Archery

Licking the Fletchings Technique
Minimum Archery: 3
Minimum Heroism: 2
Prerequisite Edges: None
The range of the hero's Archery attacks is increased by 50 yards.

Nocked Arrow Technique
Minimum Archery: 3
Minimum Heroism: 2
Prerequisite Edges: None
The hero adds his Heroism to her initiative on any turn in which he fires an arrow.

Arrows in the Ground Technique
Minimum Archery: 4
Minimum Heroism: 2
Prerequisite Edges: None
If the hero makes more than one Archery attack in a turn, the multiple action penalty for these attacks is reduced by 1.

Patient Marksman's Accuracy
Minimum Archery: 4
Minimum Heroism: 2
Prerequisite Edges: None
During any turn in which the hero takes no action but to make a single Archery attack, she adds her Heroism in dice to this attack.

Finding the Gap Observation
Minimum Archery: 4
Minimum Heroism: 3
Prerequisite Edges: None
If the hero made a successful Archery attack against the intended target last turn, the target's armor soak against the hero's Archery attacks this turn is reduced by the hero's Heroism.

Athletics

Cat's Landing Technique
Minimum Athletics: 3
Minimum Heroism: 2
Prerequisite Edges: None
Whenever he would take damage from a fall, the hero adds 2 to his bashing soak and 1 to his lethal soak to evade falling damage. This Edge may be purchased more than once, with each additional application adding 2 to bashing and 1 to lethal soak, but the bashing soak added by all applications of this Edge cannot exceed the hero's Heroism or Athletics, whichever is lower, and the lethal soak cannot exceed half the hero's Heroism or Athletics, whichever is lower, rounding down. This Edge does not prevent damage inflicted by an extremely unfriendly landing zone (spikes, a pool of acid, etc...).

Dense Muscles
Minimum Athletics: 3
Minimum Heroism: 2
Prerequisite Edges: None
The hero uses three-fourths her Strength + Athletics pool for purposes of calculating what she may lift or break instead of a halved Strength + Athletics pool.

Fleetness of the Wolf
Minimum Athletics: 3
Minimum Heroism: 2
Prerequisite Edges: None
The hero's normal sprinting speed is increased by 4 yards for all calculations of movement. This Edge may be purchased more than once, to a maximum number of times equal to the hero's Heroism or Athletics, whichever is lower, and each additional application adds another 4 yards to the hero's sprinting speed.

Leaping the Moon
Minimum Athletics: 3
Minimum Heroism: 2
Prerequisite Edges: None
The hero's cannot botch Athletics checks related to jumping and may jump using her full Strength + Athletics pool even if she cannot get a running start.

Natural Climber
Minimum Athletics: 3
Minimum Heroism: 2
Prerequisite Edges: None
When climbing, the hero will only fall on a botch. If the hero uses proper climbing equipment, he will not fall even on a botch. A simple failure (or a botch with climbing equipment) merely indicates the hero is brought to a halt until the next check while she recovers from a near fall, looks for a new handhold, etc...

Walking on Ice Technique
Minimum Athletics: 3
Minimum Heroism: 2
Prerequisite Edges: None
When walking on a weak or narrow surface such as thin ice, a tight rope, or the rigging of a wave-tossed ship, the hero only falls on a botch. A simple failure merely indicates the character is forced to stop moving for a few seconds to regain her balance.

Titanic Muscles
Minimum Athletics: 4
Minimum Heroism: 2
Prerequisite Edges: Dense Muscles
The hero uses her full Strength + Athletics pool for purposes of calculating what she may lift or break instead of a halved Strength + Athletics pool.

Casual Strength
Minimum Athletics: 5
Minimum Heroism: 3
Prerequisite Edges: Titanic Muscles
The hero may perform feats of strength without spending a point of temporary Willpower and never botches Athletics checks related to lifting or breaking objects.

Awareness

Alertness of the Prey
Minimum Awareness: 3
Minimum Heroism: 2
Prerequisite Edges: None
The hero cannot botch Awareness checks related to hearing or touch. The target number of all the hero's Awareness checks related to hearing and touch is reduced by 1.

Gourmet's Sensibilities
Minimum Awareness: 3
Minimum Heroism: 2
Prerequisite Edges: None
The hero cannot botch Awareness checks related to taste or smell. The target number of all the hero's Awareness checks related to taste or smell is reduced by 1.

Night Watchman's Enforcers
Minimum Awareness: 3
Minimum Heroism: 2
Prerequisite Edges: None
The hero adds her Heroism in dice to all her Awareness rolls related to countering stealth.

Perfect Vision
Minimum Awareness: 3
Minimum Heroism: 2
Prerequisite Edges: None
The hero cannot botch Awareness checks related to vision. The target number of all the hero's Awareness checks related to vision is reduced by 1.

Veteran Scout's Intuition
Minimum Awareness: 4
Minimum Heroism: 2
Prerequisite Edges: None
The hero automatically wins any tie resulting from a contested Awareness check made to counter an opponent's Stealth. If the hero is successfully ambushed, she gains one free success on the Wits + Awareness check to avoid surprise unless this roll botches, in which case she is surprised as normal.

Cat's Eyes
Minimum Awareness: 4
Minimum Heroism: 2
Prerequisite Edges: Perfect Vision
In conditions of poor visibility, the hero's receives no penalty so long as targets remain within the range of murky vision. In effect, the hero's murky vision range becomes her clear vision range. The hero suffers the full penalty for attacking targets beyond the range of murky vision.

Vision of the Owl
Minimum Awareness: 5
Minimum Heroism: 3
Prerequisite Edges: Cat's Eyes
In conditions of poor visibility, the hero's vision is clear within the normal range of murky vision, and murky (Heroism x 10) yards beyond that range. So, under a full moon in the desert, a hero with a Heroism of 3 would have clear vision within 100 yards (instead of the usual 50 yards) and murky vision out to 130 yards.

Brawl

Hurling the Opponent Technique
Minimum Brawl: 3
Minimum Heroism: 2
Prerequisite Edges: None
Whenever the hero makes a successful Brawl attack other than a wrestling maneuver, the target must succeed at a Dexterity + Athletics roll at a difficulty of 1 or be knocked prone.

Forceful Uppercut
Minimum Brawl: 4
Minimum Heroism: 2
Prerequisite Edges: None
When rolling damage for Brawl attacks, each 10 the hero rolls counts as two successes.

Expert Grappler
Minimum Brawl: 4
Minimum Heroism: 3
Prerequisite Edges: None
When executing a wrestling maneuver, the hero adds his Heroism in dice to the attack roll.

Iron Fist Assault
Minimum Brawl: 4
Minimum Heroism: 3
Prerequisite Edges: Forceful Uppercut
All the hero's unarmed attacks deal lethal damage. This Edge does not grant the hero the ability to parry weapons that inflict lethal damage except with a stunt.

Bureaucracy

Hard Bargain Driver
Minimum Bureaucracy: 3
Minimum Heroism: 2
Prerequisite Edges: None
The hero adds 1 success to any Bureaucracy check related to haggling on which she achieves at least one success and cannot botch Bureaucracy checks related to haggling.

Reigning Over Paper Method
Minimum Bureaucracy: 3
Minimum Heroism: 2
Prerequisite Edges: None
The hero adds 1 success to any Bureaucracy check related to bureaucratic manuevering (expediting or delaying tasks or controlling a portion of the bureaucratic engine) on which he achieves at least one success.

Knowledgeable Customer
Minimum Bureaucracy: 4
Minimum Heroism: 2
Prerequisite Edges: None
The hero never botches rolls related to appraising goods. In addition, after he has spent at least a week in an area, the hero is able to accurately appraise the local value of goods even if he has no more than basic knowledge of the function of the item in question. This will not aid the hero if an item is truly unique, since he comes to the assessment of goods' values by examining the price they fetch elsewhere in the area.

Meet the Corrupted Eye
Minimum Bureaucracy: 5
Minimum Heroism: 2
Prerequisite Edges: None
The hero automatically recognizes the hints an official drops when she expects a bribe and quickly picks up on the value of the bribe the official desires for the act in question.

Smell the Righteous Official
Minimum Bureaucracy: 5
Minimum Heroism: 2
Prerequisite Edges: None
The hero automatically recognizes when an official would be angered if offered a bribe for the act the hero has asked of him. In addition, the hero adds 1 success to any Bureaucracy check related to offering an unexpected bribe on which she achieves at least one success.

Bean-Counting Savant
Minimum Bureaucracy: 4
Minimum Heroism: 3
Prerequisite Edges: None
The hero may count, add, multiply, divide, or perform any other mathematical function of which she is normally capable instantly and without error without requiring an abacus, paper, or other means of keeping track of such calculations.