Combat Edge List
General Combat Edges
| Name | Rank | Summary |
|---|---|---|
| Alacrity of Mind | Seasoned | Use Smarts instead of Athletics when making Interrupting Actions. |
| Armor Training | Novice | Lessen an Armor Restriction hindrance |
| Block | Seasoned | +1 Parry, ignore 1 point of Gang Up bonus |
| ↪ Improved Block | Veteran | +2 Parry and ignore 2 points of Gang Up Bonus |
| Combat Reflexes | Seasoned | +2 Spirit to recover from being Shaken or Stunned. |
| Counterattack | Seasoned | Free attack against one foe per turn who failed a Fighting roll. |
| ↪ Improved Counterattack | Seasoned | As Counterattack, but against three failed attacks per turn. |
| Covering Defense | Novice | Defend maneuver aids allies as well. |
| Deadly Blow | Seasoned | The fighter adds +1 to all his damaging attacks. |
| Defender | Seasoned | Character may share his shield's Parry and cover bonus with one adjacent ally. |
| Dirty Fighter | Seasoned | +2 to Fighting Tricks. |
| ↪ Really Dirty Fighter | Seasoned | Raise on a Fighting Test grants The Drop |
| Dodge | Seasoned | -2 to be hit by ranged attacks. (Does not stack with cover) |
| ↪ Improved Dodge | Seasoned | +2 to Evasion totals. |
| Exploit Weakness | Heroic | Attack as if you are using a damage type they are weak to and slow enemy regeneration. |
| Extraction | Novice | One adjacent foe doesn't get a free attack when you withdraw from close combat. |
| ↪ Improved Extraction | Seasoned | Three adjacent foes don't get free attacks when you withdraw from combat. |
| Feint | Novice | You may choose to make a foe resist with Smarts instead of Agility during a Fighting Test. |
| Formation Fighter | Novice | Fighter adds +2 to Gang Up bonus instead of +1. |
| ↪ Shield Wall | Novice | Fighter with shield adds +1 Parry to adjacent ally with Shield Wall Edge |
| Free Runner | Novice | Ignore Difficult Ground and add +2 to Athletics in foot chases and Athletics (climbing). |
| Giant Killer | Veteran | +1d6 damage vs creatures three Sizes larger or more. |
| Hard to Kill | Novice | Ignore Wound penalties when making Vigor rolls to avoid Bleeding Out. |
| ↪ Harder to Kill | Veteran | Roll a die if the character perishes. On an even roll he's Incapacitated but survives somehow. |
| Heroic Defiance | Seasoned | Automatically remove one of the listed negative conditions. |
| Iron Jaw | Novice | +2 to Soak and Vigor rolls to avoid Knockout Blows. |
| ↪ Take the Hit | Seasoned | Free reroll when Soaking or resisting Knockout Blows. |
| Killer Instinct | Seasoned | The hero gets a free reroll in any opposed Test he initiates. |
| MIssile Shield | Veteran | Increase your Toughness against ranged attacks. |
| Martial Flexibility | Seasoned | Once per encounter, character may gain the benefits of an eligible Combat Edge for five rounds. |
| ↪ Improved Martial Flexibility | Veteran | The fighter may now choose two Combat Edges per encounter. |
| Missile Deflection | Heroic | Ranged attackers use character's Parry as base TN. |
| Mounted Shield | Novice | You grant your shield bonus to your mount. |
| Nerves of Steel | Novice | Ignore one level of Wound penalties. |
| ↪ Improved Nerves of Steel | Novice | Ignore up to two level of Wound penalties. |
| No Mercy | Seasoned | +2 damage when spending a Benny to reroll damage. |
| Opportunistic | Veteran | A Joker adds +4 to Trait and damage rolls rather than +2. |
| Roar | Seasoned | Maymake an Intimidation Test in a Cone Template. |
| Scorch | Seasoned | Character's breath weapon increases a die type, and allows her to use Cone or Stream template. |
| Shatterspell | Novice | Make a limited action to dispel a power. |
| Sneak Attack | Novice | +2 to damage to Vulnerable foes, or when the rogue has The Drop |
| ↪ Shadow Strike | Veteran | Use your sneak attack in areas with bad illumination |
| ↪ Improved Sneak Attack | Veteran | May sneak attack a Distracted foe. |
| ↪ Greater Sneak Attack | Seasoned | Replaces rogue's +2 damage with a d6. |
| Steady Hands | Novice | Ignore Unstable Platform penalty; reduce running penalty to -1. |
| Stunning Blow | Seasoned | Foe must make a Vigor roll or be Stunned if Shaken or Wounded with a blunt weapon. |
| Sunder | Novice | Attacker adds +d6 to damage when trying to break things. |
| Trademark Weapon | Novice | +1 to Athletics (throwing), Fighting, or Shooting total with a specific weapon; +1 Parry while weapon is readied. |
| ↪ Improved Trademark Weapon | Seasoned | The attack and Parry bonus increases to +2 |
| Tripping Strike | Seasoned | Cause an enemy to be knocked prone. |
| Under and Over | Novice | Knock over large enemies attacking you. |
| Weapon Specialization | Seasoned | Specialize in a weapon type for a free reroll on its damage rolls. |
| 🔗 Favored Enemy ↪ Master Hunter | Heroic | The hunter adds an additional d6 damage when making a successful Athletics (throwing), Fighting, or shooting attack against their Favored Enemies. |
| 🔗 Berserk ↪ Spirit Warrior | Heroic | Become better at killing fae, outsiders and similar creatures while going berserk |
Initiative Edges
| Name | Rank | Summary |
|---|---|---|
| Calculating | Novice | Ignore up to 2 points of penalties on one action with an Action Card of Five or less. |
| Intimidating Glare | Veteran | Make an Intimidation roll as a free action when dealt a Jack or better in combat. |
| Level Headed | Seasoned | Draw an additional Action Card each round in combat and choose which one to use. |
| ↪ Improved Level Headed | Seasoned | Draw two additional Action Cards each round in combat and choose which one to use. |
Melee Attacks Edges
| Name | Rank | Summary |
|---|---|---|
| Charge | Seasoned | +2 damage to first Fighting roll when running at least 5“ (10 yards). |
| Close Fighting | Novice | Fighter armed with a knife or small weapon adds REach +1 and Parry +1 toward a single foe armed with a larger weapon. |
| ↪ Improved Close Fighting | Veteran | The bonus from Close Fighting increases to Reach +2 |
| First Strike | Novice | Free Fighting attack once per round when foe moves within Reach. |
| ↪ Improved First Strike | Heroic | Free Fighting attack against up to three foes when they move within Reach. |
| Frenzy | Seasoned | Roll a second Fighting die with one melee attack per turn. |
| ↪ Improved Frenzy | Veteran | Roll a second Fighting die with up to two melee attacks per turn. |
| Martial Prowess | Heroic | The fighter gets a free reroll on any failed Fighting roll. |
| Mighty Blow | Novice | When dealt a Joker, deal double damage on first successful Fighting roll. |
| Opportunistic Strike | Heroic | The rogue gets a free attack against a foe who Withdraws from Melee, even if they have Extraction. If they don't have Extraction, they count as Vulnerable to her. |
| Savagery | Novice | +4 damage when Wild Attacking rather than +2. |
| Sweep | Novice | Fighting rolla t -2 to hit all targets in weapon's Reach, no more than once per turn. |
| ↪ Improved Sweep | Veteran | As Sweep, but ignore the -2 penalty. |
| Two-Fisted | Novice | Make one extra Fighting roll with a second melee weapon in the off-hand at no Multi-Action penalty. |
Ranged Attacks Edges
| Name | Rank | Summary |
|---|---|---|
| Dead Shot | Novice | When dealt a Joker, double damage of first Athletics (throwing) or Shooting roll. |
| Double Shot | Seasoned | Extra Shooting or Athletics (throwing) die, once per turn. |
| ↪ Improved Double Shot | Heroic | Extra die up to twice per turn. |
| Double Tap | Seasoned | +1 to hit and damage when firing no more than RoF 1 per action |
| Marksman | Seasoned | Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +1 to first Athletics (throwing) or Shooting roll. Character may not move or fire greater than RoF 1. |
| Point Blank Master | Veteran | Become better at shooting while engaged with enemies |
| Rapid Fire | Seasoned | Increase RoF by 1 for one Shooting attack per turn. |
| ↪ Improved Rapid Fire | Seasoned | Increase RoF by 1 for one Shooting attack per turn. |
| Rapid Reload | Novice | Reduce the Reload value of a weapon by 1. |
| Rock and Roll! | Seasoned | Ignore the Recoil penalty when firing weapons with a RoF of 2 or more. Characters may not move. |
| Trick Shot | Seasoned | Character may make foe resist with Smarts instead of Agility with Athletics or Shooting Test. |
| Two-Gun Kid | Novice | Make one extra Shooting (or Athletics (throwing)) roll with a second ranged weapon in the off-hand at no Multi-Action penalty. |
Unarmed Fighting Edges
| Name | Rank | Summary |
|---|---|---|
| Brawler | Novice | Toughness +1, add d4 to damage from fists; or increase it a die type if combined with Marial Artist, Claws, or similar abilities. |
| ↪ Bruiser | Seasoned | Increase unarmed Strength damage a die type and Toughness another +1 |
| Improvisational Fighter | Seasoned | Ignore -2 penalty when attacking with improvised weapons. |
| Martial Artist | Novice | Unarmed Fighting +1, fists and feet count as Natural Weapons, add d4 damage die to unarmed Fighting attacks (or increase die a step if you already have it). |
| ↪ Martial Warrior | Seasoned | Unarmed Fighting +2, increase damage die type a step. |
| ↪↪ Chi | Veteran | Once per combat, reroll failed attack, make enemy reroll successful attack, or add +d6 to unarmed Fighting attack. |