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The Edge of the Aquilonian Empire adventures in the Hyborian Age at

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Conan RPG from FFG

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Page 1: The Edge of the Aquilonian Empire v3.0

The Edge of the Aquilonian Empire

adventures in the Hyborian Age at

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CONTROLWhen performing an Arcane Leap, the user can jump

vertically in addition to horizontally.

CONTROLThe user can perform an Arcane Leap as a maneuver

instead of an action.

RANGESpend Z/z to increase

power’s range by a number of range bands equal to Range upgrades purchased.

CONTROLEnhance can be used with the Coordination skill.

CONTROLEnhance can be used with the Melee Skill.

CONTROLEnhance can be used with the Ranged skill.

CONTROLEnhance can be used with the Resilience skill.

CONTROL

Enhance can be used with

the Brawl skill.

CONTROL

Ongoing effect: Commit C. The user increases his Agility

characteristic by 1 (to a maximum of 6).

CONTROLTake an Arcane Leap Action; make an Enhance power check.

The user may spend Z/z to jump horizontally to any

location in short range.

CONTROL

Ongoing effect: Commit C. The user increases his Brawn

characteristic by 1 (to a maximum of 6).

ENHANCE BASIC POWER

When making an Athletics check, the Arcanist may roll an Enhance power check as part of the pool.

The user may spend Z/z to gain s or a (user’s choice) on the check.COST 10

COST 10

COST 10

COST 10

COST 10

COST 10

COST 5

COST 5

COST 5

COST 5

COST 5

COST 10

ARCANE POWER

ENHANCEPrerequisites: Arcane Rating 1+

Ranked

Page 180: The Edge of the Aquilonian Empire v3.0

CONTROL

When making a skill check to determine initiative, the Arcanist user may roll a Foresee power

check as part of the pool. He may spend Z/z to gain s per point on the check.

CONTROLWhen performing a Foresee power check as part of an initiative check, the Arcanist may spend Z/z

to allow all affected targets to take one free maneuver before the first round of combat begins.

RANGESpend Z/z to increase

power’s range by a number of range bands equal to Range upgrades purchased.

RANGESpend Z/z to increase

power’s range by a number of range bands equal to Range upgrades purchased.

RANGESpend Z/z to increase

power’s range by a number of range bands equal to Range upgrades purchased.

STRENGTH Spend Z/z to pick out specific details equal to Strength upgrades purchased.

STRENGTH Spend Z/z to pick out specific details equal to Strength upgrades purchased.

MAGNITUDE Spend Z/z to increase targets affected equal to Magnitude upgrades purchased.

MAGNITUDE Spend Z/z to increase targets affected equal to Magnitude upgrades purchased.

DURATIONSpend Z/z to increase

days into the future the user may see equal to Duration upgrades purchased.

DURATIONSpend Z/z to increase

days into the future the user may see equal to Duration upgrades purchased.

CONTROLAffected targets increase their ranged and melee defense by 2 for the first round of combat.

FORESEE BASIC POWER

The Arcanist can feel the Arcane flowing around everything, seeing what is and what will be. The

Arcanist may spend Z/z to gain vague hints of events to come up to a day into his future.COST 10

COST 10

COST 5

COST 5

COST 5

COST 5 COST 5

COST 15

COST 5

COST 5

COST 10 COST 5

COST 5

FORCE POWER

FORESEEPrerequisites: Force Rating 1+

Ranked

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CONTROLWhen making a Coercion, Charm, Deception, Leadership, or Negotiation check, the Arcanist may roll an Influence Power check as part of his dice pool. He may spend Z/z to gain s or a (user’s choice) on the check.

STRENGTHWhen stressing the mind of a target, the character inflicts 2 strain.

RANGE

Spend Z/z to increase power’s range by a number of Range bands equal to range upgrades purchased.

RANGE

Spend Z/z to increase power’s range by a number of range bands equal to Range upgrades purchased.

RANGE

Spend Z/z to increase power’s range by a number of Range bands equal to range upgrades purchased.

MAGNITUDE

Spend Z/z to increase targets affected equal to Magnitude upgrades purchased.

MAGNITUDE

Spend Z/z to increase targets affected equal to Magnitude upgrades purchased.

MAGNITUDE

Spend Z/z to increase targets affected equal to Magnitude upgrades purchased.

CONTROLThe Arcanist may make an opposed Discipline vs Discipline check combined with an Influence Power check. If the Arcanist spends Z/z and succeeds on the check, he can force the target to adopt an emotional state or believe something untrue, lasting for 1 round or 5 minutes.

DURATION

Spend Z/z to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased.

DURATION

Spend Z/z to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased.

DURATION

Spend Z/z to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased.

DURATION

Spend Z/z to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased.

INFLUENCE BASIC POWERThe character may attempt to guide, shape, and even twist the thoughts and feelings of others.Special Rule (Z/z use): When guiding and shaping thoughts, only z may be used to generate negative emotions such as rage, fear, and hatred. Only Z may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as confusion can be generated with either Z or z.

The character may spend Z/z to stress the mind of one living target he is engaged with, inflicting 1 strain.

COST 10

COST 15 COST 10

COST 5 COST 5

COST 10

COST 10

COST 10

COST 5

COST 10

COST 5

COST 5

COST 5

COST 5

INFLUENCEPrerequisites: Arcane Rating 1+

RankedARCANE POWER

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CONTROLThe Arcanist can hurl objects to damage targets, by making a Discipline check combined with a Move Power check, dealing damage equal to 10 times silhouette.

STRENGTH

Spend Z/z to increase silhouette able to be targeted equal to Strength upgrades purchased.

STRENGTH

Spend Z/z to increase silhouette able to be targeted equal to Strength upgrades purchase.

STRENGTH

Spend Z/z to increase silhouette able to be targeted equal to Strength upgrades purchased.

STRENGTH

Spend Z/z to increase silhouette able to be targeted equal to Strength upgrades purchased.

CONTROLThe Arcanist can pull objects out of secure mountings or out of an opponent’s grasp.

CONTROLThe Arcanist can perform fine manipulation of items, allowing him to do whatever he would normally with his hands via this power at this power’s range.

MOVE BASIC POWERThe Arcanist can move small objects via unnatural means.The user may spend Z/z to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum range is short range.

COST 10

COST 5 COST 10

COST 10

COST 5 COST 10 COST 5 COST 5

COST 10 COST 15 COST 5 COST 15

COST 10 COST 20

COST 15

MAGNITUDESpend Z/z to increase targets affected equal to Magnitude upgrades purchased.

MAGNITUDESpend Z/z to increase targets affected equal to Magnitude upgrades purchased.

MAGNITUDESpend Z/z to increase targets affected equal to Magnitude upgrades purchased.

MAGNITUDESpend Z/z to increase targets affected equal to Magnitude upgrades purchased.

RANGE

Spend Z/z to increase power’s range by a number of range bands equal to Range upgrades purchased.

RANGE

Spend Z/z to increase power’s range by a number of range bands equal to Range upgrades purchased.

RANGE

Spend Z/z to increase power’s range by a number of range bands equal to Range upgrades purchased.

ARCANE POWER

MOVEPrerequisites: Arcane Rating 1+

Ranked

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DURATION

Sense’s ongoing effects may be triggered one additional time

per round.

RANGESpend Z/z to increase

power’s range by a number of range bands equal to Range upgrades purchased.

RANGESpend Z/z to increase

power’s range by a number of range bands equal to Range upgrades purchased.

RANGESpend Z/z to increase

power’s range by a number of range bands equal to Range upgrades purchased.

MAGNITUDE Spend

Z/z to increase number of targets affected by power equal to Magnitude upgrades purchased.

MAGNITUDE Spend

Z/z to increase number of targets affected by power equal to Magnitude upgrades purchased.

MAGNITUDE Spend Z/z to increase number of targets affected by power equal to Magnitude upgrades purchased.

CONTROLOngoing effect: Commit C. Once per round, when an attack targets the Arcanist user, he upgrades the difficulty of the pool once.

CONTROLOngoing effect: Commit C. Once per round, when making a combat check, he upgrades the ability of that check once.

CONTROL

Effect: Spend Z/z. The Force user senses the current

thoughts of one living target with whom he is engaged.

STRENGTH

When using Sense’s ongoing effects, upgrade the pool twice,

instead of once.

SENSE BASIC POWERThe Arcanist can sense the Arcane interacting with the world around him.

The Arcanist may spend Z/z to sense all living things within short range (including sentient and non-sentient beings).

The Arcanist may spend Z/z to sense the current emotional state of one living target with whom he is engaged.COST 10

COST 10

COST 10

COST 10

COST 5

COST 10

COST 10

COST 5

COST 10

COST 10

COST 10

COST 10

ARCANE POWER

SENSEPrerequisites: Arcane Rating 1+

Ranked

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EXPERT HANDLER

Remove b per rank of Expert Handler from Survival checks made to ride beasts.

EXPERT HANDLER

Remove b per rank of Expert Handler from Survival checks made to ride beasts.

IMPROVED SPUR

Suffer 1 strain to attempt Spur as a maneuver and de- crease its difficulty to dd.

SPURTake a Spur action; make a ddd Survival check to increase a beast’s top speed by 1. The beast suffers 2 strain every round it stays spurred.

SUPREME SPURWhen activating and maintaining Spur, the beast only suffers 1 strain instead of 2.

SOOTHING TONETake a Soothing Tone action; make a dd Knowledge: Beasts check to allow a beast to recover strain equal to s .

BEAST WRANGLER

Add b per rank of Beast Wrangler to checks to tame or wrangle creatures.

BEAST WRANGLER

Add b per rank of Beast Wrangler to checks to tame or wrangle creatures.

COST 5

COST 5

COST 5

COST 5

COST 15

COST 15

COST 15

COST 15

COST 10

COST 10

COST 10

COST 10

COST 20

COST 20

COST 20 COST 20

COST 25

COST 25

COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

LET’S RIDE

Once per round, may mount or dismount a beast as an incidental.

FORAGERRemove up to bb from skill checks to find food, water, or shelter. Survival checks to forage take half the time.

OUTDOORSMANRemove b per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by half.

OUTDOORSMANRemove b per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by half.

EXPERT TRACKER

Remove b per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.

EXPERT TRACKER

Remove b per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.

GRIT

Gain +1 strain threshold.

GRIT

Gain +1 strain threshold.

TOUGHENED

Gain +2 wound threshold.

TOUGHENED

Gain +2 wound threshold.

NATURAL OUTDOORSMANOnce per session, may re-roll any 1 Resilience or Survival check.

BARBARIAN

BEAST MASTERBonus Career Skills: Athletics, Knowledge: Beasts, Perception, Survival

Active

Passive

Ranked

Page 185: The Edge of the Aquilonian Empire v3.0

COORDINATED ASSAULTTake a maneuver to add a to combat checks for a number of engaged allies equal to Leadership until beginning of next turn. Increase range per rank.

NATURAL LEADER

Once per session, may re-roll any 1 Cool or Leadership check.

TOUGHENED

Gain +2 wound threshold.

TOUGHENED

Gain +2 wound threshold.

COST 5

COST 5

COST 5

COST 5

COST 15

COST 15

COST 15 COST 15

COST 10

COST 10

COST 10 COST 10

COST 20

COST 20

COST 20 COST 20

COST 25

COST 25

COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

COMMANDINGPRESENCERemove b per rank of Commanding Presence from Leadership and Cool checks.

COMMANDINGPRESENCERemove b per rank of Commanding Presence from Leadership and Cool checks.

FIELD COMMANDER

Take the Field Commander action; make a dd Leadership check. A number of allies equal to Presence may immediately suffer 1 strain to perform 1 free maneuver.

IMPROVED FIELD COMMANDER

Field Commander action affects allies equal to double Presence, and may spend x to allow allies to suffer 1 strain to perform 1 action instead.

CONFIDENCEMay decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.

CONFIDENCEMay decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.

OUTDOORSMANRemove b per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by 10% /Rank.

OUTDOORSMANRemove b per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times 10%/Rank.

SIDE STEPOnce per round, as a man-euver suffer a number of strain up to ranks in Side Step to upgrade difficulty of all incoming ranged attacks by an equal number for the next round.

SIDE STEPOnce per round, as a man-euver suffer a number of strain up to ranks in Side Step to upgrade difficulty of all incoming ranged attacks by an equal number for the next round.

BODY GUARDOnce per round, perform a maneuver to guard an engaged ally. Suffer strain up to ranks to increase difficulty of attacks against them by that number until the start of next turn.

BODY GUARDOnce per round, perform a maneuver to guard an engaged ally. Suffer strain up to ranks to increase difficulty of attacks against them by that number until the start of next turn.

NATURAL OUTDOORSMANOnce per session, may re-roll any 1 Resilience or Survival check.

QUICK DRAWOnce per round, draw or holster a weapon or item as an incidental.

SWIFTDo not suffer usual penalties for moving through difficult terrain.

BARBARIAN

CLAN LEADERBonus Career Skills: Cool, Discipline, Leadership, Vigiliance

Active

Passive

Ranked

Page 186: The Edge of the Aquilonian Empire v3.0

ENDURING

Gain +1 soak value.

ENDURING

Gain +1 soak value.

HEROIC FORTITUDE

May spend 1 Destiny Point to ignore effects of Critical Injuries on Brawn or Agility checks until the end of the encounter.

NATURAL BRAWLER

Once per session, may reroll any 1 Melee or Brawl check.

TOUGHENED

Gain +2 wound threshold.

TOUGHENED

Gain +2 wound threshold.

TOUGHENED

Gain +2 wound threshold.

TOUGHENED

Gain +2 wound threshold.

FRENZIED ATTACK

When making a Melee or Brawl attack, suffer strain up to ranks in Frenzied Attack to upgrade the attack by an equal amount.

FRENZIED ATTACK

When making a Melee or Brawl attack, suffer strain up to ranks in Frenzied Attack to upgrade the attack by an equal amount.

FRENZIED ATTACK

When making a Melee or Brawl attack, suffer strain up to ranks in Frenzied Attack to upgrade the attack by an equal amount.

FERAL STRENGTH

Add 1 damage per rank of Feral Strength to one hit of a successful Melee or Brawl attack.

FERAL STRENGTH

Add 1 damage per rank of Feral Strength to one hit of a successful Melee or Brawl attack.

FERAL STRENGTH

Add 1 damage per rank of Feral Strength to one hit of a successful Melee or Brawl attack.

LETHAL BLOWS

Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.

LETHAL BLOWS

Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.

LETHAL BLOWS

Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.

COST 5

COST 5

COST 5 COST 5

COST 15

COST 15

COST 15

COST 15

COST 10

COST 10

COST 10

COST 10

COST 20

COST 20

COST 20

COST 20

COST 25

COST 25

COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

KNOCKDOWNAfter hitting with a melee attack, may spend x to knock the target prone.

DEFENSIVE STANCE

Once per round, as a man- euver suffer a number of strain up to ranks in Defen-sive Stance to upgrade difficulty of all incoming melee attacks by an equal number for the next round.

BARBARIAN

REAVERBonus Career Skills: Coercion, Melee, Resilience, Survival

Active

Passive

Ranked

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TOUGHENED

Gain +2 wound threshold.

IT’S NOT THAT BAD

Once per session when an ally would suffer a Critical Injury, may take an It’s Not That Bad action; make a ddd Medicine check to stop the ally from gaining the Critical Injury.

HERBAL HEALER

Herbal Remedies heal 1 additional wound per rank of Herbal Healer.

HERBAL HEALERHerbal Remedies heal 1 additional wound per rank of Herbal Healer.

HERBAL HEALERHerbal Remedies heal 1 additional wound per rank of Herbal Healer.

COST 5

COST 5

COST 5

COST 5

COST 15

COST 15

COST 15

COST 15

COST 10

COST 10

COST 10

COST 10

COST 20

COST 20

COST 20

COST 20

COST 25

COST 25

COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

POTION MAKERTake the Apply Potion action; make a dd Medicine check. If success- ful, 1 engaged ally increa-ses 1 characteristic by 1 for the encounter and suffers 4 strain.

EXPERT ALCHEMISTWhen performing an Apply Potion action, may increase the difficulty to ddd , and target only suffers 1 strain.

CHIRUGEONWhen making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Chirgueon.

CHIRUGEONWhen making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Chirugeon.

HERBALISTPatients recover 1 addi-tional wound per rank of Herbalist when they recover wounds from Herbal Remedies or long term care.

NATURAL HEALER

Once per session, may re-roll any 1 Medicine check.

ANATOMY LESSONS

After making a successful attack, may spend 1 Destiny Point to add damage equal to Intellect to one hit.

MASTER ALCHEMISTWhen performing the Apply Potion action, spend x to increase an additional Characteristic by 1.

MASTER HEALER

Once per round, suffer 2 strain to decrease the difficulty of a Medicine check by 1.

GRIT

Gain +1 strain threshold.

GRIT

Gain +1 strain threshold.

DODGEWhen targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

WELL ROUNDEDChoose any 2 skills. They permanently become career skills

FORAGERRemove up to bb from skill checks to find food, water, or shelter. Survival checks to forage take half the time.

BARBARIAN

SHAMANBonus Career Skills: Deception, Medicine, Resilience, Vigilance

Active

Passive

Ranked

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MASSIVE ATTACK

When making a Melee or Brawl attack, suffer strain up to ranks in Massive Attack to upgrade the attack by an equal amount.

HEROIC RESILIENCE

Immediately after being hit by an attack but before suffering damage, spend 1 Destiny Point to increase soak by ranks in Resilience.

HEAVY HITTER Once per session, spend x on a successful Melee: Heavy check to add the Breach 1 quality to the attack.

BURLYReduce any wielded weapon’s Cumbersome quality and Encumbrance rating by ranks in Burly to a minimum of 1.

BURLYReduce any wielded weapon’s Cumbersome quality and Encumbrance rating by ranks in Burly to a minimum of 1.

BURLYReduce any wielded weapon’s Cumbersome quality and Encumbrance rating by ranks in Burly to a minimum of 1.

COST 5

COST 5

COST 5 COST 5

COST 15

COST 15 COST 15

COST 15

COST 10

COST 10

COST 10

COST 10

COST 20

COST 20

COST 20 COST 20

COST 25

COST 25

COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

SIDE STEPOnce per round, as a man-euver suffer a number of strain up to ranks in Side Step to upgrade difficulty of all incoming ranged attacks by an equal number for the next round.

BRACEPerform the Brace man- euver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.

BRACEPerform the Brace man- euver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.

TOUGHENED

Gain +2 wound threshold.

TOUGHENED

Gain +2 wound threshold.

FERAL STRENGTH

FERAL STRENGTH .

FERAL STRENGTH

DURABLEMay reduce any Critical Injury suffered by 10 per rank of Durable.

GRIT

Gain +1 strain threshold.

HEROIC FORTITUDE

May spend 1 Destiny Point to ignore effects of Critical Injuries on Brawn or Agility checks until the end of the encounter.

STRONG ARM

Treat thrown weapons as if they had 1 greater range.

ARMOR MASTER

When wearing armor, inc-rease total soak value by 1.

BARBARIAN

SHIELD BREAKERBonus Career Skills: Athletics, Cool, Melee: Heavy, Resilience

Active

Passive

Ranked

Add 1 damage per rank of Feral Strength to one hit of a successful Melee or Brawl attack.

Add 1 damage per rank of Feral Strength to one hit of a successful Melee or Brawl attack.

Add 1 damage per rank of Feral Strength to one hit of a successful Melee or Brawl attack.

Page 189: The Edge of the Aquilonian Empire v3.0

IMPROVED INSPIRING RHETORIC

Each ally affected by Inspiring Rhetoric gains b on all skill checks for a number of rounds equal to ranks in Leadership.

IMPROVED SCATHING TIRADE

Each enemy affected by Scathing Tirade suffers b on all skill checks for a number of rounds equal to ranks in Coercion.

WELL ROUNDED

Choose any 2 skills. They permanently become career skills.

INSPIRING RHETORIC

Take an Inspiring Rhetoric action; make a dd Leadership check. One ally for each s, in short range, recovers 1 strain. Spend a for 1 affected ally to recover 1 additional strain.

SCATHING TIRADE

Take a Scathing Tirade action; make a dd Coercion check. One enemy for each s, in short range, suffers 1 strain. Spend a for 1 affected enemy to suffer 1 additional strain.

SUPREME INSPIRING RHETORICSuffer 1 strain to perform Inspiring Rhetoric as a maneuver, not an action.

SUPREME SCATHING TIRADE

Suffer 1 strain to perform Scathing Tirade as a maneuver, not an action.

STEELY NERVESSpend 1 Destiny Point to ignore effects of Critical Injuries on Willpower or Presence checks until the end of the encounter.

NATURAL CHARMER

Once per session, may re-roll any 1 Charm or Deception check.

INTENSE PRESENCE

Spend 1 Destiny Point to recover strain equal to Presence rating.

KILL WITH KINDNESS

Remove b per rank of Kill with Kindness from all Charm and Leadership checks.

KILL WITH KINDNESS

Remove b per rank of Kill with Kindness from all Charm and Leadership checks.

GRIT

Gain +1 strain threshold.

GRIT

Gain +1 strain threshold.

PLAUSIBLEDENIABILITYRemove b per rank of Plausible Deniability from all Coercion and Deception checks.

PLAUSIBLEDENIABILITYRemove b per rank of Plausible Deniability from all Coercion and Deception checks.

TOUGHENED

Gain +2 wound threshold.

COST 5

COST 5

COST 5

COST 5

COST 15

COST 15 COST 15

COST 15

COST 10

COST 10

COST 10

COST 10

COST 20

COST 20 COST 20 COST 20

COST 25

COST 25 COST 25 COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

DODGEWhen targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

NOBODY’S FOOLMay upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.

BARBARIAN

SKALDCareer Skills: Charm, Coercion, Knowledge: Lore, Leadership

Active

Passive

Ranked

Page 190: The Edge of the Aquilonian Empire v3.0

UNSTOPPABLEIf a Critical Injury roll is 1 or reduced to 1, do not received the Critical Injury.

PHYSICAL TRAINING

Add b per rank of Physical Training to Athletics and Resilience checks.

PHYSICAL TRAINING

Add b per rank of Physical Training to Athletics and Resilience checks.

GRIT

Gain +1 strain threshold.

TOUGHENED

Gain +2 wound threshold.

TOUGHENED

Gain +2 wound threshold.

TOUGHENED

Gain +2 wound threshold.

COST 5

COST 5 COST 5

COST 5

COST 15

COST 15

COST 15 COST 15

COST 10

COST 10 COST 10

COST 10

COST 20

COST 20

COST 20 COST 20

COST 25

COST 25 COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

STRONG ARMTreat thrown weapons as if they had 1 greater range.

POINT BLANKAdd 1 damage per rank of Point Blank to damage of one hit of successful Ranged attacks made while at short range or engaged.

ARMOR MASTERWhen wearing armor, inc-rease total soak value by 1.

IMPROVED ARMOR MASTER

When wearing armor with a soak value of 2 or higher, increase defense by 1.

DURABLEMay reduce any Critical Injury suffered by 10 per rank of Durable.

DURABLEMay reduce any Critical Injury suffered by 10 per rank of Durable.

NATURAL OUTDOORSMANOnce per session, may re-roll any 1 Resilience or Survival check.

BLOODEDAdd b per rank of Blooded to all checks to resist or recover from poisons, venoms, or toxins. Reduce duration of ongoing poisons by one round per rank of Blooded to a minimum of 1.

HEROIC FORTITUDE

May spend 1 Destiny Point to ignore effects of Critical Injuries on Brawn or Agility checks until the end of the encounter.

FERAL STRENGTH

Add 1 damage per rank of Feral Strength to one hit of a successful Melee or Brawl attack.

FERAL STRENGTH

Add 1 damage per rank of Feral Strength to one hit of a successful Melee or Brawl attack.

KNOCKDOWNAfter hitting with a melee attack, may spend x to knock the target prone.

BARBARIAN

WARRIORSpec Bonus Career Skills: Cool, Melee, Resilience, Stealth

Active

Passive

Ranked

Page 191: The Edge of the Aquilonian Empire v3.0

LAST ONE STANDING BASE ABILITYOnce per game session, during a combat encounter, the character may spend 2 Destiny Points to make a ddd Resilience check. If he succeeds, he skips his next turn and eliminates all enemy minions in the encounter. (The minions are all eliminated immediately, so will not get to participate further in the combat, but for the sake of the narrative, the PC can spend the next round of combat incapacitating them). The narrative means by which he accomplishes this is up to the player, must be approved by the GM.

UNMATCHED PROTECTION BASE ABILITYOnce per game session as an incidental, the character may spend 2 Destiny Points to gain the following ability: once per round, after suffering a hit and determining damage, the character may halve the damage (rounded up) dealt before it is applied to his soak. This ability is active for the remainder of the current round and two additional rounds.

REDUCE SETBACK

Remove b from skill check to activate Last One Standing.

REDUCE SETBACK

Remove b from skill check to activate Last One Standing.

DURATIONUnmatched Protection lasts for one additional round.

DURATIONUnmatched Protection lasts for one additional round.

DURATIONUnmatched Protection lasts for one additional round.

REDUCE DIFFICULTY

Reduce the difficulty of the skill check to activate Last One Standing to dd .

ADD BOOSTAdd b to skill check to ac-tive Last One Standing.

ADD BOOSTAdd b to skill check to ac-tive Last One Standing.

INCREASE EFFECT

When triggering Last One Standing, also eliminate one rival per Increase Effect upgrade.

INCREASE EFFECT

When triggering Last One Standing, also eliminate one rival per Increase Effect upgrade.

DESTINYUnmatched Protection costs 1 Destiny Point instead of 2.

SOAKGain +1 soak while Unmatched Protection is active.

ADDITIONALREDUCTIONMay reduce the damage of 1 additional hit suffered each round.

ADDITIONALREDUCTIONMay reduce the damage of 1 additional hit suffered each round.

PROTECT ALLYOnce per session, while ability is active, may choose to be hit by an attack that would hit an engaged ally.

DESTINYLast One Standing costs 1 Destiny Point instead of 2.

COST 30

COST 30

COST 10

COST 10

COST 10

COST 10

COST 10

COST 10

COST 10

COST 10

COST 15

COST 15

COST 15

COST 15

COST 15

COST 15

COST 15

COST 15

CAREER

BARBARIANCareer Skills: Athletics, Brawl, Coercion, Melee, Perception

Ranged, Riding, Survival

Base Ability

Upgrade

Ranked

Page 192: The Edge of the Aquilonian Empire v3.0

ROSETTA STONE Remove b per rank in Rosetta Stone from checks to decrypt Ancient glyphs. Decrease difficulty of checks to decipher such hieroglyphs by 1.

KNOWLEDGE SPECIALIZATION

When acquired, choose 1 Knowledge skill. When making that skill check, may spend x result to gain s equal to ranks in Knowledge Specialization.

KNOWLEDGE SPECIALIZATION

When acquired, choose 1 Knowledge skill. When making that skill check, may spend x result to gain s equal to ranks in Knowledge Specialization.

NATURAL SCHOLAR

Once per session, may re-roll any 1 Knowledge skill check.

RESEARCHERRemove b per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.

INTENSE FOCUSPerform an Intense Focus maneuver; suffer 1 strain and upgrade the ability of the next skill check once.

CONFIDENCEMay decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.

STROKE OF GENIUS

Once per session, make one skill check using Intellect rather than the characteristic linked to that skill.

MENTAL FORTRESS

Spend 1 Destiny Point to ignore effects of Critical Injuries on Intellect or Cunning checks until end of encounter.

TOUGHENED

Gain +2 wound threshold.

RESPECTED SCHOLAR

May downgrade difficulty of checks to interact with institutes of learning by one level per rank of Respected Scholar.

RESPECTED SCHOLAR

May downgrade difficulty of checks to interact with institutes of learning by one level per rank of Respected Scholar.

CUNNING LINGUIST

Grants b on all attempts to communicate in unknown toungues per rank in Cunning Linguist

GRIT

Gain +1 strain threshold.

COST 5

COST 5

COST 5

COST 5

COST 15 COST 15

COST 15 COST 15

COST 10 COST 10

COST 10

COST 10

COST 20

COST 20 COST 20 COST 20

COST 25 COST 25

COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

BRACEPerform the Brace man- euver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.

RESOLVEWhen a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.

RESOLVEWhen a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.

RESEARCHERRemove b per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.

WELL ROUNDED

Choose any 2 skills. They permanently become career skills.

CITIZEN

ACADEMICBonus Career Skills: Education, Knowledge: Any, Knowledge: Any, Perception

Active

Passive

Ranked

Page 193: The Edge of the Aquilonian Empire v3.0

IMPROVED INSPIRING RHETORIC

Each ally affected by Inspiring Rhetoric gains b on all skill checks for a number of rounds equal to ranks in Leadership.

IMPROVED SCATHING TIRADE

Each enemy affected by Scathing Tirade suffers b on all skill checks for a number of rounds equal to ranks in Coercion.

WELL ROUNDED

Choose any 2 skills. They permanently become career skills.

INSPIRING RHETORIC

Take an Inspiring Rhetoric action; make a dd Leadership check. One ally for each s, in short range, recovers 1 strain. Spend a for 1 affected ally to recover 1 additional strain.

SCATHING TIRADE

Take a Scathing Tirade action; make a dd Coercion check. One enemy for each s, in short range, suffers 1 strain. Spend a for 1 affected enemy to suffer 1 additional strain.

SUPREME INSPIRING RHETORICSuffer 1 strain to perform Inspiring Rhetoric as a maneuver, not an action.

SUPREME SCATHING TIRADE

Suffer 1 strain to perform Scathing Tirade as a maneuver, not an action.

STEELY NERVESSpend 1 Destiny Point to ignore effects of Critical Injuries on Willpower or Presence checks until the end of the encounter.

NATURAL CHARMER

Once per session, may re-roll any 1 Charm or Deception check.

INTENSE PRESENCE

Spend 1 Destiny Point to recover strain equal to Presence rating.

KILL WITH KINDNESS

Remove b per rank of Kill with Kindness from all Charm and Leadership checks.

KILL WITH KINDNESS

Remove b per rank of Kill with Kindness from all Charm and Leadership checks.

GRIT

Gain +1 strain threshold.

GRIT

Gain +1 strain threshold.

PLAUSIBLEDENIABILITYRemove b per rank of Plausible Deniability from all Coercion and Deception checks.

PLAUSIBLEDENIABILITYRemove b per rank of Plausible Deniability from all Coercion and Deception checks.

TOUGHENED

Gain +2 wound threshold.

COST 5

COST 5

COST 5

COST 5

COST 15

COST 15 COST 15

COST 15

COST 10

COST 10

COST 10

COST 10

COST 20

COST 20 COST 20 COST 20

COST 25

COST 25 COST 25 COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

DODGEWhen targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

NOBODY’S FOOLMay upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.

CITIZEN

AMBASSADORCareer Skills: Charm, Coercion, Deception, Knowledge: Greater or Lesser Kingdoms

Active

Passive

Ranked

Page 194: The Edge of the Aquilonian Empire v3.0

BOUGHT INFOInstead of making a Knowledge check, may take a Bought Info action; spend silver pieces equal to 50 times the difficulty of the check to pass with one s.

GREASED PALMS

Before making a social check, may spend up to 50 silver per rank of Greased Palms to upgrade the ability of the check once for every 50 silver spent.

TOUGHNESS

Gain +2 wound threshold.

TOUGHNESS

Gain +2 wound threshold.

SOUND INVESTMENTSAt the start of each session, gain 100 silver for each rank of Sound Investments.

SOUNDINVESTMENTSAt the start of each session, gain 100 silver for each rank of Sound Investments.

GRIT

Gain +1 strain threshold.

GRIT

Gain +1 strain threshold.

GRIT

Gain +1 strain threshold.

COST 5

COST 5

COST 5

COST 5

COST 15

COST 15

COST 15

COST 15

COST 10

COST 10 COST 10

COST 10

COST 20 COST 20 COST 20

COST 20

COST 25 COST 25

COST 25 COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

KNOW SOMEBODY Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody.

KNOW SOMEBODY

Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody.

SMOOTH TALKER

When first acquired, choose Charm, Coercion, Deception, or Negotiation. When making checks with that skill, spend x to gain additional s equal to ranks in Smooth Talker.

SMOOTH TALKER

When first acquired, choose Charm, Coercion, Deception, or Negotiation. When making checks with that skill, spend x to gain additional s equal to ranks in Smooth Talker.

WHEEL AND DEAL

When selling goods legally, gain 10% more credits per rank of Wheel and Deal.

WHEEL AND DEAL

When selling goods legally, gain 10% more credits per rank of Wheel and Deal.

MASTER MERCHANT

When buying/selling goods, or paying off/taking more Obligation, suffer 2 strain to buy for 25% less, sell for 25% more, buy off 1 more Obligation, or take 1 less.

INTENSE FOCUSPerform an Intense Focus maneuver; suffer 1 strain and upgrade the ability of the next skill check once.

SUPERIOR REFLEXES

Gain +1 melee defence.

NATURAL NEGOTIATOR

Once per session, may re-roll any 1 Cool or Negotiation check.

CITIZEN

CRAFTSMANBonus Career Skills: Craft: Trade, Discipline, Knowledge: Trade, Negotiation

Active

Passive

Ranked

Page 195: The Edge of the Aquilonian Empire v3.0

POTION MAKERTake the Apply Potion action; make a dd Medicine check. If success- ful, 1 engaged ally increa-ses 1 characteristic by 1 for the encounter and suffers 4 strain.

EXPERT ALCHEMISTWhen performing an Apply Potion action, may increase the difficulty to ddd , and target only suffers 1 strain.

PRESSURE POINT

When making a Brawl check against an opponent, instead of dealing damage, may deal equivalent strain plus additional strain equal to ranks in Medicine (ignoring soak).

CHIRUGEONWhen making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Chirugeon.

CHIRUGEONWhen making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Chirugeon.

CHIRUGEONWhen making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Surgeon.

HERBALISTPatients recover 1 addi-tional wound per rank of Herbalist when they recover wounds from herbal remedies & long term care.

HERBALISTPatients recover 1 addi-tional wound per rank of Herbalist when they recover wounds from Herbal Remedies & long term care.

NATURAL DOCTOR

Once per session, may re-roll any 1 Medicine check.

TOUGHENED

Gain +2 wound threshold.

ANATOMY LESSONS

After making a successful attack, may spend 1 Destiny Point to add damage equal to Intellect to one hit.

MASTER ALCHEMISTWhen performing the Apply Potion action, spend x to increase an additional Characteristic by 1.

MASTER HEALER Once per round, suffer 2 strain to decrease the difficulty of a Medicine check by 1.

GRIT

Gain +1 strain threshold.

GRIT

Gain +1 strain threshold.

GRIT

Gain +1 strain threshold.

RESOLVEWhen a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.

RESOLVEWhen a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.

COST 5 COST 5

COST 5

COST 5

COST 15

COST 15

COST 15

COST 15

COST 10

COST 10

COST 10

COST 10

COST 20

COST 20

COST 20

COST 20

COST 25

COST 25

COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

DODGEWhen targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

CITIZEN

HEALERBonus Career Skills: Cool, Knowledge (Education), Medicine, Resilience

Active

Passive

Ranked

Page 196: The Edge of the Aquilonian Empire v3.0

NOBODY’S FOOLMay upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.

NOBODY’S FOOLMay upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.

SPARE POUCHSpend 1 Destiny Point to produce a previously undocumented item (with restrictions) from a pouch or a satchel.

STEELY NERVES

Spend 1 Destiny Point to ignore effects of Critical Injuries on Willpower or Presence checks until the end of the encounter.

BLACK MARKET CONTACTS

When purchasing illegal goods, may reduce rarity by 1 per rank, increasing cost by 50% of base cost per reduction.

BLACK MARKET CONTACTS

When purchasing illegal goods, may reduce rarity by 1 per rank, increasing cost by 50% of base cost per reduction.

NATURAL NEGOTIATOR

Once per session, may re-roll any 1 Cool or Negotiation check.

MASTER MERCHANT

When buying/selling goods, or paying off/taking more Obligation, suffer 2 strain to buy for 25% less, sell for 25% more, buy off 1 more Obligation, or take 1 less.

KNOW SOMEBODY

Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody.

KNOW SOMEBODY

Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody.

KNOW SOMEBODY

Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody.

CONVINCING DEMEANORRemove b per rank of Convincing Demeanor from Deception or Skulduggery checks.

WHEEL AND DEAL

When selling goods legally, gain 10% more credits per rank of Wheel and Deal.

WHEEL AND DEAL

When selling goods legally, gain 10% more credits per rank of Wheel and Deal.

WHEEL AND DEAL

When selling goods legally, gain 10% more credits per rank of Wheel and Deal.

SMOOTH TALKER

When first acquired, choose Charm, Coercion, Deception, or Negotiation. When making checks with that skill, spend x to gain additional s equal to ranks in Smooth Talker.

SMOOTH TALKER

When first acquired, choose Charm, Coercion, Deception, or Negotiation. When making checks with that skill, spend x to gain additional s equal to ranks in Smooth Talker.

COST 5 COST 5

COST 5

COST 5

COST 15

COST 15

COST 15

COST 15

COST 10

COST 10

COST 10

COST 10

COST 20

COST 20

COST 20 COST 20

COST 25

COST 25 COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

GRIT

Gain +1 strain threshold.

TOUGHENED

Gain +2 wound threshold.

CITIZEN

TRADERBonus Career Skills: Deception, Knowledge: Empire, Knowledge: Underworld, Negotiation

Active

Passive

Ranked

Page 197: The Edge of the Aquilonian Empire v3.0

INSIGHTFUL REVELATION BASE ABILITY

Once per game, the character may perform an Insightful Revelation action and spend 2 Destiny Points to make a ddd Knowledge: Education check. If he succeeds, he learns some valuable information that he did not previously possess pertaining to his current situation. What he learns is up to the GM, but it must be valuable to the player overcoming his immediate encounter or situation, and the information cannot be obtainable by any other immediately available means.

UNMATCHED EXPERTISE BASE ABILITY

Once per session as an action, the character may spend two Destiny Points to reduce the difficulty of all career skill checks

made by one (to a minimum of d) for the remainder of the encounter.

REDUCE SETBACK

Remove b from skill check to activate Insightful Revelation.

REDUCE SETBACK

Remove b from career skill checks made while Unmatched Expertise is activated.

ADD BOOSTAdd b to skill check to ac-tivate Insightful Revelation.

REDUCE DIFFICULTY

Reduce the difficulty of career skill checks by 2 instead of 1.

DESTINYInsightful Revelation costs 1 Destiny Point instead of 2.

ACTIVATIONActivate Unmatched Exper-tise as a maneuver instead of an action.

REDUCE SETBACK

Remove b from skill check to activate Insightful Revelation.

SUPERIOR REDUCTION

Once per session while ability is activated, may reduce the difficulty of one non-career skill.

REDUCE DIFFICULTY

Reduce the difficulty of the skill check to activate In-sightful Revelation to dd .

ACTIVATIONActivate Unmatched Exper-tise as an incidental that can be triggered out of turn instead of a maneuver.

INCREASE EFFECT

If the check is successful, the character may spend x to gain another piece of equally useful information..

DESTINYUnmatched Expertise costs 1 Destiny Point to activate instead of 2.

ADDITIONAL SKILLS

When making the Insight-ful Revelation action, the character may use any Knowledge skill.

REDUCE SETBACK

Remove b from career skill checks made while Unmatched Expertise is activated.

DURATIONThe character may per-form the Insightful Revela-tion action one additional time per session..

REDUCE DIFFICULTY

The difficulty of all career Skill Checks is reduced to Simple (–) instead of d.

COST 30

COST 30

COST 10

COST 10

COST 10

COST 10

COST 10

COST 10

COST 10

COST 10

COST 15

COST 15

COST 15

COST 15

COST 15

COST 15

COST 15

COST 15

CAREER

CITIZENCareer Skills: Charm, Deception, Education, Knowledge: Greater or Lesser Kingdoms,

Knowledge: Lore. Leadership, Negotiation, Streetwise

Base Ability

Upgrade

Ranked

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COORDINATED ASSAULTTake a maneuver to add a to combat checks for a number of engaged allies equal to Leadership until beginning of next turn. Increase range per rank.

NATURAL LEADER

Once per session, may re-roll any 1 Cool or Leadership check.

TOUGHENED

Gain +2 wound threshold.

TOUGHENED

Gain +2 wound threshold.

COST 5

COST 5

COST 5

COST 5

COST 15

COST 15

COST 15 COST 15

COST 10

COST 10

COST 10 COST 10

COST 20

COST 20

COST 20 COST 20

COST 25

COST 25

COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

COMMANDINGPRESENCERemove b per rank of Commanding Presence from Leadership and Cool checks.

COMMANDINGPRESENCERemove b per rank of Commanding Presence from Leadership and Cool checks.

FIELD COMMANDER

Take the Field Commander action; make a dd Leadership check. A number of allies equal to Presence may immediately suffer 1 strain to perform 1 free maneuver.

IMPROVED FIELD COMMANDER

Field Commander action affects allies equal to double Presence, and may spend x to allow allies to suffer 1 strain to perform 1 action instead.

CONFIDENCEMay decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.

CONFIDENCEMay decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.

OUTDOORSMANRemove b per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by 10% /Rank.

OUTDOORSMANRemove b per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times 10%/Rank.

SIDE STEPOnce per round, as a man-euver suffer a number of strain up to ranks in Side Step to upgrade difficulty of all incoming ranged attacks by an equal number for the next round.

SIDE STEPOnce per round, as a man-euver suffer a number of strain up to ranks in Side Step to upgrade difficulty of all incoming ranged attacks by an equal number for the next round.

BODY GUARDOnce per round, perform a maneuver to guard an engaged ally. Suffer strain up to ranks to increase difficulty of attacks against them by that number until the start of next turn.

BODY GUARDOnce per round, perform a maneuver to guard an engaged ally. Suffer strain up to ranks to increase difficulty of attacks against them by that number until the start of next turn.

NATURAL OUTDOORSMANOnce per session, may re-roll any 1 Resilience or Survival check.

QUICK DRAWOnce per round, draw or holster a weapon or item as an incidental.

SWIFTDo not suffer usual penalties for moving through difficult terrain.

CLERGY

CHAMPIONSpec Bonus Career Skills: Coercion, Melee, Riding, Vigiliance

Active

Passive

Ranked

Page 199: The Edge of the Aquilonian Empire v3.0

TOUGHENED

Gain +2 wound threshold.

IT’S NOT THAT BAD

Once per session when an ally would suffer a Critical Injury, may take an It’s Not That Bad action; make a ddd Medicine check to stop the ally from gaining the Critical Injury.

HERBAL HEALER

Herbal Remedies heal 1 additional wound per rank of Herbal Healer.

HERBAL HEALERHerbal Remedies heal 1 additional wound per rank of Herbal Healer.

HERBAL HEALERHerbal Remedies heal 1 additional wound per rank of Herbal Healer.

COST 5

COST 5

COST 5

COST 5

COST 15

COST 15

COST 15

COST 15

COST 10

COST 10

COST 10

COST 10

COST 20

COST 20

COST 20

COST 20

COST 25

COST 25

COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

POTION MAKERTake the Apply Potion action; make a dd Medicine check. If success- ful, 1 engaged ally increa-ses 1 characteristic by 1 for the encounter and suffers 4 strain.

EXPERT ALCHEMISTWhen performing an Apply Potion action, may increase the difficulty to ddd , and target only suffers 1 strain.

CHIRUGEONWhen making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Chirgueon.

CHIRUGEONWhen making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Chirugeon.

HERBALISTPatients recover 1 addi-tional wound per rank of Herbalist when they recover wounds from Herbal Remedies or long term care.

NATURAL HEALER

Once per session, may re-roll any 1 Medicine check.

ANATOMY LESSONS

After making a successful attack, may spend 1 Destiny Point to add damage equal to Intellect to one hit.

MASTER ALCHEMISTWhen performing the Apply Potion action, spend x to increase an additional Characteristic by 1.

MASTER HEALER

Once per round, suffer 2 strain to decrease the difficulty of a Medicine check by 1.

GRIT

Gain +1 strain threshold.

GRIT

Gain +1 strain threshold.

DODGEWhen targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

WELL ROUNDEDChoose any 2 skills. They permanently become career skills

FORAGERRemove up to bb from skill checks to find food, water, or shelter. Survival checks to forage take half the time.

CLERGY

CLERICCareer Skills: Cool, Education, Medicine, Resilience

Active

Passive

Ranked

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IMPROVED INSPIRING RHETORIC

Each ally affected by Inspiring Rhetoric gains b on all skill checks for a number of rounds equal to ranks in Leadership.

IMPROVED SCATHING TIRADE

Each enemy affected by Scathing Tirade suffers b on all skill checks for a number of rounds equal to ranks in Coercion.

WELL ROUNDED

Choose any 2 skills. They permanently become career skills.

INSPIRING RHETORIC

Take an Inspiring Rhetoric action; make a dd Leadership check. One ally for each s, in short range, recovers 1 strain. Spend a for 1 affected ally to recover 1 additional strain.

SCATHING TIRADE

Take a Scathing Tirade action; make a dd Coercion check. One enemy for each s, in short range, suffers 1 strain. Spend a for 1 affected enemy to suffer 1 additional strain.

SUPREME INSPIRING RHETORICSuffer 1 strain to perform Inspiring Rhetoric as a maneuver, not an action.

SUPREME SCATHING TIRADE

Suffer 1 strain to perform Scathing Tirade as a maneuver, not an action.

STEELY NERVESSpend 1 Destiny Point to ignore effects of Critical Injuries on Willpower or Presence checks until the end of the encounter.

NATURAL CHARMER

Once per session, may re-roll any 1 Charm or Deception check.

INTENSE PRESENCE

Spend 1 Destiny Point to recover strain equal to Presence rating.

KILL WITH KINDNESS

Remove b per rank of Kill with Kindness from all Charm and Leadership checks.

KILL WITH KINDNESS

Remove b per rank of Kill with Kindness from all Charm and Leadership checks.

GRIT

Gain +1 strain threshold.

GRIT

Gain +1 strain threshold.

PLAUSIBLEDENIABILITYRemove b per rank of Plausible Deniability from all Coercion and Deception checks.

PLAUSIBLEDENIABILITYRemove b per rank of Plausible Deniability from all Coercion and Deception checks.

TOUGHENED

Gain +2 wound threshold.

COST 5

COST 5

COST 5

COST 5

COST 15

COST 15 COST 15

COST 15

COST 10

COST 10

COST 10

COST 10

COST 20

COST 20 COST 20 COST 20

COST 25

COST 25 COST 25 COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

DODGEWhen targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

NOBODY’S FOOLMay upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.

CLERGY

EVANGELISTBonus Career Skills: Charm, Coercion, Education, Knowledge: Any

Active

Passive

Ranked

Page 201: The Edge of the Aquilonian Empire v3.0

INCITE REBELLION

Once per session, may take an Incite Rebellion action; make a ddd Coercion check to cause a number of beings up to ranks in Coercion to become rebellious for the encounter.

GRIT

Gain +1 strain threshold.

GRIT

Gain +1 strain threshold.

COST 5

COST 5

COST 5

COST 5

COST 15 COST 15

COST 15

COST 15

COST 10 COST 10

COST 10

COST 10

COST 20

COST 20

COST 20

COST 20

COST 25

COST 25

COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

IMPROVED SCATHING TIRADE

Each enemy affected by Scathing Tirade suffers b on all skill checks for a number of rounds equal to ranks in Coercion.

SCATHING TIRADE

Take a Scathing Tirade action; make a dd Coercion check. One enemy for each s, in short range, suffers 1 strain. Spend a for 1 affected enemy to suffer 1 additional strain.

SUPREME SCATHING TIRADE

Suffer 1 strain to perform Scathing Tirade as a maneuver, not an action.

PLAUSIBLEDENIABILITYRemove b per rank of Plausible Deniability from all Coercion and Deception checks.

PLAUSIBLEDENIABILITYRemove b per rank of Plausible Deniability from all Coercion and Deception checks.

NOBODY’S FOOLMay upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.

NOBODY’S FOOLMay upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.

CONVINCINGDEMEANORRemove b per rank of Convincing Demeanor from Deception or Skulduggery checks.

CONVINCINGDEMEANORRemove b per rank of Convincing Demeanor from Deception or Skulduggery checks.

STREET SMARTS

Remove b per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks.

STREET SMARTS

Remove b per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks.

INTIMIDATINGMay suffer a number of strain up to ranks in Intimidating to downgrade difficulty of Coercion checks or upgrade difficulty when targeted by Coercion checks by an equal number.

INTIMIDATINGMay suffer a number of strain up to ranks in Intimidating to downgrade difficulty of Coercion checks or upgrade difficulty when targeted by Coercion checks by an equal number.

INTIMIDATINGMay suffer a number of strain up to ranks in Intimidating to downgrade difficulty of Coercion checks or upgrade difficulty when targeted by Coercion checks by an equal number.

INTIMIDATINGMay suffer a number of strain up to ranks in Intimidating to downgrade difficulty of Coercion checks or upgrade difficulty when targeted by Coercion checks by an equal number.

NATURAL ENFORCER

Once per session, may re-roll any 1 Coercion or Streetwise check.

CLERGY

MENDICANTBonus Career Skills: Brawl, Coercion, Medicine, Streetwise

Active

Passive

Ranked

Page 202: The Edge of the Aquilonian Empire v3.0

ROSETTA STONERemove b per rank in Rosetta Stone from checks to decrypt Ancient glyphs. Decrease difficulty of checks to decipher such hieroglyphs by 1.

KNOWLEDGE SPECIALIZATION

When acquired, choose 1 Knowledge skill. When making that skill check, may spend x result to gain s equal to ranks in Knowledge Specialization.

KNOWLEDGE SPECIALIZATION

When acquired, choose 1 Knowledge skill. When making that skill check, may spend x result to gain s equal to ranks in Knowledge Specialization.

NATURAL SCHOLAR

Once per session, may re-roll any 1 Knowledge skill check.

RESEARCHERRemove b per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.

INTENSE FOCUSPerform an Intense Focus maneuver; suffer 1 strain and upgrade the ability of the next skill check once.

CONFIDENCEMay decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.

SUDDEN REVELATION

Once per session, make one skill check using Intellect rather than the characteristic linked to that skill.

MENTAL FORTRESS

Spend 1 Destiny Point to ignore effects of Critical Injuries on Intellect or Cunning checks until end of encounter.

TOUGHENED

Gain +2 wound threshold.

RESPECTED SCHOLAR

May downgrade difficulty of checks to interact with institutes of learning by one level per rank of Respected Scholar.

RESPECTED SCHOLAR

May downgrade difficulty of checks to interact with institutes of learning by one level per rank of Respected Scholar.

CUNNING LINGUIST

Grants b on all attempts to communicate in unknown toungues per rank in Cunning Linguist

GRIT

Gain +1 strain threshold.

COST 5

COST 5

COST 5

COST 5

COST 15 COST 15

COST 15 COST 15

COST 10 COST 10

COST 10

COST 10

COST 20

COST 20 COST 20 COST 20

COST 25 COST 25

COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

BRACEPerform the Brace man- euver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.

RESOLVEWhen a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.

RESOLVEWhen a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.

RESEARCHERRemove b per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.

WELL ROUNDED

Choose any 2 skills. They permanently become career skills.

CLERGY

MONKCareer Skills: Education, Knowledge: Religion, Knowledge: Any, Lore

Active

Passive

Ranked

Page 203: The Edge of the Aquilonian Empire v3.0

WORKS LIKE A CHARM

Once per session, make one skill check using Presence rather than the characteristic linked to that skill.

GRIT

Gain +1 strain threshold.

GRIT

Gain +1 strain threshold.

NATURAL CHARMER

Once per session, may re-roll any 1 Charm or Deception check.

COST 5 COST 5 COST 5 COST 5

COST 15

COST 15

COST 15

COST 15

COST 10

COST 10 COST 10

COST 10

COST 20

COST 20

COST 20

COST 20

COST 25

COST 25 COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

INDISTINGUISHABLE

Upgrade difficulty of checks to identify char-acter once per rank of Indistinguishable.

INDISTINGUISHABLE

Upgrade difficulty of checks to identify char-acter once per rank of Indistinguishable.

KILL WITH KINDNESS

Remove b per rank of Kill with Kindness from all Charm and Leadership checks.

KILL WITH KINDNESS

Remove b per rank of Kill with Kindness from all Charm and Leadership checks.

NOBODY’S FOOLMay upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.

CONFIDENCEMay decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.

CONFIDENCEMay decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.

DODGEWhen targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

DODGEWhen targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

IMPROVED INSPIRING RHETORIC

Each ally affected by Inspiring Rhetoric gains b on all skill checks for a number of rounds equal to ranks in Leadership.

INSPIRING RHETORIC

Take an Inspiring Rhetoric action; make a dd Leadership check. One ally for each s, in short range, recovers 1 strain. Spend a for 1 affected ally to recover 1 additional strain.

SUPREME INSPIRING RHETORIC

Suffer 1 strain to perform Inspiring Rhetoric as a maneuver, not an action.

STEELY NERVES

Spend 1 Destiny Point to ignore effects of Critical Injuries on Willpower or Presence checks until the end of the encounter.

INTENSE PRESENCE

Spend 1 Destiny Point to recover strain equal to Presence rating.

SIXTH SENSE

Gain +1 ranged defense.

CLERGY

PRIESTBonus Career Skills: Charm, Coercion, Education, Negotiation

Active

Passive

Ranked

Page 204: The Edge of the Aquilonian Empire v3.0

INSIGHTFUL REVELATION BASE ABILITY

Once per game, the character may perform an Insightful Revelation action and spend 2 Destiny Points to make a ddd Knowledge: Education check. If he succeeds, he learns some valuable information that he did not previously possess pertaining to his current situation. What he learns is up to the GM, but it must be valuable to the player overcoming his immediate encounter or situation, and the information cannot be obtainable by any other immediately available means.

UNMATCHED EXPERTISE BASE ABILITY

Once per session as an action, the character may spend two Destiny Points to reduce the difficulty of all career skill checks

made by one (to a minimum of d) for the remainder of the encounter.

REDUCE SETBACK

Remove b from skill check to activate Insightful Revelation.

REDUCE SETBACK

Remove b from career skill checks made while Unmatched Expertise is activated.

ADD BOOSTAdd b to skill check to ac-tivate Insightful Revelation.

REDUCE DIFFICULTY

Reduce the difficulty of career skill checks by 2 instead of 1.

DESTINYInsightful Revelation costs 1 Destiny Point instead of 2.

ACTIVATIONActivate Unmatched Exper-tise as a maneuver instead of an action.

REDUCE SETBACK

Remove b from skill check to activate Insightful Revelation.

SUPERIOR REDUCTION

Once per session while ability is activated, may reduce the difficulty of one non-career skill.

REDUCE DIFFICULTY

Reduce the difficulty of the skill check to activate In-sightful Revelation to dd .

ACTIVATIONActivate Unmatched Exper-tise as an incidental that can be triggered out of turn instead of a maneuver.

INCREASE EFFECT

If the check is successful, the character may spend x to gain another piece of equally useful information..

DESTINYUnmatched Expertise costs 1 Destiny Point to activate instead of 2.

ADDITIONAL SKILLS

When making the Insight-ful Revelation action, the character may use any Knowledge skill.

REDUCE SETBACK

Remove b from career skill checks made while Unmatched Expertise is activated.

DURATIONThe character may per-form the Insightful Revela-tion action one additional time per session..

REDUCE DIFFICULTY

The difficulty of all career Skill Checks is reduced to Simple (–) instead of d.

COST 30

COST 30

COST 10

COST 10

COST 10

COST 10

COST 10

COST 10

COST 10

COST 10

COST 15

COST 15

COST 15

COST 15

COST 15

COST 15

COST 15

COST 15

CAREER

CLERGYCareer Skills: Charm, Deception, Discipline, Knowledge: Lore,

Knowledge: Religion. Leadership, Medicine, Perception

Base Ability

Upgrade

Ranked

Page 205: The Edge of the Aquilonian Empire v3.0

INTENSE PRESENCE

Spend 1 Destiny Point to recover strain equal to Presence rating.

NATURAL ATHLETE

Once per session, may re-roll any 1 Athletics or Coordination check.

CONGENIALAs an incidental, suffer strain up to ranks in Congenial to downgrade difficulty when making or upgrade difficulty when targeted by a Charm or Negotiation check.

IMPROVED DISTRACTING BEHAVIOR

The Distracting Behavior maneuver inflicts tt on NPC’s checks when NPCs target character’s allies.

GRIT

Gain +1 strain threshold.

TOUGHENED

Gain +2 wound threshold.

BIGGEST FANOnce per session, may take a Biggest Fan action; make a ddd Charm check to turn one NPC into the character’s biggest fan.

COORDINATION DODGEWhen targeted by a combat check, may spend 1 Destiny Point to add f equal to ranks in Coordination to check.

DECEPTIVE TAUNT

Once per session, may make Deceptive Taunt action; make opposed Deception check to force one adversary to attack the character on the adversary’s next turn.

DISTRACTING BEHAVIORAs a maneuver, suffer strain up to ranks in Cunning. Until start of next turn, equal number of engaged NPCs suffer t on checks. Ranks increase range.

DISTRACTING BEHAVIORAs a maneuver, suffer strain up to ranks in Cunning. Until start of next turn, equal number of engaged NPCs suffer t on checks. Ranks increase range.

DISTRACTINGBEHAVIORAs a maneuver, suffer strain up to ranks in Cunning. Until start of next turn, equal number of engaged NPCs suffer t on checks. Ranks increase range.

COST 5

COST 5

COST 5

COST 5

COST 15

COST 15 COST 15

COST 15

COST 10 COST 10 COST 10

COST 10

COST 20

COST 20

COST 20 COST 20

COST 25

COST 25

COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

CONVINCING DEMEANORRemove b per rank of Convincing Demeanor from Deception or Skulduggery checks.

SMOOTH TALKER

When first acquired, choose Charm, Coercion, Deception, or Negotiation. When making checks with that skill, spend x to gain additional s equal to ranks in Smooth Talker.

SMOOTH TALKER

When first acquired, choose Charm, Coercion, Deception, or Negotiation. When making checks with that skill, spend x to gain additional s equal to ranks in Smooth Talker.

KILL WITH KINDNESS

Remove b per rank of Kill with Kindness from all Charm and Leadership checks.

DODGEWhen targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

JUMP UPOnce per round, may stand from seated or prone as an incidental.

SECOND WINDOnce per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind.

COLONIST

BARDBonus Career Skills: Charm, Coordination, Deception, Knowledge: Lore

Active

Passive

Ranked

Page 206: The Edge of the Aquilonian Empire v3.0

AMICOSpend aa from a Charm or Negotiation check to upgrade ability of an ally’s subsequent social check against the same target a number of times equal to ranks in Amico.

AMICOSpend aa from a Charm or Negotiation check to upgrade ability of an ally’s subsequent social check against the same target a number of times equal to ranks in Amico.

INIMICOSpend aa from a Deception or Coercion check to upgrade ability of an ally’s subsequent social check against the same target a number of times equal to ranks in Inimico

INIMICOSpend aa from a Deception or Coercion check to upgrade ability of an ally’s subsequent social check against the same target a number of times equal to ranks in Inimico

UNRELENTING SKEPTIC

When targeted by a Deception check, the character automatically adds f to the check equal to ranks in Vigilance.

IMPROVED UNRELENTING SKEPTICWhen targeted by a Deception check that fails, may spend 1 Destiny Point to add y to results.

GRIT

Gain +1 strain threshold.

GRIT

Gain +1 strain threshold.

TOUGHENED

Gain +2 wound threshold.

COST 5

COST 5

COST 5

COST 5

COST 15

COST 15

COST 15

COST 15

COST 10

COST 10 COST 10

COST 10

COST 20

COST 20

COST 20

COST 20

COST 25

COST 25

COST 25 COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

NATURAL MARKSMAN

Once per session, may re-roll any 1 Ranged (Light) or Ranged (Heavy) check.

HARD HEADEDWhen staggered or disor- iented, perform the Hard Headed action to make a dddd Discipline check to remove the status. Difficulty reduced by 1 per rank.

HARD HEADEDWhen staggered or disor- iented, perform the Hard Headed action to make a dddd Discipline check to remove the status. Difficulty reduced by 1 per rank.

STREET SMARTS

Remove b per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks.

QUICK DRAWOnce per round, draw or sheath a weapon or item as an incidental.

DURABLEMay reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1.

DURABLEMay reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1.

POINT BLANKAdd 1 damage per rank of Point Blank to damage of one hit of successful Ranged attacks made while at short range or engaged.

POINT BLANKAdd 1 damage per rank of Point Blank to damage of one hit of successful Ranged attacks made while at short range or engaged.

IMPROVED HARD HEADEDWhen incapacitated due to strain exceeding threshold, take a ddddd Disc-ipline check (–d per rank of Hard Headed) to reduce strain to 1 below threshold.

COLONIST

CONSTABLEBonus Career Skills: Coercion, Knowledge (Underworld), Melee, Vigilance

Active

Passive

Ranked

Page 207: The Edge of the Aquilonian Empire v3.0

CARTOGRAPHEROnce per round, suffer 2 strain to decrease the difficulty of next Astronomy check by 1 to a minimum of d.

MASTER HORSEMAN

Add one point of Defense per rank of Master Horseman when mounted.

DURABLEMay reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1.

HORSEMANRemove b per rank of Horseman from all Ride checks.

GRIT

Gain +1 strain threshold.

GRIT

Gain +1 strain threshold.

JUMP UPOnce per round, may stand from seated or prone as an incidental.

KNOCKDOWNAfter hitting with a melee attack, may spend x to knock the target prone.

DODGEWhen targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

DODGEWhen targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

MAPPERRemove b per rank of Mapper from Astronomy checks. Astronomy checks take half normal time.

MAPPERRemove b per rank of Mapper from Astronomy checks. Astronomy checks take half normal time.

STREET SMARTS

Remove b per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks.

STREET SMARTS

Remove b per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks.

RAPID RECOVERY

When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.

RAPID RECOVERY

When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.

RAPID RECOVERY

When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.

COST 5

COST 5 COST 5 COST 5

COST 15

COST 15 COST 15 COST 15

COST 10

COST 10

COST 10 COST 10

COST 20

COST 20

COST 20

COST 20

COST 25

COST 25

COST 25 COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

TOUGHENED

Gain +2 wound threshold.

TOUGHENED

Gain +2 wound threshold.

COLONIST

FRINGERBonus Career Skills: Astronomy, Coordination, Negotiation, Streetwise

Active

Passive

Ranked

Page 208: The Edge of the Aquilonian Empire v3.0

POTION MAKERTake the Apply Potion action; make a dd Medicine check. If success- ful, 1 engaged ally increa-ses 1 characteristic by 1 for the encounter and suffers 4 strain.

EXPERT ALCHEMISTWhen performing an Apply Potion action, may increase the difficulty to ddd , and target only suffers 1 strain.

PRESSURE POINT

When making a Brawl check against an opponent, instead of dealing damage, may deal equivalent strain plus additional strain equal to ranks in Medicine (ignoring soak).

CHIRUGEONWhen making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Chirugeon.

CHIRUGEONWhen making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Chirugeon.

CHIRUGEONWhen making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Surgeon.

HERBALISTPatients recover 1 addi-tional wound per rank of Herbalist when they recover wounds from herbal remedies & long term care.

HERBALISTPatients recover 1 addi-tional wound per rank of Herbalist when they recover wounds from Herbal Remedies & long term care.

NATURAL DOCTOR

Once per session, may re-roll any 1 Medicine check.

TOUGHENED

Gain +2 wound threshold.

ANATOMY LESSONS

After making a successful attack, may spend 1 Destiny Point to add damage equal to Intellect to one hit.

MASTER ALCHEMISTWhen performing the Apply Potion action, spend x to increase an additional Characteristic by 1.

MASTER HEALER Once per round, suffer 2 strain to decrease the difficulty of a Medicine check by 1.

GRIT

Gain +1 strain threshold.

GRIT

Gain +1 strain threshold.

GRIT

Gain +1 strain threshold.

RESOLVEWhen a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.

RESOLVEWhen a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.

COST 5 COST 5

COST 5

COST 5

COST 15

COST 15

COST 15

COST 15

COST 10

COST 10

COST 10

COST 10

COST 20

COST 20

COST 20

COST 20

COST 25

COST 25

COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

DODGEWhen targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

COLONIST

HEALERBonus Career Skills: Cool, Knowledge (Education), Medicine, Resilience

Active

Passive

Ranked

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THROWING CREDITS

At the beginning of a session, spend 100 Silver Pieces to ignore the strain threshold penalty due to a triggered Obligation.

TOUGHENED

Gain +2 wound threshold.

NATURAL MERCHANT

Once per session, may re-roll any 1 Streetwise or Negotiation check.

SOUND INVESTMENTS At the start of each session, gain 50 Silver Pieces for each rank of Sound Investments.

SOUND INVESTMENTS At the start of each session, gain 50 Silver Pieces for each rank of Sound Investments.

SOUNDINVESTMENTSAt the start of each session, gain 50 Silver Pieces for each rank of Sound Investments.

SOUND INVESTMENTSAt the start of each session, gain 50 Silver Pieces for each rank of Sound Investments.

SOUND INVESTMENTSAt the start of each session, gain 50 Silver Pieces for each rank of Sound Investments.

GRIT

Gain +1 strain threshold.

COST 5 COST 5

COST 5

COST 5

COST 15

COST 15

COST 15

COST 15

COST 10

COST 10

COST 10

COST 10

COST 20

COST 20

COST 20

COST 20

COST 25

COST 25

COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

MASTER MERCHANT

When buying/selling goods, or paying off/taking more Obligation, suffer 2 strain to buy for 25% less, sell for 25% more, buy off 1 more Obligation, or take 1 less.

KNOW SOMEBODY

Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody.

WHEEL AND DEAL

When selling goods legally, gain 10% more credits per rank of Wheel and Deal.

WHEEL AND DEAL

When selling goods legally, gain 10% more credits per rank of Wheel and Deal.

PLAUSIBLEDENIABILITYRemove b per rank of Plausible Deniability from all Coercion and Deception checks.

RAPID RECOVERY

When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.

RAPID RECOVERY

When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.

INTENSE FOCUSPerform an Intense Focus maneuver; suffer 1 strain and upgrade the ability of the next skill check once.

BOUGHT INFO Instead of making a Knowledge check, may take a Bought Info action; spend Silver Pieces equal to 50 times the difficulty of the check to pass with one s.

GREASED PALMS Before making a social check, may spend up to 50 Silver Pieces per rank of Greased Palms to upgrade the ability of the check once for every 50 Silver spent.

COLONIST

MERCATORBonus Career Skills: Discipline, Knowledge: Education, Knowledge: Underworld, Negotiation

Active

Passive

Ranked

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ROSETTA STONERemove b per rank in Rosetta Stone from checks to decrypt Ancient glyphs. Decrease difficulty of checks to decipher such hieroglyphs by 1.

KNOWLEDGE SPECIALIZATION

When acquired, choose 1 Knowledge skill. When making that skill check, may spend x result to gain s equal to ranks in Knowledge Specialization.

KNOWLEDGE SPECIALIZATION

When acquired, choose 1 Knowledge skill. When making that skill check, may spend x result to gain s equal to ranks in Knowledge Specialization.

NATURAL SCHOLAR

Once per session, may re-roll any 1 Knowledge skill check.

RESEARCHERRemove b per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.

INTENSE FOCUSPerform an Intense Focus maneuver; suffer 1 strain and upgrade the ability of the next skill check once.

CONFIDENCEMay decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.

STROKE OF GENIUS

Once per session, make one skill check using Intellect rather than the characteristic linked to that skill.

MENTAL FORTRESS

Spend 1 Destiny Point to ignore effects of Critical Injuries on Intellect or Cunning checks until end of encounter.

TOUGHENED

Gain +2 wound threshold.

RESPECTED SCHOLAR

May downgrade difficulty of checks to interact with institutes of learning by one level per rank of Respected Scholar.

RESPECTED SCHOLAR

May downgrade difficulty of checks to interact with institutes of learning by one level per rank of Respected Scholar.

CUNNING LINGUIST

Grants b on all attempts to communicate in unknown toungues per rank in Cunning Linguist

GRIT

Gain +1 strain threshold.

COST 5

COST 5

COST 5

COST 5

COST 15 COST 15

COST 15 COST 15

COST 10 COST 10

COST 10

COST 10

COST 20

COST 20 COST 20 COST 20

COST 25 COST 25

COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

BRACEPerform the Brace man- euver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.

RESOLVEWhen a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.

RESOLVEWhen a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.

RESEARCHERRemove b per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.

WELL ROUNDED

Choose any 2 skills. They permanently become career skills.

COLONIST

SCHOLARBonus Career Skills: Knowledge: Any, Knowledge: Any, Knowledge: Any, Perception

Active

Passive

Ranked

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INSIGHTFUL REVELATION BASE ABILITY

Once per game, the character may perform an Insightful Revelation action and spend 2 Destiny Points to make a ddd Knowledge: Education check. If he succeeds, he learns some valuable information that he did not previously possess pertaining to his current situation. What he learns is up to the GM, but it must be valuable to the player overcoming his immediate encounter or situation, and the information cannot be obtainable by any other immediately available means.

UNMATCHED EXPERTISE BASE ABILITY

Once per session as an action, the character may spend two Destiny Points to reduce the difficulty of all career skill checks

made by one (to a minimum of d) for the remainder of the encounter.

REDUCE SETBACK

Remove b from skill check to activate Insightful Revelation.

REDUCE SETBACK

Remove b from career skill checks made while Unmatched Expertise is activated.

ADD BOOSTAdd b to skill check to ac-tivate Insightful Revelation.

REDUCE DIFFICULTY

Reduce the difficulty of career skill checks by 2 instead of 1.

DESTINYInsightful Revelation costs 1 Destiny Point instead of 2.

ACTIVATIONActivate Unmatched Exper-tise as a maneuver instead of an action.

REDUCE SETBACK

Remove b from skill check to activate Insightful Revelation.

SUPERIOR REDUCTION

Once per session while ability is activated, may reduce the difficulty of one non-career skill.

REDUCE DIFFICULTY

Reduce the difficulty of the skill check to activate In-sightful Revelation to dd .

ACTIVATIONActivate Unmatched Exper-tise as an incidental that can be triggered out of turn instead of a maneuver.

INCREASE EFFECT

If the check is successful, the character may spend x to gain another piece of equally useful information..

DESTINYUnmatched Expertise costs 1 Destiny Point to activate instead of 2.

ADDITIONAL SKILLS

When making the Insight-ful Revelation action, the character may use any Knowledge skill.

REDUCE SETBACK

Remove b from career skill checks made while Unmatched Expertise is activated.

DURATIONThe character may per-form the Insightful Revela-tion action one additional time per session..

REDUCE DIFFICULTY

The difficulty of all career Skill Checks is reduced to Simple (–) instead of d.

COST 30

COST 30

COST 10

COST 10

COST 10

COST 10

COST 10

COST 10

COST 10

COST 10

COST 15

COST 15

COST 15

COST 15

COST 15

COST 15

COST 15

COST 15

CAREER

COLONISTCareer Skills: Brawl, Charm, Education, Knowledge, Melee: Light

Negotiation, Streetwise, Vigilance

Base Ability

Upgrade

Ranked

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EXPERT HANDLER

Remove b per rank of Expert Handler from Survival checks made to ride beasts.

EXPERT HANDLER

Remove b per rank of Expert Handler from Survival checks made to ride beasts.

IMPROVED SPUR

Suffer 1 strain to attempt Spur as a maneuver and de- crease its difficulty to dd.

SPURTake a Spur action; make a ddd Survival check to increase a beast’s top speed by 1. The beast suffers 2 strain every round it stays spurred.

SUPREME SPURWhen activating and maintaining Spur, the beast only suffers 1 strain instead of 2.

SOOTHING TONETake a Soothing Tone action; make a dd Knowledge: Beasts check to allow a beast to recover strain equal to s .

BEAST WRANGLER

Add b per rank of Beast Wrangler to checks to tame or wrangle creatures.

BEAST WRANGLER

Add b per rank of Beast Wrangler to checks to tame or wrangle creatures.

COST 5

COST 5

COST 5

COST 5

COST 15

COST 15

COST 15

COST 15

COST 10

COST 10

COST 10

COST 10

COST 20

COST 20

COST 20 COST 20

COST 25

COST 25

COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

LET’S RIDE

Once per round, may mount or dismount a beast as an incidental.

FORAGERRemove up to bb from skill checks to find food, water, or shelter. Survival checks to forage take half the time.

OUTDOORSMANRemove b per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by half.

OUTDOORSMANRemove b per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by half.

EXPERT TRACKER

Remove b per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.

EXPERT TRACKER

Remove b per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.

GRIT

Gain +1 strain threshold.

GRIT

Gain +1 strain threshold.

TOUGHENED

Gain +2 wound threshold.

TOUGHENED

Gain +2 wound threshold.

NATURAL OUTDOORSMANOnce per session, may re-roll any 1 Resilience or Survival check.

EXPLORER

ANIMAL HANDLERBonus Career Skills: Athletics, Knowledge: Beasts, Perception, Survival

Active

Passive

Ranked

Page 213: The Edge of the Aquilonian Empire v3.0

COMMANDING PRESENCERemove b per rank of Commanding Presence from Leadership and Cool checks.

COMMANDINGPRESENCERemove b per rank of Commanding Presence from Leadership and Cool checks.

GRIT

Gain +1 strain threshold.

GRIT

Gain +1 strain threshold.

DEFEND THE SHIP

Take the Defend the Ship action; all combat checks made from this ship count their target’s Defense as one lower until beginning of next turn. Does not stack.

COST 5 COST 5

COST 5

COST 5

COST 15 COST 15

COST 15

COST 15

COST 10

COST 10

COST 10

COST 10

COST 20

COST 20

COST 20

COST 20

COST 25

COST 25

COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

SOLID REPAIRSThe character repairs 1 additional hull trauma per rank of Solid Repairs whenever he oversees the repairs to a ship or vessel

SOLID REPAIRSThe character repairs 1 additional hull trauma per rank of Solid Repairs whenever he oversees repairs to a ship or vessel.

SOLID REPAIRSThe character repairs 1 additional hull trauma per rank of Solid Repairs whenever he oversees repairs to a ship or vessel.

COMMANDAdd b per rank of Command to Leadership checks. Affected targets add b to Discipline checks for the next 24 hours.

COMMANDAdd b per rank of Command to Leadership checks. Affected targets add b to Discipline checks for the next 24 hours.

RAPID REACTION

Suffer a number of strain up to ranks in Rapid Reaction to add an equal number of s to initiative checks.

RAPID REACTION

Suffer a number of strain up to ranks in Rapid Reaction to add an equal number of s to initiative checks.

CARTOGRAPHER

Remove b per rank of Cartographer from Astronomy/Cartography checks. Such checks take half normal time.

CARTOGRAPHER

Remove b per rank of Cartographer from Astronomy/Cartography checks. Such checks take half normal time.

CARTOGRAPHER

Remove b per rank of Cartographer from Astronomy/Cartography checks. Such checks take half normal time.

KNOWN SAILS

Once per session, may perform the Known Sails maneuver; make a ddd Knowledge: Ships check to gain familiarity with a ship’s design.

FAMILIAR SEAS

Once per session, may perform a Familiar Seas maneuver; make a ddd Knowledge: Seas or Kingdoms check to reveal local conditions and other useful information.

HOLD TOGETHERSpend 1 Destiny Point to perform a Hold Together incidental immediately after a ship or vessel takes damage to turn it into system strain.

MASTER CARTOGPHER

Once per round, suffer 2 strain to decrease the difficulty of next Astronomy/Cartography check by 1 to a minimum of d.

EXPLORER

CAPTAINBonus Career Skills: Discipline, Leadership, Navigation, Scribe

Active

Passive

Ranked

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NOBODY’S FOOLMay upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.

NOBODY’S FOOLMay upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.

SPARE POUCHSpend 1 Destiny Point to produce a previously undocumented item (with restrictions) from a pouch or a satchel.

STEELY NERVES

Spend 1 Destiny Point to ignore effects of Critical Injuries on Willpower or Presence checks until the end of the encounter.

BLACK MARKET CONTACTS

When purchasing illegal goods, may reduce rarity by 1 per rank, increasing cost by 50% of base cost per reduction.

BLACK MARKET CONTACTS

When purchasing illegal goods, may reduce rarity by 1 per rank, increasing cost by 50% of base cost per reduction.

NATURAL NEGOTIATOR

Once per session, may re-roll any 1 Cool or Negotiation check.

MASTER MERCHANT

When buying/selling goods, or paying off/taking more Obligation, suffer 2 strain to buy for 25% less, sell for 25% more, buy off 1 more Obligation, or take 1 less.

KNOW SOMEBODY

Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody.

KNOW SOMEBODY

Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody.

KNOW SOMEBODY

Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody.

CONVINCING DEMEANORRemove b per rank of Convincing Demeanor from Deception or Skulduggery checks.

WHEEL AND DEAL

When selling goods legally, gain 10% more credits per rank of Wheel and Deal.

WHEEL AND DEAL

When selling goods legally, gain 10% more credits per rank of Wheel and Deal.

WHEEL AND DEAL

When selling goods legally, gain 10% more credits per rank of Wheel and Deal.

SMOOTH TALKER

When first acquired, choose Charm, Coercion, Deception, or Negotiation. When making checks with that skill, spend x to gain additional s equal to ranks in Smooth Talker.

SMOOTH TALKER

When first acquired, choose Charm, Coercion, Deception, or Negotiation. When making checks with that skill, spend x to gain additional s equal to ranks in Smooth Talker.

COST 5 COST 5

COST 5

COST 5

COST 15

COST 15

COST 15

COST 15

COST 10

COST 10

COST 10

COST 10

COST 20

COST 20

COST 20 COST 20

COST 25

COST 25 COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

GRIT

Gain +1 strain threshold.

TOUGHENED

Gain +2 wound threshold.

EXPLORER

PEDDLERBonus Career Skills: Deception, Knowledge: Empire, Knowledge: Underworld, Negotiation

Active

Passive

Ranked

Page 215: The Edge of the Aquilonian Empire v3.0

NATURAL PILOT

Once per session, may re-roll any 1 Piloting check.

DEAD TO RIGHTS

Spend 1 Destiny Point to add additional damage equal to half Agility (round up) to one hit of a successful attack.

IMPROVED DEAD TO RIGHTS

Spend 1 Destiny Point to add additional damage equal to Agility to one hit of a successful attack.

BRILLIANT EVASION

Once per encounter may take Brilliant Evasion action. Select 1 opponent and make an Opposed Piloting check to stop opponent from attacking character for rounds equal to Agility.

COST 5

COST 5

COST 5 COST 5

COST 15

COST 15

COST 15

COST 15

COST 10

COST 10

COST 10

COST 10

COST 20

COST 20 COST 20 COST 20

COST 25

COST 25

COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

IMPROVEDOPEN SAILSSuffer 1 strain to attempt Open Sails as a maneuver and decrease its difficulty to dd.

TRICKY SAILORCount vessel or ship piloted as having a silhouette 1 lower when being attacked.

SKILLED SAILOR

Remove b per rank of Skilled Sailor from all Piloting checks.

SKILLED SAILOR

Remove b per rank of Skilled Sailor from all Piloting checks.

COME ABOUT

Increase defense of vessel or ship being piloted by 1 per rank of Come About.

SUPREME OPEN SAILSWhen performing Open Sails top speed increases by 2 instead of 1.

MASTER SAILOROnce per round when Piloting a ship, may suffer 2 strain to perform any action as a maneuver.

OPEN SAILSTake a Open Sails action; make a ddd Piloting check to increase a vessel's top speed by 1 for a number of rounds equal to Cunning.

BOARDING PARTY

Once per round, may enter or exit a vessel as an incidental.

GRIT

Gain +1 strain threshold.

GRIT

Gain +1 strain threshold.

ASTRONOMERRemove b per rank of Astronomer from Astronomy/Cartography checks. Such checks take half normal time.

ASTRONOMERRemove b per rank of Astronomer from Astronomy/Cartography checks. Such checks take half normal time.

TOUGHENED

Gain +2 wound threshold.

RAPID RECOVERY

When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.

EXPLORER

SAILORBonus Career Skills: Astronomy, Knowledge: Ship, Melee: Light, Pilot Ship

Active

Passive

Ranked

Page 216: The Edge of the Aquilonian Empire v3.0

NATURAL HUNTER

Once per session, may re-roll any 1 Perception or Vigillance check.

FAMILIAR LANDS Once per session, as a maneuver make a ddd Knowledge: Greater or Lesser Kingdoms to reveal the current type of environment and other useful information.

LET’S RIDEOnce per round, may mount or dismount a beast as an incidental.

DISORIENTAfter hitting with a combat check, may spend aa to disorient target for a number of rounds equal to ranks in Disorient.

DISORIENTAfter hitting with a combat check, may spend aa to disorient target for a number of rounds equal to ranks in Disorient.

BELT POUCHSpend 1 Destiny Point to perform a Belt Pouch incidental; produce a previously undocumented item or weapon (with restrictions) from a belt pouch or a satchel.

STALKERAdd b per rank of Stalker to all Stealth and Coordination checks.

SHORTCUTDuring a chase, add b per rank in Shortcut to any checks made to catch or escape an opponent.

SHORTCUTDuring a chase, add b per rank in Shortcut to any checks made to catch or escape an opponent.

COST 5

COST 5

COST 5

COST 5

COST 15

COST 15

COST 15

COST 15

COST 10

COST 10

COST 10 COST 10

COST 20

COST 20

COST 20

COST 20

COST 25

COST 25 COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

RAPID RECOVERY

When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.

RAPID RECOVERY

When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.

GRIT

Gain +1 strain threshold.

TOUGHENED

Gain +2 wound threshold.

GRIT

Gain +1 strain threshold.

STALKERAdd b per rank of Stalker to all Stealth and Coordination checks.

FORAGERRemove up to bb from skill checks to find food, water, or shelter. Survival checks to forage take half the time.

HEIGHTENEDAWARENESSAllies within close range add b to Perception or Vigilance checks. Engaged allies add bb .

QUICK STRIKEAdd b per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.

QUICK STRIKEAdd b per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.

EXPLORER

SCOUTBonus Career Skills: Athletics, Medicine, Ride Horse, Survival

Active

Passive

Ranked

Page 217: The Edge of the Aquilonian Empire v3.0

STUNNING BLOW

When making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak.

DURABLEMay reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1.

PINTake Pin action: make an Opposed Athletics check to immobilize an engaged opponent until the end of the character’s next turn. Spend x to extend duration one round.

RESEARCHERRemove b per rank in Researcher from all Knowledge checks. Researching a subject takes half the time.

RESPECTED SCHOLAR

May downgrade difficulty of checks to interact with institutes of learning by one level per rank of Respected Scholar.

RESOLVEWhen the character invol- untarily suffers strain, he suffers 1 less strain per rank or Resolve (min 1).

GRIT

Gain +1 strain threshold.

HARD HEADEDWhen staggered or disor- iented, perform the Hard Headed action to make a dddd Discipline check to remove the status. Difficulty reduced by 1 per rank.

WELL ROUNDED

Choose any 2 skills. They permanently become career skills

KNOCKDOWNAfter hitting with a melee attack, may spend x to knock the target prone.

TOUGHENED

Gain +2 wound threshold.

ENDURING

Gain +1 soak value.

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

GRIT

Gain +1 strain threshold.

KNOWLEDGE SPECIALIZATION

When acquired, choose 1 knowledge skill. May spend x when rolling that skill to gain s equal to ranks in Knowledge Specialization.

LORE MASTER Once per session, take a Lore Master action, make ddd Lore or Knowledge check to gain information regarding a relic, ruin, or piece of history.

COST 15

COST 10

COST 20

COST 25

COST 5

COST 15

COST 10

COST 20

COST 25

COST 5

COST 15

COST 10

COST 20

COST 25

COST 5

COST 15

COST 10

COST 20

COST 25

COST 5

HARD HEADEDWhen staggered or disor- iented, perform the Hard Headed action to make a dddd Discipline check to remove the status. Difficulty reduced by 1 per rank.

RESEARCHERRemove b per rank in Researcher from all Knowledge checks. Researching a subject takes half the time.

KNOWLEDGE SPECIALIZATION

When acquired, choose 1 knowledge skill. May spend x when rolling that skill to gain s equal to ranks in Knowledge Specialization.

RESPECTED SCHOLAR

May downgrade difficulty of checks to interact with institutes of learning by one level per rank of Respected Scholar.

EXPLORER

TOMB RAIDERBonus Career Skills: Athletics, Discipline, Knowledge: Education, Knowledge: Lore

Active

Passive

Ranked

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SUDDEN DISCOVERY BASE ABILITYOnce per game session, the character may spend 2 Destiny Points to make a ddd Knowledge: Lesser Kingdoms or Knowledge: Greater Kindgdoms check. If he succeeds, the character can pinpoint his exact location without a map or other guide, discover a lost or hidden item or location, or identify a safe and fast path through any terrain. The exact nature of what the character is trying to accomplish, as well as the end results, must be approved by the GM.

UNMATCHED MOBILITY BASE ABILITYOnce per game session as an incidental, the character may spend 2 Destiny Points to increase the number of maneuvers he is al-lowed to perform in a turn to three for the next two rounds. This third maneuver may be gained through any of the means a second maneuver is normally gained.

ADD BOOSTAdd b to skill check to activate Sudden Discovery.

DURATIONUnmatched Mobility lasts for one additional round.

DURATIONUnmatched Mobility lasts for one additional round.

DURATIONUnmatched Mobility lasts for one additional round.

ADD BOOSTAdd b to skill check to activate Sudden Discovery.

REDUCE SETBACK

Remove b from skill check to activate Sudden Discovery.

FREE MANEUVER

Gain one additional free maneuver while base ability is active. This does not in-crease per turn maneuvers.

FREE MANEUVER

Gain one additional free maneuver while base ability is active. This does not in-crease per turn maneuvers.

REDUCE DIFFICULTY

Reduce the difficulty of the skill check to activate Sud-den Discovery to dd .

REDUCE SETBACK

Remove b from skill check to activate Sudden Discovery.

FREQUENCYSudden Discovery may be used twice per game session.

DESTINYUnmatched Mobility costs 1 Destiny Point instead of 2.

CHANGE SKILLSudden Discovery can be activated with the Astroga-tion or Survival skills.

MELEE DEFENSE

Gain +1 melee defense while Unmatched Mobility is active.

DESTINYSudden Discovery costs 1 Destiny Point instead of 2.

RANGED DEFENSE

Gain +1 ranged defense while Unmatched Mobility is active.

COST 30

COST 30

COST 10

COST 10

COST 10

COST 10 COST 10

COST 10

COST 10

COST 10

COST 15

COST 15

COST 15 COST 15

COST 15

COST 15

COST 15 COST 15

CAREER

EXPLORERCareer Skills: Astronomy, Cool, Knowledge: Lore, Knowledge: Lesser Kingdoms, Knowledge: Languages,

Perception, Ride: Horse, Survival

Base Ability

Upgrade

Ranked

Page 219: The Edge of the Aquilonian Empire v3.0

ROSETTA STONERemove b per rank in Rosetta Stone from checks to decrypt Ancient glyphs. Decrease difficulty of checks to decipher such hieroglyphs by 1.

KNOWLEDGE SPECIALIZATION

When acquired, choose 1 Knowledge skill. When making that skill check, may spend x result to gain s equal to ranks in Knowledge Specialization.

KNOWLEDGE SPECIALIZATION

When acquired, choose 1 Knowledge skill. When making that skill check, may spend x result to gain s equal to ranks in Knowledge Specialization.

NATURAL SCHOLAR

Once per session, may re-roll any 1 Knowledge skill check.

RESEARCHERRemove b per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.

INTENSE FOCUSPerform an Intense Focus maneuver; suffer 1 strain and upgrade the ability of the next skill check once.

CONFIDENCEMay decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.

SUDDEN INSIGHT

Once per session, make one skill check using Intellect rather than the characteristic linked to that skill.

MENTAL FORTRESS

Spend 1 Destiny Point to ignore effects of Critical Injuries on Intellect or Cunning checks until end of encounter.

TOUGHENED

Gain +2 wound threshold.

RESPECTED SCHOLAR

May downgrade difficulty of checks to interact with institutes of learning by one level per rank of Respected Scholar.

RESPECTED SCHOLAR

May downgrade difficulty of checks to interact with institutes of learning by one level per rank of Respected Scholar.

CUNNING LINGUIST

Grants b on all attempts to communicate in unknown toungues per rank in Cunning Linguist

GRIT

Gain +1 strain threshold.

COST 5

COST 5

COST 5

COST 5

COST 15 COST 15

COST 15 COST 15

COST 10 COST 10

COST 10

COST 10

COST 20

COST 20 COST 20 COST 20

COST 25 COST 25

COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

BRACEPerform the Brace man- euver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.

RESOLVEWhen a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.

RESOLVEWhen a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.

RESEARCHERRemove b per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.

WELL ROUNDED

Choose any 2 skills. They permanently become career skills.

FOREIGNER

IMPERIAL SCHOLARCareer Skills: Education, Knowledge: Any, Knowledge: Any, Perception

Active

Passive

Ranked

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NOBODY’S FOOLMay upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.

NOBODY’S FOOLMay upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.

SPARE POUCHSpend 1 Destiny Point to produce a previously undocumented item (with restrictions) from a pouch or a satchel.

STEELY NERVES

Spend 1 Destiny Point to ignore effects of Critical Injuries on Willpower or Presence checks until the end of the encounter.

BLACK MARKET CONTACTS

When purchasing illegal goods, may reduce rarity by 1 per rank, increasing cost by 50% of base cost per reduction.

BLACK MARKET CONTACTS

When purchasing illegal goods, may reduce rarity by 1 per rank, increasing cost by 50% of base cost per reduction.

NATURAL NEGOTIATOR

Once per session, may re-roll any 1 Cool or Negotiation check.

MASTER MERCHANT

When buying/selling goods, or paying off/taking more Obligation, suffer 2 strain to buy for 25% less, sell for 25% more, buy off 1 more Obligation, or take 1 less.

KNOW SOMEBODY

Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody.

KNOW SOMEBODY

Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody.

KNOW SOMEBODY

Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody.

CONVINCING DEMEANORRemove b per rank of Convincing Demeanor from Deception or Skulduggery checks.

WHEEL AND DEAL

When selling goods legally, gain 10% more credits per rank of Wheel and Deal.

WHEEL AND DEAL

When selling goods legally, gain 10% more credits per rank of Wheel and Deal.

WHEEL AND DEAL

When selling goods legally, gain 10% more credits per rank of Wheel and Deal.

SMOOTH TALKER

When first acquired, choose Charm, Coercion, Deception, or Negotiation. When making checks with that skill, spend x to gain additional s equal to ranks in Smooth Talker.

SMOOTH TALKER

When first acquired, choose Charm, Coercion, Deception, or Negotiation. When making checks with that skill, spend x to gain additional s equal to ranks in Smooth Talker.

COST 5 COST 5

COST 5

COST 5

COST 15

COST 15

COST 15

COST 15

COST 10

COST 10

COST 10

COST 10

COST 20

COST 20

COST 20 COST 20

COST 25

COST 25 COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

GRIT

Gain +1 strain threshold.

TOUGHENED

Gain +2 wound threshold.

FOREIGNER

MERCHANTBonus Career Skills: Deception, Knowledge: Lore, Knowledge: Underworld, Negotiation

Active

Passive

Ranked

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TOUGHENED

Gain +2 wound threshold.

IT’S NOT THAT BAD

Once per session when an ally would suffer a Critical Injury, may take an It’s Not That Bad action; make a ddd Medicine check to stop the ally from gaining the Critical Injury.

HERBAL HEALER

Herbal Remedies heal 1 additional wound per rank of Herbal Healer.

HERBAL HEALERHerbal Remedies heal 1 additional wound per rank of Herbal Healer.

HERBAL HEALERHerbal Remedies heal 1 additional wound per rank of Herbal Healer.

COST 5

COST 5

COST 5

COST 5

COST 15

COST 15

COST 15

COST 15

COST 10

COST 10

COST 10

COST 10

COST 20

COST 20

COST 20

COST 20

COST 25

COST 25

COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

POTION MAKERTake the Apply Potion action; make a dd Medicine check. If success- ful, 1 engaged ally increa-ses 1 characteristic by 1 for the encounter and suffers 4 strain.

EXPERT ALCHEMISTWhen performing an Apply Potion action, may increase the difficulty to ddd , and target only suffers 1 strain.

CHIRUGEONWhen making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Chirgueon.

CHIRUGEONWhen making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Chirugeon.

HERBALISTPatients recover 1 addi-tional wound per rank of Herbalist when they recover wounds from Herbal Remedies or long term care.

NATURAL HEALER

Once per session, may re-roll any 1 Medicine check.

ANATOMY LESSONS

After making a successful attack, may spend 1 Destiny Point to add damage equal to Intellect to one hit.

MASTER ALCHEMISTWhen performing the Apply Potion action, spend x to increase an additional Characteristic by 1.

MASTER HEALER

Once per round, suffer 2 strain to decrease the difficulty of a Medicine check by 1.

GRIT

Gain +1 strain threshold.

GRIT

Gain +1 strain threshold.

DODGEWhen targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

WELL ROUNDEDChoose any 2 skills. They permanently become career skills

FORAGERRemove up to bb from skill checks to find food, water, or shelter. Survival checks to forage take half the time.

FOREIGNER

MONKCareer Skills: Brawl, Cool, Education, Medicine

Active

Passive

Ranked

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POTION MAKERTake the Apply Potion action; make a dd Medicine check. If success- ful, 1 engaged ally increa-ses 1 characteristic by 1 for the encounter and suffers 4 strain.

EXPERT ALCHEMISTWhen performing an Apply Potion action, may increase the difficulty to ddd , and target only suffers 1 strain.

PRESSURE POINT

When making a Brawl check against an opponent, instead of dealing damage, may deal equivalent strain plus additional strain equal to ranks in Medicine (ignoring soak).

CHIRUGEONWhen making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Chirugeon.

CHIRUGEONWhen making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Chirugeon.

CHIRUGEONWhen making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Surgeon.

HERBALISTPatients recover 1 addi-tional wound per rank of Herbalist when they recover wounds from herbal remedies & long term care.

HERBALISTPatients recover 1 addi-tional wound per rank of Herbalist when they recover wounds from Herbal Remedies & long term care.

NATURAL DOCTOR

Once per session, may re-roll any 1 Medicine check.

TOUGHENED

Gain +2 wound threshold.

ANATOMY LESSONS

After making a successful attack, may spend 1 Destiny Point to add damage equal to Intellect to one hit.

MASTER ALCHEMISTWhen performing the Apply Potion action, spend x to increase an additional Characteristic by 1.

MASTER HEALER Once per round, suffer 2 strain to decrease the difficulty of a Medicine check by 1.

GRIT

Gain +1 strain threshold.

GRIT

Gain +1 strain threshold.

GRIT

Gain +1 strain threshold.

RESOLVEWhen a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.

RESOLVEWhen a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.

COST 5 COST 5

COST 5

COST 5

COST 15

COST 15

COST 15

COST 15

COST 10

COST 10

COST 10

COST 10

COST 20

COST 20

COST 20

COST 20

COST 25

COST 25

COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

DODGEWhen targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

FOREIGNER

PHYSICIANBonus Career Skills: Cool, Knowledge: Education, Knowledge: Lore, Medicine

Active

Passive

Ranked

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CLEVER SOLUTION

Once per session, make one skill check using Cunning rather than the characteristic linked to that skill.

COST 5

COST 5

COST 5

COST 5

COST 15

COST 15

COST 15

COST 15

COST 10

COST 10

COST 10

COST 10

COST 20

COST 20

COST 20

COST 20

COST 25

COST 25 COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

NATURAL BRAWLER

Once per session, may reroll any 1 Melee or Brawl check.

TOUGHENED

Gain +2 wound threshold.

FRENZIED ATTACK

When making a Melee or Brawl attack, suffer strain up to ranks in Frenzied Attack to upgrade the attack by an equal amount.

FRENZIED ATTACK

When making a Melee or Brawl attack, suffer strain up to ranks in Frenzied Attack to upgrade the attack by an equal amount.

KNOCKDOWNAfter hitting with a melee attack, may spend x to knock the target prone.

DEFENSIVE STANCE

Once per round, as a man- euver suffer a number of strain up to ranks in Defen-sive Stance to upgrade difficulty of all incoming melee attacks by an equal number for the next round.

DEFENSIVE STANCE

Once per round, as a man- euver suffer a number of strain up to ranks in Defen-sive Stance to upgrade difficulty of all incoming melee attacks by an equal number for the next round.

MASTER OF SHADOWSOnce per round, suffer 2 strain to decrease difficulty of next Stealth or Skulduggery check by 1.

GRIT

Gain +1 strain threshold.

GRIT

Gain +1 strain threshold.

GRIT

Gain +1 strain threshold.

JUMP UPOnce per round, may stand from seated or prone as an incidental.

DODGEWhen targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

DODGEWhen targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

STUNNING BLOW

When making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak.

SOFT SPOTAfter making a successful attack, may spend 1 Destiny Point to add damage equal to Cunning to one hit.

IMPROVED STUNNING BLOW

When dealing strain damage with Melee or Brawl checks, may spend x to stagger target for 1 round per x .

NATURAL ROGUEOnce per session re-roll any 1 Skulduggery or Stealth check.

FOREIGNER

WARRIOR-MONKSpec Bonus Career Skills: Brawl, Deception, Discipline, Stealth

Active

Passive

Ranked

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FIELD COMMANDER

Take the Field Commander action; make a dd Leadership check. A number of allies equal to Presence may immediately suffer 1 strain to perform 1 free maneuver.

NATURAL MARKSMAN

Once per session, may re-roll any 1 Ranged check.

SNIPER SHOTBefore making a non-thrown ranged attack, as a maneuver increase the weapon’s range by up to 1 band per rank. Upgrade the attack’s difficulty by 1 per range increase.

CONFIDENCEMay decrease the difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.

STRONG ARMTreat thrown weapons as if they had 1 greater range.

IMPROVED FIELD COMMANDER

Field Commander action affects allies equal to double Presence, and may spend x to allow allies to suffer 1 strain to perform 1 action instead.

GRIT

Gain +1 strain threshold.

TOUGHENED

Gain +2 wound threshold.

DEADLY ACCURACY

When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of a successful attack made using that skill.

TRUE AIMOnce per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim.

TRUE AIMOnce per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim.

COMMANDAdd b per rank of Command to Leadership checks. Affected targets add b to Discipline checks for the next 24 hours.

COMMANDAdd b per rank of Command to Leadership checks. Affected targets add b to Discipline checks for the next 24 hours.

SECOND WINDOnce per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind.

SECOND WINDOnce per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind.

POINT BLANKAdd 1 damage per rank of Point Blank to the damage of one hit of a successful Ranged attack made while at short range or engaged.

POINT BLANKAdd 1 damage per rank of Point Blank to the damage of one hit of a successful Ranged attack made while at short range or engaged.

COST 5

COST 5

COST 5

COST 5

COST 15

COST 15

COST 15

COST 15

COST 10 COST 10

COST 10

COST 10

COST 20

COST 20 COST 20

COST 20

COST 25

COST 25

COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

SIDE STEPOnce per round, as a man-euver, suffer a number of strain up to ranks in Side Step to upgrade difficulty of all incoming ranged attacks by an equal number for the next round.

LETHAL BLOWSAdd +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.

FOREIGNER

WARRIORBonus Career Skills: Discipline, Melee, Leadership, Ranged

Active

Passive

Ranked

Page 225: The Edge of the Aquilonian Empire v3.0

DEADLY ACCURACY

When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of a successful attack with that skill.

COST 25

QUICK STRIKEAdd b per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.

COST 10

LETHAL BLOWSAdd +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.

COST 5

LETHAL BLOWSAdd +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.

COST 15

LETHAL BLOWSAdd +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.

COST 20

MASTER OF SHADOWSOnce per round, suffer 2 strain to decrease difficulty of next Stealth or Skulduggery check by 1.

COST 25

TARGETED BLOWAfter making a successful attack, may spend 1 Destiny Point to add Agility in damage to one hit.

COST 15

COST 15

COST 20

COST 5

PRECISE AIMOnce per round, may perform a Precise Aim maneuver. Suffer strain up to ranks in Precise Aim and reduce target’s Melee and Ranged Defense by that number.

COST 10

PRECISE AIMOnce per round, may perform a Precise Aim maneuver. Suffer strain up to ranks in Precise Aim and reduce target’s Melee and Ranged Defense by that number.

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

COST 25

STALKERAdd b per rank of Stalker to all Stealth and Coordination checks.

COST 5

STALKERAdd b per rank of Stalker to all Stealth and Coordination checks.

COST 15

STALKERAdd b per rank of Stalker to all Stealth and Coordination checks.

COST 20

GRIT

Gain +1 strain threshold.COST 5

QUICK DRAW Once per round, draw or sheath a weapon or item as an incidental.

COST 10

JUMP UPOnce per round, may stand from seated or prone as an incidental.

COST 10

COST 20

DODGEWhen targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

DODGEWhen targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

ANATOMY LESSONS

After making a successful attack, may spend 1 Destiny Point to add damage equal to Intellect to one hit.

SNIPER SHOTBefore making a non-thrown ranged attack, as a maneuver increase the weapon’s range by up to 1 band per rank. Upgrade the attack’s difficulty by 1 per range increase.

NOBLE

ASSASSINBonus Career Skills: Melee, Skulduggery, Stealth, Vigilance

Active

Passive

Ranked

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SITUATIONAL AWARENESSAllies within short range add b to their Perception and Vigilance checks while mounted. Allies in Combat add bb instead.

FORM ON MEAllies equal to ranks in Leadership in close range gain the benefits of the Gain the Advantage action.

MASTER LEADER

Once per round, suffer 2 strain to decrease difficulty of next Leadership check by one, to a minimum of d .

GRIT

Gain +1 strain threshold.

GRIT

Gain +1 strain threshold.

COST 5

COST 5 COST 5

COST 5

COST 15

COST 15

COST 15

COST 15

COST 10

COST 10

COST 10

COST 10

COST 20

COST 20

COST 20 COST 20

COST 25

COST 25

COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

QUICK STRIKEAdd b per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.

QUICK STRIKEAdd b per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.

LET’S RIDE

Once per round, may mount or dismount a beast, as an incidental action.

DEFENSIVE RIDING

Increase defense of a steed by 1 per rank of Defensive Riding.

DEFENSIVE RIDING

Increase defense of a steed being ridden by 1 per rank of Defensive Riding.

FIELD COMMANDER

Take the Field Commander action; make a dd Leadership check. A number of allies equal to Presence may immediately suffer 1 strain to perform 1 free maneuver.

IMPROVED FIELD COMMANDER

Field Commander action affects allies equal to double Presence, and may spend x to allow allies to suffer 1 strain to perform 1 action instead.

CONFIDENCEMay decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.

CONFIDENCEMay decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.

COMMANDAdd b per rank of Command to Leadership checks. Affected targets add b to Discipline checks for the next 24 hours.

COMMANDAdd b per rank of Command to Leadership checks. Affected targets add b to Discipline checks for the next 24 hours.

FULL STOPWhen Riding a steed, take a Full Stop maneuver to reduce speed to zero. Suffer strain equal to the speed reduced.

TRICKY TARGETCount steed ridden as having a silhouette 1 lower when being attacked.

BRILLIANT EVASION

Once per encounter may take Brilliant Evasion action. Select 1 opponent and make an Opposed Riding check to stop opponent from attacking character for rounds equal to Agility.

NOBLE

CAVALIERBonus Career Skills: Leadership, Melee, Riding, Vigilance

Active

Passive

Ranked

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IMPROVED INSPIRING RHETORIC

Each ally affected by Inspiring Rhetoric gains b on all skill checks for a number of rounds equal to ranks in Leadership.

IMPROVED SCATHING TIRADE

Each enemy affected by Scathing Tirade suffers b on all skill checks for a number of rounds equal to ranks in Coercion.

WELL ROUNDED

Choose any 2 skills. They permanently become career skills.

INSPIRING RHETORIC

Take an Inspiring Rhetoric action; make a dd Leadership check. One ally for each s, in short range, recovers 1 strain. Spend a for 1 affected ally to recover 1 additional strain.

SCATHING TIRADE

Take a Scathing Tirade action; make a dd Coercion check. One enemy for each s, in short range, suffers 1 strain. Spend a for 1 affected enemy to suffer 1 additional strain.

SUPREME INSPIRING RHETORICSuffer 1 strain to perform Inspiring Rhetoric as a maneuver, not an action.

SUPREME SCATHING TIRADE

Suffer 1 strain to perform Scathing Tirade as a maneuver, not an action.

STEELY NERVESSpend 1 Destiny Point to ignore effects of Critical Injuries on Willpower or Presence checks until the end of the encounter.

NATURAL CHARMER

Once per session, may re-roll any 1 Charm or Deception check.

INTENSE PRESENCE

Spend 1 Destiny Point to recover strain equal to Presence rating.

KILL WITH KINDNESS

Remove b per rank of Kill with Kindness from all Charm and Leadership checks.

KILL WITH KINDNESS

Remove b per rank of Kill with Kindness from all Charm and Leadership checks.

GRIT

Gain +1 strain threshold.

GRIT

Gain +1 strain threshold.

PLAUSIBLEDENIABILITYRemove b per rank of Plausible Deniability from all Coercion and Deception checks.

PLAUSIBLEDENIABILITYRemove b per rank of Plausible Deniability from all Coercion and Deception checks.

TOUGHENED

Gain +2 wound threshold.

COST 5

COST 5

COST 5

COST 5

COST 15

COST 15 COST 15

COST 15

COST 10

COST 10

COST 10

COST 10

COST 20

COST 20 COST 20 COST 20

COST 25

COST 25 COST 25 COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

DODGEWhen targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

NOBODY’S FOOLMay upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.

NOBLE

COURTIERCareer Skills: Deceipt, Knowledge: Court, Leadership, Negotiation

Active

Passive

Ranked

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ROSETTA STONERemove b per rank in Rosetta Stone from checks to decrypt Ancient glyphs. Decrease difficulty of checks to decipher such hieroglyphs by 1.

KNOWLEDGE SPECIALIZATION

When acquired, choose 1 Knowledge skill. When making that skill check, may spend x result to gain s equal to ranks in Knowledge Specialization.

KNOWLEDGE SPECIALIZATION

When acquired, choose 1 Knowledge skill. When making that skill check, may spend x result to gain s equal to ranks in Knowledge Specialization.

NATURAL SCHOLAR

Once per session, may re-roll any 1 Knowledge skill check.

RESEARCHERRemove b per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.

INTENSE FOCUSPerform an Intense Focus maneuver; suffer 1 strain and upgrade the ability of the next skill check once.

CONFIDENCEMay decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.

SUDDEN REVELATION

Once per session, make one skill check using Intellect rather than the characteristic linked to that skill.

MENTAL FORTRESS

Spend 1 Destiny Point to ignore effects of Critical Injuries on Intellect or Cunning checks until end of encounter.

TOUGHENED

Gain +2 wound threshold.

RESPECTED SCHOLAR

May downgrade difficulty of checks to interact with institutes of learning by one level per rank of Respected Scholar.

RESPECTED SCHOLAR

May downgrade difficulty of checks to interact with institutes of learning by one level per rank of Respected Scholar.

CUNNING LINGUIST

Grants b on all attempts to communicate in unknown toungues per rank in Cunning Linguist

GRIT

Gain +1 strain threshold.

COST 5

COST 5

COST 5

COST 5

COST 15 COST 15

COST 15 COST 15

COST 10 COST 10

COST 10

COST 10

COST 20

COST 20 COST 20 COST 20

COST 25 COST 25

COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

BRACEPerform the Brace man- euver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.

RESOLVEWhen a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.

RESOLVEWhen a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.

RESEARCHERRemove b per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.

WELL ROUNDED

Choose any 2 skills. They permanently become career skills.

NOBLE

DILETTANTECareer Skills: Education, Knowledge: Any, Knowledge: Court, Knowledge: Lore

Active

Passive

Ranked

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DEADLY PRECISION

Do not add b to combat checks due to the use of the Aim maneuver.

SORRY ABOUT THE MESSDecrease the Critical Rating of a weapon by 1 (minimum 1) against targets that have not yet acted this encounter.

IMPROVED QUICK DRAWMay use Quick Draw twice per round.

BLADES FLASHING

As an incidental, suffer 2 strain to avoid increasing the difficulty of a Melee: Light check to attack with two weapons.

SPITFIRE

After a successful combined check with two Melee: Light weapons, additional hits can be allocated to other targets within range of the weapon.

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

NATURAL FIGHTER

Once per session, may re-roll any 1 Melee: Light or Melee: Heavy check.

CONFIDENCEMay decrease the difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.

GRIT

Gain +1 strain threshold.

GRIT

Gain +1 strain threshold.

TOUGHENED

Gain +2 wound threshold.

DEADLY ACCURACY

When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of a successful attack made using that skill.

LETHAL BLOWS

Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.

LETHAL BLOWS

Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.

RAPID REACTION

Suffer a number of strain up to ranks in Rapid Reaction to add an equal number of s to initiative checks.

RAPID REACTION

Suffer a number of strain up to ranks in Rapid Reaction to add an equal number of s to initiative checks.

QUICK STRIKEAdd b per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.

QUICK STRIKEAdd b per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.

QUICK DRAWOnce per round, draw a weapon or item as an incidental.

DODGEWhen targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

COST 5

COST 5 COST 5

COST 5

COST 15

COST 15

COST 15

COST 15

COST 10

COST 10

COST 10

COST 10

COST 20 COST 20

COST 20

COST 20

COST 25

COST 25

COST 25

COST 25

NOBLE

DUELISTBonus Career Skills: Coercion, Cool, Melee: Light, Perception

Active

Passive

Ranked

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WORKS LIKE A CHARM

Once per session, make one skill check using Presence rather than the characteristic linked to that skill.

GRIT

Gain +1 strain threshold.

GRIT

Gain +1 strain threshold.

NATURAL CHARMER

Once per session, may re-roll any 1 Charm or Deception check.

COST 5 COST 5 COST 5 COST 5

COST 15

COST 15

COST 15

COST 15

COST 10

COST 10 COST 10

COST 10

COST 20

COST 20

COST 20

COST 20

COST 25

COST 25 COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

INDISTINGUISHABLE

Upgrade difficulty of checks to identify char-acter once per rank of Indistinguishable.

INDISTINGUISHABLE

Upgrade difficulty of checks to identify char-acter once per rank of Indistinguishable.

KILL WITH KINDNESS

Remove b per rank of Kill with Kindness from all Charm and Leadership checks.

KILL WITH KINDNESS

Remove b per rank of Kill with Kindness from all Charm and Leadership checks.

NOBODY’S FOOLMay upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.

CONFIDENCEMay decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.

CONFIDENCEMay decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.

DODGEWhen targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

DODGEWhen targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

IMPROVED INSPIRING RHETORIC

Each ally affected by Inspiring Rhetoric gains b on all skill checks for a number of rounds equal to ranks in Leadership.

INSPIRING RHETORIC

Take an Inspiring Rhetoric action; make a dd Leadership check. One ally for each s, in short range, recovers 1 strain. Spend a for 1 affected ally to recover 1 additional strain.

SUPREME INSPIRING RHETORIC

Suffer 1 strain to perform Inspiring Rhetoric as a maneuver, not an action.

STEELY NERVES

Spend 1 Destiny Point to ignore effects of Critical Injuries on Willpower or Presence checks until the end of the encounter.

INTENSE PRESENCE

Spend 1 Destiny Point to recover strain equal to Presence rating.

SIXTH SENSE

Gain +1 ranged defense.

NOBLE

EMISSARYBonus Career Skills: Charm, Deception, Knowledge:(Lesser or Greater Kingdoms), Negotiation

Active

Passive

Ranked

Page 231: The Edge of the Aquilonian Empire v3.0

NATURAL HUNTER

Once per session, may re-roll any 1 Perception or Vigillance check.

FAMILIAR LANDS

Once per session, as a maneuver, make a ddd Knowledge: Kingdoms (or appropriate skill check) to reveal local conditions and other useful information.

LET’S RIDE

Once per round, may mount or dismount a beast as an incidental.

DISORIENTAfter hitting with a combat check, may spend aa to disorient target for a number of rounds equal to ranks in Disorient.

DISORIENTAfter hitting with a combat check, may spend aa to disorient target for a number of rounds equal to ranks in Disorient.

ALWAYS PREPARED

Spend 1 Destiny Point to perform an Always Prepared incidental; produce a previously undocumented item or weapon (with restrictions) from a belt pouch or a satchel.

STALKERAdd b per rank of Stalker to all Stealth and Coordination checks.

SHORTCUTDuring a chase, add b per rank in Shortcut to any checks made to catch or escape an opponent.

SHORTCUTDuring a chase, add b per rank in Shortcut to any checks made to catch or escape an opponent.

COST 5

COST 5

COST 5

COST 5

COST 15

COST 15

COST 15

COST 15

COST 10

COST 10

COST 10 COST 10

COST 20

COST 20

COST 20

COST 20

COST 25

COST 25 COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

RAPID RECOVERY

When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.

RAPID RECOVERY

When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.

GRIT

Gain +1 strain threshold.

TOUGHENED

Gain +2 wound threshold.

GRIT

Gain +1 strain threshold.

STALKERAdd b per rank of Stalker to all Stealth and Coordination checks.

FORAGERRemove up to bb from skill checks to find food, water, or shelter. Survival checks to forage take half the time.

HEIGHTENEDAWARENESSAllies within close range add b to Perception or Vigilance checks. Engaged allies add bb .

QUICK STRIKEAdd b per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.

QUICK STRIKEAdd b per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.

OUTLAW

BRIGANDBonus Career Skills: Ranged, Ride, Stealth, Survival

Active

Passive

Ranked

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CLEVER SOLUTION

Once per session, make one skill check using Cunning rather than the characteristic linked to that skill.

COST 5

COST 5

COST 5

COST 5

COST 15

COST 15

COST 15

COST 15

COST 10

COST 10

COST 10

COST 10

COST 20

COST 20

COST 20

COST 20

COST 25

COST 25 COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

NATURAL BRAWLER

Once per session, may reroll any 1 Melee or Brawl check.

TOUGHENED

Gain +2 wound threshold.

FRENZIED ATTACK

When making a Melee or Brawl attack, suffer strain up to ranks in Frenzied Attack to upgrade the attack by an equal amount.

FRENZIED ATTACK

When making a Melee or Brawl attack, suffer strain up to ranks in Frenzied Attack to upgrade the attack by an equal amount.

KNOCKDOWNAfter hitting with a melee attack, may spend x to knock the target prone.

DEFENSIVE STANCE

Once per round, as a man- euver suffer a number of strain up to ranks in Defen-sive Stance to upgrade difficulty of all incoming melee attacks by an equal number for the next round.

DEFENSIVE STANCE

Once per round, as a man- euver suffer a number of strain up to ranks in Defen-sive Stance to upgrade difficulty of all incoming melee attacks by an equal number for the next round.

MASTER OF SHADOWSOnce per round, suffer 2 strain to decrease difficulty of next Stealth or Skulduggery check by 1.

GRIT

Gain +1 strain threshold.

GRIT

Gain +1 strain threshold.

GRIT

Gain +1 strain threshold.

JUMP UPOnce per round, may stand from seated or prone as an incidental.

DODGEWhen targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

DODGEWhen targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

STUNNING BLOW

When making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak.

SOFT SPOTAfter making a successful attack, may spend 1 Destiny Point to add damage equal to Cunning to one hit.

IMPROVED STUNNING BLOW

When dealing strain damage with Melee or Brawl checks, may spend x to stagger target for 1 round per x .

NATURAL ROGUEOnce per session re-roll any 1 Skulduggery or Stealth check.

OUTLAW

CUT THROATSpec Bonus Career Skills: Cool, Coordination, Skullduggery, Streetwise

Active

Passive

Ranked

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LOOMWhen an ally engaged with the character makes a successful Charm, Deception, or Negotiation check, the character adds a per rank in Coercion to the ally’s check.

NATURAL ENFORCER

Once per session, may re-roll any 1 Coercion or Streetwise check.

TALK THE TALK

When making a Knowledge check, the character may spend 1 Destiny Point to substitute Knowledge: Underworld or Streetwise for the required skill.

WALK THE WALK

The character may spend 1 Destiny Point to add damage equal to his ranks in Streetwise to one hit of a successful Brawl check.

TOUGHENED

Gain +2 wound threshold.

TOUGHENED

Gain +2 wound threshold.

FEARSOMEWhen an enemy becomes engaged with the char-acter, they may force the enemy to make a fear check, with the difficulty equal to ranks in Fearsome.

FEARSOMEWhen an enemy becomes engaged with the char-acter, they may force the enemy to make a fear check, with the difficulty equal to ranks in Fearsome.

FEARSOMEWhen an enemy becomes engaged with the char-acter, they may force the enemy to make a fear check, with the difficulty equal to ranks in Fearsome.

COST 5

COST 5

COST 5

COST 5

COST 15 COST 15

COST 15

COST 15

COST 10 COST 10

COST 10

COST 10

COST 20 COST 20

COST 20

COST 20

COST 25

COST 25

COST 25 COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

STREET SMARTSRemove b per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks.

STREET SMARTS

Remove b per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks.

INTIMIDATINGMay suffer a number of strain up to ranks in Intimidating to downgrade difficulty of Coercion checks or upgrade difficulty when targeted by Coercion checks by an equal number.

INTIMIDATINGMay suffer a number of strain up to ranks in Intimidating to downgrade difficulty of Coercion checks or upgrade difficulty when targeted by Coercion checks by an equal number.

INTIMIDATINGMay suffer a number of strain up to ranks in Intimidating to downgrade difficulty of Coercion checks or upgrade difficulty when targeted by Coercion checks by an equal number.

STUNNING BLOW

When making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak.

DURABLEMay reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1.

DEFENSIVE STANCE

Once per round, as a man- euver suffer a number of strain up to ranks in Defen-sive Stance to upgrade difficulty of all incoming melee attacks by an equal number for the next round.

BLACK MARKET CONTACTS

When purchasing illegal goods, may reduce rarity by 1 per rank, increasing cost by 50% of base cost per reduction.

SECOND WINDOnce per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind.

OUTLAW

THUGSpec Bonus Career Skills: Brawl, Coercion, Knowledge: Underworld, Streetwise

Active

Passive

Ranked

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NATURAL RIDER Once per session, may re-roll any 1 Ride check.

DEAD TO RIGHTSSpend 1 Destiny Point to add additional damage equal to half Agility (round up) to one hit of a successful attack made Melee or Ranged.

IMPROVED DEAD TO RIGHTSSpend 1 Destiny Point to add additional damage equal to Agility to one hit of a successful attack made with Melee or Ranged.

BRILLIANT EVASION

Once per encounter may take Brilliant Evasion action. Select 1 opponent and make an Opposed Riding check to stop opponent from attacking character for rounds equal to Agility.

COST 5

COST 5

COST 5 COST 5

COST 15

COST 15

COST 15

COST 15

COST 10

COST 10

COST 10

COST 10

COST 20

COST 20 COST 20 COST 20

COST 25

COST 25

COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

IMPROVEDOPEN REINSSuffer 1 strain to attempt Open Reins as a maneuver and decrease its difficulty to dd.

TRICKY TARGETCount steed as having a silhouette 1 lower when being attacked.

SKILLED RIDER

Remove b per rank of Skilled Rider from all Ride checks.

SKILLED RIDER

Remove b per rank of Skilled Rider from all Ride checks.

DEFENSIVE RIDING

Increase defense of steed being ridde by 1 per rank of Defensive Riding.

SUPREMEOPEN REINSWhen performing Open Reins, top speed increases by 2 instead of 1.

MASTER RIDEROnce per round when Riding a steed, may suffer 2 strain to perform any action as a maneuver.

OPEN REINSTake an Open Reins action; make a ddd Piloting check to increase a steed's top speed by 1 for a number of rounds equal to Cunning.

LET’S RIDEOnce per round, may mount or dismount a beast as an incidental.

GRIT

Gain +1 strain threshold.

GRIT

Gain +1 strain threshold.

MAPPERRemove b per rank of Mapper from Astronomy/Cartography checks. These checks take half normal time.

MAPPERRemove b per rank of Mapper from Astrogation/Cartography checks. These checks take half normal time.

TOUGHENED

Gain +2 wound threshold.

RAPID RECOVERY

When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.

ROGUE

BANDITBonus Career Skills: Cool, Knowledge: Steed, Ranged, Riding

Active

Passive

Ranked

Page 235: The Edge of the Aquilonian Empire v3.0

GRIT

Gain +1 strain threshold.

GRIT

Gain +1 strain threshold.

NATURAL ROGUEOnce per session re-roll any 1 Skulduggery or Stealth check.

MASTER OF SHADOWS

Once per round, suffer 2 strain to decrease difficulty of next Stealth or Skulduggery check by 1.

INDISTINGUISHABLE

Upgrade difficulty of checks to identify char-acter once per rank of Indistinguishable.

LOCK PICKERRemove b per rank of Lock Picker from checks made to disable a trap or open a locked door.

COST 5

COST 5

COST 5

COST 5

COST 15

COST 15

COST 15 COST 15

COST 10

COST 10

COST 10

COST 10

COST 20

COST 20

COST 20

COST 20

COST 25

COST 25

COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

BLACK MARKET CONTACTS

When purchasing illegal goods, may reduce rarity by 1 per rank, increasing cost by 50% of base cost per reduction.

BLACK MARKET CONTACTS

When purchasing illegal goods, may reduce rarity by 1 per rank, increasing cost by 50% of base cost per reduction.

HIDDEN POUCHGain hidden storage in equipment or on person that holds items with total encumbrance equal to ranks in Hidden Pouch.

SHORTCUTDuring a chase, add b per rank in Shortcut to any checks made to catch or escape an opponent.

STALKERAdd b per rank of Stalker to all Stealth and Coordination checks.

STREET SMARTS

Remove b per rank of Street Smarts from Streetwise or Knowledge: Underworld checks.

STREET SMARTS

Remove b per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks.

JUMP UPOnce per round, may stand from seated or prone as an incidental.

DODGEWhen targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

DODGEWhen targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

RAPID REACTION

Suffer a number of strain up to ranks in Rapid Reaction to add an equal number of s to initiative checks.

INDISTINGUISHABLE

Upgrade difficulty of checks to identify char-acter once per rank of Indistinguishable.

LOCK PICKERRemove b per rank of Lock Picker from checks made to disable a trap or open a locked door.

ROGUE

CUTPURSEBonus Career Skills: Scribe, Skulduggery, Stealth, Vigilance

Active

Passive

Ranked

Page 236: The Edge of the Aquilonian Empire v3.0

IMPROVED OPEN SAILSSuffer 1 strain to attempt Open Sails as a maneuver and decrease its difficulty to dd.

TRICKY SAILORCount vessel or ship piloted as having a silhouette 1 lower when being attacked.

SKILLED SAILOR

Remove b per rank of Skilled Sailor from all Sail checks.

RAPID REACTION

Suffer a number of strain up to ranks in Rapid Reaction to add an equal number of s to initiative checks.

COME ABOUTIncrease defense of vessel or ship being piloted by 1 per rank of Come About.

NATURAL SAILOR

Once per session, may re-roll any 1 Pilot Ship check.

SUPREMEOPEN SAILSWhen performing Open Sails, top speed increases by 2 instead of 1.

DROP ANCHORWhen piloting a ship or vessel, take a Drop Anchor maneuver to reduce speed to zero. Suffer system strain equal to the speed reduced.

MASTER SAILOROnce per round when piloting a vessel, may suffer 2 strain to perform any action as a maneuver.

OPEN SAILSTake a Open Sails action; make a ddd Piloting check to increase a vehicle’s top speed by 1 for a number of rounds equal to Cunning.

ROUGH SEASDo not suffer usual penal-ties for navigating through difficult terrain when using Sail.

BATTEN DOWNWhen reducing the amount of system strain a ship or vessel suffers, reduce 1 additional strain per rank of Batten Down.

SHIPWRIGHTRemove b per rank of Shipwright from Craft checks. Halve the cost to add mods to attachments.

COST 5

COST 5

COST 5 COST 5

COST 15

COST 15

COST 15

COST 15

COST 10

COST 10 COST 10

COST 10

COST 20 COST 20

COST 20

COST 20

COST 25

COST 25

COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

GRIT

Gain +1 strain threshold.

GRIT

Gain +1 strain threshold.

TOUGHENED

Gain +2 wound threshold.

BATTEN DOWNWhen reducing the amount of system strain a ship or vessel suffers, reduce 1 additional strain per rank of Batten Down.

SHIPWRIGHTRemove b per rank of Shipwright from Craft checks. Halve the cost to add mods to attachments.

SKILLED SAILOR

Remove b per rank of Skilled Sailor from all Sail checks.

ROGUE

PIRATEBonus Career Skills: Coercion, Knowledge: Ship, Melee, Sail

Active

Passive

Ranked

Page 237: The Edge of the Aquilonian Empire v3.0

HIDDEN POUCHGain hidden storage in equipment, or on person that holds items with total encumbrance equal to ranks in Hidden Pouch.

HIDDEN POUCHGain hidden storage in equipment or on person that holds items with total encumbrance equal to ranks in Hidden Pouch.

TOUGHENED

Gain +2 wound threshold.

TOUGHENED

Gain +2 wound threshold.

NATURAL CHARMER

Once per session, may re-roll any 1 Charm or Deception check.

COST 5

COST 5

COST 5

COST 5

COST 15

COST 15

COST 15

COST 15

COST 10

COST 10

COST 10

COST 10

COST 20

COST 20

COST 20

COST 20

COST 25 COST 25

COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

SIDE STEPOnce per round, as a man-euver suffer a number of strain up to ranks in Side Step to upgrade difficulty of all incoming ranged attacks by an equal number for the next round.

SIDE STEPOnce per round, as a man-euver suffer a number of strain up to ranks in Side Step to upgrade difficulty of all incoming ranged attacks by an equal number for the next round.

BLACK MARKET CONTACTS

When purchasing illegal goods, may reduce rarity by 1 per rank, increasing cost by 50% of base cost per reduction.

BLACK MARKET CONTACTS

When purchasing illegal goods, may reduce rarity by 1 per rank, increasing cost by 50% of base cost per reduction.

BLACK MARKET CONTACTS

When purchasing illegal goods, may reduce rarity by 1 per rank, increasing cost by 50% of base cost per reduction.

CONVINCINGDEMEANORRemove b per rank of Convincing Demeanor from Deception or Skulduggery checks.

CONVINCING DEMEANORRemove b per rank of Convincing Demeanor from Deception or Skulduggery checks.

CONVINCING DEMEANORRemove b per rank of Convincing Demeanor from Deception or Skulduggery checks.

RAPID REACTION

Suffer a number of strain up to ranks in Rapid Reaction to add an equal number of s to initiative checks.

RAPID REACTION

Suffer a number of strain up to ranks in Rapid Reaction to add an equal number of s to initiative checks.

QUICK STRIKEAdd b per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.

QUICK STRIKEAdd b per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.

QUICK DRAWOnce per round, draw or holster a weapon or item as an incidental.

SOFT SPOTAfter making a successful attack, may spend 1 Destiny Point to add damage equal to Cunning to one hit.

ROGUE

SCOUNDRELBonus Career Skills: Charm, Cool, Deception, Melee: Light

Active

Passive

Ranked

Page 238: The Edge of the Aquilonian Empire v3.0

DEADLY PRECISION

Do not add b to combat checks due to the use of the Aim maneuver.

SORRY ABOUT THE MESSDecrease the Critical Rating of a weapon by 1 (minimum 1) against targets that have not yet acted this encounter.

IMPROVED QUICK DRAWMay use Quick Draw twice per round.

BLADES FLASHING

As an incidental, suffer 2 strain to avoid increasing the difficulty of a Melee: Light check to attack with two weapons.

DEADLY DISPATCH

After a successful combined check with two Melee: Light weapons, additional hits can be allocated to other targets within range of the weapon.

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

NATURAL FIGHTER

Once per session, may re-roll any 1 Melee: Light or Melee: Heavy check.

CONFIDENCEMay decrease the difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.

GRIT

Gain +1 strain threshold.

GRIT

Gain +1 strain threshold.

TOUGHENED

Gain +2 wound threshold.

DEADLY ACCURACY

When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of a successful attack made using that skill.

LETHAL BLOWS

Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.

LETHAL BLOWS

Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.

RAPID REACTION

Suffer a number of strain up to ranks in Rapid Reaction to add an equal number of s to initiative checks.

RAPID REACTION

Suffer a number of strain up to ranks in Rapid Reaction to add an equal number of s to initiative checks.

QUICK STRIKEAdd b per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.

QUICK STRIKEAdd b per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.

QUICK DRAWOnce per round, draw a weapon or item as an incidental.

DODGEWhen targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

COST 5

COST 5 COST 5

COST 5

COST 15

COST 15

COST 15

COST 15

COST 10

COST 10

COST 10

COST 10

COST 20 COST 20

COST 20

COST 20

COST 25

COST 25

COST 25

COST 25

ROGUE

SWASHBUCKLERBonus Career Skills: Coercion, Cool, Coordination, Melee: Light

Active

Passive

Ranked

Page 239: The Edge of the Aquilonian Empire v3.0

NARROW ESCAPE BASE ABILITYOnce per game session, the character may spend two Destiny Points to make a ddd Streetwise check. If successful, the char-acter is immediately able to flee from the current personal scale combat encounter unscathed. The challenge is not overcome or defeated, but the character is able to evade the hazard or threat for the time being. The exact nature of what the character is trying to accomplish, as well as the end results, must be approved by the GM, but be suitably creative or daring.

UNMATCHED FORTUNE BASE ABILITYOnce per game session as an incidental, the character may spend 2 Destiny Points to change the face of one positive die in the character’s dice pool to another face adjacent to it. An “adjacent” face is any die face sharing an edge – not a point – with the rolled face. Unmatched Fortune cannot be used on a C.

REDUCE SETBACK Remove b from the skill check to activate Narrow Escape.

FREQUENCYUnmatched Fortune can be used one additional time each game session per Fre-quency upgrade purchased.

FREQUENCYUnmatched Fortune can be used one additional time each game session per Fre-quency upgrade purchased.

REDUCE DIFFICULTY Reduce the difficulty of the skill check to activate Narrow Escape to dd.

DESTINYUnmatched Fortune costs 1 Destiny Point instead of 2.

INCREASE EFFECT Effect an additional number of allied characters equal to Cunning per Increase Effect upgrade purchased.

INCREASE EFFECT Effect an additional number of allied characters equal to Cunning per Increase Effect upgrade purchased.

INCREASE NUMBER

Unmatched Fortune af-fects one additional die per Increase Number upgrade purchased.

INCREASE NUMBER

Unmatched Fortune af-fects one additional die per Increase Number upgrade purchased.

INCREASE EFFECT

Unmatched Fortune can also be used on negative dice.

ADD BOOSTAdd b to the skill check to activate Narrow Escape.

SHARED LUCKUnmatched Fortune can also be used on the dice pool of a willing ally within short range.

CHANGE SKILLNarrow Escape can be activated during social encounters with the Deception skill.

INCREASE RANGE

Increases the maximum range at which Unmatched Fortune can affect willing allies by 1 per Increase Range upgrade purchased.

CHANGE SCALE Narrow Escape can be activated in Squad Level or Mass Combat with a Leadership Skill Check.

DESTINYNarrow Escape costs 1 Destiny Point instead of 2.

COST 30

COST 30

COST 10

COST 10

COST 10

COST 10

COST 10

COST 10

COST 10

COST 10

COST 15

COST 15

COST 15

COST 15

COST 15

COST 15

COST 15

COST 15

CAREER

ROGUECareer Skills: Coordination, Deception, Knowledge (Underworld), Melee,

Perception, Skullduggery, Streetwise, Vigilance

Base Ability

Upgrade

Ranked

Page 240: The Edge of the Aquilonian Empire v3.0

TINKERERMay add 1 additional hard point to a number of items equal to ranks in Tinkerer. Each item may only be modified once.

STUNNING BLOW

When making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak.

SPARE QUIVERCannot run out of ammo due to y. Items with Limited Ammo quality run out of ammo as normal.

JURY RIGGEDChoose 1 weapon, armor, or other item and give it a permanent improvement while it remains in use.

JURY RIGGEDChoose 1 weapon, armor, or other item and give it a permanent improvement while it remains in use.

NATURAL ENFORCER

Once per session, may re-roll any 1 Coercion or Streetwise check.

ARMOR MASTERWhen wearing armor, inc-rease total soak value by 1.

IMPROVED STUNNING BLOW

When dealing strain damage with Melee or Brawl checks, may spend x to stagger target for 1 round per x.

IMPROVED ARMOR MASTERWhen wearing armor with a soak value of 2 or higher, increase defense by 1.

CRIPPLING BLOW

Increase the difficulty of next combat check by 1. If check deals damage, target suffers 1 strain whenever he moves for the remainder of the encounter.

TOUGHENED

Gain +2 wound threshold.

TOUGHENED

Gain +2 wound threshold.

INTIMIDATINGMay suffer a number of strain up to ranks in Intimidating to downgrade difficulty of Coercion checks or upgrade difficulty when targeted by Coercion checks by an equal number.

COST 5

COST 5

COST 5 COST 5

COST 15

COST 15

COST 15

COST 15

COST 10 COST 10

COST 10

COST 10

COST 20

COST 20 COST 20

COST 20

COST 25

COST 25

COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

DEFENSIVE STANCE

Once per round, as a man- euver suffer a number of strain up to ranks in Defen-sive Stance to upgrade difficulty of all incoming melee attacks by an equal number for the next round.

BRACEPerform the Brace man- euver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.

POINT BLANKAdd 1 damage per rank of Point Blank to damage of one hit of successful Ranged (Heavy) or (Light) attacks made while at short range or engaged.

DISORIENTAfter hitting with a combat check, may spend aa to disorient target for a number of rounds equal to ranks in Disorient.

DEADLY ACCURACY

When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of a successful attack made using that skill.

INTIMIDATINGMay suffer a number of strain up to ranks in Intimidating to downgrade difficulty of Coercion checks or upgrade difficulty when targeted by Coercion checks by an equal number.

SELL SWORD

ARBALESTERBonus Career Skills: Coercion, Craft: Crossbow, Melee, Ranged: Drawn

Active

Passive

Ranked

Page 241: The Edge of the Aquilonian Empire v3.0

ENDURING

Gain +1 soak value.

ENDURING

Gain +1 soak value.

TOUGHENED

Gain +2 wound threshold.

TOUGHENED

Gain +2 wound threshold.

MASONIC SECRETS

Before attacking a structure with a Seige Weapon, may spend 1 Destiny Point to ignore the effects of the Massive rule for the attack.

GRIT

Gain +1 strain threshold.

OVERWHELMDEFENSESUpon a successful attack with a Seige Weapon,spend aa per rank of talent to reduce the Defense in the targeted area by 1 for each aa spent.

OVERWHELM DEFENSESUpon unsuccessful attack with a Seige Weapon,spend aa per rank of talent to reduce the Defense in the targeted zone by 1 for each aa spent.

DEBILITATING SHOT

Upon a successful attack with a Seige Weapon, may spend aa to add the Concussive Quality, effecting all targets in the targeted area.

COST 5

COST 5

COST 5

COST 5

COST 15

COST 15

COST 15

COST 15

COST 10

COST 10

COST 10

COST 10

COST 20 COST 20

COST 20

COST 20

COST 25

COST 25

COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

DURABLEMay reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1.

DURABLEMay reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1.

SPARE CLIPCannot run out of ammo due to y . Items with Limited Ammo quality run out of ammo as normal.

TRUE AIMOnce per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim.

TRUE AIMOnce per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim.

BRACEPerform the Brace man- euver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.

BRACEPerform the Brace man- euver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.

JURY RIGGEDChoose 1 weapon, armor, or other item and give it a permanent improvement while it remains in use.

JURY RIGGEDChoose 1 weapon, armor, or other item and give it a permanent improvement while it remains in use.

HEROIC FORTITUDE

May spend 1 Destiny Point to ignore effects of Critical Injuries on Brawn or Agility checks until the end of the encounter.

SELL SWORD

ARCHITEKTUSBonus Career Skills: Cool, Education, Resilience, Seige Weapons

Active

Passive

Ranked

Page 242: The Edge of the Aquilonian Empire v3.0

HARD HEADEDWhen staggered or disor- iented, perform the Hard Headed action to make a dddd Discipline check to remove the status. Difficulty reduced by 1 per rank.

SIDE STEPOnce per round, as a man-euver suffer a number of strain up to ranks in Side Step to upgrade difficulty of all incoming ranged attacks by an equal number for the next round.

SIDE STEPOnce per round, as a man-euver suffer a number of strain up to ranks in Side Step to upgrade difficulty of all incoming ranged attacks by an equal number for the next round.

DEFENSIVE STANCE

Once per round, as a man- euver suffer a number of strain up to ranks in Defen-sive Stance to upgrade difficulty of all incoming melee attacks by an equal number for the next round.

DEFENSIVE STANCE

Once per round, as a man- euver suffer a number of strain up to ranks in Defen-sive Stance to upgrade difficulty of all incoming melee attacks by an equal number for the next round.

BODY GUARDOnce per round, perform a maneuver to guard an engaged ally. Suffer strain up to ranks to increase difficulty of attacks against them by that number until the start of next turn.

BODY GUARDOnce per round, perform a maneuver to guard an engaged ally. Suffer strain up to ranks to increase difficulty of attacks against them by that number until the start of next turn.

BRACEPerform the Brace man- euver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.

BRACEPerform the Brace man- euver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.

ENDURING

Gain +1 soak value.

IMPROVEDHARD HEADEDWhen incapacitated due to strain exceeding threshold, take a ddddd Disc-ipline check (–d per rank of Hard Headed) to reduce strain to 1 below threshold.

TOUGHENED

Gain +2 wound threshold.

BARRAGEAdd 1 damage per rank of Barrage to 1 hit of a successful attack while using Ranged at long or extreme range.

BARRAGEAdd 1 damage per rank of Barrage to 1 hit of a successful attack while using Ranged at long or extreme range.

DURABLEMay reduce any Critical Injury suffered by 10 per rank of Durable.

GRIT

Gain +1 strain threshold.COST 5

COST 5

COST 5

COST 5

COST 15 COST 15 COST 15 COST 15

COST 10 COST 10

COST 10

COST 10

COST 20

COST 20 COST 20 COST 20

COST 25

COST 25

COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

HARD HEADEDWhen staggered or disor- iented, perform the Hard Headed action to make a dddd Discipline check to remove the status. Difficulty reduced by 1 per rank.

TOUGHENED

Gain +2 wound threshold.

BARRAGEAdd 1 damage per rank of Barrage to 1 hit of a successful attack while using Ranged at long or extreme range.

SELL SWORD

BODY GUARDBonus Career Skills: Melee, Perception, Ride, Ranged

Active

Passive

Ranked

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MASSIVE ATTACK

When making a Melee or Brawl attack, suffer strain up to ranks in Massive Attack to upgrade the attack by an equal amount.

HEROIC RESILIENCE

Immediately after being hit by an attack but before suffering damage, spend 1 Destiny Point to increase soak by ranks in Resilience.

HEAVY HITTER Once per session, spend x on a successful Ranged (Heavy) or Gunnery check to add the Breach 1 quality to the attack.

BURLYReduce any wielded weapon’s Cumbersome quality and Encumbrance rating by ranks in Burly to a minimum of 1.

BURLYReduce any wielded weapon’s Cumbersome quality and Encumbrance rating by ranks in Burly to a minimum of 1.

BURLYReduce any wielded weapon’s Cumbersome quality and Encumbrance rating by ranks in Burly to a minimum of 1.

COST 5

COST 5

COST 5 COST 5

COST 15

COST 15 COST 15

COST 15

COST 10

COST 10

COST 10

COST 10

COST 20

COST 20

COST 20 COST 20

COST 25

COST 25

COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

SIDE STEPOnce per round, as a man-euver suffer a number of strain up to ranks in Side Step to upgrade difficulty of all incoming ranged attacks by an equal number for the next round.

BRACEPerform the Brace man- euver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.

BRACEPerform the Brace man- euver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.

TOUGHENED

Gain +2 wound threshold.

TOUGHENED

Gain +2 wound threshold.

FERAL STRENGTH

FERAL STRENGTH .

FERAL STRENGTH

DURABLEMay reduce any Critical Injury suffered by 10 per rank of Durable.

GRIT

Gain +1 strain threshold.

HEROIC FORTITUDE

May spend 1 Destiny Point to ignore effects of Critical Injuries on Brawn or Agility checks until the end of the encounter.

STRONG ARM

Treat thrown weapons as if they had 1 greater range.

ARMOR MASTER

When wearing armor, inc-rease total soak value by 1.

SELL SWORD

DOPPELSOLDNERBonus Career Skills: Athletics, Cool, Melee: Heavy, Resilience

Active

Passive

Ranked

Add 1 damage per rank of Feral Strength to one hit of a successful Melee or Brawl attack.

Add 1 damage per rank of Feral Strength to one hit of a successful Melee or Brawl attack.

Add 1 damage per rank of Feral Strength to one hit of a successful Melee or Brawl attack.

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ENDURING

Gain +1 soak value.

ENDURING

Gain +1 soak value.

HEROIC FORTITUDE

May spend 1 Destiny Point to ignore effects of Critical Injuries on Brawn or Agility checks until the end of the encounter.

NATURAL BRAWLER

Once per session, may reroll any 1 Melee or Brawl check.

TOUGHENED

Gain +2 wound threshold.

TOUGHENED

Gain +2 wound threshold.

TOUGHENED

Gain +2 wound threshold.

TOUGHENED

Gain +2 wound threshold.

FRENZIED ATTACK

When making a Melee or Brawl attack, suffer strain up to ranks in Frenzied Attack to upgrade the attack by an equal amount.

FRENZIED ATTACK

When making a Melee or Brawl attack, suffer strain up to ranks in Frenzied Attack to upgrade the attack by an equal amount.

FRENZIED ATTACK

When making a Melee or Brawl attack, suffer strain up to ranks in Frenzied Attack to upgrade the attack by an equal amount.

FERAL STRENGTH

Add 1 damage per rank of Feral Strength to one hit of a successful Melee or Brawl attack.

FERAL STRENGTH

Add 1 damage per rank of Feral Strength to one hit of a successful Melee or Brawl attack.

FERAL STRENGTH

Add 1 damage per rank of Feral Strength to one hit of a successful Melee or Brawl attack.

LETHAL BLOWS

Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.

LETHAL BLOWS

Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.

LETHAL BLOWS

Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.

COST 5

COST 5

COST 5 COST 5

COST 15

COST 15

COST 15

COST 15

COST 10

COST 10

COST 10

COST 10

COST 20

COST 20

COST 20

COST 20

COST 25

COST 25

COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

KNOCKDOWNAfter hitting with a melee attack, may spend x to knock the target prone.

DEFENSIVE STANCE

Once per round, as a man- euver suffer a number of strain up to ranks in Defen-sive Stance to upgrade difficulty of all incoming melee attacks by an equal number for the next round.

SELL SWORD

MARAUDERBonus Career Skills: Coercion, Melee, Resilience, Survival

Active

Passive

Ranked

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QUICK FIXOnce per session, make one skill check using Agility rather than the characteristic linked to that skill.

COST 5

COST 5 COST 5

COST 5

COST 15

COST 15

COST 15

COST 15

COST 10

COST 10

COST 10

COST 10

COST 20 COST 20

COST 20

COST 20

COST 25

COST 25 COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

EXPERT TRACKER

Remove b per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.

EXPERT TRACKER

Remove b per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.

DEADLY ACCURACY

When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of a successful attack with that skill.

DEADLY ACCURACY

When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of a successful attack with that skill.

LETHAL BLOWS

Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.

LETHAL BLOWS

Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.

TARGETED BLOW

After making a successful attack, may spend 1 Destiny Point to add Agility in damage to one hit.

SNIPER SHOTBefore making a non-thrown ranged attack, as a maneuver increase the weapon’s range by up to 1 band per rank. Upgrade the attack’s difficulty by 1 per range increase.

SNIPER SHOTBefore making a non-thrown ranged attack, as a maneuver increase the weapon’s range by up to 1 band per rank. Upgrade the attack’s difficulty by 1 per range increase.

GRIT

Gain +1 strain threshold.

GRIT

Gain +1 strain threshold.

TOUGHENED

Gain +2 wound threshold.

TRUE AIMOnce per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim.

TRUE AIMOnce per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim.

NATURAL MARKSMAN

Once per session, may re-roll any 1 Ranged check.

BRACEPerform the Brace man- euver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.

BRACEPerform the Brace man- euver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.

CRIPPLING BLOW

Increase the difficulty of next combat check by 1. If check deals damage, target suffers 1 strain whenever he moves for the remainder of the encounter.

SELL SWORD

MARKSMANBonus Career Skills: Cool, Perception, Ranged, Craft: Ranged Weapon

Active

Passive

Ranked

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FIELD COMMANDER

Take the Field Commander action; make a dd Leadership check. A number of allies equal to Presence may immediately suffer 1 strain to perform 1 free maneuver.

NATURAL MARKSMAN

Once per session, may re-roll any 1 Ranged check.

SNIPER SHOTBefore making a non-thrown ranged attack, as a maneuver increase the weapon’s range by up to 1 band per rank. Upgrade the attack’s difficulty by 1 per range increase.

CONFIDENCEMay decrease the difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.

STRONG ARMTreat thrown weapons as if they had 1 greater range.

IMPROVED FIELD COMMANDER

Field Commander action affects allies equal to double Presence, and may spend x to allow allies to suffer 1 strain to perform 1 action instead.

GRIT

Gain +1 strain threshold.

TOUGHENED

Gain +2 wound threshold.

DEADLY ACCURACY

When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of a successful attack made using that skill.

TRUE AIMOnce per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim.

TRUE AIMOnce per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim.

COMMANDAdd b per rank of Command to Leadership checks. Affected targets add b to Discipline checks for the next 24 hours.

COMMANDAdd b per rank of Command to Leadership checks. Affected targets add b to Discipline checks for the next 24 hours.

SECOND WINDOnce per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind.

SECOND WINDOnce per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind.

POINT BLANKAdd 1 damage per rank of Point Blank to the damage of one hit of a successful Ranged attack made while at short range or engaged.

POINT BLANKAdd 1 damage per rank of Point Blank to the damage of one hit of a successful Ranged attack made while at short range or engaged.

COST 5

COST 5

COST 5

COST 5

COST 15

COST 15

COST 15

COST 15

COST 10 COST 10

COST 10

COST 10

COST 20

COST 20 COST 20

COST 20

COST 25

COST 25

COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

SIDE STEPOnce per round, as a man-euver, suffer a number of strain up to ranks in Side Step to upgrade difficulty of all incoming ranged attacks by an equal number for the next round.

LETHAL BLOWSAdd +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.

SELL SWORD

MERCENARYBonus Career Skills: Discipline, Melee, Leadership, Ranged

Active

Passive

Ranked

Page 247: The Edge of the Aquilonian Empire v3.0

LAST ONE STANDING BASE ABILITYOnce per game session, during a combat encounter, the character may spend 2 Destiny Points to make a ddd Resilience check. If he succeeds, he skips his next turn and eliminates all enemy minions in the encounter. (The minions are all eliminated immediately, so will not get to participate further in the combat, but for the sake of the narrative, the PC can spend the next round of combat incapacitating them). The narrative means by which he accomplishes this is up to the player, must be approved by the GM.

UNMATCHED PROTECTION BASE ABILITYOnce per game session as an incidental, the character may spend 2 Destiny Points to gain the following ability: once per round, after suffering a hit and determining damage, the character may halve the damage (rounded up) dealt before it is applied to his soak. This ability is active for the remainder of the current round and two additional rounds.

REDUCE SETBACK

Remove b from skill check to activate Last One Standing.

REDUCE SETBACK

Remove b from skill check to activate Last One Standing.

DURATIONUnmatched Protection lasts for one additional round.

DURATIONUnmatched Protection lasts for one additional round.

DURATIONUnmatched Protection lasts for one additional round.

REDUCE DIFFICULTY

Reduce the difficulty of the skill check to activate Last One Standing to dd .

ADD BOOSTAdd b to skill check to ac-tive Last One Standing.

ADD BOOSTAdd b to skill check to ac-tive Last One Standing.

INCREASE EFFECT

When triggering Last One Standing, also eliminate one rival per Increase Effect upgrade.

INCREASE EFFECT

When triggering Last One Standing, also eliminate one rival per Increase Effect upgrade.

DESTINYUnmatched Protection costs 1 Destiny Point instead of 2.

SOAKGain +1 soak while Unmatched Protection is active.

ADDITIONALREDUCTIONMay reduce the damage of 1 additional hit suffered each round.

ADDITIONALREDUCTIONMay reduce the damage of 1 additional hit suffered each round.

PROTECT ALLYOnce per session, while ability is active, may choose to be hit by an attack that would hit an engaged ally.

DESTINYLast One Standing costs 1 Destiny Point instead of 2.

COST 30

COST 30

COST 10

COST 10

COST 10

COST 10

COST 10

COST 10

COST 10

COST 10

COST 15

COST 15

COST 15

COST 15

COST 15

COST 15

COST 15

COST 15

CAREER

SELL SWORDCareer Skills: Athletics, Brawl, Discipline, Melee, Ride, Ranged,

Resilience, Vigilance

Base Ability

Upgrade

Ranked

Page 248: The Edge of the Aquilonian Empire v3.0

DEADLY ACCURACY

When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of a successful attack with that skill.

COST 25

QUICK STRIKEAdd b per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.

COST 10

LETHAL BLOWSAdd +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.

COST 5

LETHAL BLOWSAdd +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.

COST 15

LETHAL BLOWSAdd +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.

COST 20

MASTER OF SHADOWSOnce per round, suffer 2 strain to decrease difficulty of next Stealth or Skulduggery check by 1.

COST 25

TARGETED BLOWAfter making a successful attack, may spend 1 Destiny Point to add Agility in damage to one hit.

COST 15

COST 15

COST 20

COST 5

PRECISE AIMOnce per round, may perform a Precise Aim maneuver. Suffer strain up to ranks in Precise Aim and reduce target’s Melee and Ranged Defense by that number.

COST 10

PRECISE AIMOnce per round, may perform a Precise Aim maneuver. Suffer strain up to ranks in Precise Aim and reduce target’s Melee and Ranged Defense by that number.

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

COST 25

STALKERAdd b per rank of Stalker to all Stealth and Coordination checks.

COST 5

STALKERAdd b per rank of Stalker to all Stealth and Coordination checks.

COST 15

STALKERAdd b per rank of Stalker to all Stealth and Coordination checks.

COST 20

GRIT

Gain +1 strain threshold.COST 5

QUICK DRAW Once per round, draw or sheath a weapon or item as an incidental.

COST 10

JUMP UPOnce per round, may stand from seated or prone as an incidental.

COST 10

COST 20

DODGEWhen targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

DODGEWhen targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

ANATOMY LESSONS

After making a successful attack, may spend 1 Destiny Point to add damage equal to Intellect to one hit.

SNIPER SHOTBefore making a non-thrown ranged attack, as a maneuver increase the weapon’s range by up to 1 band per rank. Upgrade the attack’s difficulty by 1 per range increase.

STALKER

ASSASSINBonus Career Skills: Melee, Ranged, Skulduggery, Stealth

Active

Passive

Ranked

Page 249: The Edge of the Aquilonian Empire v3.0

NATURAL HUNTER

Once per session, may re-roll any 1 Perception or Vigilance check.

EXPERT TRACKER

Remove b per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.

EXPERT TRACKER

Remove b per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.

HEIGHTENEDAWARENESSAllies within close range add b to Perception or Vigilance checks. Engaged allies add bb .

CONFIDENCEMay decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.

SWIFTDo not suffer usual penalties for moving through difficult terrain.

HUNTER’S QUARRY

Take Hunter’s Quarry action; make a ddd Survival check to upgrade the ability of all attacks made against a target at long range until the end of the character’s next turn.

QUICK STRIKEAdd b per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.

BRING IT DOWNOnce per attack, spend 1 Destiny Point to add damage to a single hit equal to target’s Brawn value.

IMPROVED HUNTER’S QUARRY

Suffer 2 strain to perform Hunter’s Quarry action as a maneuver.

SUPERIOR REFLEXES

Gain +1 melee defence.

FORAGERRemove up to bb from skill checks to find food, water, or shelter. Survival checks to forage take half the time.

STALKERAdd b per rank of Stalker to all Stealth and Coordination checks.

STALKERAdd b per rank of Stalker to all Stealth and Coordination checks.

OUTDOORSMANRemove b per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by half.

OUTDOORSMANRemove b per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by half.

COST 5

COST 5

COST 5

COST 5

COST 15 COST 15

COST 15 COST 15

COST 10

COST 10

COST 10

COST 10

COST 20

COST 20

COST 20

COST 20

COST 25 COST 25

COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

GRIT

Gain +1 strain threshold.

GRIT

Gain +1 strain threshold.

TOUGHENED

Gain +2 wound threshold.

STALKER

HUNTERBonus Career Skills: Knowledge: Animals, Ranged, Stealth, Survival

Active

Passive

Ranked

Page 250: The Edge of the Aquilonian Empire v3.0

TOUGHENED

Gain +2 wound threshold.

TOUGHENED

Gain +2 wound threshold.

NATURAL OUTDOORSMANOnce per session, may re-roll any 1 Resilience or Survival check.

HUNTERAdd b per rank of Hunter to all checks when interacting with beasts or animals (including combat). Add +10 to Critical Injury results against beasts or animals per rank of Hunter.

HUNTERAdd b per rank of Hunter to all checks when interacting with beasts or animals (including combat). Add +10 to Critical Injury results against beasts or animals per rank of Hunter.

SOFT SPOTAfter making a successful attack, may spend 1 Destiny Point to add damage equal to Cunning to one hit.

BLOODEDAdd b per rank of Blooded to all checks to resist or recover from poisons, venoms, or toxins. Reduce duration of ongoing poisons by one round per rank of Blooded to a minimum of 1.

ENDURING

Gain +1 soak value.

GRIT

Gain +1 strain threshold.

COST 5

COST 5

COST 5

COST 5

COST 15

COST 15

COST 15

COST 15

COST 10

COST 10

COST 10

COST 10

COST 20

COST 20

COST 20

COST 20

COST 25

COST 25

COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

STALKERAdd b per rank of Stalker to all Stealth and Coordination checks.

STALKERAdd b per rank of Stalker to all Stealth and Coordination checks.

FORAGERRemove up to bb from skill checks to find food, water, or shelter. Survival checks to forage take half the time.

EXPERT TRACKER

Remove b per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.

EXPERT TRACKER

Remove b per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.

EXPERT TRACKER

Remove b per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.

OUTDOORSMANRemove b per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by half.

OUTDOORSMANRemove b per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by half.

SWIFTDo not suffer usual penalties for moving through difficult terrain.

HEROIC FORTITUDE

May spend 1 Destiny Point to ignore effects of Critical Injuries on Brawn or Agility checks until the end of the encounter.

STALKER

RANGERBonus Career Skills: Knowledge: Region, Perception, Resilience, Survival

Active

Passive

Ranked

Page 251: The Edge of the Aquilonian Empire v3.0

SLIGHT OF MIND

Add b to all Stealth checks unless the opposition is immune to Arcane powers.

SLIGHT OF MIND

Add b to all Stealth checks unless the opposition is immune to Arcane powers.

INVIGORATEOnce per encounter, may add C to a check using Brawn or Agility made by an ally in short range. Z add s and z add t .

FORCE OF WILLOnce per session, make one skill check using Willpower rather than the characteristic linked to that skill.

COST 5

COST 5

COST 5

COST 5

COST 15

COST 15

COST 15

COST 15

COST 10

COST 10

COST 10 COST 10

COST 20

COST 20 COST 20

COST 20

COST 25 COST 25

COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

SENSE DANGEROnce per session, remove bb from any 1 check.

BALANCEWhen the character heals strain at the end of the encounter, he may add C per Arcane Rating. He recovers additional strain equal to Z generated.

TOUCH OF FATEOnce per session, add bb to any 1 check.

ARCANE RATING

Gain +1 Arcane Rating.

UNCANNY SENSES

Add b per rank of Uncanny Senses to all Perception checks.

UNCANNY SENSES

Add b per rank of Uncanny Senses to all Perception checks.

INSIGHTPerception and Discipline become career skills.

UNCANNYREACTIONSAdd b per rank of Uncanny Reactions to all Vigilance checks,

UNCANNY REACTIONSAdd b per rank of Uncanny Reactions to all Vigilance checks,

GRIT

Gain +1 strain threshold.

GRIT

Gain +1 strain threshold.

TOUGHENED

Gain +2 wound threshold.

TOUGHENED

Gain +2 wound threshold.

INDISTINGUISHABLE

Upgrade difficulty of checks to identify char-acter once per rank of Indistinguishable.

INDISTINGUISHABLE

Upgrade difficulty of checks to identify char-acter once per rank of Indistinguishable.

UNIVERSAL

ARCANE DEVOTEEGain: Arcane Rating 1

Active

Passive

Ranked

Page 252: The Edge of the Aquilonian Empire v3.0

SENSE DANGEROnce per session, remove bb from any 1 check.

SENSE EMOTIONS

Add b to all Charm, Coercion, and Deception checks unless the target is immune to Force Powers.

BALANCEWhen the character heals strain at the end of the encounter, he may add C per Force Rating. He recovers additional strain equal to Z generated.

TOUCH OF FATEOnce per session, add bb to any one check.

OVERWHELM EMOTIONSMay add C per Force Rating to Charm, Coerce, or Deceit checks. Z and z add s to some checks and f to others.

SIXTH SENSE

Gain +1 ranged defense.

ARCANE RATING

Gain +1 Arcane Rating.

SUPERIOR REFLEXES

Gain +1 melee defense.

UNCANNY SENSES

Add b per rank of Uncanny Senses to all Perception checks.

UNCANNY SENSES

Add b per rank of Uncanny Senses to all Perception checks.

INSIGHTPerception and Discipline become career skills.

UNCANNYREACTIONSAdd b per rank of Uncanny Reactions to all Vigilance checks,

UNCANNY REACTIONSAdd b per rank of Uncanny Reactions to all Vigilance checks,

COST 5

COST 5

COST 5

COST 5

COST 15

COST 15

COST 15

COST 15

COST 10

COST 10

COST 10

COST 10

COST 20

COST 20

COST 20 COST 20

COST 25 COST 25

COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

FORAGERRemove up to bb from skill checks to find food, water, or shelter. Survival checks to forage take half the time.

CONVINCING DEMEANORRemove b per rank of Convincing Demeanor from Deception or Skulduggery checks.

STREET SMARTS

Remove b per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks.

STREET SMARTS

Remove b per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks.

QUICK DRAWOnce per round, draw or holster a weapon or item as an incidental.

INTENSE FOCUS

Perform an Intense Focus maneuver; suffer 1 strain and upgrade the ability of the next skill check once.

UNIVERSAL

ARCANE TALENTGain: Arcane Rating 1

Active

Passive

Ranked

Page 253: The Edge of the Aquilonian Empire v3.0

GRIT

Gain +1 strain threshold.

GRIT

Gain +1 strain threshold.

TACTICAL COMBAT TRAINING

Ride and Seige Weapons become career skills.

WELL TRAVELLED

Knowledge: Lesser Kingdoms and Knowledge:Greater Kingdoms become career skills.

TOUGHENED

Gain +2 wound threshold.

TOUGHENED

Gain +2 wound threshold.

TOUGHENED

Gain +2 wound threshold.

CREATIVE KILLER

Reduce the crit rating of improvised weapons by 2 (to a minimum of 1).

DYNAMIC FIREWhen making a ranged attack while engaged with an opponent, may suffer 2 strain to reduce the ranged modifier by 1.

ENDURING

Gain +1 soak value.

BASIC COMBAT TRAININGBrawl and Melee: Long become career skills.

ADVANCED COMBAT TRAINING

Melee and Ranged become career skills.

COST 5

COST 5

COST 5

COST 5

COST 15

COST 15 COST 15

COST 15

COST 10 COST 10

COST 10

COST 10

COST 20

COST 20

COST 20

COST 20

COST 25

COST 25

COST 25 COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

SECOND WINDOnce per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind.

SECOND WINDOnce per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind.

SECOND WINDOnce per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind.

OUTDOORSMANRemove b per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by 10% /Rank

QUICK DRAW Once per round, draw or sheath a weapon or item as an incidental.

SPARE QUIVERCannot run out of ammo due to y . Items with Limited Ammo quality run out of ammo as normal.

JUMP UPOnce per round, may stand from seated or prone as an incidental.

UNIVERSAL

VETERANBonus Career Skills: Athletics, Discipline, Survival, Vigilance

Active

Passive

Ranked

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QUICK FIXOnce per session, make one skill check using Agility rather than the characteristic linked to that skill.

COST 5

COST 5 COST 5

COST 5

COST 15

COST 15

COST 15

COST 15

COST 10

COST 10

COST 10

COST 10

COST 20 COST 20

COST 20

COST 20

COST 25

COST 25 COST 25

COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

EXPERT TRACKER

Remove b per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.

EXPERT TRACKER

Remove b per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.

DEADLY ACCURACY

When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of a successful attack with that skill.

DEADLY ACCURACY

When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of a successful attack with that skill.

LETHAL BLOWS

Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.

LETHAL BLOWS

Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.

TARGETED BLOW

After making a successful attack, may spend 1 Destiny Point to add Agility in damage to one hit.

SNIPER SHOTBefore making a non-thrown ranged attack, as a maneuver increase the weapon’s range by up to 1 band per rank. Upgrade the attack’s difficulty by 1 per range increase.

SNIPER SHOTBefore making a non-thrown ranged attack, as a maneuver increase the weapon’s range by up to 1 band per rank. Upgrade the attack’s difficulty by 1 per range increase.

GRIT

Gain +1 strain threshold.

GRIT

Gain +1 strain threshold.

TOUGHENED

Gain +2 wound threshold.

TRUE AIMOnce per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim.

TRUE AIMOnce per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim.

NATURAL MARKSMAN

Once per session, may re-roll any 1 Ranged check.

BRACEPerform the Brace man- euver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.

BRACEPerform the Brace man- euver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.

CRIPPLING BLOW

Increase the difficulty of next combat check by 1. If check deals damage, target suffers 1 strain whenever he moves for the remainder of the encounter.

YEOMAN

ARCHERBonus Career Skills: Cool, Perception, Ranged, Survival

Active

Passive

Ranked

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AMICOSpend aa from a Charm or Negotiation check to upgrade ability of an ally’s subsequent social check against the same target a number of times equal to ranks in Amico.

AMICOSpend aa from a Charm or Negotiation check to upgrade ability of an ally’s subsequent social check against the same target a number of times equal to ranks in Amico.

INIMICOSpend aa from a Deception or Coercion check to upgrade ability of an ally’s subsequent social check against the same target a number of times equal to ranks in Inimico

INIMICOSpend aa from a Deception or Coercion check to upgrade ability of an ally’s subsequent social check against the same target a number of times equal to ranks in Inimico

UNRELENTING SKEPTIC

When targeted by a Deception check, the character automatically adds f to the check equal to ranks in Vigilance.

IMPROVED UNRELENTING SKEPTICWhen targeted by a Deception check that fails, may spend 1 Destiny Point to add y to results.

GRIT

Gain +1 strain threshold.

GRIT

Gain +1 strain threshold.

TOUGHENED

Gain +2 wound threshold.

COST 5

COST 5

COST 5

COST 5

COST 15

COST 15

COST 15

COST 15

COST 10

COST 10 COST 10

COST 10

COST 20

COST 20

COST 20

COST 20

COST 25

COST 25

COST 25 COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

NATURAL MARKSMAN

Once per session, may re-roll any 1 Ranged (Light) or Ranged (Heavy) check.

HARD HEADEDWhen staggered or disor- iented, perform the Hard Headed action to make a dddd Discipline check to remove the status. Difficulty reduced by 1 per rank.

HARD HEADEDWhen staggered or disor- iented, perform the Hard Headed action to make a dddd Discipline check to remove the status. Difficulty reduced by 1 per rank.

STREET SMARTS

Remove b per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks.

QUICK DRAWOnce per round, draw or sheath a weapon or item as an incidental.

DURABLEMay reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1.

DURABLEMay reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1.

POINT BLANKAdd 1 damage per rank of Point Blank to damage of one hit of successful Ranged attacks made while at short range or engaged.

POINT BLANKAdd 1 damage per rank of Point Blank to damage of one hit of successful Ranged attacks made while at short range or engaged.

IMPROVED HARD HEADEDWhen incapacitated due to strain exceeding threshold, take a ddddd Disc-ipline check (–d per rank of Hard Headed) to reduce strain to 1 below threshold.

YEOMAN

BAILIFFBonus Career Skills: Coercion, Cool, Melee, Survival

Active

Passive

Ranked

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BOUGHT INFOInstead of making a Knowledge check, may take a Bought Info action; spend silver pieces equal to 50 times the difficulty of the check to pass with one s.

GREASED PALMS

Before making a social check, may spend up to 50 silver per rank of Greased Palms to upgrade the ability of the check once for every 50 silver spent.

TOUGHNESS

Gain +2 wound threshold.

TOUGHNESS

Gain +2 wound threshold.

SOUND INVESTMENTSAt the start of each session, gain 100 silver for each rank of Sound Investments.

SOUNDINVESTMENTSAt the start of each session, gain 100 silver for each rank of Sound Investments.

GRIT

Gain +1 strain threshold.

GRIT

Gain +1 strain threshold.

GRIT

Gain +1 strain threshold.

COST 5

COST 5

COST 5

COST 5

COST 15

COST 15

COST 15

COST 15

COST 10

COST 10 COST 10

COST 10

COST 20 COST 20 COST 20

COST 20

COST 25 COST 25

COST 25 COST 25

DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.

KNOW SOMEBODY Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody.

KNOW SOMEBODY

Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody.

SMOOTH TALKER

When first acquired, choose Charm, Coercion, Deception, or Negotiation. When making checks with that skill, spend x to gain additional s equal to ranks in Smooth Talker.

SMOOTH TALKER

When first acquired, choose Charm, Coercion, Deception, or Negotiation. When making checks with that skill, spend x to gain additional s equal to ranks in Smooth Talker.

WHEEL AND DEAL

When selling goods legally, gain 10% more credits per rank of Wheel and Deal.

WHEEL AND DEAL

When selling goods legally, gain 10% more credits per rank of Wheel and Deal.

MASTER MERCHANT

When buying/selling goods, or paying off/taking more Obligation, suffer 2 strain to buy for 25% less, sell for 25% more, buy off 1 more Obligation, or take 1 less.

INTENSE FOCUSPerform an Intense Focus maneuver; suffer 1 strain and upgrade the ability of the next skill check once.

SUPERIOR REFLEXES

Gain +1 melee defence.

NATURAL NEGOTIATOR

Once per session, may re-roll any 1 Cool or Negotiation check.

YEOMAN

CROFTERBonus Career Skills: Cool, Education, Negotiation, Survival

Active

Passive

Ranked

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Cost Result Options

a or x Recover 1 strain (this option may be selected more than once).

Add b to the next allied active character’s check.

Notice a single important point in the ongoing conflict, such as the location of a cell door's key or a

weak point in an attacker's armor.

Inflict a Critical Injury with a successful attack that deals damage past soak (a cost may vary).

Activate a weapon quality (a cost may vary, default aa ).

aa or x

Perform an immediate free maneuver that does not exceed the two maneuver per turn limit.

Add b to the targeted character’s next check.

Add b to any allied character’s next check, including the active character.

aaa or x

Negate the targeted enemy’s defensive bonuses (such as from cover, equipment or maneuvers) until the end of the

current round. Ignore penalizing environmental effects until the end of the active character’s next turn.

When dealing damage, have the attack disable the opponent or one piece of gear rather than dealing wounds or

strain. This can be hobbling him (shot to the leg) or disabling a crossbow. The effects are temporary.

Gain +1 melee or ranged defense until the end of the active character’s next turn.

Force the target to drop a melee or ranged weapon they are wielding.

x Upgrade the difficulty of the targeted character’s next check.

Upgrade any allied character’s next check, including the current active character. Do

something vital, such as breaking a door's latch mechanism to lock it shut.

xx When dealing damage to a target, have the attack destroy a piece of equipment they are using.

Cost Result Options

t or y~The active character suffers 1 strain (this option may be selected more than once).

~The active character loses the benefits of a prior maneuver (such as taking cover or assuming a Guarded Stance)

tt or y

~An opponent may immediately perform a free maneuver in response to the active character’s check.~Add b to the targeted character’s next check.~The active character or an allied character suffers b on their next action.

ttt or y

~The active character falls prone.

~The active character grants the enemy a significant advantage in the ongoing encounter, such as damage to armor or gear. Temporary, not too excessive

y ~The character’s ranged weapon immediately runs out of ammunition and may not be used for the remainder of the encounter. ~Upgrade the difficulty of an allied character’s next check, including the current active character.~The tool or melee weapon the character is using becomes damaged by one step(see pg. 159).

AimGain b on the next combat check or target a specific item at bb. Spending a consecutive maneuver aiming adds b or removes b, respectively. AssistAdd b to an engaged ally’s next action.Guarded StanceAdd b to any combat checks made by the attacker and any defenders, until the end of next turn.

Interact With Environment Move large object, open or close a door, or take cover (gain 1+ defense).

Manage Gear Draw/Sheath a weapon or item, or load a weapon.

Move~Change range increment from Short to Medium, Medium to Short

~Move within Short Range

Drop prone / Stand From proneAdd b to ranged attacks and b to melee attacks against prone targets.

Preparation Some actions require a preparation maneuver (or multiples).

Maneuvers

Reckless StanceAdd b to any combat checks made by the attacker and any defenders, until the end of next turn.Convert Successes Convert c only s into a. This must be stated prior to rolling.x counts as both s and a.

Gain a bonus Suffer 2 Strain to gain b

Move ~ SpecialMove from Engaged to Close or Close to Engaged - Base difficulty of dd

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Astrology (Int) Athletics (Br)

Charm (Pr)

Coercion (Will)

Scribe (Int) Cool (Pr)

Coordination (Ag)

Deception (Cun)

Discipline (Will)

Leadership (Pr)

Craft (Int) Medicine (Int)

Negotiation (Pr)

Perception (Cun)

Pilot Craft (Ag)

Ride (Ag) Resilience (Br)

Skulduggery (Cun)

Stealth (Ag)

Streetwise (Cun)

Survival (Cun)

Vigilance (Will)

Brawl (Br)

Melee Light (Ag)

Melee Heavy (Br)

Ranged - Aimed (Ag)

Ranged - Thrown(Ag)

Greater Kingdoms (Int) Education (Int)

Lore (Int)

Lesser Kingdoms (Int) Underworld (Int)

Culture (Int)

CHARACTER NAME

RACE CAREER

SPECIALIZATIONS

WOUNDS STRAIN DEFENSE ENCUMBRANCE

CHARACTERISTICS

CUSTOM SKILLS

KNOWLEDGE SKILLS CAREER? RANK GENERAL SKILLS

COMBAT SKILLS CAREER? RANK

THRESHOLD CURRENT THRESHOLD CURRENT RANGED MELEE THRESHOLD CURRENT

BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

ARCANE POOL

COMMITTED AVAILABLE

TOTAL XP AVAILABLE XP

SKILLS

STAGGERED

IMMOBILIZED

DISORIENTED

STATUS EFFECTS

ARCANE RATING

SOAK CRITICALS

SOCIAL FORTITUDE

THRESHOLD CURRENT

SOCIAL DEFENSE COMBAT DEFENSEPENALTY BONUSCORRUPTION

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CHARACTER TALENTS

NAME DESCRIPTION RANKS PAGE

CHARACTER DESCRIPTION

HEIGHT GENDER AGE BUILD HAIR EYES

MERITS &

fLAWS

MOTIVATION TYPE: OBLIGATION TYPE:

OBLIGATION TYPE: MAGNITUDE:

CHARACTER OBLIGATIONS

CHARACTER M OTIVATIONS

OTHER CHARACTER NOTES

CHARACTER DESCRIPTION SHEET

OBLIGATION TYPE: MAGNITUDE:

MAGNITUDE:

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WEAPON TYPE:

WEAPON:

RANGE:

SKILL:

SPECIAL:

WEAPON TYPE:

WEAPON:

RANGE:

SKILL:

SPECIAL:

WEAPON TYPE:

WEAPON:

RANGE:

SKILL:

SPECIAL:

ARMOR TYPE

SHIELD

SPECIAL

DAMAGE CRIT ENCUM HP

DAMAGE CRIT ENCUM HP

SOAK MELEE DEF RANGED DEF ENCUMBRANCE HARD POINTS

DAMAGE CRIT ENCUM HP

MINOR

MODERATE

MAJOR

CONDITION

MINOR

MODERATE

MAJOR

CONDITION

MINOR

MODERATE

MAJOR

CONDITION

MINOR

MODERATE

MAJOR

CONDITION

ATTACHMENTS

ATTACHMENTS

ATTACHMENTS

ATTACHMENTS

ARMOR & WEAPONS SHEET

NAME HARD POINT REQ BASE MODIFIERS MODIFICATIONS

NAME HARD POINT REQ BASE MODIFIERS MODIFICATIONS

NAME HARD POINT REQ BASE MODIFIERS MODIFICATIONS

NAME HARD POINT REQ BASE MODIFIERS MODIFICATIONS

WEAPONS

ARMOR & SHIELD

ARMOR & WEAPON NOTES

Page 264: The Edge of the Aquilonian Empire v3.0

GEAR WORN & CARRIED

PERSONAL FINANCES

ENCUMBRANCE

THRESHOLD CURRENT

GOLD & SILVER COPPER

GEMS VALUE NOTES JEWELRY WORN VALUE

ITEM QUANTITY ENCUMB.

ITEM QUANTITY ENCUMB.

ITEM QUANTITY ENC

OTHER PROPERTY

ITEM QUANTITY ENC LOCATION

PERSONAL GEAR SHEET

GEAR NOTES

LOCATION