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. Ranks of Edges cost 1 power point. You can take a number of Ranks in an Edge equal to the Campaign Level. You can take an extra rank over the Campaign level, called a Heritage rank, if it is gained as part of your Clan qualities or is an Edge Type associated with an Effect Type you have access to. Each Edge Type is associated with a particular Effect Type.
- Battle: Associated with the Attack Effect, these Edges will generally affect Combat.
- Guard: Associated with the Defense Effect, these Edges will generally affect defenses and survivability.
- React: Associated with the Movement Effect, these Edges will generally affect reactions, action speeds, and mobility.
- Learn: Associated with the Control Effect, these Edges will generally affect skills, including new uses.
- Discover: Associated with the Sensory Effect, these Edges will generally affect senses, probability, assisting others, and various other uses.
- Interact: Associated with the Alteration Effect, these Edges will generally affect interactions, commands, and relationships.
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 (Learn)
You can use an appropriate Proficiency to create temporary magical devices. See link for details.
Attractive (Interact, 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 (Learn, 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. Also as a quick action you can 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 of the same type 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 Maintenance Complication as well. A Maintenance Complication is a Complication that details things you must do to maintain or use your powers, or ways you may temporarily lose them.
Benefit (Discover, Ranked, Multiple)
You have some significant benefit. The exact nature of the benefit is for you and the Gamemaster to determine. As a general guideline, it should not exceed the benefits of any other edge, or a Feature power effect costing 1 point, but should be significant enough to still be considered an edge. Benefits may come in ranks for improved levels of the same benefit. The larger or more influential the benefit, the more ranks in this edge are needed to reflect it. See link for common Benefits.
Blind Shot (Battle)
Your ranged attack checks ignore penalties for less than total concealment.
Blind Strike (Battle)
Your close attack checks ignore penalties for less than total concealment.
Brazen (Battle, Ranked [5])
You gain a level of Advantage per rank in this Edge to checks when you take an Influence, Gambit, Trick, or Ploy Action.
Cantrips (Learn)
As a quick action 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 (Learn)
Gain contacts for ranks in Lores as well, not just your non Lore proficiencies.
Companion (Discover, Ranked, Multiple)
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 Heritage Points. 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 Heritage 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. You can take this Edge multiple times gaining new a Companion with completely different traits if you wish.Your Companion can never have more power points than you.
Connected (Interact, Ranked [5])
You gain an additional number of contacts per rank in this Edge equal to your normal number of contacts.
Counter Attack (React, Multiple)
Choose an Attack type, if an opponent hits you with an attack of that type, you can use your Reaction to make an immediate Attack of the same type against them, before your resistance check against their Attack’s effect, if any.
Critical Flurry (React, Multiple)
Choose an Attck type, if you score a critical hit with an Attack of that type, you can use your Reaction to make another immediate Attack of the same type against a different target within the Attack types range or that you can reach.
Critical Volley (React, Multiple)
Choose an Attack type, if you score a critical hit with an Attack of that type, you can use your Reaction to make another immediate Attack of the same type against the same target. Resolve the results of the Attacks separately.
Damaging Escape (React)
When you succeed on an Escape action against a hold from a Grab, you can use your Reaction to make an immediate Attack against the opponent who was holding you. If you escaped multiple opponents, choose one to Attack.
Damaging Grab (Battle)
When you Grab and successfully hold a target, or increase the degree of your hold on a target, you can also inflict your unarmed attack Damage on the target as part of the Grab action, or maintaining it. Normally you can either Grab or increase the degree of your hold, or inflict your unarmed attack Damage on the target, not both.
Dazing Interaction (Interact, Ranked [2], Multiple)
One of your interaction skills, chosen when you configure this edge, is so effective when you make an Influence, Gambit, Trick, or Ploy Action with it, it causes an opponent to hesitate as well. If the Influence, Gambit, Trick, or Ploy Action is successful, the target is also Dazed, Staggered with two or more degrees of success. The target repeats their resistance check at the end of each of their turns, with success removing the condition. You can also maintain the effect with a Concentrate action on your turn, continuing your interaction, and when the target makes their resistance check at the end of their turn, they roll the Misfortune die as well. At Rank 2, you can use Dazing Interaction on a group, not just the Target of your Influence, Gambit, Trick, or Ploy Action, but must affect everyone in the group in the same way. The group must be within Debate range and include the original target, and cannot exceed your Tier level x 2. The ability to Daze with another interaction skill is a separate edge.
Defensive Quibble (Guard, Ranked [5])
You gain a level of Advantage per rank in this Edge to Resolve as an Active Defense similar to Spin or Rebuke, so you lose this Advantage whenever you are unable to move or defend yourself.
Defensive Roll (Guard, 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 (React)
If an opponent Attacks you in close combat and misses, you can use your Reaction for an immediate Stunt action against them.
Diehard (Guard)
When you gain the Dying condition, you automatically stabilize without any need for a Fortitude check, although further damage can still kill you.
Dive for Cover (Guard, Ranked [2])
When an ally is targeted with an Area Effect or a ranged attack, you can use your Reaction for a Command action that allows a number of Allies equal to your Tier level x 2 able to hear you to immediately drop Prone, if they wish. At Rank 2, allies can use a Reaction for a Move action to move before dropping Prone, possibly allowing them to move out of an area or to reach cover.
Eidetic Memory (Learn, 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. In addition, you also gain Advantage on resistance checks against effects that alter or erase memories.
Elude (React)
No penalty to speed while using Crawl or Advance, instead of moving at Speed -3.
Elusive Target (Guard, Ranked [5])
When you are in close combat with one or more opponents, your opponents suffer a level of Disadvantage per rank in this Edge to their attack checks as an Active Defense similar to Dodge or Parry, so they lose this Disdvantage whenever you are unable to move or defend yourself.
Empathy (Interact)
You can use interaction skills on creatures normally, and do not have to speak a language the creature understands; you communicate your intent through tone, 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 (Discover, Multiple)
Choose a specific task, roll the Fortune die as well on checks made for this task.
Encouragement (Interact, Ranked [2])
When an ally fails a check or rolls a 1 on any dice, you can use a Surge for a Command action that allows an ally able to hear you to use their Reaction for a Surge action and lowering their Fatigue cost by one. At Rank 2, you can use Extraordinary Effort, if you have the Edge, to allow up to two allies able to hear you to use their Reaction for a Surge action and lowering their Fatigue cost by one, or to allow an ally able to hear you to use their Reaction for a Surge action as if they had the Extraordinary Effort edge themselves and lowering their Fatigue cost by two. An Ally with the Extraordinary Effort edge who benefits from this edge can use an extra benefit from the Surge Action, but must still pay the cost in Fatigue.
Enrage (Interact, Ranked [5])
Use a Surge for a Command action that targets a number of Enemies equal to your Tier level x 2 able to hear you to suffer a level of Disadvantage per rank in this Edge on all checks not against you until the start of your next turn.
Equipment (Discover, Ranked, Multiple)
You have 5 points per rank in this Edge to spend on equipment. This is equipment you regularly have onhand or have access to. This includes Vehicles and Strongholds. Many heroes rely almost solely on Equipment in conjunction with their Skills and other Edges. You can reconfigure your Equipment Points at the start of each day, or when you have appropriate access to your stronghold or other cache of equipment between scenes, at the GM’s discretion.
Evade (React)
No penalty to speed while using Escape or Withdraw, instead of moving at Speed -3.
Evasion (React, Ranked [5])
You gain a level of Advantage per rank in this Edge to both Resistance checks against area effects as an Active Defense similar to Dodge or Parry, so you lose this Advantage whenever you are unable to move or defend yourself. In addition, you move to the nearest edge of the area effect.
Extraordinary Effort (Discover)
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.
Fallen Inspiration (Interact)
Your loss is keenly felt. When you are Incapacitated, including Dying or Dead, a number of Allies equal to your Tier level x 2 aware of this may make an immediate Save, as if they had the Shake it Off Edge.
Fallen Motivation (Interact)
Your loss is keenly felt. When you are Incapacitated, including Dying or Dead, a number of Allies equal to your Tier level x 2 aware of this gain a Luck Point, as if they had the Luck Edge. Lose this bonus Luck Point if they do not use it before you recover from the Incapacitated condition.
Fascinating Interaction (Interact, Ranked [2], Multiple)
One of your interaction skills, chosen when you configure this edge, is so effective when you make an Influence, Gambit, Trick, or Ploy Action with it, it captures and holds an opponent’s attention as well. If the Influence, Gambit, Trick, or Ploy Action is successful, the target is also Entranced, Staggered with two or more degrees of success. The target repeats their resistance check at the end of each of their turns, with success removing the condition. You can also maintain the effect with a Concentrate action on your turn, continuing your interaction, and when the target makes their resistance check at the end of their turn, they roll the Misfortune die as well. At Rank 2, you can use Fascinating Interaction on a group, not just the Target of your Influence, Gambit, Trick, or Ploy Action, but must affect everyone in the group in the same way. The group must be within Debate range and include the original target, and cannot exceed your Tier level x 2. The ability to Fascinate with another interaction skill is a separate edge.
Fast Grab (Battle)
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 (Discover, Ranked [5 per Environment], Multiple)
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 (Discover, Ranked [5 per Foe], Multiple)
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. Alternatively you can choose a specific organization or other group if approved by the GM. 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 (Guard, Ranked [2])
You have Tolerance to Fear effects, including any effect imposing the Frightened condition, roll both a d20 and the Fortune die when making resistance checks against them. At Rank 2, you have Immunity to Fear effects, automatically succeeding on any resistance checks
against them.
Fearsome Presence (Interact)
When you first appear in an encounter or at the start of your first turn, you can use your reaction for an immediate Influence, Gambit, Trick, or Ploy Action against an opponent within Debate range.
Focus (Battle, Ranked [5], Multiple)
You gain a level of Advantage per rank in this Edge to Attack when using a specific attack type. With the GMs permission, Focus can use some other Descriptor or Descriptors as the limiter instead of specific attack type.
Follow Up (React, Multiple)
Choose an Attack type, if an opponent misses you with an attack of that type, you can use your Reaction to make an immediate Attack of the same type against them.
Get Up (Guard)
You can take a Command action that allows a number of Allies equal to your Tier level x 2 able to hear you to immediately Stand as if they had the Instant Up Edge.
Great Endurance (Guard, Ranked [5])
You gain a level of Advantage per rank in this Edge when making checks to avoid becoming Fatigued, to hold your breath, avoid the effects of starvation or thirst, avoid the effects of cold or hot environments, and to resist suffocation and drowning.
Hide in Plain Sight (React)
You can use the Stealth skill to hide while others are aware of you without any sort of diversion or extra check, and without penalty to your Stealth check for doing so. You’re literally there one moment, and gone the next. You must still have some form of Cover or Concealment within range of your movement speed and be able to reach it in order to hide. As part of your Stealth use action, you move to the nearest form of Cover or Concealment.
Holding Back (Discover, Ranked [5])
You’re more powerful than you seem, capable of wielding power far greater than normal, but you’re Holding Back that extra power for a reason.
Impressive Block (Guard)
With a successful Block action against a close attack, you can immediately perform a Stunt action against the attacker.
Impressive Thwart (Guard)
With a successful Thwart action against a debate attack, you can immediately perform a Stunt action against the attacker.
Improved Adroitness (React, Ranked [5])
You gain a level of Advantage per rank in this Edge to Adroitness checks.
Improved Aim (Battle)
You can use the Aim action as a quick action instead of as a move action. In addition, roll the Fortune die as well on your Attack and Damage checks against the selected target.
Improved Assessment (Discover)
You can use the Assessment action as a move action instead of as a standard action.
Improved Assist (Discover)
You can use the Assist action as a move action instead of as a standard action.
Improved Block (Guard, Ranked [5])
You gain a level of Advantage per rank in this Edge to checks when using the Block action.
Improved Charge (Battle)
You suffer no Disadvantage to attack checks or movement penalty for charging.
Improved Critical (Battle, Ranked [5 per Attack], Multiple)
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 Descriptor or Descriptors as the limiter instead of Offense.
Improved Defense (Guard, 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 (React)
You suffer no Disadvantage to skill checks for moving while using a Gambit.
Improved Grab (Battle)
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 (Battle, Ranked [5])
Your opponents suffer a level of Disadvantage per rank in this Edge when held by you.
Improved Initiative (React, Ranked [5])
You gain a level of Advantage per rank in this Edge to Initiative checks.
Improved Ploy (Interact, Ranked [2])
You can inflict a major condition with a second degree of success, instead of a lesser at the first degree of success. At Rank 2, you can inflict a greater condition with a third degree of success instead.
Improved Stunt (Battle, Multiple)
Choose a specific 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 if you fail.
Improved Thwart (Guard, Ranked [5])
You gain a level of Advantage per rank in this Edge to checks when using the Thwart action.
Improvised Tools (Learn)
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.
Improved Treatment (Learn)
When you use the Treatment action to revive or stabilize a subject, you can also provide additional benefits. With two or more degrees of success you can temporarily lower a damage or fatigue condition by one degree. This benefit only lasts until the end of the encounter. The subject then regains any damage conditions you lowered. These conditions stack with others the subject acquired since the initial check, which may result in more severe damage or even death.
Improvised Weapon (Battle, 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 (Interact)
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 (Interact, Ranked [5])
Use a Surge for a Command action that allows a number of Allies equal to your Tier level x 2 able to hear you to gain a level of Advantage per rank in this Edge on all checks until the start of your next turn.
Inspiring Leadership (Interact)
Use a Surge for a Command action that allows a number of Allies equal to your Tier level x 2 able to hear you to use their Reaction for a Recover action.
Inspiring Teamwork (Discover)
Your teamwork lends support and inspires your allies. When you successfully contribute using the Assist action, for every degree of success on your check you can choose to allow an aware ally being assisted or also assisting to use the recover action as a reaction.
Instant Counter (Learn)
You can use your Reaction to Counter Effects used against you with one of your own as if you had used a Ready action to do so. You choose the effect you are using to counter, as usual, and its descriptors must suit the opposing effect you wish to counter.
Instant Up (React)
You stand up from a prone position as a quick action (with no Opportunity Action). You can go from prone to standing as a free action (on your turn) by making an Acrobatics check with a Moderate DC.
Interpose (Guard)
Once per round, when an ally within range of your normal movement is affected by an attack, area effect, or a hazard allowing a Reflex resistance check, you can use your reaction to move between the attack or hazard and your ally, making you the target instead. The attack, area effect, or hazard affects you rather than your ally, and you suffer the effects normally. You effectively grant your ally total cover against the attack, area of effect, or hazard, while it affects you normally. You cannot use this edge against area effects you would already be hit by.
Inventor (Learn)
You can use an appropriate Proficiency to create temporary masterwork devices. See link for details.
Jack-of-All-Trades (Learn)
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.
Know-it-All (Learn, Ranked [5])
You gain a level of Advantage per rank in this Edge when using a skill untrained.
Leadership (Interact)
Your leadership helps others try harder and achieve more. You can take a Command action that allows an Ally able to hear you the benefits of an Edge until the end of their next turn.
Lend Action (Learn, Ranked [2])
Use a free action on your turn 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 (Discover, Ranked [5])
You gain a Luck point per rank in this Edge you can spend to Re-roll a die using the Fortune die, unless rerolling an Advantage or Disadvantage die. You recover your spent Luck points after a Long Rest.
Lucky Break (Discover)
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 (Battle, Multiple)
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. Flat Extras can only be cancelled out by Flat Flaws, and per rank Extras can only be cancelled out by per rank Flaws.
Mark Enemy (Guard, Ranked [5])
Your opponents suffer a level of Disadvantage per rank in this Edge when not attacking you after you have successfully hit them.
Menacing Presence (Interact)
If you render an opponent Incapacitated or Persuaded, you can use your reaction for an immediate Influence, Gambit, Trick, or Ploy Action against another opponent within Debate range.
Minions (Interact, Ranked, Multiple)
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 Heritage points. 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. You can take this Edge multiple times gaining new Minions with completely different traits if you wish. Your Minions can never have more power points than you have -20.
Motivating Charge (Interact)
Use a Surge for a Command action that allows a number of Allies equal to your Tier level x 2 able to hear you to use their Reaction for a Move action towards an opponent.
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Move-by-Action (React)
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 (Learn, Multiple)
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.
Natural Leader (Battle, Ranked [5], Multiple)
When you configure this Edge, choose one of your Edges. Once per Long Rest per rank in this Edge, you can use your Tactical Genius when you issue a Command to a unit who have the Unit Tactics Edge to grant that unit one of your Destiny Die, or the ability to use your chosen Edge until the end of the Encounter as if they had the Edge themselves. To do either, you must be able to see or speak to the unit and they must be able to see or hear you. The ability to lend a different Edge is a separate edge.
Partner Bond (Discover, Ranked [5], Multiple)
When you configure this Edge, choose one other character as your partner. Once per Long Rest per rank in this Edge, you can use your Partner Bond to grant that character one of your Destiny Die, or the ability to use one of your Edges until the end of the Encounter as if they had the Edge themselves. To do either, you must be able to see or speak to your partner and they must be able to see or hear you. Characters often have reciprocal Partner Bond Edges with each other, but this is not required. You can have a Partner Bond with more than one character. Each Partner Bond is a separate Edge.
Patron (Interact, Ranked, Multiple)
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 Heritage points. 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. You can take this Edge multiple times gaining new Artisans with completely different traits if you wish. Your Artisans can never have more power points than you have -20.
Precise Shot (Battle)
Your ranged attack checks ignore penalties for less than total cover.
Precise Strike (Battle)
Your close attack checks ignore penalties for less than total cover.
Prodigy (Learn, Multiple)
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 (Guard)
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 (React)
You can draw a weapon from a holster or sheath as a free action on your turn, rather than a quick action.
Redirect (React)
If an attack check against you results in a miss, you can use your Reaction to make an opposed Deception or Stealth check against the attackers Insight or Perception to redirect the missed attack at another target you can accurately perceive. The new target must be adjacent to you and within range of the original 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 opposed check.
Reflexive Block (Guard)
When attacked, you can use your reaction to perform the Block action, which lasts until the start of your next turn.
Reflexive Thwart (Guard)
When attacked, you can use your reaction to perform the Thwart action, which lasts until the start of your next turn.
Repartee (Guard)
With a successful Thwart action against a debate attack, you can immediately perform a debate Attack against the attacker as part of the same Thwart.
Reversal Escape (React)
When you succeed on an Escape action against a hold from a Grab, you can use your Reaction for an immediate Stunt action against the opponent who was holding you. If you escaped multiple opponents, choose one to use Stunt against.
Ricochet Shot (Battle, Ranked [5], Multiple)
You can “bounce” a ranged attack, chosen when this edge is configured, off of surfaces, even other characters, to make trick shots, avoid cover, or change its direction. Your attack can bounce once before hitting your target. Determine cover from the last bounce to the target. The bounce doesn’t harm the surface it hits, and an attack with Ricochet Shot can’t damage multiple targets at once. For each additional rank in this edge, you can bounce your attack an additional time before it hits its target. Each different ranged attack you can Ricochet is a separate edge.
Riposte (Guard)
With a successful Block action against a close attack, you can immediately perform a close Attack against the attacker as part of the same Block.
Ritualist (Learn)
You can use an appropriate Proficiency to create and perform rituals. See link for details.
Rumor Mill (Interact, Ranked [5], Multiple)
You can “bounce” a gossip attack, chosen when this edge is configured, to hide its original source. Your attack can bounce once before hitting your target. The bounce doesn’t harm the source it hits, and an attack with Rumor Mill can’t damage multiple targets at once. For each additional rank in this edge, you can bounce your attack an additional time before it hits its target. Each different ranged attack you can Rumor Mill is a separate edge.
Rush of Victory (Interact)
If you render an opponent Incapacitated or Persuaded,
you can use your Reaction for a Command action that allows a number of Allies equal to your Tier level x 2 able to hear you to use their Reaction for a Recover action.
Second Chance (Guard)
Re-roll a failed check against Hazards or area effects once per turn with the Fortune die.
Seize Initiative (React)
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 (Learn)
You can transfer the benefits of a successful check with the Influence, Gambit, Trick, or Ploy Action to an aware ally as a free action. In addition, at the DMs discretion, the source of the Persuaded or Frightened condition may be transferrable as well.
Shake It Off (Guard)
Re-roll one failed save at the beginning of your turn with the Fortune die.
Share Weaknesses (Discover)
You can share the benefits gained from Assessment with aware allies as a free action.
Signature Hold (Battle, Multiple)
Name a Grab, it gains the Extra Condition extra, with the extra conditions chosen when this Edge is first taken.
Signature Ploy (React, Multiple)
Name a Ploy, you may choose a set of opposed Skills for the check and any Conditions imposed, both chosen when this Edge is first taken. You perform this Ploy as a move action, instead of as a Standard.
Signature Stunt (Battle, Ranked [2], Multiple)
Choose a specific Stunt, you choose which Defense is used to oppose it when you use it. At Rank 2, you can choose the specific skill used for the opposing Defense as well.
Skill Aptitude (Learn, Ranked [5 per Skill], Multiple)
You gain a level of Advantage per rank in this Edge to checks when using a specific Skill.
Skill Mastery (Learn, Multiple)
Choose a Skill, roll the Fortune die as well on checks made with this Skill.
Snap Shot (React, Ranked [5])
When a target moves and is within range of your ranged attack, you can use your reaction to make a ranged attack against the target, with a -5 disadvantage on the attack check. You remove a level of Disadvantage per additional rank in this Edge. This disadvantage is in addition to any disadvantage for making multiple Reaction checks in a round.
Spark of Inspiration (Discover)
Once per Long Rest, you can choose a Destiny Die from the Destiny Pool for immediate use. The Destiny Die must be spent by the end of your current action or be lost, and is not kept to use again later like normal Destiny Die.
Specialization (Battle, Ranked [5], Multiple)
You gain a level of Advantage per rank in this Edge to Damage when using a specific effect or modifier type. With the GMs permission, Specialization can use some other Descriptor or Descriptors as the limiter instead of specific effect or modifier type.
Specialty (Discover, Ranked [5], Multiple)
You gain a level of Advantage per rank in this Edge when making checks for a particular task.
Stubborn (Guard, 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.
Superior Presence (Interact)
If an opponent misses you with an attack or fails a skill check against you, you can use your reaction for an immediate Influence, Gambit, Trick, or Ploy Action against that opponent.
Surprise Attack (React)
If you successfully attack a Surprised or Defenseless target, when the target makes their resistance check against the damage or effect, they roll the Misfortune die as well.
Swift Strike (React, Ranked [5])
When a target moves into range of your close attack, you can use your reaction to make a close attack against the target, with a -5 disadvantage on the attack check. You remove a level of Disadvantage per additional rank in this Edge. This disadvantage is in addition to any disadvantage for making multiple Reaction checks in a round.
Tactical Advance (Learn)
When you impose more damage than a wound condition on an opponent, you can use your Reaction for a Command action that allows a number of Allies equal to your Tier level x 2 able to hear you to use their Reaction for a Move action to move towards that opponent.
Tactical Training (Learn)
Having trained alongside teammates, you work together like a well-oiled machine. Whenever an edge says you can affect a number of allies, or target a number of enemies equal to your Tier level x 2, use Tier level x 4 instead.
Tactician (Learn)
Your tactical mind allows you to figure out strategies to defeat your enemies. You can take a Command action that allows an Ally able to hear you to use their Reaction for an immediate Influence, Gambit, Trick, or Ploy Action against an opponent within Debate range.
Take Arms (Guard)
You can take a Command action that allows a number of Allies equal to your Tier level x 2 able to hear you to immediately draw a weapon as if they had the Quick Draw Edge.
Takedown (Battle, Ranked [5 per Attack], Multiple)
On your turn, 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.
Taunting Interaction (Interact, Ranked [2], Multiple)
One of your interaction skills, chosen when you configure this edge, is so effective when you make an Influence, Gambit, Trick, or Ploy Action with it, it inflames an opponent’s emotions so they make mistakes and are less effective as well. If the Influence, Gambit, Trick, or Ploy Action is successful, the target is also Impaired, Hobbled with two or more degrees of success. The target repeats their resistance check at the end of each of their turns, with success removing the condition. You can also maintain the effect with a Concentrate action on your turn, continuing your interaction, and when the target makes their resistance check at the end of their turn, they roll the Misfortune die as well. At Rank 2, you can use Taunting Interaction on a group, not just the Target of your Influence, Gambit, Trick, or Ploy Action, but must affect everyone in the group in the same way. The group must be within Debate range and include the original target, and cannot exceed your Tier level x 2. The ability to Taunt with another interaction skill is a separate edge.
Team Code (Discover)
You and any other members of a team with this edge share a knowledge of various code words, preplanned maneuvers, and so forth, allowing you to quickly and easily communicate tactical plans without being overheard. In play, you can make tactical plans with other players as a free action and sum up those plans as a code word or phrase like “Maneuver 14,” “Get Help,” or “Be a table.” You also gain a +5 Advantage for Deception and Insight checks to use Innuendo to communicate tactical information with other members of your team.
Teamwork (Discover)
You’re especially effective at helping your teammates. When you use the Assist action, roll the Fortune die as well on checks made for this action.
Tracking (Discover)
You’re a skilled tracker. You can use the Perception, Survival, Investigation, or Guile skills to follow tracks or clues with any acute sense like the Tracking option of the Senses Effect. In some instances the GM may allow an appropriate Lore or Expertise to be used instead.
Trance (Discover)
With a minute of meditation and a Moderate DC Concentration or Composure check, through breathing and bodily control, you can slip into a deep trance. This lasts for at least a Short Rest of uninterrupted meditation. 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 after the duration of the short rest. 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 (Battle, 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 (React)
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 (Battle)
You gain bonus or penalty dice equal to your unit size, +1d6 for every 4 creatures, when fighting as a unit that work similarly to a character’s Size dice. All members of a unit must be adjacent to at least one other unit member. The most common benefit for a unit is a bonus to Offense and Damage, but a penalty to Defense and Resistance. In a addition a unit takes damage and is affected by effects differently as well, with 1 creature becoming incapacitated or affected per degree of failure on the Toughness or Resistance check. A unit counts as a single opponent, for all intents and purposes. Losing a member of the unit does not trigger things like takedown or reactions triggered by incapacitating opponents unless the unit has lost all their members, or are no longer fighting as a unit. A unit can choose to fight in a formation, a formation is when the unit is arranged into lines and ranks. When fighting in Formation a unit only suffers one chosen penalty, plus a penalty to resisting damage from area effects. Units can only be flanked by other units or creatures with a size bonus for being larger against the unit, treating each as one opponent. However, to determine if a unit flanks a creature, use the individual members of the unit instead.
Unorthodox Training (Learn)
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.
Untapped Potential (Discover)
When you use Extraordinary Effort, you can choose to give the extra benefit to an ally instead of gaining both yourself. However, you still double the cost of the effort, and become exhausted starting the turn after your extraordinary effort, but your ally suffers no fatigue since they did not use a Surge. However, this also means they cannot benefit from the Extraordinary Effort Edge if they have it. If you are already fatigued, you are incapacitated. If you are already exhausted, you cannot use extraordinary effort, and thus cannot use Untapped Potential.
Variable Teamwork (Discover)
When you successfully contribute using the Assist action,
you can add a Descriptor to the Assist’s effect, if any. If your Assist check has three or more degrees of success, you can add two Descriptors instead. You must have an Effect with the descriptors being added to use this Edge.
Well-Connected (Interact)
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. The DC of the check is determined by the GM depending on the difficulty, dangerousness, or expense of the favor, and may be vetoed or modified by the GM.
Well-Equipped (Discover)
You are well-equipped and prepared for every situation. Once per Long Rest, you can have a single piece of Equipment “on-hand” so long as it is within your allotment of Equipment Points, or worth 5 Equipment Points or less, if you do not have the Equipment advantage.
Well-Informed (Learn)
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.
Well-Prepared (Learn)
You are well-prepared and equipped for every situation. Once per Long Rest, you can have a single already prepared temporary device or ritual you can define and use during the day, but you are limited to effects you could have prepared with a routine check using the Artificer, Inventor, or Ritualist Edge. The device or ritual lasts for an Encounter, as usual, and then stops working.





