Requirements: Novice

Not much gets past your hero.  He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.


Requirements: Novice, Agility d8+

Your hero is as deft with his left hand as he is with his right.  Characters normally suffer a -2 penalty when performing physical tasks with the off-hand (characters are assumed to be right-handed).  With this Edge, your warrior ignores the -2 penalty for using his off-hand.


Requirements: Novice, Vigor d6+

It’s no secret that beautiful people have an easier time getting their way in life.  This Edge grants your beautiful or handsome character +2 to Charisma.

Very Attractive

Requirements: Novice, Attractive

Your hero is drop-dead gorgeous.  His Charisma is increased to +4.


Requirements: Novice, Spirit d6+

Those with this Edge have learned to master their fear.  Or perhaps are so jaded or emotionally distant they’ve just lost their normal “fight or flight” responses.  Either way, your hero adds +2 to Fear tests.  If the character is in setting that uses Guts as a Setting Rules, it adds to that as well.


Requirements: Novice, Strength and Vigor d6+

Your bruiser is very large or perhaps just very fit.  His bulk resists damage better than most and adds +1 to his Toughness.  In addition, the character can carry more than proportional to his Strength.  He can carry eight times his Strength in pounds without penalty instead of the usual 5 times his Strength.

Campaign Veteran (WWR)

Requirements: Novice, Smarts d6+, Spirit d6+, Vigor d6+, Fighting d8+, Throwing d6+

This old veteran has been in the military for a while and fought in at least one campaign.  As a Background Edge, it may only be taken at character creation, and you must have your GM’s permission to take it.  Your warrior begins play at Seasoned Rank to represent his years of military service.  Start with a standard Novice character and give him four Advances.

The price for this experience is that the advancements must be repaid.  The next 20 Experience Points your hero earns are forfeited to ‘pay back’ the debt.

Equestrian/Patrician (Noble) (WWR)

Requirements: Novice

Rome’s social elites were Patricians (Senatorials) and Equestrians (knights).  Commoners were called Plebians or Plebs).  Such individuals have +2 Charisma.

Most nobles have small estates that provide income (in game terms, the character wants for nothing reasonable) and somewhere to go when not on active service.  Nobles may also find themselves subject to political maneuvers instigated both back in Rome or within the upper echelons of his legion.

Fast Healer

Requirements: Novice, Vigor d8+

Some individuals just seem to heal faster than others.  Those with this blessing add +2 to Vigor rolls when checking for natural healing.

Felix (Luck)

Requirements: Novice

The adventurer appears to be blessed by fate, karma, the gods or whatever external forces he believes in.

He draws one extra Benny at the beginning of each game session, allowing him to succeed at important tasks more often than most, and survive incredible dangers.

Felix Magnus (Great Luck)

Requirements: Novice, Luck

The player draws two extra Bennies instead of one at the start of each session.


Requirements: Novice, Vigor d8+

The hero’s pace is increased by +2 and he rolls a d10 instead of a d6 when running.


Requirements: Novice, Smarts d6+

The character has an ear for languages and a rare talent for recognising similarities between them.  A character with this Edge starts with a number of languages equal to his Smarts die, and can make a Smarts roll at -2 to make himself understood in any language or dialect she has heard spoken for at least a week.

Military Family (WWR)

Requirements: Novice

The hero’s father was a career soldier who rose to the rank of centurio (or higher with the GM’s permission) or legatus (for parents with the Equestrian or Military Family Edge).  He begins the game with d4 in Fighting, Knowledge (Battle), Riding, or Throwing (player’s choice).

In addition, he has +1 Charisma when dealing with officers of centurio rank and above because of his father’s reputation.  Should he fail to live up to his father’s deeds (GM’s discretion), he suffers a -2 penalty to Charisma until he makes amends.


Requirements: Novice, Agility d8+

Quick characters have lightning-fast reflexes and a cool head.  Whenever you are dealt a 5 or lower in combat, you discard and draw again until you get a card higher than 5.

Characters with both the Level Headed and Quick Edges draw their additional card and take the best as usual.  If that card is a 5 or less, the Quick Edge may be used to draw a replacement until it’s 6 or higher.


Requirements: Novice

Whether the individual was born with a silver spoon in his mouth or earned it through hard work, he’s got more money than most.  Rich heroes start with three times the normal starting funds for the setting.  If a regular income is appropriate for this setting, the hero receives the modern day equivalent of a $150,000 annual salary.

Filthy Rich

Requirements: Novice, Rich or Noble

This character is very wealthy.  He has five times starting funds for the setting and if appropriate, a yearly income of around $500,000.

Wealthier characters should have a very complete background as well.  This needs to be worked out with the GM, and comes with many more assets as well as onerous responsibilities.

Combat Edges


Requirements: Seasoned, Fighting d8+

Warriors who engage in frequent hand-to-hand combat are far more skilled in personal defense than most others.  They’ve learned not only how to attack, but how to block their opponent’s blows as well.  A fighter with this Edge adds +1 to his Parry.

Improved Block

Requirements: Veteran, Block

As above, but the hero adds +2 to his Parry.

Blood and Guts (WWR)

Requirements: Veteran

The character has seen his share of battle and bathed himself in the blood of slain foes.  He ignores Fear tests caused by gore, and adds +1 to damage in bloody hand-to-hand combat.


Requirements: Novice, Strength d8+

Frequent fights with his bare hands have given this thug a powerful punch.  When he hits a foe with a successful bare-handed Fighting roll, he adds +2 to his damage.


Requirements: Seasoned, Brawler

When the bruiser gets a raise on his bare-handed Fighting attack, he rolls a d8 instead of d6.

Combat Sense

Requirements: Seasoned, Fighting d8+, Notice d8+

The soldier has the perception skill, and agility to handle multiple foes. Opponents half any Gang Up bonuses against him (round down).

Improved Combat Sense

Requirements: Veteran, Combat Sense

Opponents now gain no Gang Up bonus against this Warrior.

Combat Reflexes

Requirements: Seasoned

Your adventurer recovers quickly from shock and trauma.  He adds +2 to his Spirit roll when attempting to recover from being Shaken.


Requirements: Seasoned, Fighting d8+

Fighters with this Edge know how to respond instantly to an enemy’s mistakes.  Once per round (if not Shaken), the character receives one free Fighting attack against one adjacent foe who failed a Fighting attack against him.  The attack is made at -2, and the Counterattack must be a normal attack (no Disarm, Wild Attack, or other maneuvers), and may not be combined with Frenzy or Sweep.  It may be used with the Defend maneuver, but not Full Defense.

Improved Counterattack

Requirements: Veteran, Counterattack

As above but the character may ignore the -2 penalty.


Requirements: Seasoned, Agility d8+

Some crafty types know how to get out of harm’s way.  This Edge allows them to use cover, movement, and concealment  to make them harder to hit.  Unless they are the victim of a surprise attack and taken completely unaware, attackers must subtract 1 from their ranged attack rolls when targetting them (even in close combat).

Characters who attempt to evade area effect attacks may add +1 to tehir Agility roll as well (when allowed).

Improved Dodge

Requirements: Veteran, Dodge

As above but attackers subtract 2 from their attack rolls, and the character adds +2 to evade area effect weapons when allowed.


Requirements: Novice, Spirit d8+

When this spirited hero puts his heart into something it tends to pay off in big ways.  When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.


Requirements: Novice, Agility d8+

When a character normally withdraws from a melee, his attacker gets a free attack before he does so - a very dangerous proposition for most.  You hero adept at retreating from an engagement.

Make an Agility roll.  If successful, one opponent doesn’t get a free attack anythime you disengage.

Improved Extraction

Requirements: Novice, Extraction

As above but if you succeed with a raise all opponents currently in melee with the character lose their free attack as your warrior withdraws.

First Strike

Requirements: Novice, Agility d8+

Once per turn the hero (if not Shaken) gets a free Fighting attack against a single foe who moves adjacent to him.  This automatically interrupts the opponent’s action and does not cost the hero his action if he is on Hold or has not yet acted this round.

Improved First Strike

Requirements: Heroic, First Strike

As above but the hero may make one free attack against each and every foe who moves adjacent to him.


Requirements: Seasoned, Fighting d10+

Frenzied fighters make fast and furious melee attacks, sacrificing finesse for raw speed.  This allows them to make an extra Fighting attack per round at a -2 penalty to all Fighting rolls.  This attack must be taken at the same time as another Fighting attack though it may target any two foes adjacent to the hero (Wild Cards roll two Fighting dice and one Wild Die).  The -2 penalty is subtracted from all attacks.

A character armed with two weapons still only makes one extra attack.

Improved Frenzy

Requirements: Veteran, Frenzy

As above but the character may ignore the -2 Frenzy penalty.

Hard to Kill

Requirements: Wild Card, Novice, Spirit d8+

This adventurer has more lives than a truckload 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 to resist incapacitation or death.  He still suffers from wound-modifiers for other Trait rolls normally.

Harder to Kill

Requirements: Veteran, HArd to Kill

Your hero is tougher to kill than Rasputin.  If he is ever ‘killed’, roll a die.  On an odd result, he is 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.

Improvisational Fighter

Requirements: Seasoned, Smarts d6+

Heroes often find themselves fighting with pieces of equipment or furnishings not designed for combat.  A character with this Edge has a knack for using such improvised weapons, and does not suffer the usual -1 penalty to attack and Parry when wielding them.

Killer Instinct

Requirements: Heroic

The hero hates losing.  If he ties on an opposed roll of any sort, he wins.  In addition, if his skill die on an opposed skill roll is a 1, he can reroll it (but must keep the second result, even if it’s another 1).

Level Headed

Requirements: Seasoned, Smarts d8+

Fighter who can keep their cool when everyone else is running for cover are deadly customers in combat.

A hero with this Edge draws an additional Action Card in combat and act on the best of the draw.

Improved Level Headed

Requirements: Seasoned, Level Headed

As above but the hero draws 3 cards.

Mighty Throw (WWR)

Requirements: Seasoned, Strength d8+, Throwing d10+

The hero has learned special throwing techniques.  He increases the range brackets by +1/+2/+4.  He also causes an extra +1 damage when using thrown weapons at targets within short range.

Nerves of Steel

Requirements: Wild Card, Novice, Vigor d8+

Your hero has learned to fight on through the most intense pain.  He may ignore 1 point of would penalties.

Improved Nerves of Steel

Requirements: Novice, Nerves of Steel

The hero ignores 2 points of would penalties.

No Mercy

Requirements: Seasoned

The character may spend a Benny to reroll any one damage roll, including those made for area effect attacks.

Quick Draw

Requirements: Novice, Agility d8+

This Edge allows a hero to draw a weapon as a free action (and thus ignore the usual -2 multi-action penalty if he chooses to fire as well).  If the character must make an Agility roll to draw a weapon, he adds +2 to the roll.

Shield Wall (WWR)

Requirements: Novice, Roman Legionnaire

The Roman legions defeated barbarian forces much larger than themselves through iron discipline and teamwork.  Legionnaires with the Shield Wall Edge and a shield add +1 to each adjacent man’s Parry if that man has the Edge (and a shield) as well.  The maximum bonus for this Edge is +2 (if there is one man to the left and right), and stacks with any Parry bonuses for the shields or weapons they hold.

Steady Hands

Requirements: Novice, Agility d8+

Your hero ignores the ‘unstable platform’ penalty for firing from the backs of animals or while riding in moving vehicles.  In addition, when performing actions while Running his penalty is -1 instead of -2.


Requirements: Novice, Strength d8+, Fighting d8+

Sweep allows a character to make a single Fighting attack and apply it against all currently adjacent targets at a -2 penalty (friends and foes alike - be careful).  Resolve each damage roll separately.  The attack is applied immediately when rolled and only affects target adjacent at that time.

A character may not use Sweep in the same round she uses Frenzy, not may she Sweep more than once per round, or with a second weapon held in another hand.  In effect, the hero may only perform Sweep once per action unless she somehow gets two entire actions (perhaps under the effects of a spell of power, for example).

Improved Sweep

Requirements: Veteran, Sweep

As above but the hero may ignore the -2 penalty.

Trademark Weapon

Requirements: Novice, Fighting or Shooting of d10+

The hero knows one unique weapon like the back of his hand.  When using that weapon, he adds +1 to his Fighting, Shooting, of Throwing rolls.  A hero can take this Edge multiple times, applying it to a different weapon each time.  If a Trademark Weapon is lost, the hero can replace it, but the benefit of the Edge doesn’t kick in for two game weeks.

Improved Trademark Weapon

Requirements: Veteran, Trademark Weapon

As above but the bonus when using the weapon increases to +2.


Requirements: Novice, Agility d8+

A Two-Fisted hero isn’t ambidextrous - he’s simply learned to fight with two weapons (or both fists) at once.  When attacking with a weapon in each hand, he rolls each separately but ignores the multi-action penalty.

Leadership Edges

A Few Good Men (WWR)

Requirements: Heroic, Smarts d8+, Knowledge (Battle) d10+, Command, Inspire

The hero’s men rarely quit despite their wounds.

When the GM checks to see which of the commander’s Extras are alive or dead after a fight, he may reroll any failures.  The Edge affects up to 12 men and does not stack if multiple characters have the ability.

If the leader is the overall commander in a Mass Battle, roll a d6 whenever a token is lost.  On a 6, the token isn’t lost.


Requirements: Novice, Smarts d6+

Command is the ability to give clear instructions to surrounding allies and enforce your hero’s will upon them.  This makes your character’s compatriots more willing to fight on despite their wounds, and so adds +1 to their Spirit rolls to recover from being Shaken.

Command Presence

Requirements: Novice, Command

A booming voice, effective commands, natural charisma, or simple training results in a much more effective combat element.  At the center of that element is the officer in command.  A hero with this Edge has a “command radius” of 10” instead of the usual 5”.

Cry Havoc! (WWR)

Requirements: Veteran, Spirit d8+, Knowledge (Battle) d10+, Command, Fervor

The general has an uncanny knack for knowing when to press the attack.

Once per Mass Battle, during the Battle Roll Phase, the hero may “Cry Havoc” - perhaps by ordering a certain group of his troops to charge or simply inspiring them with his personal command.  He must do this before he rolls the battle die.  If he succeeds in his roll and beats his opponent, his enemy loses one extra token.

Death Before Dishonor (WWR)

Requirements: Veteran, Spirit d6+, Command, Hold the Line

The character has led his army to many victories and the men have come to accept retreat as a stain on their honor.  The leader adds +2 to Spirit rolls when rolling for Morale in a Mass Battle.

Fanaticism (WWR)

Requirements: Seasoned, Command, Persuasion d8+

Some leaders can inspire their men to follow them into the depths of Tarterus itself.  Troops under command of a character with this Edge add +2 to Fear checks.


Requirements: Veteran, Command, Spirit d8+

A simple phrase uttered by a great leader can sometimes have momentous results.  A leader with this ability can inspire his men to bloody fervor by yelling a motto, slogan, or other inspirational words.  Those in command radius add +1 to their Fighting damage rolls.

Hold the Line!

Requirements: Seasoned, Command, Smarts d8+

This Edge strengthens the will of the men under the hero’s command.  The troops add +1 to their toughness.


Requirements: Seasoned, Command

Leaders with exceptional reputations and experience in battle inspire the soldiers around them.  They add +2 to Spirit rolls when recovering from being Shaken (this includes the original +1 bonus for the Command Edge).

Leader of Men

Requirements: Veteran, Command

Command comes easy to this commander.  Those under his command work like a well-oiled machine when he’s in charge.

Allies under the leader’s command roll a d10 as Wild Die instead of d6 when making group rolls.

Natural Leader

Requirements: Novice, Command, Spirit d6+

This Edge signifies a special link between a leader and his men.  With it, he may share his Bennies with any troops under his command.


Requirements: Seasoned, Command, Wild Card, Smarts d8+, Knowledge (Battle) d6+

The leader has a natural grasp of small unit tactics and can frequently take advantages of a rapidly changing situation.

At the beginning of a fight and before any Action Cards are dealt, the hero makes a Knowledge (Battle) roll.  For each success and raise he receives one Action Card.  These are kept separate from his regular Action Cards and are not placed back into the deck until used or the combat ends (including Jokers!).  At the start of any round, the hero may give one or more of these extra cards to his allies, whether Extras or Wild Cards, who then use it as their Action Card for the round in place of the one dealt them.  This allows Extras to operate independently of Wild Card characters for one round if they receive their own card.

Only one character per encounter may use this Edge.

Professional Edges


Requirements: Novice, Agility d8+, Strength d6+

Those who have formal training in the acrobatic arts or are naturally agile may take this Edge.  It adds +2 to all Agility rolls made to perform acrobatic maneuvers (including Trick maneuvers), and also adds +1 to a character’s Parry as long as he has no encumberance penalty.


Requirements: Novice, Agility d8+, Climbing d6+, Fighting d6+, Stealth d8+

Assassins are trained killers who know how to kill with deadly precision - if they can properly approach their prey.  Assassins add +2 to any damage roll where they strike a foe unawares (even with ranged attacks).


Requirements: Novice, Smarts d8+, Investigation d8+, Streetwise d8+

Investigators have spent a great deal of time researching ancient legends, working the streets, or deducing devilish mysteries.  Some of these heroes are actual investigators or informers for hire while others may be investigative students.  Investigators add +2 to Investigation and Streetwise rolls, as well as Notice rolls made in search through evidence.


Requirements: Novice, Smarts d10+

Through advanced schooling, book-learning, or just amazing intuitive perception, your hero has a talent for picking up skills on the fly.  There is little he can’t figure out given a little time and a dash of luck.

Any time he makes an unskilled roll for a Smarts-based skill, he may do so at d4 instead of the usual d4-2.


Requirements: Novice, d8+ in affected skill

Learned scholars, devoted students, and amateur enthusiasts spend months of their lives studying particular subjects.  They become experts in these fields, and rarely fail to answer questions in their particular area of expertise.

Pick any two Knowledge skills the Scholar has d8 or better in.  Add +2 to your total whenever these skills are used.  Those who study military history will have a natural edge when commanding troops in Mass Battles - a +2 to a Knowledge (Battle) roll can mean the difference between a rousing victory and a crushing defeat.


Requirements: Novice, Agility d8+, Climbing d6+, Lockpicking d6+, Stealth d8+

Thieves specialise in deceit, treachery, and acrobatics.  They can be invaluable where traps must be detected, walls must be climbed, and locks must be picked.

Thieves add +2 to Climbing, Lockpick, Stealth, as well as Notice or Repair rolls that relate to traps and similar devices.  The bonus to Stealth does not apply when the character is in a wilderness environment - only in urban areas.


Requirements: Novice, Spirit d6+, Survival d8+, Tracking d8+

Woodsmen are scouts and hunters who are more at home in the wilderness than in urban areas.  They are skilled trackers and scouts, and know how to live off the land for months at a time.  Woodsmen gain +2 to Tracking, Survival, and Stealth rolls made in the wilderness (not towns, ruins, or underground).

Social Edges


Requirements: Novice, Spirit d8+

Your hero has learned how to work with others, even those who might be somewhat opposed to him or his efforts.  This adds +2 to his Charisma.

Common Bond

Requirements: Wild Card, Novice, Spirit d8+

This Edge signifies a special link between close companions - such as a typical party.  It doesn’t matter whether or not the characters get along perfectly or not, they’ve just formed a close and common bond during their epic adventures.

A character with this Edge may freely give his Bennies to any other Wild Card he can communicate with.  This represents the character giving his verbal or spiritual support to the ally.  The player should say what his character is doing to give the support.  The gesture could be as complex as a rousing speech, or as simple as a knowing nod.


Requirements: Novice

Your heroine knows someone on the inside - someone who is willing to lend her a hand on occasion (usually once per game session).

This Edge may be taken more than once but each time must be applied to a different organisation.  The GM should also ensure the organisation is limited to a single, unique organisation.  A hero may, for instance, have Connections (a specific senator), but he shouldn’t have a blanket Connections (Senators).

To use a character’s Connections requires that he first get in touch with one of her contacts.  This requires a Streetwise roll.  Failure means that the particular contact wasn’t available, they were otherwise tied up.

Once in contact, the hero must make a Persuasion roll.  The GM should feel free to modify both the Persuasion roll and any results based on the circumstances.

A failure indicates the heroine’s contacts just couldn’t come through this time, or perhaps just weren’t persuaded that their help was really necessary.

On a success, the contact might share information, but won’t do anything too risky to help.  On a raise, the contact is willing to leak sensitive information, but stops short of outright betrayal.

Two or more raises means the heroine has pushed the right buttons and can count on serious help.  The Connection will risk serious consequences for the heroine, and if she needs financial assistance, may provide more than he’s comfortable with.  If the heroine asks for muscle, the contact delivers either one expert (a thief, gladiator, etc) or five average fighter-types for the contact’s particular organisation (a tribune will send five legionaries).

Hardened (HORROR)

Requirements: Seasoned, Spirit d8+

The character has seen things that would make most men lose their minds.  Somehow he’s hardened himself to it and can live with it.  If the hero makes his Smarts roll, he gains one extra point of Sanity during “down time”.  This is usually between adventures, and is entirely at the GM’s discretion (a character who spends his time researching monsters shouldn’t get the bonus, for example) and is in addition to any he might gain for other reasons.

Sound Mind (HORROR)

Requirements: Novice, Spirit d6+

This character has learned to cope with the terrors he must face and the dark things that lurk in this world.  Increase his Sanity by +2.

Strong Willed

Requirements: Novice, Intimidation 6+, Taunt d6+

Characters with strong willpower use their voice, steely stares, or quick wits to unerve their opponents.  Strong Willed adds +2 to a character’s Intimidation and Taunt rolls, as well as his Spirit and Smarts rolls when resisting Test of Wills attacks.

Tower of Will (HORROR)

Requirements: Novice, Spirit d8+, Vigor d8+

Some people know their minds better than others and have trained to keep it that way.  A character with this Edge may add +2 to any attempt to resist being mentally controlled by ‘unnatural’ means,  The +2 bonus also applies to resisting Rest of Wills.


Requirements: Novice

Dark dreams or flashing visions of doom and dread fill this person’s thoughts.  While they are disturbing, the are often useful as well.

Once per game session, the visionary is granted a vision.  This may be a sudden flash that can occur at any time, a nightmare that only happens when sleeping, or it may be an active process such as reading tea leaves or tarot cards.

Immediately after, the visionary must make a Smarts roll.  If the roll is failed, the visions take their toll on her mind, confusing fantasy with reality, the past with the present, or simply straing the mind with arcane energy.  The seer loses 1 Sanity point.

Weird Edges, Wild Card Edges, and Legendary Edges are not available, but may be introduced at a later stage if the Fates so direct.