Requirements: Novice, Arcane Background(Wizardry)
A wizard who takes this Edge has gone through the complicated and laborious task of receiving an arcane tattoo. They may choose one of their spells: from here on, this spell is permanently inscribed into the wizard’s skin. Even if they lose their spellbook, they’ll be able to memorise and cast this power as normal.
Requirements: Seasoned, Perform d8+
Skilled adventurer-bards, particularly those who have trained with the famed Collegiate, have learned to make themselves useful by adapting their songs and performances to disrupt magical effects that depend on sound. If you have this Edge, you can use the Perform skill to dispel sound-based magics and magical effects (like the song of a siren) as if you were using the Dispel power. Like Dispel, you can go On Hold and try to counter an enemy power as it’s being used.
Requirements: Seasoned, Dispel
Normally, dispelling a spell as it’s being cast requires the caster to be On Hold and win an Agility test to interrupt their opponent’s action. However, magic-users with this Edge are adept at countering spells cast by others. Once per turn (if not Shaken or Stunned), the character can cast Dispel when another character within range casts a spell. This takes place immediately, but can only be used to interrupt and counter the enemy’s spell.
The character must spend power points and make an arcane skill roll in order to cast Dispel as usual.
Requirements: Veteran, Dispel, Counterspell
With this Edge, the character also adds a +2 bonus to their spellcasting roll when attempting to use Dispel to counter an enemy spell as it’s being cast.
Requirements: Heroic, Fighting d10
For most characters, the wisest course of action when someone is shooting at you is to get out of the way. However, the truly skilled can hone their reflexes to the point where they are able to knock missiles such as arrows and bolts from the air. Once per round, you may use your Parry to defend against a ranged missile instead the usual TN of 4. This does not work against very small or fast projectiles like bullets, and you must be considered armed to parry projectiles.
Note that if you choose to deflect a projectile with your Parry, other Edges that rely on avoiding ranged attacks - like Dodge and Improved Dodge - do not function.
Requirements: Seasoned, Shooting d8+
This is the ranged counterpart to the Frenzy Edge. When using a ranged weapon with a ROF of 1, such as a bow, you can roll a second Shooting die with any of your Shooting attacks for the turn. The extra die can be allocated to the same or different targets as you see fit. Resolve each separately.
Taking a double shot uses up twice as much ammunition, and can only be done with weapons that can be reloaded as a free action (you can’t use it with a crossbow, for example).
Double Shot, Improved
Requirements: Veteran, Double Shot
The fighter rolls an extra Shooting die with up to two Shooting attacks in the same turn.
Requirements: Novice, Spirit d6, Survival d6
The character has spent significant time surviving in harsh conditions, and is acclimated to areas that are deadly to most. Choose a type of hazardous terrain, such as desert or tundra. They receive a +2 bonus to Survival rolls made in this terrain. They also receive a +4 bonus to a Hazard associated with it - such as Heat for the desert, Cold for the tundra, or Disease in filthy swamps.
Requirements: Novice, Fighting d8+
This is errata; it replaces the Feint Edge in the rulebook.
When performing a Test with the Fighting skill, you can choose to make your foe resist with Smarts instead of Agility. If you beat them with a raise, they are not automatically Shaken - instead, you roll normal weapon damage against them. This doesn’t count as an attack for the purposes of triggering Edges like Counterattack.
Kung Fu Discipline
Requirements: Novice, Martial Artist, Spirit d6+, Fighting/Athletics d8+
A martial artist who takes this Edge has trained in one of the 7 disciplines traditionally practiced and taught by masters of kung fu. This Edge can be taken more than once, but you choose a new style each time. You can only use one style at a time, but can switch styles as a free action at the start of your round.
Eagle: A style that focuses on channeling chi through the fists to shatter solid objects. You gain AP 2 against obstacles that you’re attacking through (including shields). When breaking things with unarmed attacks, you can ace and gain bonus damage from a raise.
Serpent: A fast, precise style that focuses on striking pressure points or weak spots. Your unarmed attacks gain AP 1 against all types of armor.
Tiger: A style that focuses on devastating kicks from powerful legs. Your base jumping ability is doubled. You also ignore the first 2” of falling damage, and can rise from Prone at no movement cost. If you engage an enemy with a running start or from above, you can add +2 to your Fighting roll.
Monkey: A style focused on acrobatics and deceiving your foe by appearing weak in ways you are not. You gain a +2 bonus to Taunt and Athletics rolls used in a Test against enemies. You also gain a +2 to Athletics/Agility rolls used to jump, avoid hazards or perform acrobatics.
Ox: A style focused on channeling chi to hurl opponents with incredible force. When using the Push action, enemies are thrown twice as far. Opponents that strike a hard object take 2d4 damage.
Mantis: A style that focuses on redirecting an opponent’s energy in endless circles, making them harm themselves with hook-like maneuvers. When grappling an opponent and attempting to deal damage, you inflict your full unarmed damage instead of just your Strength.
Dragon: A style that focuses on deep breathing to generate a supernatural aura. While using this style, your unarmed attacks are treated as magical weapons for the purposes of harming creatures like golems or vampires. Striking something hazardous, like a flaming enemy, does not harm you.
Requirements: Novice, Occult d8+
The one who takes this Edge is an accomplished caster of rituals, and excels at them. They may ignore 2 points of Difficulty modifiers when casting rituals.
Requirements: Seasoned, Arcane Background(Wizardry)
The creation of magical scrolls is a subtle art, which not all mages can master easily. Instilling ink and paper with the essential power of a spell is far more than the sum of the spell’s magic words or arcane sigils. With this Edge, the practitioner can create scrolls: a consumable, portable way to “store” magic in paper, stone or any other writing medium conceivable. As long as the medium is of the highest quality and free from imperfections, almost any material can be inscribed as a “scroll”.
In order to scribe a scroll, you will need ink and paper of the highest quality - the ink, in particular, will usually cost at least 50 silver. Of highest import, however, is the quill. It cannot be a mundane feather, but must be from a strange and magical creature - preferably one whose nature aligns with the spell being scribed. The actual scribing process takes one day per rank of the spell being scribed, at the end of which time the magic user must spend power points and make a Spellcasting roll as if activating the power. If the quill being used is well-matched to the spell being scribed or is from a being of great power, they get a +1 bonus to this roll.
The created scroll can be used to cast the spell without expending any power points; mages still must use their own Spellcasting skill to cast it. Non-mages can also use the scroll if they have the Occult skill. It can also be studied and copied into another mage’s spellbook. In both cases, the scroll is used up as its stored magical potency is expended.
Requirements: Novice, d8 in relevant skill
Your character has a background in some common trade or profession. For example, they might be a smith, a woodworker, a jeweller or an appraiser. They receive a +2 bonus to all knowledge-based skill checks on topic related to their profession. For example, a smith may receive bonuses to a Common Knowledge check made to recognise a maker’s mark, or to a Notice check made to identify a sabotaged piece of armour.
When they can work their trade normally, a tradesman can make a living on their profession based on the hirelings guide. Some tradesmen or women - like smiths - may also be able to fabricate items with access to a suitable workshop and tools. The time taken depends on the profession and item, but this generally costs half as much as buying the item would. Actually crafting a specific item requires a Repair roll, which may be made with a penalty if the item is complex or difficult. A roll is only required for non-trivial items where quality is important - any smith can make nails or horseshoes without rolling.
This Edge can’t be used for professions already covered by more specific Edges. For example, a devoted expert of history should take the Scholar Edge instead of this one. An alchemist should take the appropriate Arcane Background Edge, as alchemy is a form of magic in of itself.
Requirements: Novice, Agility d6+
Although nothing is a match for a good set of plate mail or a chain shirt, those who regularly spend time in hazardous situations without protection get good at surviving by the skin of their teeth. The hero that takes this Edge receives a +2 bonus to Soak rolls whenever they are not wearing armor or using a shield.
Armor provided by spells and the like do not count against the hero for this purpose.