Edges

Background Edge Requirements Effect
Adept N, d8 in selected skill Reduces the penalties of all non-specialized skill checks with the selected skill by 1
Alertness N +2 Notice
Alternate Identity N Complete 2nd identity, may be taken multiple times
Ambidextrous N, Agility d8+ Ignore –2 penalty for using off-hand
Arcane Background: CyberMonk N Grants access to the Cybermastery skill and CyberMonk Powers
Arcane Background: Psionic N Grants access to the Psionics skill and Psionic Powers
Arcane Resistance N, Spirit d8 Armor 2 vs. magic, +2 to resist powers
Improved Arcane Resistance N, Arcane Resistance Armor 4 vs. magic, +4 to resist magic effects
Attractive N, Vigor d6 Charisma +2
Very Attractive N, Attractive Charisma +4
Berserk N See text
Brave N, Spirit d6 +2 to Fear tests
Brawny N, Strength d6, Vigor d6 Toughness +1; load limit is 8 x Strength
Chromed N 15,000 Credits to buy Augments
Emancipated N, Android, Bioroid, Hybrid, or Simulacrum You are an artificial creation granted official recognition as a sentient being.
Family Friendly N +2 bonus to Streetwise in your neighborhood
Fast Healer N, Vigor d8 +2 to natural healing rolls
Fleet-Footed N, Agility d6 +2 Pace, d10 running die instead of d6
Home Turf N +1 Stealth, Streetwise, Investigation & Survival in their neighborhood
Light Sleeper N Needs less sleep, and wakes easier
Linguist N, Smarts d6 Begin play with a number of languages equal to Smarts; Smarts –2 to be understood in any language heard for a week
Luck N +1 Benny per session
Great Luck N, Luck +2 Bennies per session
Membership N, Knowledge d6 Gain access to resources of organization
Perfect Memory N, Smarts d6 Uncanny memory to recall things
Quick N Discard draw of 5 or less for new card
Rich N, GM approval 3× starting funds; 12,500 credits/Advance, gain a Minor Vow
Filthy Rich N, Rich, GM approval 5× starting funds; 50,000 credits/Advance
Royalty N +2 to Intimidation rolls
Structured Income N 6,000 credits/Advance
Improved Structured Income N, Structured Income 12,500 credits/Advance
Up-Sized N, Brawny, Vigor d8+, Android, Cyborg, Strong or Tough Hybrid Size +1; Strength +1 die type; load limit 12 × Strength, +2 to Intimidate, −2 Charisma, expenses ×4
Wheelman S, Ace (Vehicle) Character is a demon behind the wheel
Wild Talent N, Smarts d6+, Spirit d6+ Start with single Novice psionic power; Spirit used for Arcane die
Combat Edge Requirements Effect
Augmented Warrior N, Martial Artist, Agility d8+, cyberlimb +1 unarmed damage or +1 Parry
Blind Fighting N, Notice d8 +2 vs vision penalties
Improved Blind Fighting V, Notice d10, Blind Fighting Ignore vision penalties
Block S, Fighting d8 Parry +1
Improved Block V, Block Parry +2
Boarding Party N, Steady Hands, Agility d6+ +2 Agility or Climbing when boarding a vehicle in motion
Bold N, Agility d8+, Smarts d8+ +2 to all Tricks
Brawler N, Strength d8 +2 to unarmed damage rolls
Bruiser S, Brawler Bonus die to unarmed damage is d8 instead of d6
Chopping Board N, Agility D8, Fighting D6 D8 bonus with small bladed weapons
Combat Reflexes S +2 to recover from being Shaken
Counterattack S, Fighting d8 Receive free Fighting attack at –2 once per round when a foe fails a Fighting attack
Improved Counterattack V, Counterattack As Counterattack but ignore the –2 penalty
Deadly H, Smarts d8+, Fighting or Throwing d10+ Everything can be used as a weapon
Dodge S, Agility d8 –1 to be hit with ranged attacks
Improved Dodge V, Dodge –2 to be hit with ranged attacks
Dragon Lash S, Martial Artist Push maneuver against all adjacent targets as −2
Improved Dragon Lash H, Dragon Lash As Dragon Lash without the penalty
Elan N, Spirit d8 +2 when spending a Benny on a Trait roll (including Soak rolls)
Extraction N, Agility d8 Ignore one foe’s free attack when withdrawing from melee with an Agility roll
Improved Extraction N, Extraction As Extraction. With a raise, no foes get their free melee attack.
Fire-team Drill S, Wild Card, Shooting d8+ Gain gang-up bonus with ranged attacks
First Strike N, Agility d8 May attack one foe who moves adjacent
Improved First Strike H, First Strike May attack every foe who moves adjacent
Florentine N, Agility d8, Fighting d8 +1 vs. foes with single weapon and no shield; ignore 1 point of gang up bonus
Frenzy S, Fighting d10 1 extra Fighting attack at –2
Improved Frenzy V, Frenzy As Frenzy but no penalty
Giant Killer V +1d6 damage when attacking large creatures
Grizzled S, Spirit d6+, Vigor d8+ +2 to Soak Rolls
Ground Fighter S, Fighting D8 No penalties for fighting prone
Gun-Fu Disciple S, Agility d8+, Shooting d8+ With gun in melee, considered Armed; move half pace while Aiming
Gun-Fu Master H, Gun-Fu Disciple, Agility d10+, Shooting d10+ Move full Pace while Aiming
Gun-Fu Legend L, Gun-Fu Master Run as Free action while Aiming
Hard to Kill N, Wild Card, Spirit d8 Ignore wound penalties for Vigor rolls made on the Injury Table
Harder to Kill V, Hard to Kill 50% chance of surviving “death”
Improvisational Fighter S, Smarts d6+ Ignores the usual –1 penalty to attack and Parry for improvised weapons
Killer Instinct H Wins tied opposed rolls, may re-roll opposed skill die if it comes up a “1”
Level Headed S, Smarts d8 Act on best of two cards in combat
Improved Level Headed S, Level Headed Act on best of three cards in combat
Marksman S Aim maneuver (+2 Shooting) if hero does not move
Martial Adept S, Martial Artist, Fighting d10+ Do not suffer gang up bonuses.
Martial Artist N, Fighting d6 Never considered unarmed, +d4 to unarmed damage rolls
Improved Martial Artist V, Martial Artist, Fighting d10 +d6 to unarmed damage rolls
Martial Arts Master L, Improved Martial Artist, Fighting d12 +2 to unarmed damage rolls; may take this Edge up to five times
Merciful N, Fighting D8 No penalty for non-lethal damage with a melee weapon
Nerves of Steel N, Wild Card, Vigor d8 Ignore 1 point of wound penalties
Improved Nerves of Steel N, Nerves of Steel Ignore 2 points of wound penalties
Non-Lethal Take Down N, Fighting d6+, Agility d6+ You are an expert at taking living opponents out of a fight without doing any serious harm.
Improved Non-Lethal Take Down S, Non-Lethal Take-Down, Fighting d8+, Agility d8+ As with Non-Lethal Take Down but armor is not counted against damage from this attack.
No Mercy S May spend Bennies on damage rolls
Pack Fighting S, Fighting d8+ Bonus damage to melee attacks equal to half gang-up bonus
Improved Pack Fighting H, Pack Fighting, Fighting d10+ Bonus damage to melee attacks equal to gang-up bonus
Parkour N, Agi d6, Vig d6. Athletics d6 Offset movement penalties
Improved Parkour V, Agi d10, Athletics d8, Parkour Reduces falling damage
Quick Draw N, Agility d8 May draw weapon as a free action
Rock and Roll! S, Shooting d8 Ignore full-auto penalty if shooter doesn’t move
Signature Maneuver See Text Perform customized maneuver without multi-action penalty
Steady Hands N, Agility d8 Ignore unstable platform penalty; Running penalty reduced to –1
Steel Dragon Punch/Kick S, Strength d6+, cyberlimb Forgo bonus damage on raise to knock foe back 1d4"
Sweep N, Strength d8, Fighting d8 Attack all adjacent foes at –2
Improved Sweep V, Sweep As Sweep but with no penalty
Trademark Weapon N, Fighting or Shooting d10 +1 Fighting or Shooting with particular weapon
Improved Trademark Weapon V, Trademark Weapon +2 Fighting or Shooting with particular weapon
Two-Fisted N, Agility d8 May attack with a weapon in each hand without multi-action penalty
Zen Focus V, Spirit D8 May use Spirit instead of Vigor for Soak Rolls
Hacker edge Requirements Effect
Cutter N, Hacking d6+ +1 to Hacking rolls to penetrate a Firewall
Ghost in the Machine S, Smarts D6, Hacking D6 +1 to Hacking firewalls, +1 Persuasion vs AI’s
Interference N +1 to TAP Firewall
Improved Interference N, Interference +2 to TAP Firewall
Leadership Edge Requirements Effects
Command N, Smarts d6 +1 to troops recovering from being Shaken
Command Presence N, Command Increase command radius to 10”
Fervor V, Spirit d8, Command +1 melee damage to troops in command
Hold the Line! S, Smarts d8, Command Troops have +1 Toughness
Inspire S, Command +1 to Spirit rolls of all troops in command
Leader of Men V, Command Roll a d10 as the Wild Die for subordinates’ group rolls
Natural Leader N, Spirit d8, Command Leader may give Bennies to troops in command
Tactician S, Wild Card, Smarts d8, Knowledge (Battle) d6, Command Make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle
Power Edge Requirements Effects
Ancestral Zeek N, Spirit D6 bestows a single Seasoned Power (with a Psionics d8)
Concentration S, Smarts d6+, Spirit d6+, Vigor d6+ +2 to Smarts to avoid Disruption
Enhanced Ability N, Freek, Peek, or Tweek, Smarts d10+, Spirit d8+ Take new powers regardless of Rank requirements (see text)
Focused N, Spirit d8+ May use Power Preparation with a single power and move
Freek N, Arcane Background (Psionics), Smarts d8+, Psionics d6+, 3+ Freek Powers +2 Psionics using Freek powers
New Power N, Arcane Background (Psionics) or Arcane Background (CyberMonk) Character gains one new power
Peek N, Arcane Background (Psionics), Smarts d8+, Psionics d6+, 3+ Peek Powers +2 Psionics using Peek powers
Tweek N, Arcane Background (Psionics), Smarts d8+, Psionics d6+, 3+ Tweek Powers +2 Psionics using Tweek powers
Professional Edge Requirements Effect
Ace (Drones) N, Agility d8 +2 to Boating, Driving, Piloting vehicles; may make Soak rolls for drones at –2
Ace (Golemmech) N, Agility d8 +2 to Boating, Driving, Piloting golemechs; may make Soak rolls for golemmechs at –2
Ace (Vehicle) N, Agility d8 +2 to Boating, Driving, Piloting drones; may make Soak rolls for vehicle at –2
Acrobat N, Agility d8, Strength d6 +2 to nimbleness-based Agility rolls; +1 Parry if unencumbered
Assassin N, Agility d8+, Climbing d6+, Fighting d6+, Stealth d8+ +2 to damage when striking a foe unawares
Bodyguard Novice, Vigor d6+, Investigation or Streetwise d6+, Persuasion or Intimidation d6+ +2 to Notice; spend Benny to intercept incoming attack
Bounty Hunter N, Vigor d6+, Investigator +2 to Notice, Tracking
Corporate Mogul N, Strong Willed, Persuasion d8+ +2 Intimidation, Persuasion, Streetwise, or Taunt (Social Conflicts and Dramatic Task)
District Cop S, Driving d4+, Knowledge (Law) d6+, Shooting d6+ Can call in reinforcements
Ex-soldier N, Vigor d6+, Fighting d6+, Shooting d6+ +1 Toughness; 5,000 credits in weapons, armor, and/or Augments
Fence N, Persuasion d6+, Charisma 0+ Buy and Sell items for a better price
Fixer N, Investigator 2× uses of Contacts before spending Street Cred
Government Agent N, Smarts d6+ Intimidation d6+, Investigation d8+, Notice d6+, Persuasion d6+ Charisma bonus to Intimidation; extra gear (see text)
Hacker N, Hacking d10+, Knowledge (Programming) d8+ +1 Neural Toughness. Successful hack of a Corporate, Government, or Military Network and Smarts roll nets 1d10 × 1,000 credits (see text)
Investigator N, Smarts d8, Investigation d8, Streetwise d8 +2 Investigation, Streetwise & Notice (Search)
Jack-of-All-Trades N, Smarts D10+ Any time he makes an unskilled roll for a Smarts-based skill, he may do so at d4 instead of the usual d4–2.
Mask Master N, Smarts D6, Knowledge (Theater) D8 +2 to Persuasion rolls to impersonate another
McGyver N, Smarts d6, Repair d6, Notice d8 May improvise temporary gadgets
Mechanic N, Smarts d10, Repair D8+, Knowledge (Mechanics) +2 Repair Rolls
Mentalist N, Arcane Background (Psionics), Smarts d8, Psionics d6 +2 to any opposed Psionics roll
Peddlar N, Smarts d6+, Persuations d6+, Streetwise d8+ May sell items for additional money
Psi-Hunter S, Smarts d8+, Arcane Resistance +2 to resist zeek powers; +1 damage to zeeks; free contact
Scholar N, d8 in affected skills +2 to two different Knowledge skills
Sector Cop N, Smarts d6+, Intimidation d6+, Shooting d6+ +2 Streetwise; may spend a Benny to make a Wild Card or one group of Extras ignore what he is doing
Street Doc N, Smarts d8+, Healing d8+ Ignore penalties for lack of tools; heal Extras (see text)
Thief N, Agility d8, Climbing d6, Lockpicking d6, Stealth d8 +2 Climb, Lockpick, Stealth (disarm traps)
Wastelander N, Vigor d8+, Notice d6+, Survival d8+, Tracking d6+ +2 to Survival (hostile environments); +2 to all Fatigue rolls due to hazards; scrounge gear or weapons each Rank
Woodsman N, Spirit d6, Survival d8, Tracking d8 +2 Tracking Survival, and Stealth
Social Edge Requirements Effects
Charismatic N, Spirit d8 Charisma +2
Common Bond Wild Card, N, Spirit d8 May give Bennies to companions
Connections N Call upon powerful friends
Reputation N Increase Stret Cred; may be taken multiple times (see text)
Strong Willed N, Intimidation d6,Taunt d6 +2 Intimidation and Taunt, +2 to resist Tests of Will
Venerable Ancestor N, Elderly, Spirit d8+ Additional Benny
Weird Edge Requirements Effects
Beast Bond N Character may spend Bennies for his animals
Beast Master N, Spirit d8 You gain an animal companion
Cyber Tolerance N Vigor is considered higher for Strain purposes (see text)
Danger Sense N Notice at –2 to detect surprise attacks/danger
Feral Throwback N, Vigor d8+, max Smarts d6, Hybrid +2 to Intimidation, Notice, Survival; −2 Charisma when dealing with others not of his own genetic animal base.
Healer N, Spirit d8 +2 Healing
Liquid Courage N, Vigor d8 Gain Vigor die type after imbibing at least 8 oz of alcohol
Miracle Worker S, Street Doc, Smarts d10+, Healing d10+ Attempt to resuscitate a dead character (see text)
Nirvana H, Spirit d10+ Immune to Fear and Intimidate
Scavenger N, Luck Find an essential piece of equipment once per session
Wild Card Edge Requirements Effects
The following Edges work only when the character is dealt a Joker during combat. The Edge’s effects are in addition to the usual effects of being dealt a Joker.
Dead Shot Wild Card, S, Shoot/Throw d10 Double ranged damage when dealt Joker
Mighty Blow Wild Card, S, Fighting d10 Double melee damage when dealt Joker
Legendary Edge Requirements Effects
Followers L, Wild Card Attract 5 henchmen
Gun-Fu Legend L, Gun-Fu Master Run as Free action while Aiming
Martial Arts Master L, Improved Martial Arts, Fighting d12 +2 to unarmed damage rolls; may take this Edge up to five times
Professional L, d12 in Trait Trait becomes d12 +1
Expert L, Professional in Trait Trait becomes d12 +2
Master L, Wild Card, Expert in Trait Wild Die is d10 for one trait
Sidekick L, Wild Card Character gains a Novice WC sidekick
Tough as Nails L Toughness +1
Improved Tough as Nails L, Tough as Nails Toughness +2
Weapon Master L, Fighting d12 Parry +1
Master of Arms L, Weapon Master Parry +2

Background Edges
Combat Edges
Hacker Edges
Leadership Edges
Power Edges
Professional Edges
Social Edges
Weird Edges
Wild Card Edges
Legendary Edges

Edges

Saints in the Shadows Phayt Smorgie