Skill Linked Attribute
Boating ........................Agility
Climbing ......................Strength
Driving .........................Agility
Fighting........................Agility
Gambling .....................Smarts
Guts .............................Spirit
Healing ........................Smarts
Intimidation .................Spirit
Investigation ................Smarts
Knowledge ...................Smarts
Lockpicking .................Agility
Notice ..........................Smarts
Persuasion ...................Spirit
Repair ..........................Smarts
Riding ..........................Agility
Shooting ......................Agility
Stealth ..........................Agility
Streetwise ....................Smarts
Survival ........................Smarts
Swimming ....................Agility
Taunt ............................Smarts
Throwing .....................Agility
Tracking .......................Smarts
Hindrance Type Effects
Allergy Minor/Major –2 or –4 to Trait rolls when exposed to allergen
All Thumbs Minor –2 Repair; Roll of 1 on a mechanical or electronic device causes malfunction
Anemic Minor –2 Vigor to resist sickness, disease, poison or environment
Arrogant Major Must humiliate opponent, always look to challenge the ‘leader’
Bad Eyes Minor –2 to attack or notice something more than 5" distant
Bad Luck Major One less benny per session
Big Mouth Minor Unable to keep a secret, blabs at the worst time
Blind Major –6 to all actions that rely on vision, –2 on social rolls, gain additional Edge
Bloodthirsty Major Never takes prisoners; –4 Charisma if demeanor is known
Branded Minor –2 Charisma
Cautious Minor Character is overly cautious
Clueless Major –2 to most Common Knowledge rolls
Cocky Minor The character must spend his fi rst action bragging or lose a benny
Code of Honor Major The character keeps his word and acts like a gentleman
Curious Major Character wants to know about everything
Death Wish Minor Hero wants to die after completing some task
Delusional Minor/Major Character suffers from grave delusions
Dependent Major See text
Doubting Thomas Minor –2 to Guts rolls when faced by supernatural horrors
Elderly Major Pace –1, –1 to Strength & Vigor die types; +5 skill points for Smarts skills
Enemy Minor/Major The character has a recurring nemesis of some sort
Glass Jaw Minor –2 to Soak rolls
Greedy Minor/Major The character is obsessed with wealth
Habit Minor/Major A Minor Habit is simply annoying (Charisma –1)
Hard of Hearing Minor/Major –2 to Notice sounds; automatic failure if completely deaf
Heroic Major The character is a true hero and always helps those in need
Illiterate Minor The character cannot read or write
Jingoistic Minor/Major –2 or –4 to Charisma when dealing with other races and cultures
Lame Major –2 Pace and running die is a d4
Loyal Minor The hero tries to never betray or disappoint his friends
Mean Minor The character suffers –2 to his Charisma for his ill-temper and surliness
Obese Minor +1 Toughness, –1 Pace, d4 running die
One Arm Major –4 to tasks requiring two arms
One Leg Major Pace –2, d4 running die, –2 to rolls requiring mobility, –2 to Swimming skill
Outsider Minor –2 Charisma, treated badly by those of the more dominant society
Overconfi dent Major The hero believes he can do anything
Pacifi st Minor/Major The character fi ghts only in self-defense as a Minor Hindrance, and won’t fi ght
living creatures under any circumstance as a major Hindrance
Phobia Minor/Major –2 or –4 to Trait tests when near the phobia
Poverty Minor Half starting funds, general inability to hang onto future income
Quirk Minor The hero has a minor but persistent foible, such as bragging, or elitism
Small Major –1 Toughness
Stubborn Minor Hero always wants his way
Ugly Minor –2 Charisma due to the character’s less-than-average appearance
Vengeful Minor/Major Character holds a grudge, will kill to settle the score as a Major Hindrance
Vow Minor/Major The hero has a pledge to himself, a group, a deity, or a religion
Wanted Minor/Major The character is a criminal of some sort
Yellow Major The character is cowardly and suffers –2 to his Guts rolls
Young Major 3 points for Attributes, 10 skill points, +1 benny per session
Edge Requirements Effects
Acrobat N, A d8, St d6 +2 to nimbleness-based Agility rolls; +1 Parry if unencumbered
Alertness* N +2 Notice
Ambidextrous* N, A d8 Ignore –2 penalty for using off-hand
Arcane Background* N, Special Allows access to supernatural powers
Arcane Resistance* N, Sp d8 Armor 2 vs. magic, +2 to resist magic effects
.. Improved Arcane Resistance N Armor 4 vs. magic, +4 to resist magic effects
Attractive* N, V d6 Charisma +2
.. Very Attractive* N, Attractive Charisma +4
Beast Bond N Character may spend bennies for his animals
Beast Master N, Sp d8 You gain an animal companion
Berserk* N Smarts roll or go Berserk after being wounded; +2
Fighting and Strength rolls, –2 Parry, +2 Toughness;
Roll of 1 on Fighting die hits random adjacent target
Block S, Fighting d8 Parry +1
.. Improved Block V, Block Parry +2
Brawny* N, St d6, V d6 Toughness +1; load limit is 8xStr instead of 5xStr
Charismatic N, Sp d8 Charisma +2
Close Fighting N, Ag d8, Fighting d8 Bonus to Parry equal to opponent’s Reach +1
.. Improved Close Fighting N, Close Fighting Bonus to Fighting equal to opponent’s Reach +1
Combat Refl exes S +2 to recover from being Shaken
Command N, Sm d6 +1 to troops recovering from being Shaken within 5"
Command Presence N, Command Double command radius to 10"
Common Bond WC, N, Sp d8 May give bennies to allies in communication
Connections N Call upon powerful friends with Persuasion roll
Conviction H, Sp d6 Can trigger Righteous Rage once per game without rolling
Danger Sense N Notice at –2 to detect surprise attacks/danger
Dead Shot WC, S, Shoot/Throw d10 Double ranged damage when dealt Joker
Dirty Fighter S +2 to Tricks
.. Really Dirty Fighter S, Dirty Fighter Can spend benny to get the Drop
Dodge S, A d8 –1 to be hit with ranged attacks
.. Improved Dodge V, Dodge –2 to be hit with ranged attacks
Entangle S, Fight d8 The character can trap his foe’s weapon arm, leaving him as an Unarmed Defender and unable to retreat from combat.
Explorer N, Vi d6, Survival d8 +2 to resist effects of heat or cold
Fanaticism S, Sp d8, Command Followers gain +2 to Guts rolls
Fast Healer* N, V d8 +2 to natural healing rolls
Fervor V, Sp d8, Command +1 melee damage to troops in command
First Strike N, A d8 May attack one foe who moves adjacent
.. Improved First Strike H, First Strike May attack every foe who moves adjacent
Fleche V, Ag d8, Fight d8 See text
Fleet-Footed N, A d6 +2 Pace, d10 running die instead of d6
Florentine N, A d8, Fighting d8 +1 vs. foes with single weapon and no shield, ignore 1 point of gang up bonus
Followers L, WC Gain 5 followers (see text)
Frenzy S, Fighting d10 1 extra Fighting attack at –2
.. Improved Frenzy V, Frenzy As above but no penalty
Giant Killer V +4 damage when attacking large creatures
Good/Bad Reputation V Add Charisma to Intimidation rolls
Gifted Leader V, Command Extras under the hero’s command roll d8 Wild Die for
Group rolls
Gunsmith N, Sm d8, Repair d8 +2 when making grenades, powder bombs, guns or shot
Hard to Kill N, WC, Sp d8 Ignore wound penalties for Vigor rolls made on the Knockout or Injury tables
.. Harder to Kill V, Hard to Kill 50% chance of surviving "death" by some means
Healer N, Sp d8 +2 Healing
Hold the Line! S, Sm d8, Command Troops have +1 Toughness
Improvisational Fighter S, Sm d6 Suffers no penalties for using improvised weapons
Inspire S, Command +2 to Spirit rolls of all troops in command
Iron Jaw N, Vi d8 +2 to Soak rolls
Iron Will N, Sp d8, Guts d6 +2 to Guts rolls, –2 to Fright Table rolls
Jack-of-all-Trades N, Sm d10 No –2 for unskilled Smarts based attempts
Leader of Men L, Command Hero may use Leadership Edges on allied Wild Cards
Level Headed S, Sm d8 Act on best of two cards in combat
.. Improved Level Headed S, Level Headed Act on best of three cards in combat
Luck* N +1 benny per session
.. Great Luck* N, Luck +2 bennies per session
Lunge N, Fight d8 Can extend melee weapon Reach by 1"
Marksman S Character gets the Aim maneuver (+2 Shooting) if he does not move
Mighty Blow WC, S, Fighting d10 Double melee damage when dealt Joker
Musketeer N, Shoot d8, no All Thumbs, Reload blackpowder weapon in 1 action
Natural Leader N, Sp d8, Command Leader may give bennies to troops in command
Nerves of Steel N, WC, V d8 Ignore 1 point of wound penalties
.. Improved Nerves of Steel N, Nerves of Steel Ignore 2 points of wound penalties
New Power N, AB The hero learns a new spell
No Mercy S Can spend bennies on damage rolls
Noble* N Rich; +2 Charisma; hero is noble born with status and wealth
Professional L, d12 in Trait Trait becomes d12+1
.. Expert L, Prof. in Trait Trait becomes d12+2
.. Master L, WC, Expert in Trait Wild Die is d10 for one Trait
Quick* N Discard draw of 5 or less for new card
Quick Draw N, A d8 May draw weapon as a free action
Rapid Recovery S, Vi d6, AB Recovers a Fatigue level due to backlash every 15 minutes
.. Improved Rapid Recovery H, Rapid Recovery Recovers a Fatigue level due to backlash every 5 minutes
Rich* N Start with £15 and have a regular income of £300 per year
.. Filthy Rich* N, Noble or Rich Hero begins play with £25 and earns £750 per year
Riposte S, First Strike, Fight d8 Once per round you may make a Fighting attack at –2 against a foe who misses you in melee
.. Improved Riposte V, Riposte As above, but with no penalty.
Scholar N, d8 in affected skills +2 to two different Knowledge skills
Solid Determination H, WC, Iron Jaw May make a free soak roll to avoid being Incapacitated
Spot Weakness See notes When a foe rolls a 1 on his Fighting die against you, you get +1 to Fighting rolls against him
Steady Hands N, A d8 Ignore unstable platform penalty for mounts or vehicles
Strong Caster S, AB, arcane skill d6, Know (occult) d8 Casting Modifiers for spells are reduced by 1 (min, of zero)
.. Imp. Strong Caster V, Strong Caster Casting Modifi ers are reduced by 2 (min. zero)
Strong Willed N, Intimidation d6, Taunt d6, +2 Intimidation and Taunt, +2 to resist
Sweep N, St d8, Fighting d8 Attack all adjacent foes at –2
.. Improved Sweep V, Sweep As above but with no penalty
Thief N, A d8, Climb d6, Lockpicking d6, Stealth d8, +2 Climb, Lockpicking, Stealth, or to disarm traps
Tough as Nails L Increase Toughness by +1
.. Improved Tough as Nails L, Tough as Nails Increase Toughness by another +1
Trademark Weapon N, Fighting or Shooting d10, +1 Fighting or Shooting with one particular weapon
.. Imp Trademark Weapon V, Trademark Weapon +2 Fighting or Shooting with one particular weapon
Two-Fisted N, A d8 May attack with a weapon in each hand without multiaction penalty.
Wall of Steel V, Florentine, Notice d8 Foes get no Gang Up bonus against you
Weapon Master L, Fighting d12 Increase Parry by +1
.. Master of Arms L, Weapon Master Increase Parry by another +1
Woodsman N, Sp d6, Survival d8, Tracking d8, +2 Tracking Survival, and Stealth
*Background Edges—must be chosen during character creation.