Edge Requirements Summary
Alertness N +2 to Notice rolls.
Ambidextrous N, Ag d8 Ignore -2 penalty when making Trait rolls with off-hand.
Aristocrat N +2 to Common Knowledge and networking with upper class.
Attractive N, Vg d6 +1 to Performance and Persuasion rolls.
Very Attractive N, Attractive +2 to Performance and Persuasion rolls.
Berserk N After being Shaken or Wounded, melee attacks must be Wild Attacks, +1 die type to Strength, +2 to Toughness, ignore one level of Wound penalties, Critical Failure on Fighting roll hits random target. Take Fatigue after every five consecutive rounds, may choose to end rage with Smarts roll -2.
Brave N, Sp d6 +2 to Fear checks and -2 to rolls on the Fear Table.
Brawny N, St d6, Vg d6 Size (and therefore Toughness) +1. Treat Strength as one die type higher for Encumbrance and Minimum Strength to use weapons, armor, or equipment.
Brute N, St d6, Vg d6 Link Athletics to Strength instead of Agility (including resistance). Short Range of any thrown item increased by +1. Double that for the adjusted Medium Range, and double again for Long Range.
Charismatic N, Sp d8 Free reroll when using Persuasion.
Elan N, Sp d8 +2 when spending a Benny to reroll a Trait roll.
Fame N +1 Persuasion rolls when recognized (Common Knowledge), double usual fee for Performance.
Famous S, Fame +2 Persuasion when recognized, 5x or more usual fee for Performance.
Fast Healer N, Vg d8 +2 Vigor when rolling for natural healing; check every 3 days.
Fleet-Footed N, Ag d8 Pace +2, increase running die one step.
Force Resistance N, Sp d8 Enemy Force skills targeting the hero suffer a -2 penalty; Force damage is reduced by 2.
Improved Force Resistance N, Force Resistance As Force Resistance except penalty is increased to -4 and Force damage is reduced by 4.
Heavy-G Worlder N Start with d6 in Strength.
Linguist N, Sm d6 Character knows additional languages equal to Smarts die.
Luck N +1 Benny at the start of each session.
Great Luck N, Luck +2 Bennies at the start of each session.
Quick N, Ag d8 The hero may discard and redraw Action Cards of 5 or lower.
Rich N Character starts with three times the starting funds and a 150K annual salary.
Filthy Rich N, Rich Five times starting funds and 500K average salary.
Edge Requirements Summary
Block S, Fighting d8 +1 Parry, ignore 1 point of Gang Up bonus.
Improved Block V, Block +2 Parry, ignore 2 points of Gang Up bonus.
Brawler N, St d8, Vg d8 Toughness +1, add d4 to damage from fists; or increase it a die type if combined with Teras Kasi Artist, Claws, or similar abilities.
Bruiser S, Brawler Increase unarmed Strength damage a die type and Toughness another +1.
Calculating N, Sm d8 Ignore up to 2 points of penalties on one action with an Action Card of Five or less.
Combat Reflexes S +2 Spirit to recover from being Shaken or Stunned.
Coordinated Firing N, Shooting d6 Gang Up bonuses with ranged attacks.
Counterattack S, Fighting d8 Free attack against one foe per turn who failed a Fighting roll.
Improved Counterattack V, Counterattack As Counterattack, but against three failed attacks per turn.
Dead Shot WC, N, Athletics or Shooting d8 On first successful Athletics (throwing) or Shooting roll, double damage when dealt a Joker.
Dodge S, Ag d8 -2 to be hit by ranged attacks.
Improved Dodge S, Dodge +2 to Evasion totals.
Double Tap S, Shooting d6 +1 to hit and damage when firing no more than RoF 1 per attack.
Extraction N, Ag d8 One adjacent foe doesn’t get a free attack when you withdraw from close combat.
Improved Extraction S, Extraction Three adjacent foes don’t get free attacks when you withdraw from combat.
Feint N, Fighting d8 You may choose to make foe resist with Smarts instead of Agility during a Fighting Test.
First Strike N, Ag d8 Free Fighting attack once per round when foe moves within Reach.
Improved First Strike H, First Strike Free Fighting attack against up to three foes when they move within Reach.
Free Runner N, Ag d8 Ignore Difficult Ground and add +2 to Athletics in foot chases and Athletics (climbing).
Frenzy S, Fighting d8 Roll a second Fighting die in one melee attack. Limited action.
Improved Frenzy V, Frenzy Roll a third Fighting die in one melee attack. Limited action.
Giant Killer V +1d6 damage vs creatures three Sizes larger or more.
Hard to Kill N, Sp d8 Ignore Wound penalties when making Vigor rolls to avoid Bleeding Out.
Harder to Kill V, Hard to Kill Roll a die if the character perishes. On an even roll he’s Incapacitated but survives somehow.
Improvisational Fighter S, Sm d6 Ignore -2 penalty when attacking with improvised weapons.
Iron Jaw N, Vg d8 +2 to Soak and Vigor rolls to avoid Knockout Blows.
Killer Instinct S The hero gets a free reroll in any opposed Test he initiates.
Level Headed S, Sm d8 Draw an additional Action Card each round in combat and choose which one to use.
Improved Level Headed S, Level Headed Draw two additional Action Cards each round in combat and choose which one to use.
Marksman S, Athletics or Shooting d8 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.
Mighty Blow WC, N, Fighting d8 On first successful Fighting roll, double damage when dealt a Joker.
Nerves of Steel N, Vg d8 Ignore one level of Wound penalties.
Improved Nerves of Steel N, Nerves of Steel Ignore up to two levels of Wound penalties.
No Mercy S +2 damage when spending a Benny to reroll damage.
Rapid Fire S, Shooting d6 Increase RoF by 1 for one Shooting attack per turn.
Improved Rapid Fire V, Rapid Fire Increase RoF by 1 for up to two Shooting attacks per turn.
Rock and Roll! S, Shooting d8 Ignore the Recoil penalty when firing weapons with a RoF of 2 or more. Character may not move.
Steady Hands N, Ag d8 Ignore Unstable Platform penalty; reduce running penalty to -1.
Sweep N, St d8, Fighting d8 Fighting roll with two-handed weapon (-2 without) to hit all targets in weapon’s Reach. Limited action.
Improved Sweep V, Sweep As above, but attack can avoid allies. Limited action.
Teras Kasi Artist N, Fighting d6 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).
Teras Kasi Warrior S, Teras Kasi Artist Unarmed Fighting +2, increase damage die type a step.
Trademark Armor N, St d6, armor set Minimum Strength is one die type lower and armor has extra mod slot.
Trademark Weapon N, d8 in related skill +1 to Athletics (throwing), Fighting, or Shooting total with a specific weapon; +1 Parry while weapon is readied.
Improved Trademark Weapon S, Trademark Weapon The attack and Parry bonus increases to +2.
Two-Fisted N, Ag d8 Make one extra Fighting roll with a second melee weapon in the off-hand at no Multi-Action penalty.
Two-Gun Kid N, Ag d8 Make one extra Shooting or Athletics (throwing) roll with a second ranged weapon in the off-hand at no Multi-Action penalty.
Edge Requirements Summary
Force Sensitive (Adept, Darkside, Grey, Lightside) - Character can purchase Force Use skill, gains Force powers.
(Command Range is 5”)
Edge Requirements Summary
Command N, Sm d6 +1 to Extras’ Shaken or Stunned recovery rolls.
Command Presence S, Command Increase Command Range to 10”
Fervor V, Sp d8, Command Extras in range add +1 to their Fighting damage rolls.
Hold the Line! S, Sm d8, Command +1 to Extras’ Toughness in Command Range.
Inspire S, Command Make a Battle skill roll to Support one type of Trait roll, and apply it to Extras in Command Range. Limited action.
Natural Leader S, Sp d8, Command Leadership Edges now apply to Wild Cards.
Tactician S, Sm d8, Command, Battle d6 Draw an extra Action Card each turn that may be assigned to any allied Extra (or group of Extras sharing an Action Card) in Command Range.
Master Tactician V, Tactician Draw and distribute two extra Action Cards instead of one.
Edge Requirements Summary
Artificer S, FS Allow user to create Force devices.
Channeling S, FS Reduce Power Point cost by 1 with a raise on the activation roll.
Concentration S, FS Double Duration of non-Instant powers.
Extra Effort S, FS (Adept), Force Use d6 Increase Force Use by +1 for 1 Power Point or +2 for 3 Power Points.
Force Master S, FS, Force Use d6 Spend 1 extra Power Point to change a power’s Trapping.
Jedi/Sith Warrior S, FS (Darkside, Lightside), Force Use d6 Add +1 to +4 to Soak rolls for each Power Point spent.
Mentalist S, FS, Sm d6 +2 to opposed Force rolls.
New Powers N, FS Your character knows two new powers.
Power Points N, FS Gain 5 additional Power Points, no more than once per Rank.
Power Surge WC, N, FS, Force Use d8 Recover 10 Power Points when dealt a Joker in combat.
Rapid Recharge S, Sp d6, FS Recover 10 Power Points per hour.
Improved Rapid Recharge V, Rapid Recharge Recover 20 Power Points per hour.
Soul Drain S, FS, Force Use d10 Recover 5 Power Points for a level of Fatigue.
Edge Requirements Summary
Ace N, Ag d8 Character may spend Bennies to Soak damage for his vehicle and ignores up to 2 points of penalties.
Acrobat N, Ag d8, Athletics d8 Free reroll on acrobatic Athletics attempts.
Combat Acrobat S, Acrobat -1 to hit with ranged and melee attacks.
Assassin N, Ag d8, Fighting d6, Stealth d8 +2 to damage foes when Vulnerable or assassin has The Drop.
Droid Master N, Sm d8, Electronics d6, Repair d6 Gain a droid.
Droid Bond N, Droid Master You may spend Bennies on your droids.
Investigator N, Sm d8, Research d8 +2 to Research and certain types of Notice rolls.
Jack-of-All-Trades N, Sm d10 Gain d4 in a skill (or d6 with a raise) until replaced.
Jedi Knight/Sith Knight S, FS (Darkside, Lightside), Trademark Weapon (lightsaber) Increase Ranged TN to hit you, may also redirect one failed attack against you.
Jedi Master/Sith Lord V, Jedi Knight/Sith Knight As above, but may redirect up to three failed attacks, +2 damage against Jedi or Sith foes.
McGyver N, Sm d6, Repair d6, Notice d8 Quickly create improvised devices from scraps.
Mr. Fix It N, Repair d8 +2 to Repair rolls, half the time required with a raise.
Scholar N, Research d8 +2 to any one “knowledge” skill.
Soldier N, St d6, Vg d6 Strength is one die type higher for Encumbrance and Min Str. Reroll Vigor rolls when resisting environmental Hazards.
Mandalorian Soldier +1 to Fighting and Shooting rolls. +1 to Piloting when using a jetpack.
Surgeon N, Ag d6, Sm d6, Healing d6 Can heal Wounds over an hour old, and may graft biotech or cybernetics.
Thief N, Ag d8, Stealth d6, Thievery d6 +1 Thievery, Athletics rolls made to climb, Stealth in urban environments.
Woodsman N, Sp d6, Survival d8 +2 to Survival and Stealth in the wilds.
Edge Requirements Summary
Bolster N, Sp d8 May remove Distracted or Vulnerable state after a Test.
Common Bond WC, N, Sp d8 The hero may freely give her Bennies to others.
Connections N Contacts provide aid or other favors once per session.
Humiliate N, Taunt d8 Free reroll when making Taunt rolls.
Menacing N, See Text +2 to Intimidation.
Provoke N, Taunt d6 May “provoke” foes with a raise on a Taunt roll. See text.
Rabble-Rouser S, Sp d8 Affect all foes in a MBT with an Intimidation or Taunt Test. Limited action.
Reliable N, Sp d8 Free reroll when making Support rolls.
Retort N, Taunt d6 A raise when resisting a Taunt or Intimidation attack makes the foe Distracted.
Streetwise N, Sm d6 +2 to Common Knowledge and criminal networking.
Strong Willed N, Sp d8 +2 to resist Smarts or Spirit-based Tests.
Iron Will S, Brave, Strong Willed The bonus now applies to resisting and recovery from powers.
Work the Room N, Sp d8 Roll a second die when Supporting via Performance or Persuasion and apply result to additional ally. Limited action.
Work the Crowd S, Work the Room As above, but roll a third die. Limited action.
Edge Requirements Summary
Trademark Vehicle N +2 to a specific vehicle’s Handling.
Wild Card Vehicle N Vehicle is a Wild Card, it gains 2 Bennies it can use to Soak Wounds or reroll crew rolls.
Edge Requirements Summary
Beast Bond N The hero may spend Bennies for animals under her control.
Beast Master N, Sp d8 Animals like your hero and he has a pet of some sort. See text.
Chi V, Teras Kasi Warrior Once per combat, reroll failed attack, make enemy reroll successful attack, or add +6 to unarmed Fighting attack.
Danger Sense N Notice roll at +2 to sense ambushes or similar events.
Force Fakery N Use Performance to fake Force Powers.
Healer N, Sp d8 +2 to Healing rolls.
Liquid Courage N, Vg d8 Alcohol increases Vigor a die type and ignores one level of Wound penalty; -1 to Agility, Smarts, and related skills.
Scavenger N, Luck May find a needed item once per encounter.
Edge Requirements Summary
Followers WC, L The hero has five followers.
Professional L, Max Trait The character’s Trait and its limit increases one step.
Expert L, Professional in Trait The character’s Trait and its limit increases one step.
Master WC, L, Expert in Trait The character’s Wild Die is a d10 with a chosen Trait.
Sidekick WC, L The character gains a Wild Card sidekick.
Tough as Nails L, Vg d8 The hero can take four Wounds before being Incapacitated.
Tougher Than Nails L, Tough as Nails, Vg d12 The hero can take five Wounds before being Incapacitated.
Weapon Master L, Fighting d12 Parry increases by +1 and Fighting bonus damage die is d8.
Master of Arms L, Weapon Master Parry increases another +1 and Fighting bonus damage die is d10.