Los siguientes nuevos Edges están disponibles en el juego:
Immediately after suffering a wound (including a Shaken result from physical damage), your hero must make a Smarts roll or go berserk. While berserk, the character has his Parry reduced by 2 but he adds 2 to all Fighting and resulting damage rolls. The warrior also adds 2 to his Toughness and ignores all wound modifiers while berserk, but cannot use any skills, Edges, or maneuvers that require concentration, including Shooting and Taunt, but not Intimidation. Berserkers attack with reckless abandon. Anytime his Fighting die is a 1 (regardless of his Wild Die), he hits a random adjacent target, (not the original target). The attack may hit friend as well as foe. If there are no other adjacent targets, the blow simply misses. The Berserker may end his rage by doing nothing (not even moving) for one full action and making a Smarts roll at minus 2.
MERCHANT (Professional Edge, Requirements: Novice, Persuasion d6, Streetwise d6): The hero is a born salesman. He adds 2 to Streetwise rolls when buying or selling cargo.
ACCURATE ATTACK (Requirements: Heroic, Fighting, Throwing, or Shooting d10): When making a Called Shot or your target has Cover, you ignore 2 points of penalties. This Edge either applies to Fighting, Throwing, or Shooting attacks, but may be taken up to three times, applying to each kind of attack separately.
BEWILDERING WARRIOR (Requirements: Seasoned, Smarts d8, Fighting d8): You have learned to throw your opponents off with your unpredictable behavior in combat. You gain a 2 bonus to Smarts-based Tricks. You also gain a 1 to Parry as long as your opponent does not have animal intelligence (A); animals don't have the same innate expectations. You do still gain the bonus versus animals with a Smarts-based Trick which is presumed to be suited to them.
DISTRACTING DEFENDER (Requirements: Seasoned, Fighting d8): When discretion is the better part of valor, your skill at self-preservation shines. When you use the Defend maneuver, you may designate one opponent who does not get a free attack against you when you withdraw from close combat.
MASTER OF DISGUISE (Requirements: Seasoned, Persuasion d8, Stealth d6): It seems like everyone, both good and bad, has been fooled by a disguise at some tome. Even so, clearly some are better than others. A Master of Disguise adds 2 to Persuasion and Stealth rolls that involve trickery of some kind, including disguises, bluffing and outright lying. This bonus only applies if the character speaks in the appropriate tongue like a native.
HARD TO KILL (Requirements: Wild Card, Novice, Spirit d8): Your hero has more lives than a boatload of cats. When forced to make Vigor rolls due to Incapacitation, he may ignore his wound modifiers. This only applies to Vigor rolls called for by these tables; he still suffers from wound modifiers for other Trait rolls normally.
HARDER TO KILL (Requirements: Veteran, Hard to Kill): Your hero is almost impossible to kill. If he is ever "killed," roll a die. On an odd result, he's dead as usual. On an even roll, he's Incapacitated but somehow escapes death. He may be captured, stripped of all his belongings, or mistakenly left for dead, but he somehow survives.
NO MERCY (Requirements: Seasoned): The character may spend a benny to reroll any one damage roll. Against area-effect attacks, each benny spent applies to one target.
WAR CRY (Requirements: Seasoned, Intimidation d8+): The hero can bellow an ear-splitting, nervewracking war cry that has been known to send lesser foes fl eeing from the field. When used, the character may make an Intimidation roll against all targets in an area (as opposed to a single victim as usual). Place the edge of a Large Burst Template adjacent to the character. Every creature, friend and foe, within the circle must roll against the hero's Intimidation total.