Requirements: Veteran, Agility d6+, Shooting d8+, Marksman; only works with bows.
Archers are among the most prized soldiers in any military. Those who train in advanced techniques learn how to master the bow in all conditions, and they can compensate for any difficulties. Archers reduce all Called Shot, Range, and Cover penalties by 1.
Shaintar: Immortal Legends with permission


Requirements: Novice, Agility d8+, stealth d8+
Both modern or medieval, assassins are skilled killers who know a thousand ways to kill an enemy efficiently. Assassins gain a +6 to the attack and resulting damage roll when he gains the drop on his target. Assassins may only recieve the bonus if his target has vital areas. In addition, Assassins may ignore 1 point of called shot penalties during combat.
- 1337pwnr


Requirements: Novice, Spirit d6+, Smarts d6+, Persuasion d8+, At least 2 appropriate Knowledge Skills (such as History, Legend Lore, or Politics)
The bringers of news and entertainment around the world, Bards are a respected (though sometimes mistrusted) lot. They are well-educated and well-traveled, taking every opportunity to learn a new tale or a new piece of news. Bards are skilled orators, jugglers, singers, and musicians. They are also capable negotiators, and in many smaller towns they are called upon to arbitrate disputes. Bards may expect hospitality almost anywhere they go. They also gain a +2 on any Knowledge checks that have to do with the stories and lore of Shaintar. Bards all know how to play multiple instruments, sing, juggle, and tell good stories. They use their Persuasion skill in performing such feats.
Shaintar: Immortal Legends with permission


Requirements: Seasoned, Riding d8, Fighting d8, Mount must be trained for combat
This hero knows how to make the most of mounted combat. When performing a Mounted Charge, the Cavalryman gets a +2 on his Fighting roll as long as he moves at least 6" in a straight line before attacking. This is in addition to the +4 Damage. This Mounted Charge can be done at the end of the mount doing a Run with no Multiple Action Penalties.
Shaintar: Immortal Legends web extra

Master of the Horse

Requirements: Heroic, Cavalryman, Mount must be trained for combat.
Masters of Horse are experts of mounted combat, able to urge their horses to great deeds and protect them in the chaos of combat. The term is usually used with great respect for such mounted warriors as the "Riders of Vale" in Galea, the "Desert Riders" in the Eternal Desert, and the "Horsemasters of Fortune" in the Freelands. A Rider's mount enjoys the benefit of his Parry, including the use of Edges and Shields. As well, the Rider's mount gains a +2 to its Pace and a Running die of d10 instead of a d8.
Shaintar: Immortal Legends web extra

Combat Archer

Requirements: Heroic, Archer, Agility d8+, Fighting d8+, Shooting d10+, Trademark Weapon (bow)
The Azure Feathers. The Silver Arrows. The 3rd Freelord Archery Company. These are some of the distinguished units whose members specialize in Combat Archery techniques. Their members train with heavy-duty bows, made from either ironwood or everwood, and they are capable of firing in the midst of a melee. They can also use their bows in hand-to-hand combat very effectively. Combat Archers may fire their bows in Close Combat, using the target’s Parry as the Target Number. They may also strike opponents with their stout bows in melee (doing STR+1 damage).
Shaintar: Immortal Legends with permission


Requirements: Seasoned, Smarts d8+, Healing d8+, Knowledge (Anatomy) d6+
A character with this Edge may ignore one point of his patient’s wound penalties when healing an injured person.


Requirements: Veteran, Doctor
Just as Doctor, but the Surgeon may ignore two wound levels, instead of one.


Requirements: Novice, Agility d6+, Fighting d8+
In the Prelacy of Camon, they’ve developed the art of fencing to a fine, disciplined martial form. In the Freelands and the Pirate Archipelagoes, the forms are much less structured and far more brazen. The essence is the same, though; masters of the rapier become exceptionally skilled at defending themselves, as well as exploiting opportunities to place a well-aimed thrust. Fencers gain a +1 Parry while unencumbered, and they gain a +1 to offset any Called Shot penalties. Both of these bonuses require them to be armed with a rapier, saber, or (GM’s option) similar light weapon.
Shaintar: Immortal Legends with permission


Requirements: Novice, Smarts d8+, Lockpicking d8+, Investigation d6+, Tracking d6+
You are a whiz at ferreting information out of computers no matter how well protected a file may be. You also have the knack of spotting the signs that someone else may have done the same. Add a +2 to all Investigation, Lockpicking, and Tracking rolls involving computers.
Sitting Duck


Requirements: Novice, Persuasion d8+
The edge allows a character to talk a buyer or seller to the best possible price for the character. A successful Persuasion test against the opponent’s Smarts changes the price by 10%. Every raise changes the price an additional 10% to a max of 50%.

Experienced Haggler

Requirements: Seasoned, Haggler
Same as above, but the character receives a +1 to the Persuasion roll.

Kor-In Student

Requirements: Novice, Agility d8+, Spirit d6+, Fighting d8+

The character, either a Korindian or being trained by someone who knows the art, has begun the path of mastering Kor-In. He automatically gains the benefit of being considered “Armed” for purposes of avoiding penalties when fighting unarmed against armed opponents. Kor-In Students also learn how to roll with attacks and stand quickly from being knocked down. If ever a Kor-In Student is knocked back or down, he may make an Agility check to immediately regain his feet, even if he is Shaken. [1]
Shaintar: Immortal Legends with permission

Kor-In Practitioner

Requirements: Veteran, Kor-In Student, Spirit d8, Fighting d10+
The advanced Kor-In Student learns how to throw opponents to the ground. By making an attack at –2, he may throw an opponent Prone with a successful strike. He still does damage as normal, and the opponent is unable to rise until his next Action. Additionally, the Kor-In Practitioner may do Lethal Damage with their bare hands at will. Note - Kor-In is a martial art form very similar to Eastern forms of our world. These Edges could be used with a different name for any martial art form, or the base combat abilities of "Monks" in D&D-style games. [1]
Shaintar: Immortal Legends with permission

Martial Artist

Requirements: Novice, Agility d8+, Fighting d8+
Martial Artists are highly trained hand to hand combat specialists. The Martial artist is considered armed, even without a weapon equiped, and deals an additional d6 of damage. Also, he recieves a +1 bonus to parry. Bonuses only apply while the martial artist is using his fists in combat.

Natural Athlete

Requirements: Novice, Agility d10+, Strength d6+, Vigor d6+
Your character had always been a talented sportsman, natural athlete, physically gifted. Performing feats of dexterity, agility, balance, mobility, coordination come easy to your hero.
And you have the talent for picking up physical skills on the fly. There are few moves, jumps and similar feats, that he can't figure out given a little time and some practice.
Any time he makes an unskilled roll for an Agility-based skill, he may do so at d4 instead of the usual d4-2.
(Note: This is the physical equivalent of the SW:EX rules Professional Edge Jack-of-all-Trades.)


Requirements: Novice, Survival d8+, Repair d6+, Healing d6+
Your character can make useful items from natural materials. He suffers no penalty to Healing for not having proper materials as he can scrounge some natural replacement. In addition, he can make gear and products from natural materials (such as leather armor). This requires a Repair roll and takes 1 day/lbs. of the items weight (in addition to the needed materials of course). A raise on the Repair roll halves the time to make the item. If the character doesn't have or can't find the needed materials, he can purchase them for half the price of the final product.
Naturalists can also make poisons from natural ingredients. Finding the proper ingredients takes 1d6 hours and a Notice roll. The Naturalist may choose to take a -2 penalty on the roll to find a more potent poison (-2 to Vigor rolls). A raise on the roll halves the time to find the poison. The naturalist also must decide whether the poison being sought is lethal or non-lethal before searching for it.
Brewing the poison takes 1d20 minutes and a Survival roll. On a success, the naturalist gains 1d6 doses of poison and 2d6 on a raise.
Victims of the poison must make a Vigor roll or be Shaken as per a damaging attack. If the result of the roll is a 1 or less, they suffer a wound as well. Weapons with poison on them need to inflict a Shaken result for the poison to affect the target. With each successful attack (regardless of the amount of damage), there is a 1 in 6 chance of the poison coming off (the GM may increase this in rain or other conditions).
Posted on the Pinnacle Forum by Clint (example of an Edge to convert a character's abilities from another system)


Requirements: Novice, Agility d6+, Boating d8+, Climbing d6+
The seas around Shaintar are treacherous indeed, and it takes a special kind of person to thrive on them. Those that do, however, are worth twice their weight in gold aboard a ship that plies those waters. Seafarers enjoy a +2 to Boating, as well as any Climbing, Survival, or Knowledge checks made in relation to a ship. In addition, they get to use a d8 as their Wild Die for physical actions only when aboard a ship. [2]
Shaintar: Immortal Legends with permission


Requirements: Seasoned, Smarts d8, Agility d10, Strength d8, Shooting d10
Snipers end battles before enemies are even close to melee range, and your hero is one of the best. Gunslingers and archers alike know that it is quality over quantity especially when under ammunition constraints. Snipers gain a +1 to called shots and gain an extra d4 damage when a called shot lands, and your hero can make a notice check at a -3 to find a weak point on the enemy to eliminate armor bonuses one per battle.

Stage Magician

Requirements: Novice, Agility d6, Smarts d6, Persuasion d8
Your character is skilled at the arts of legerdemain, prestidigitation, flim-flammery and fast-talking (but not necessarily true magic). He gains a +2 bonus on Persuasion rolls made to misdirect. He may also use Agility rolls to perform sleight of hand maneuvers, and gains a +2 on such rolls.

Super Duper

Requirements: Novice, Arcane Background (Super Powers), Spirit d10+, Arcane Skill d8+
When using a power that gains an additional effect on a raise, a second raise on the skill roll provides that effect again. For example, if applied to the Boost Trait power, a second raise on Boost trait would increase the affected trait another step for a total increase of three steps.
Sitting Duck


Requirements: Novice, Agility d8+, Strength d8+, Climbing d6+
Traceurs are practitioners of the art of Parkour, an activity with the aim of moving from one point to another as efficiently and quickly as possible, using principally all the abilities of the human body. Traceurs are trained to overcome obstacles while moving. This can be any obstacle, any architectural or natural feature in the surrounding environment—from branches and rocks to rails and concrete walls. Traceurs are equally comfortable in natural surroundings as in urban areas.
Traceurs are not hindered by Difficult Ground. They are always able to move up to their full Pace, even over rough ground, ice or swamp. Traceurs get a +2 bonus on any Strength rolls for Jumping at heights or for distance. They further get a +2 Bonus on any Agility rolls concerning artistic and fast movement and making use of the surroundings (jumping through a window opening, jumping from one narrow ledge to another, etc.). As experienced and fast climbers they also get +2 to Climbing rolls.

[1] Kor-In is a martial art form in Shaintar; references to this could be include any formalized martial arts training in your campaign
[2] This Edge effectively replaces the Ace Edge in the Core Book, being more appropriate to the setting.