Edge of the Empire
| Threshold | 14 |
| Current | 9 |
| Threshold | 14 |
| Current | 0 |
| Ranged | 0 |
| Melee | 0 |
| Skill | Career? | Rank | Roll | Adj. |
|---|---|---|---|---|
| Astrogation (Int) | 0 | |||
| Athletics (Br) | 0 | |||
| Charm (Pr) | 2 | |||
| Coercion (Will) | 0 | |||
| Computers (Int) | 0 | |||
| Cool (Pr) | 0 | |||
| Coordination (Ag) | 1 | |||
| Deception (Cun) | 1 | |||
| Discipline (Will) | 1 | |||
| Leadership (Pr) | 0 | |||
| Mechanics (Int) | 0 | |||
| Medicine (Int) | 4 | |||
| Negotiation (Pr) | 2 | |||
| Perception (Cun) | 2 | |||
| Piloting: Planetary (Ag) | 1 | |||
| Piloting: Space (Ag) | 0 | |||
| Resilience (Br) | 0 | |||
| Skulduggery (Cun) | 1 | |||
| Stealth (Ag) | 2 | |||
| Streetwise (Cun) | 1 | |||
| Survival (Cun) | 0 | |||
| Vigilance (Will) | 3 | |||
| Brawl (Br) | 0 | |||
| Gunnery (Ag) | 0 | |||
| Lightsaber (Br) | 0 | |||
| Melee (Br) | 0 | |||
| Ranged: Light (Ag) | 0 | |||
| Ranged: Heavy (Ag) | 0 | |||
| Knowledge: Core Worlds (Int) | 2 | |||
| Knowledge: Education (Int) | 3 | |||
| Knowledge: Lore (Int) | 2 | |||
| Knowledge: Outer Rim (Int) | 1 | |||
| Knowledge: Underworld (Int) | 1 | |||
| Knowledge: Warfare (Int) | 0 | |||
| Knowledge: Xenology (Int) | 2 |
| Holdout Blaster |
RangeShort |
SkillRanged: Light |
|
| Stun Setting |
Damage5 |
Critical4 |
| Name | Rank | Book & Page | Description |
|---|---|---|---|
| Surgeon III | When making a Medicine check to help a character heal wounds, the target heals 3 additional wounds. | ||
| Master Doctor | Once per round, suffer 2 strain to decrease the difficulty of a Medicine check by 1. | ||
| Natural Doctor | Once per session, may reroll any 1 Medicine check. | ||
| Dodge | When targeted by combat check, may perform a Dodge incidental to suffer 2 strain, then upgrade the difficulty of the check twice. | ||
| Bacta Specialist | Patients regain 2 additional wounds when they recover wounds from bacta tanks or long term care. | ||
| Stimpack Specialization | Stimpacks heal 3 additional wounds. | ||
| 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 Hard Medicine check to stop the ally from gaining the Critical Injury. |