EDGE ACTIONS
Anticipation | 4 | multi_attack | For you combat is like a game of
chess, and you’re several moves ahead of
the opposition. When performing this Mul-
tiple Attack, double your full dice pool and
then split it as evenly as possible for each
different target. Cost: 4 Edge
also usable for ranged attacks | core | 2024-04-14T02:22:59.366Z |
Big Speech | 4 | specific | (Use Skill [Influence]): A torrent
of words flows from your mouth, reaching
heights of eloquence and inspiration mor-
tals rarely hit. Roll your Influence + Cha-
risma test twice; the first time it counts as a
Teamwork test, meaning you can add your
hits to the dice pool for the second roll. The
second roll acts as your hits for the test.
Cost: 4 Edge | core | 2024-04-14T02:23:31.448Z |
Bring the Drama | 2 | specific | (Use Skill [Con]): While
spinning your con, you get to a part where
extra drama would be appropriate, and
you bring it. Maybe it’s a dramatic speech,
maybe it’s some tears or sorrowful histri-
onics, but whatever the case, you take ac-
tion to tug at the heartstrings of the mark
and bring them to your side. For a quick
con, this can bring in 200 nuyen from on-
lookers. When used as part of a longer-term
con, you can increase your asking price by
twenty percent, and the mark will agree to
it. Cost: 2 Edge | core | 2024-04-14T02:23:50.393Z |
Called Shot—Disarm | 5 | any_attack | Successful hit does no damage to target, but their
weapon is knocked from their hands. Cost:
5 Edge. | core | 2024-04-14T02:24:19.364Z |
Called Shot—Vitals | 5 | any_attack | The attack
goes for the vitals, adding 3 extra damage if
it hits (along with net hits, as usual). Cost:
5 Edge | core | 2024-04-14T02:24:36.243Z |
Fire from Cover | 2 | ranged_attack_from_cover | (Ranged Attack, must be in
Cover IV): You sneak an attack out while
maintaining your cover. Attacks from cover
may be made without spending a Minor Ac-
tion. Cost: 2 Edge | core | 2024-04-14T02:25:03.495Z |
Knockout Blow | 2 | melee_attack | You use your advantage to truly bring the hurt on
an opponent. If your inflicted damage of any
type is greater than the target’s Willpower,
immediately fill up the Stun Condition Monitor.
The target is unconscious. No damage overflows to the Physical Condition Monitor.
Cost: 2 Edge | core | 2024-04-14T02:25:58.200Z |
Shank | 1 | melee_attack | When attacking with a blade, your advantage turns into a targeted strike.
Reduce the Call a Shot penalty to –2.
Cost: 1 Edge | core | 2024-04-14T02:26:27.075Z |
Sudden Insight | 1 | any | Perform an action in
which you have no skill levels without pen-
alty. This does not allow you to use skills
that cannot be performed untrained. Cost:
1 Edge | core | 2024-04-14T02:26:45.589Z |
Tactical Roll | 1 | specific | (Hit the Dirt): You drop to
avoid incoming fire, with an agile roll that
helps you make an attack as you roll. If you
use a melee Attack action on the same com-
bat round, you do not get the dice pool pen-
alty that comes with the Prone status (p. 53)
or Hit the Dirt Action (p. 41). For the next
round, you do not take the –2 dice pool pen-
alty from Close or Near attacks that come
with the Prone status. Cost: 1 Edge | core | 2024-04-14T02:27:09.992Z |
Tumble | 1 | melee_attack | Your advantages
combine to give you the chance to not just
hurt your opponent but bring them to the
ground. If the damage being inflicted on a
target is greater than the target’s Body, they
are brought down, giving them the Prone
status. Cost: 1 Edge | core | 2024-04-14T02:27:27.189Z |
Wrest | 2 | block | When in melee combat, if you
successfully Block an attack, you can use
this action to wrest your opponent’s weapon
away. Roll Close Combat + Agility, with the
attacker’s Strength as the threshold. If you
equal the threshold, you knock the weapon
out of their hands, and it falls to the ground.
If you get more hits, you take the weapon
from them. If you get fewer hits, the attacker
retains the weapon. Cost: 2 Edge | core | 2024-04-14T02:27:53.999Z |
Through and Through | 9 | ranged_attack | (APDS, caseless, and
standard ammo): In ballistics, this phrase refers
to a bullet passing completely through a target,
leaving both entry and exit wounds. This results
in the firearm’s DV, including ammo modifica-
tions, being increased by half rounded up. Edge
cost: Body of the target (APDS reduces this cost
by 2, minimum cost of 1). | companion | 2024-08-23T17:03:18.352Z |
Shotgun Choke | 2 | ranged_attack | shotgun flechette ammo:
When using flechette ammo in a shotgun and fir-
ing at targets at Close or Near range, you may
widen the choke to perform a BF wide burst (p.
109, SR6) that only consumes one shell, even if
the shotgun lacks the BF firing mode. Edge cost: 2
(1 for smartguns) | companion | 2024-08-23T17:04:07.915Z |
Silent Takedown | 1 | melee_attack | (Melee attack): A staple of
covert action is the silent takedown where the
protagonist sneaks up behind a nameless sentry
and eliminates them with a deft attack, typically
by snapping their neck. To perform a Silent Take-
down, make a Simple test using the weapon’s rele-
vant Skill + Agility with a threshold of 4. If success-
ful, the target’s condition monitor is completely
filled. This Edge action can only target grunts (p.
203, SR6) who are within melee reach and are not
aware of the attacker’s presence at all; simply be-
ing invisible or hidden from view does not neces-
sarily permit a Silent Takedown. Edge cost equals
Professional Rating, minimum of 1. | companion | 2024-08-23T17:04:43.445Z |
It’s A Dud! | 5 | specific | (blast attack): Whether via manu-
facturing defect, a mechanical malfunction, or the
supernatural intervention by unknown forces, a
blast weapon such as a grenade or rocket simply
fails to detonate after it is delivered. This Edge
boost must be spent immediately after scatter is
resolved. The blast effect is canceled. Edge cost: 5 | companion | 2024-08-23T17:05:10.282Z |