Edges
Edges sometimes have Requirements. These are listed in parentheses after the Edge. N is Novice Rank, S is Seasoned, etc. Attribute requirements are listed as A=Agility, St=Strength, Sm=Smarts, Sp=Spirit, and V=Vigor.
Ace* (N, A d8): +2 to Boating, Driving, Piloting; may make soak rolls for vehicle at -2
Acrobat* (N, A d8, St d6): +2 to Agility tricks; +1 Parry if unencumbered
Alertness* (N): +2 Notice
Ambidextrous* (N, A d8): Ignore -2 penalty for using off-hand
Attractive* (N, V d6): Charisma +2
Very Attractive* (N, Attractive): Charisma +4
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
Improved Block (V, Block): Parry +2
Brawny* (N, St d6, V d6): Toughness +1; load limit is 8xStr instead of 5xStr
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 (N, Wild Card, 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
Improved Dodge (V, Dodge): -2 to be hit with ranged attacks
Fast Healer* (N, V d8): +2 to natural healing rolls
Fervor (V, Sp d8, Command): +1 melee damage to troops in command
First Strike (N, A d8): Automatically attack one foe who moves adjacent per round
Improved First Strike (H, First Strike): Automatically attack all foes who move adjacent
Fleet-Footed (N, A d6): +2 Pace, d10 running die instead of d6
Frenzy (S, Fighting d10): 1 extra Fighting attack at -2
Improved Frenzy (V, Frenzy): As above but no penalty
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 to all Healing rolls and the healing power if applicable.
Investigator (N, Sm d8, Investigation d8+, Streetwise d8+): +2 Investigation and Streetwise
Jack of All Trades* (N, Sm d10): Ignore -2 untrained penalty for skills linked to Smarts
Level Headed (S, Sm d8): Act on best of two cards in combat
Improved Level Headed (S, Level Headed): Act on best of three cards in combat
Luck* (N): +1 benny per session
Great Luck* (N, Luck): +2 bennies per session
Marksman (S): Character gets the aim maneuver (+2 Shooting) if he does not move
McGyver* (N, Sm d6, Repair d6, Notice d8): No penalties due to lack of equipment
Mighty Blow (S, Wild Card, Fighting d10): Double melee damage when dealt Joker
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
Improved Nerves of Steel (N, Nerves of Steel): Ignore 2 points of wound penalties
No Mercy (S): May spend bennies on damage rolls
Professional (L, d12 in trait): Trait becomes d12+1
Expert (L, Professional in trait): Trait becomes d12+2
Master (L, WC, Expert in trait): Wild Die is d10 for one trait
Quick* (N, A d8): Discard draw of 5 or less for new card
Rich* (N): 3x starting funds, $75K annual salary
Filthy Rich* (N, Rich): 5x starting funds, $250K 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
Steady Hands (N, A d8): Ignore unstable platform penalty for mounts or vehicles
Sweep (N, St d8, Fighting d8): Attack all adjacent foes at -2
Improved Sweep (V, Sweep): As above but with no penalty
Strong Willed (N, Intimidate d6, Taunt d6): +2 Intimidate and Taunt, +2 to resist
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
Improved Tough as Nails (L, Tough as Nails): Toughness +2
Trademark Weapon (N, Fighting or Shooting d10): +1 Fighting or Shooting with one particular weapon
Improved Trademark Weapon (V, Trademark Weapon): +2 Fighting or Shooting with one particular weapon
Two-Fisted (N, A d8): May attack with a weapon in each hand without multi-action penalty.
Weapon Master (L, Fighting d12): Parry +1
Master of Arms (L, Weapon Master): Parry +2
Woodsman* b (N, Sp d6, Survival d8, Tracking d8): +2 Tracking, Survival, and Stealth (while in Wilderness)
*Background or Professional Edge—must be chosen during character creation or with GM approval thereafter.