Professional Edges reflect years of practice or experience in a particular trade, activity, or craft.
These are often taken at character creation, but training by a master or steady work can help one gain it at any time.
Stacking: Bonuses to the same Trait from different Professional Edges do not stack. Apply only the highest.
| Name | Rank | Summary |
|---|---|---|
| Ace | Novice | Character may spend Bennies to Soak damage for his vehicle and ignores up to 2 points of penalties. |
| Acrobat | Novice | Free reroll on acrobatics Athletics attempts. |
| ↪ Combat Acrobat | Seasoned | -1 to hit with ranged and melee attacks against this hero. |
| Born in the Saddle | Novice | Free reroll on Riding rolls, mount’s Pace increase by 2, Running die increases one step. |
| Explorer | Novice | Survival roll to draw an additional card when using the Travel rule and choose between the two types; increases party's Travel Times by 10%. |
| Investigator | Novice | +2 to Academics and certain types of Notice rolls. |
| Jack-of-all-Trades | Novice | Gain d4 in a skill (or d6 with a raise) until replaced. |
| Knight | Novice | The character has some authority over his liege's subjects (and +1 to Intimidation and Persuasion), and gains a war horse, lance, long sword, a full suit of heavy armor (or medium if preferred), and a medium shield. |
| Loremaster | Seasoned | Lore: Free reroll on Academics, Common Knowledge, Occult, or Science. |
| Master Alchemist | Seasoned | Create potions at half the usual costs in unusual situations. |
| McGyver | Novice | Quickly create improvised devices from scraps. |
| Mount | Novice | The hero gains a mount that becomes more powerful as he gains Ranks. |
| Mr. Fix It | Novice | +2 to Repair rolls, half the time required with a raise. |
| Nature Warden | Seasoned | Survivalist Gain +1 parry, Survival and Notice rerolls and other benefits in certain terrains. |
| Poisoner | Novice | The character creates poisons in half the time and contact poisons last 12 hours instead of four. |
| Scholar | Novice | +2 to any one “knowledge” skill. |
| Scout | Seasoned | Scout gets aq Notice roll at -2 to detect Travel encounters, are always considered alert vs Stealth, and add +2 to Common Knowledge to know details of areas they've traveled. |
| Soldier | Novice | Strength is one die type higher for Encumbrance and Min Str. Reroll Vigor rolls when resisting environmental Hazards. |
| Stonecunning | Novice | Notice roll at +2 to detect traps, secret doors, etc., in stone. |
| Thief | Novice | +1 Thievery. Athletics rolls made to climb. Stealth in urban environments. |
| Trap Sense | Seasoned | Automatic Notice roll to detect a trap within 5” (10 yards); she and allies ignore 2 points of Evasion penalties to avoid them; ignores up to 2 points of Thievery penalties when attempting to disarm traps. |
| Treasure Hunter | Novice | Smarts to gauge value of goods, may spend Benny to have GM to reroll magic items in random treasure. |
| Troubadour | Seasoned | +2 Common Knowledge, may use PErformance instead of Battle for Leadership Edges or Edges that require Battle. |
| Uncanny Reflexes | Veteran | Character may make foe resist with Smarts or Spirit when making a Smarts or Spirit-based Test. |
| Woodsman | Novice | +2 to Survival and Stealth in the wilds. |