improvised weapons
Inspire Command Bonus to Spirit rolls for allies removing Shaken increases to +2
Level Headed Smarts d8 Draw two initiative cards and keep the best
   Improved
   Level Headed
Level Headed Draw three cards and keep the best
Marksman Automatic Aim benefit if fire one shot and didn’t move
Metamagic any Arcane skill d8 Add additional effects to Power for additional cost
Mighty Blow Fighting d10 On the round you draw a Joker, deal double damage with Fighting attacks
No Mercy Spend a Benny to reroll damage
Power Surge any Arcane skill d10 When you draw a Joker, recover 2d6 Power Points up to your usual max
Rapid Recharge Arcane Background, Spirit d6 Recharge Power Points 1 per 30 minutes, or gain 5 Power Points
Riposte First Strike, Fighting d8 Free attack at -2 when adjacent opponent misses you
Scamper Agility d8, Halfling Larger opponents take -1 on attack Fighting attacks against you
Shield Expertise Agility d6, Fighting d8 +1 Parry with shields
Soul Drain Arcane Background, Knowledge(Arcana) d10 Spirit roll to avoid wound/unconsciousness when creating Power Points from own life energy
Spot Weakness Smarts d8, Notice d6, Fighting d8 Gain +1 Fighting versus opponent who rolls 1 on Fighting attack against you
Sunder Dwarf Ignore one point of Armor, two points with a Raise on attack roll
Takedown Martial Artist, Fighting d8 Bonuses when using Push maneuver
Tactician Command, Smarts d8, Knowledge(Battle) d6 Use Knowledge check to set aside Initiative Cards to give to allies
Trick Shooter Shooting or Throwing d8 +2 bonus when using a ranged weapon for a Trick maneuver
Tricky Fighter Agility d8 or Smarts d8, Fighting d8 No multi-action penalty when Fighting and using a Trick
Veteran Edges
Archer Marksman, Agility d6, Shooting d8 Reduces penalties when using bows
Fervor Command, Spirit d8 +1 to Fighting rolls for allies within Command Radius
Fleche Agility d8, Fighting d8 Make a move-by attack without drawing free attacks
Giant Killer +1d6 damage to creatures more 3 sizes larger or more
Harder to Kill Hard to Kill 50% chance to avoid death by some miracle
Improved Barbaric Blood Barbaric Blood, Spirit d8, Half-Orc No penalty to end Rage and never hit ally with 1 on Fighting die
Improved Block Block +2 Parry
Improved Charge Charge +2 damage when moving more than normal Pace and attacking
Improved Close Fighting Close Fighting 1 Fighting when attacking with a dagger versus opponent with a larger weapon (2 vs very long weapon)
Improved Counterattack Counterattack No penalty on the free attack
Improved Dodge Dodge -2 to opponent’s Shooting/Throwing, +2 Agility rolls for area attacks
Improved Double Shot Double Shot, Elf or Half-elf with Agility heritage No penalty to Shooting check for Double Shot
Improved Frenzy Frenzy No penalty for extra attack
Improved Martial Artist Marital Artist Unarmed attacks deal Str+d6
Improved Metamagic Metamagic Add additional effects to Power for additional cost
Improved Quickdraw Quickdraw +2 bonus when drawing a weapon and attacking slower opponent
Improved Rapid Recharge Rapid Recharge Recharge Power Points 1 per 15 minutes, or gain 5 Power Points
Improved Riposte Riposte No penalty to Riposte attack
Improved Scamper Scamper, Halfling Immune to Gang-up bonuses from multiple attackers
Improved Sunder Sunder, Dwarf Ignore two points of Armor, three points with a Raise on attack roll
Improved Sweep Sweep No penalty on Sweep attack
Improved Trademark Weapon Trademark Weapon +2 bonus when using unique weapon
Leader of Men Command Allies within Command Radius use d10 as Wild Die for group rolls
Nimble Strike Improved Extraction, Agility d8, Fighting d8 Approach, attack and spring away safely
One Against Many Fighting d10 Reduce Gang-up bonuses for multiple foes
Really Dirty Fighter Spend a Benny to get The Drop on opponent
Shield Mastery Shield Expertise, Two-Fisted, Fighting d10 Attack with shield without losing its Parry bonus
Trademark Spell any Arcane skill d10 +1 bonus to Arcane skill check when casting specific spell
Trigger any Arcane skill d10 Cast a spell and define a trigger than will activate it
Versatile Caster Smarts d8, any Arcane skill d10 Add alternative trapping to two Powers
Wall of Steel Florentine, Notice d8 Opponents do not gain Gang-up bonus against you
Heroic Edges
Improved First Strike First Strike Free attack against all opponents who move adjacent
Killer Instinct Win ties on opposed rolls, Reroll first 1 on skill die for opposed rolls
Solid Determination Iron Jaw Free soak roll if you take incapacitating damage
Superior Defense Block, Agility d8 Harder to hit when using Defend or Full Defense
Legendary Edges
Followers Five followers join your band
Martial Arts Master Improved Martial Arts, Fighting d12 +2 unarmed damage (may take multiple times up to +10 bonus)
Professional d12 Attribute or Skill Attribute or Skill selected becomes d12+1
   Expert d12+1 Attribute or Skill Attribute or Skill becomes d12+2
   Master d12+2 Attribute or Skill Wild die becomes d10 when rolling this Attribute or Skill
Sidekick Gain a Novice Rank Wild Card sidekick
Tough as Nails +1 Toughness
   Improved
   Tough as Nails
Tough as Nails Additional +1 Toughness
Weapon Master Fighting d12 +1 Parry
   Master of Arms Weapon Master Additional +1 Parry

Edges

Conquest of the New World DSMfive Len17