Edges
Halfway between skills and powers, Edges are minor benefits characters have, allowing them to do things others cannot. They range from special combat maneuvers to things like financial resources, contacts, and so forth. Edges are rated in ranks and bought with Character points, just like abilities and skills. Edges cost 1 Character point per rank. Some Edges have no ranks and are acquired only once, effectively at rank 1. If the Edge can be acquired in ranks they are listed as “Ranked”. If there is a maximum number of ranks a character can take, it’s listed in parentheses after the word “Ranked”.
Each Edge is listed by name, type, and rank if available, followed by a description of the Edge’s benefits. The effects of additional ranks of the Edge (if any) are noted in the text of each Edge. In some cases an Edge’s description mentions the normal conditions for characters who do not have the Edge for comparison.
In addition, negative Ranks of some Edges can be taken during character creation with the Game Master’s permission. You gain 1 Power Point for every Negative rank in an Edge. Once play has begun, the Game Master may if they choose assign negative Ranks of an Edge to a Character as well. Many Clans have Racial Edges called Quirks. Quirks are just the Benefit Edge with negative Ranks.
Artificer
You can use an appropriate Proficiency to create temporary magical devices. See link for details.
Attractive (Ranked [5])
You gain a level of Advantage per rank in this Edge to interaction skills against anyone who finds your looks appealing. This bonus does not apply to people or situations which would not be influenced by your appearance.
Awakened (Ranked [5])
You can gain powers with Supernatural Effects, instead of just Extraordinary effects. Add your ranks in Awakened to your Tier rank to determine the maximum ranks and modifier ranks you can take in an effect. You can also gain a temporary Damage 1 effect with an easy Lore check in an appropriate trained Lore. This Damage 1 effect can have extras and flaws as long as they cancel each other out. As you gain levels and Ranks in this edge the Damage 1 effect increases in Rank to equal the Ranks in this Edge or your Tier Rank, whichever is lower. You must also select a Power Maintenance or Power Loss Complication as well.
Benefit (Ranked)
You have some significant perquisite or fringe benefit. The exact nature of the benefit is for you and the Gamemaster to determine. As a rule of thumb it should not exceed the benefits of any other advantage, or a Feature power effect costing 1 point. It should also be significant enough to cost at least 1 Character point. Benefits may come in ranks for improved levels of the same benefit. See link for common Benefits.
Brazen (Ranked [5])
You gain a level of Advantage per rank in this Edge to either check when attempting a Stunt.
Cantrips
You can gain a temporary Supernatural Feature effect with a hard Lore check in an appropriate trained Lore. If you have the Awakened Edge, it is an easy Lore check instead.
Colleagues
Gain contacts for ranks in Lores as well, not just your non Lore proficiencies.
Companion (Ranked)
You have another character serving as your partner and aide. Create your Companion as an independent character with 0 Character points. At rank 1, you gain 20 Character points you can use on your Companion, spending 1 Character point for every Character point you’ve gained in your current level so far. Start with the Companion’s Racial Qualities, then Cultural Qualities, and then Background Qualities. For each additional rank in this Edge you gain 20 more Character points you can spend in the same way. Your Companion should typically have a total 20 less (1 level) than your own total (unless a Background rank is taken). Companions cannot gain a Companion, but must have the Companion Edge at the same rank. Your Companion is automatically helpful and loyal to you. Gamemasters should generally allow you to control your Companion, but do have final say in their actions. Any Destiny earned by you or your Companion are shared between you, and can be spent on either character.
Connected (Ranked [5])
You gain an additional number of contacts per rank in this Edge equal to your normal number of contacts.
Defensive Quibble (Ranked [5])
You gain a level of Advantage per rank in this Edge to Resolve as an active defense similar to Evade or Counter, so you lose this Advantage whenever you are unable to move or defend yourself.
Defensive Roll (Ranked [5])
You gain a level of Advantage per rank in this Edge to Toughness as an active defense similar to Dodge or Parry, so you lose this Advantage whenever you are unable to move or defend yourself.
Defensive Stunt
If you take the defend action and successfully defend against a close attack, you can make a Stunt attempt against the attacker immediately as a reaction. The Stunt attempt is carried out normally, including the attacker getting the opportunity to use a Stunt against you.
Diehard
When your condition becomes dying you automatically stabilize on the following round without any need for a Fortitude check, although further damage can still kill you.
Eidetic Memory (Ranked [5])
You have near perfect recall of everything you’ve experienced. You gain a level of Advantage per rank in this Benefit to knowledge checks on Proficiencies and Recall checks to remember things.
Elude
No penalty to speed while using Crawl or Advance, instead of moving at Speed -3.
Empathy
You can use interaction skills on creatures normally, and do not have to speak a language the creature understands; you communicate your intent through gestures and body language and learn things by studying their behavior. Characters normally have a -5 Disadvantage to use interaction skills on creatures they can’t communicate with, either due to their lack of common language or low intellect.
Emphasis
Choose a specific task, roll the Fortune die as well on checks made for this task.
Equipment (Ranked)
You have 5 points per rank in this Edge to spend on equipment. This includes Vehicles and Strongholds. Many heroes rely almost solely on Equipment in conjunction with their Skills and other Edges.
Evade
No penalty to speed while using Escape or Withdraw, instead of moving at Speed -3.
Evasion (Ranked [5])
You gain a level of Advantage per rank in this Edge to both Resistance checks against area effects.
Extraordinary Effort
When using a Surge, you can gain two of the listed benefits, including new benefits added by taking certain Edges. However, you also double the cost of the effort, and become exhausted starting the turn after your extraordinary effort. If you are already fatigued, you are incapacitated. If you are already exhausted, you cannot use extraordinary effort.
Fast Grab
When you hit with an unarmed attack you can immediately make a grab check against that opponent as a free action. Your unarmed attack inflicts its normal damage and counts as the initial attack check required to grab your opponent.
Favored Environment (Ranked [5 per Environment])
You have an environment you’re especially suited for. Choose one of Badlands, Darklands, Grasslands, Highlands, Wetlands, Woodlands, Urban, or Ruins. Alternatively you can choose a specific environment if approved by the GM. While you are in your Favored Environment, you gain a level of Advantage per rank in this Edge to your checks.
Favored Foe (Ranked [5 per Foe])
You have a particular type of opponent you’ve studied or are especially effective against. Choose a Creature Source or Power Source, creatures from this Creature Source or character who follow paths from this Power Source are your Favored Foe. While you are facing your Favored Foe, you gain a level of Advantage per rank in this Edge to your checks. If Immortals or Mortals are chosen, this only applies to generic Immortals or Mortal with no other Creature Source.
Fearless
You are immune to fear effects of all sorts, essentially the same as an Immunity to Fear effect.
Focus (Ranked [5])
You gain a level of Advantage per rank in this Edge to Attack when using a specific attack type.
Hide in Plain Sight
You can hide without any need for an extra check or any sort of diversion, and without penalty to your Stealth check. You’re literally there one moment, and gone the next. You must still have some form of cover or concealment within range of your normal movement speed in order to hide.
Improved Adroitness (Ranked [5])
You gain a level of Advantage per rank in this Edge to Adroitness checks.
Improved Aim
You can use the Aim action as a quick action instead of as a move action.
Improved Assessment
You can use the Assessment action as a move action instead of as a standard action.
Improved Charge
You suffer no Disadvantage to attack checks for charging.
Improved Critical (Ranked [5 per Attack])
Increase your critical threat range with a chosen Offense (chosen when you acquire this Edge) by 1, allowing you to score a critical hit on a natural 19 or 20. Only a natural 20 is an automatic hit, however, and an attack that misses is not a critical. Each additional rank applies to a different attack or increases your threat range with an existing attack by one more, to a maximum threat range of 15-20 with 5 ranks. With the GMs permission, Improved Critical can use some other Descritor or Descriptors as the limiter instead of Offense.
Improved Defense (Ranked [5])
You gain a level of Advantage per rank in this Edge to your Defenses when using the the defend action. In addition, if you suffer a Major or Greater Condition you can make an Appropriate Defense check with the Advantage gained from this Edge to keep from becoming Vulnerable, or reduce being Defenseless to Vulnerable.
Improved Gambit
You suffer no Disadvantage to skill checks for moving while using a Gambit.
Improved Grab
You can make grab attacks with only one arm, leaving the other free. You can also maintain the grab while using your other hand to perform actions. You also do not suffer the normal penalties while grabbing.
Improved Hold (Ranked [5])
Your opponents suffer a level of Disadvantage per rank in this Edge when held by you.
Improved Initiative (Ranked [5])
You gain a level of Advantage per rank in this Edge to Initiative checks.
Improved Stunt
Choose a Stunt, you suffer no Disadvantage to attack checks for using that Stunt, and they do not get the opportunity to use a Stunt against you. You may choose which Skill your opponent uses to defend, rather than the target choosing.
Improved Trick
You can inflict higher condition levels with second and third degrees of success, instead of just those at the first degree of success.
Improvised Tools
You ignore any Disadvantage for using skills without proper tools, since you can improvise sufficient tools with whatever is at hand. If you’re forced to work without tools at all, you suffer only a -1 Disadvantage.
Improvised Weapon (Ranked [5])
You gain a level of Advantage per rank in this Edge when using improvised weapons and also suffer no Disadvantage for doing so.
Informants
You have such extensive and well-informed contacts you can make an Investigation or Persuasion check to gather information in 1 conflict round, assuming you have some means of getting in touch with your contacts. Further Investigation or Persuasion checks to gather information on the same subject require the normal 10 conflict rounds (1 hour), since you must go beyond your immediate network of contacts.
Inspire (Ranked [5])
Use a Surge to grant all allies a level of Advantage per rank in this Edge until the end of the encounter.
Instant Up
You can go from prone to standing as a free action without the need for an Acrobatics or Athletics Skill check.
Interpose
Once per round, when an ally within range of your normal movement is hit by an attack, you can choose to place yourself between the attacker and your ally as a reaction, making you the target of the attack instead. The attack hits you rather than your ally, and you suffer the effects normally. You cannot use this advantage against area effects you would already be hit by.
Inventor
You can use an appropriate Proficiency to create temporary masterwork devices. See link for details.
Jack-of-All-Trades
You can use any skill untrained, even skills or aspects of skills that normally cannot be used untrained, although you must still have proper tools if the skill requires them. If you also have the Awakened Edge with this Edge, Awakened applies to all applicable Lores with at least one rank in them.
Leadership
Use a Surge to allow an aware ally to use the recover action as a reaction.
Lend Action (Ranked [2])
Use a free action to give 1 of your actions, either a quick, move, or standard, to an aware ally to use immediately as a reaction. At Rank 2, you can give up to 2 actions to up to 2 different aware allies.
Luck (Ranked [5])
Re-roll a die once per rank in this Edge using the Fortune die, unless rerolling an Advantage or Disadvantage die. You recover your spent Luck after a Long Rest.
Lucky Break
Use a Surge to gain 4 Heritage ranks in one skill of your choice, including skills you have no ranks in, even if they can’t be used untrained, until the end of the encounter.
Maneuver
Choose an Attack type, you can use it with Extras and Flaws that cancel each other out. This Edge can be taken multiple times, choosing a new combination of Attack type, Extras, and Flaws each time.
Mark Enemy (Ranked [5])
Your opponents suffer a level of Disadvantage per rank in this Edge when not attacking you after you have successfully hit them.
Minions (Ranked)
You can have a few characters serving as your underlings and lackeys. Create your Minions as independent characters with 0 Character points. At rank 1, you gain either 10 Character points for 2 Minions, or 5 Character points for 4, you can use on your Minions, spending 1 Character point for every Character point you’ve gained in your current level so far. Start with the Minions’ Racial Qualities, then Cultural Qualities, and then Background Qualities. For each additional rank in this Edge you gain 10 for 2 minions, or 5 for 4, more Character points you can spend in the same way. Your Minions should typically have a total much less than your own total. Minions should have mostly identical traits, with only some variations, typically in Proficiencies, Complications, or Hubrises. Minions cannot gain a Companion, Artisans, or Minions, but must have the Minions Edge at the same rank. Your Minions are automatically helpful and loyal to you. Gamemasters should generally allow you to control your Minions, but do have final say in their actions. Any Destiny earned by you or your Minions are shared between you, and can be spent on either you or them.
Move-by-Action
When taking a standard action and a move action you can move both before and after your standard action, provided the total distance moved isn’t greater than your normal movement speed.
Multi-Path
Gain an additional Role, which grants access to additional Effect types (but not an additional trained Effect type), or Power Source which grants access to the additional Power Source and an additional trained Effect type.
Patron (Ranked)
You can chose to become a patron to one or more typically non combatant characters, called Artisans. Create your Artisans as independent characters with 0 Character points. At rank 1, you gain either 20 character points for one Artisan, 10 Character points for 2, or 5 Character points for 4, you can use on the Artisans under your Patronage, spending 1 Character point for every Character point you’ve gained in your current level so far. Start with the Artisan’s Racial Qualities, then Cultural Qualities, and then Background Qualities. For each additional rank in this Edge you gain 20 for 1 Artisan, 10 for 2, or 5 for 4, more Character points you can spend in the same way. Artisans should typically have a total less than your own total. Artisans can have wildly different traits, but should have at least one trait worthy of your patronage, even if it’s just loyalty. Artisans will not typically follow you on adventures or willingly place themselves in danger, but they will use their abilities to aid you outside of combat. Artisans cannot gain a Companion or Artisans, but must have the Patron Edge at the same rank. Your Artisans are automatically helpful and loyal to you. Gamemasters should generally allow you to control your Artisans, but do have final say in their actions. Any Destiny earned by you or you Artisans are shared between you, and can be spent on either you or them.
Precise Attack (Ranked [5])
Targets you attack with cover or concealment suffer a level of disadvantage per rank in this Edge when attacked by you.
Prodigy
You may choose up to two Skills and two Proficiencies to add to your list of possible Affinities. You can then choose to swap out up to two Skills and two Proficiencies of your current chosen Affinities for those available to you on your list of possible Affinities. Each time this edge is taken you can swap out the two Skills and two Proficiencies previously added to your list of possible Affinities for new ones.
Prone Fighting
You suffer no Disadvantage to attack checks for being prone, and adjacent opponents do not gain the usual Advantage for close attacks against you.
Quick Draw
You can draw a weapon from a holster or sheath as a free action, rather than a quick action.
Redirect
You can use a Deception or Stealth check to redirect a missed attack against you at another target as a Reaction. The new target must be adjacent to you and within range of the attack. The attacker makes a new attack check with the same modifiers as the first against the new target, but adding Advantage for every degree of success on your initial check.
Ritualist
You can use an appropriate Proficiency to create and perform rituals. See link for details.
Second Chance
Re-roll a failed check against Hazards once per turn with the Fortune die.
Seize Initiative
Use a Surge to automatically go first in the turn order. You may only do so at the start of an encounter, when you would normally make your initiative or Adroitness check. In addition, you can always choose to use either Initiative or Adroitness regardless of the type of encounter. If more than one character uses this Edge, they all make Initiative or Adroitness checks normally and act in order of their result, followed by all the other characters who do not have this Edge.
Set-Up
You can transfer the benefit of an interaction skill to an aware ally as a free action.
Shake It Off
Re-roll one failed save at the beginning of your turn with the Fortune die.
Share Weaknesses
You can share the benefits gained from Assessment with aware allies as a free action.
Signature Hold
Name a Grab, it gains the Extra Condition extra, with the extra conditions chosen when this Edge is first taken.
Signature Trick
Name a Trick, you may choose a set of opposed Skills for the check and the Condition (or Conditions) imposed. You perform this Trick as a move action, instead of as an attack.
Skill Aptitude (Ranked [5 per Skill])
You gain a level of Advantage per rank in this Edge to checks when using a specific Skill.
Skill Mastery
Choose a Skill, roll the Fortune die as well on checks made with this Skill.
Specialization (Ranked [5])
You gain a level of Advantage per rank in this Edge to Damage when using a specific effect or modifier type.
Specialty (Ranked [5])
You gain a level of Advantage per rank in this Edge when making checks for a particular task.
Stubborn (Ranked [2])
You are either physically harder to move and stop, or mentally to influence your attitude and opinions. If you choose physical, an opponent must have double the degrees of success to affect you on any attempts to move you or stop your movement. If you choose mental, an opponent must have double the degrees of success to affect you on any attempts to influence your attitude or opinions, regardless of whether it is positively or negatively. At Rank 2, you gain both the Physical and Mental benefits, not just one or the other.
Takedown (Ranked [5 per Attack])
If you render an opponent Incapacitated or Persuaded with an attack of a chosen Offense (chosen when you acquire this Edge), you get an extra attack as a free action against another opponent within reach or range. You can make one free attack per rank in this Edge for every opponent Incapacitated or Persuaded with an attack of the chosen Offense. If this edge is taken with multiple Offenses you cannot make more free attacks than the highest rank taken. Area Effects set a DC instead of making an attack roll, and cannot benefit from this Edge.
Teamwork
You can use the Assist action as a move action instead of as a standard action.
Trance
Through breathing and bodily control, you can slip into a deep trance. This takes a Short Rest of uninterrupted meditation and a Moderate DC Concentration or Composure check. Suffocation, poison, disease, and starvation or thirst effects are suspended for the duration of the trance. It requires a Perception or Investigation check with a DC equal to your Concentration or Composure check result to determine you’re not dead because your bodily functions are so slow. You are aware of your surroundings while in trance and can come out of it at any time at will. You cannot take any actions while in the trance, but your GM may allow mental communication while in a trance. While in a trance you need half as much rest as normal to gain the benefits of a Long Rest.
Unarmed Strike (Ranked [5])
You gain a level of Advantage per rank in this Edge for fighting unarmed and also suffer no Disadvantage for doing so, including the ability to threaten squares as if armed.
Uncanny Dodge
You are especially attuned to danger and cannot be Surprised, Flanked, or Surrounded while conscious and able to move. In addition, if you suffer a Major Condition you do not become Vulnerable, and if you suffer a Greater Condition you become Vulnerable instead of Defenseless. If you also have the Improved Defense Edge with this Edge, if you suffer a Greater Condition you can make an Appropriate Defense check with the Advantage gained from that Edge to keep from becoming Vulnerable.
Unit Tactics
You gain bonus or penalty dice equal to your unit size when fighting as a unit that work similarly to a character’s Size dice. The most common benefit for a unit is a bonus to Offense and Damage, but a penalty to Defense and Resistance.
Unorthodox Training
Choose an additional Primary Skill and select which ability you are using it as. The Skill can use its normal ability or the chosen ability, and can be used as if it was a Skill of either Ability.
Well-Connected
You have cultivated a vast network of contacts you can use to call in favors, you can make a Persuasion or Guile check to call in a favor in 1 conflict round, assuming you have some means of getting in touch with your contacts. Normally it takes at least 1d6 conflict rounds (6 to 36 minutes) to call in a favor.
Well-Informed
You are exceptionally well-informed. When encountering an individual, group, or organization for the first time, you can make an immediate Investigation or Persuasion skill check to see if your character has heard something about the subject. Use the guidelines for gathering information in the Investigation Skill description to determine the level of information you gain. You receive only one check per subject upon first encountering them, although the GM may allow another upon encountering the subject again once significant time has passed.