Edges
Ace (N): +2 to Boating, Driving, Piloting; may make soak rolls for vehicle at -2
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): Allows access to supernatural powers
Arcane Resistance* (N, Sp d8): Armor 2 vs. magic, +2 to resist magic effects
Attractive* (N, V d6): Charisma +2
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
Brawny* (N, St d6, V d6): Toughness +1; load limit is 8xStr instead of 5xStr
Champion (N, See text): +2 damage and Toughness vs. supernatural evil
Charismatic (N, Sp d8): Charisma +2
Combat Reflexes (S): +2 to recover from being Shaken
Command (N, Sm d6): +1 to troops recovering from being Shaken within 5”
Common Bond (WC, Sp d8): May give bennies to companions in communication
Connections (N): Call upon powerful friends with Persuasion roll
Danger Sense (N): Notice-2 to detect surprise attacks/danger
Dead Shot (WC, S, Shoot/Throw d10): Double ranged damage when dealt Joker
Dodge (S, A d8): -1 to be hit with ranged attacks
Expert (L, Prof. in trait): Trait becomes d12+2
Fast Healer* (N, V d8): +2 to natural healing rolls
Fervor (V, Sp d8, Command): +1 melee damage to troops in command
Filthy Rich* (N, Noble or Rich): 5x starting funds, $250K annual salary
First Strike (N, A d8): Automatically attack foes who move adjacent
Fleet-Footed (N, A d6): 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): Attract 5 henchmen
Frenzy (S, Fighting d10): 1 extra Fighting attack at -2
Gadgeteer (N, See text): May “jury-rig” a device with any available power once per game session
Giant Killer (V): +4 damage when attacking large creatures
Great Luck* (N, Luck): +2 bennies per session
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 unlikely means
Healer (N, Sp d8): +2 Healing
Hold the Line! (S, Sm d8, Command): Troops have +1 Toughness
Holy/Unholy Warrior (N, See text): Spend 1 Power Point to make evil creatures make Spirit check or be Shaken; roll of 1 kills Extras, wounds Wild Cards; cost is 1 Power Point per creature affected
Improved Arcane Resistance* (N, Arcane Res.): Armor 4 vs. magic, +4 to resist magic effects
Improved Block (V, Block): Parry +2
Improved Dodge (V, Dodge): -2 to be hit with ranged attacks
Improved Frenzy (V, Frenzy): As above but no penalty
Improved Level Headed (S, Level Headed): Act on best of three cards in combat
Improved Nerves of Steel (N, Nerves of Steel): Ignore 2 points of wound penalties
Improved Rapid Recharge (V, Sp d8, AB): Regain 1 Power Point every 15 minutes
Improved Sweep (V, Sweep): As above but with no penalty
Improved Tough as Nails (L, Tough as Nails): Toughness +2
Improved Trademark Weapon (V, Trademark Weapon): +2 Fighting or Shooting with one particular weapon
Inspire (S, Command): +1 to Spirit rolls of all troops in command
Investigator (N, Sm d8, Investigation d8+, Streetwise d8+): +2 Investigation and Streetwise
Level Headed (S, Sm d8): Act on best of two cards in combat
Luck* (N): +1 benny per session
Marksman (S): Character gets the aim maneuver (+2 Shooting) if he does not move
Master (L, WC, Expert in Trait): Wild Die is d10 for one trait
Master of Arms (L, Weapon Master): Parry +2
Mentalist (N, AB (Psionics), Sm d10, Psionics d6): +2 to any opposed Psionics roll
Mighty Blow (S, Fighting d12): Double melee damage when dealt Joker
Mr. Fix It (N, See text): +2 to Repair rolls, halve normal Repair time with raise
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
New Power (N, AB): Character gains one new power
Noble* (N): +2 Charisma; Character is noble born with status and wealth
Power Points (N, AB): +5 Power Points, once per rank only
Power Surge (S, arcane skill d12): +2d6 Power Points when dealt a Joker
Professional (L, d12 in trait): Trait becomes d12+1
Quick Draw (N, A d8): May automatically draw weapon as a free action
Quick* (N): Discard draw of 5 or less for new card
Rapid Recharge (S, Sp d6, AB): Regain 1 Power Point every 30 minutes
Rich* (N): 3x starting funds, $75K annual salary
Rock and Roll! (S, Shooting d8): Full-auto penalty is -1 instead of -2
Scholar (N, d8 in affected skills): +2 to two different Knowledge skills
Sidekick (L, WC): Characters gains a Novice WC sidekick
Soul Drain (S, Special): Special
Steady Hands (N, A d8): Ignore unstable platform penalty for mounts or vehicles
Strong Willed (N, Intimidate d6, Taunt d6): +2 Intimidate and Taunt, +2 to resist
Sweep (N, St d8, Fighting d8): Attack all adjacent foes at -2
Thief (N, A d8, Climb d6, Lockpick d6, Stealth d8): +2 Climb, Lockpick, Stealth, rolls made to trick or deceive, detecting or disarming traps
Tough as Nails (L): Toughness +1
Trademark Weapon (N, Fighting or Shooting d10): +1 Fighting or Shooting with one particular weapon
Two-Fisted (N, A d8): May attack with a weapon in each hand without multi-action penalty.
Very Attractive* (N, Attractive): Charisma +4
Weapon Master (L, Fighting d12): Parry +1
Wizard (N, See text): Each Spellcasting raise reduces cost of spell by 1 point
Woodsman (N, Sp d6, Survival d8, Tracking d8): +2 Tracking, Survival, and Stealth (while in Wilderness)