These Edges are designed to help your hero dish out terrible damage—or survive it.
REQUIREMENTS: Seasoned, Fighting d8+
Through hard-fought experience your hero has learned to defend himself in vicious hand-to-hand combat. His Parry increases by +1 and any Gang Up bonus against him is reduced by one.
REQUIREMENTS: Veteran, Block
The hero’s Parry bonus is now +2 and the Gang Up bonus against him is reduced by 2.
REQUIREMENTS: Novice, Strength d8+, Vigor d8+
His fists hit like hammers or his talons cut like scythes. His body feels like it’s made of stone. Brawlers increase their Toughness by 1 and roll Strength +d4 when hitting with their fists or feet (or claws if they have them). If they already have a damage die from Claws, the Teras Kasi Artist Edge, etc., increase the damage die type by one instead.
The Brawler Edge doesn’t make the character’s fists Natural Weapons.
REQUIREMENTS: Seasoned, Brawler
The fighter increases his Toughness an additional +1, and the damage caused with his fists or claws another die type.
REQUIREMENTS: Novice, Smarts d8+
A few seconds to study your foe’s actions gives your hero a major advantage. When his Action Card is a Five or less, he ignores up to 2 points of penalties on one action that turn, which can include Multi-Action, cover, Range, and even Wound penalties.
REQUIREMENTS: Seasoned, Fighting d8+
A short burst of speed adds significant impact to this hero’s melee damage. If she runs at least
5” (10 yards), she adds +2 to the damage of her first Fighting attack that turn. This may be combined with a Wild Attack.
REQUIREMENTS: Seasoned
Your warrior recovers quickly from shock and trauma. He adds +2 to his rolls when attempting to recover from being Shaken or Stunned.
REQUIREMENTS: Novice, Shooting d6
This Edge allows the character to benefit from the Gang Up bonus when making ranged attacks in coordination with anyone else who also has this Edge. Both characters must go on the same Action Card (one may Hold until the lower Action Card goes), and attack the same target that round. They must make this declaration before either one acts that round. The max benefit from this is +4.
REQUIREMENTS: Seasoned, Fighting d8+
Fighters with this Edge deal instant punishment for an enemy’s mistakes. Once per round (if not Shaken or Stunned), the character receives a Free Attack against one failed Fighting attack against him. The counterattack takes place immediately (before other hits against the hero on the same Action Card, if any).
REQUIREMENTS: Veteran, Counterattack
As above but the hero gets a Free Attack against up to three failed attacks each round.
REQUIREMENTS: Wild Card, Novice, Athletics or Shooting d8+
When your Action Card is a Joker, double the total damage of your first successful Athletics (throwing) or Shooting roll this round.
REQUIREMENTS: Seasoned, Agility d8+
The hero can anticipate attacks or move erratically under fire. Unless the victim of a surprise attack and taken completely unaware, Dodge subtracts 2 from all ranged attacks made against the character. Dodge does not stack with actual cover, however.
REQUIREMENTS: Seasoned, Dodge
The hero adds +2 when Evading area effect attacks.
REQUIREMENTS: Seasoned, Shooting d6+
Experienced blaster experts fire two shots in rapid succession without spoiling their aim.
Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra charge. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action.
Double Tap cannot be combined with Rapid Fire.
REQUIREMENTS: Novice, Agility d8+
When a character withdraws from melee, adjacent attackers get a free Fighting attack against him. This is a very dangerous proposition for most, but not your wily champion.
When moving away from adjacent foes, one of them (player’s choice), doesn’t get his free Fighting attack.
REQUIREMENTS: Seasoned, Extraction
Up to three foes’ (player’s choice) don’t get attacks when your warrior moves out of melee with them.
REQUIREMENTS: Novice, Fighting d8+
When performing a Test with the Fighting skill, you can choose to make the foe resist with Smarts instead of Agility.
REQUIREMENTS: Novice, Agility d8+
Once per round, as long as he’s not Shaken or Stunned, the hero gets a free Fighting attack against a foe immediately after the foe moves into Reach.
REQUIREMENTS: Heroic, First Strike
As above but the hero may attack up to three foes each turn.
REQUIREMENTS: Novice, Agility d8+, Athletics d6+
Your character practices “parkour” or is just very skilled at running, jumping, swinging, scampering up walls, and over obstacles.
As long as there are obstacles she can bound on, bounce off, or swing on, she moves at her full Pace on Difficult Ground when on foot. She also adds +2 to her Athletics rolls when climbing and in foot Chases.
REQUIREMENTS: Seasoned, Fighting d8+
As a limited action, a character with Frenzy may roll a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
REQUIREMENTS: Veteran, Frenzy
As Frenzy but the fighter adds a third Fighting die to his Fighting attack made with Frenzy this turn.
REQUIREMENTS: Veteran
The bigger they are, the harder they are to kill. At least for most. Your hero knows how to find the weak points in the most massive of foes.
He adds +1d6 damage when attacking creatures who are three or more Sizes larger than himself. A human (Size 0) gets the bonus against a creature of Size 3 or greater.
REQUIREMENTS: Novice, Spirit d8+
This adventurer has more lives than a herd of cats. He may ignore his Wound penalties when making Vigor rolls to avoid Bleeding Out.
REQUIREMENTS: Veteran, Hard to Kill
If your hero is ever “killed,” roll a die. On an odd result, he’s dead as usual. On an even roll, he’s Incapacitated but somehow escapes death. He may be captured, stripped of all his belongings, or mistakenly left for dead, but he somehow survives.
REQUIREMENTS: Seasoned, Smarts d6+
Heroes often find themselves fighting with pieces of equipment or furnishings not designed for combat. A brawler with this Edge has a knack for using such improvised weapons. He ignores the usual -2 penalty when wielding them.
REQUIREMENTS: Novice, Vigor d8+
The hero can shrug off even extreme blows. He adds +2 to Soak rolls and Vigor rolls to avoid Knockout Blows.
REQUIREMENTS: Seasoned
This hero hates losing. He gets a free reroll in any opposed Test he initiates.
REQUIREMENTS: Seasoned, Smarts d8+
Fighters who can keep their cool when everyone else is running for cover make deadly combatants. A hero with this Edge draws an additional Action Card in combat and chooses which to use.
REQUIREMENTS: Seasoned, Level Headed
As above but the hero draws two additional cards and chooses which to keep.
REQUIREMENTS: Seasoned, Athletics d8+ or Shooting d8+
The hero is a natural with ranged weapons. If she doesn’t move in a turn and fires no more than a Rate of Fire of 1 as her first action, she may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
REQUIREMENTS: Wild Card, Novice, Fighting d8+
If your Action Card is a Joker, double the damage of your first successful Fighting attack this round.
REQUIREMENTS: Novice, Vigor d8+
Your hero has learned to fight on through the most intense pain. He may ignore 1 point of Wound penalties.
REQUIREMENTS: Novice, Nerves of Steel
The hero ignores two points of Wound penalties.
REQUIREMENTS: Seasoned
When this killer spends a Benny to reroll damage, he adds +2 to his final total.
REQUIREMENTS: Veteran
Opportunity is what one makes of it. When a character with this Edge is dealt a Joker, he adds +4 to his Trait and damage rolls instead of +2.
REQUIREMENTS: Seasoned, Shooting d6+
The shooter is practiced at taking quick and accurate shots. As long as she’s armed with a fast-firing ranged weapon of some sort and has enough charges to do so, she may increase her weapon’s Rate of Fire by 1 for any one of her Shooting attacks that turn.
REQUIREMENTS: Veteran, Rapid Fire
The shooter may now increase her weapon’s Rate of Fire by 1 twice in the same turn (via a Multi-Action).
REQUIREMENTS: Seasoned, Shooting d8+
Experienced shooters learn to compensate for the recoil of fully automatic weapons. If a character with this Edge doesn’t move on his turn, he ignores the Recoil penalty when firing at a Rate of Fire of 2 or higher (see Recoil).
REQUIREMENTS: Novice, Fighting d6+
Violence is a way of life for some. Those with this Edge hit their foes hard enough that they often don’t get to reply in kind. A character with this Edge causes +4 damage when making a Wild Attack rather than +2.
REQUIREMENTS: Novice, Agility d8+
Firing from the back of a creature or moving vehicle is tricky business, but your adventurer has figured it out. She ignores the Unstable Platform penalty.
This also helps when running, reducing the usual penalty from -2 to -1.
REQUIREMENTS: Novice, Strength d8+, Fighting d8+
As a limited action, Sweep allows a character to make a single Fighting attack with a two-handed weapon and apply it against all targets in his Reach (friends and foes alike). Resolve damage separately for each enemy that’s hit.
A Sweep made without a two-handed weapon suffers a -2 penalty.
REQUIREMENTS: Veteran, Sweep
As above but the whirlwind of death is able to avoid allies when using Sweep.
REQUIREMENTS: Novice, Fighting d6+
The fighter has trained in basic martial arts. Her fists and feet are weapons so she’s always considered armed. She adds +1 when striking with them and causes Strength+d4 damage. If she already has a Strength damage die from the Claws racial ability or the Brawler Edge, increase the damage a die type.
Teras Kasi Artist does not add to damage from other Natural Weapons such as fangs or horns.
REQUIREMENTS: Seasoned, Teras Kasi Artist
Increase the warrior’s Fighting bonus to +2 and her damage die an additional step.
REQUIREMENTS: Novice, Strength d6+, a complete set of armor (helmet, legs, torso)
The hero knows one unique set of armor and how to move within it. He treats the Minimum Strength to wear it as if it is one die lower when he is wearing the full set. This armor also has an extra Modification Slot. If any part of the armor is destroyed, lost, or replaced, they lose this benefit until they spend several days adjusting. (However long the GM feels is appropriate).
REQUIREMENTS: Novice, skill with chosen weapon of d8+
The hero knows one unique weapon like the back of his hand. When using it, he adds +1 to his Athletics (throwing), Fighting, or Shooting rolls, and +1 to Parry when readied (even if it’s a ranged weapon).
A fighter can take this Edge multiple times, applying it to a different weapon each time. If a Trademark Weapon is lost, he can replace it but the benefits don’t kick in for a few days (however long the GM feels is dramatically appropriate).
REQUIREMENTS: Seasoned, Trademark Weapon
As above but the bonuses when using the weapon increase to +2.
REQUIREMENTS: Novice, Agility d8+
If a character makes a Fighting attack with one action and another from a different hand in a later action, the second attack doesn’t inflict a Multi-Action penalty. The Off-Hand penalty still applies unless he’s Ambidextrous, however.
If the character has Two-Gun Kid, the second action may also be a ranged attack.
REQUIREMENTS: Novice, Agility d8+
Two-Gun Kid works just like Two-Fisted, but with ranged weapons, allowing her to fire or throw a weapon in each hand as two different actions but without triggering a Multi-Action penalty.
If the character has Two-Fisted, the second action may also be a melee attack.
REQUIREMENTS: Veteran, Agility d8+, Athletics d8+
The character has an uncanny ability to avoid area attacks and effects. She ignores the usual -2 Agility penalty when making Evasion attempts. She also gets a regular Evasion attempt against area effect attacks or effects that don’t usually allow it (at the usual -2 penalty).