Edge of the Empire
| Threshold | 13 |
| Current | 0 |
| Threshold | 15 |
| Current | 0 |
| Ranged | 0 |
| Melee | 0 |
| Skill | Career? | Rank | Roll | Adj. |
|---|---|---|---|---|
| Astrogation (Int) | 0 | |||
| Athletics (Br) | 0 | |||
| Charm (Pr) | X | 2 | ||
| Coercion (Will) | X | 1 | ||
| Computers (Int) | 0 | |||
| Cool (Pr) | 0 | |||
| Coordination (Ag) | 0 | |||
| Deception (Cun) | X | 1 | ||
| Discipline (Will) | 2 | |||
| Leadership (Pr) | X | 1 | ||
| Mechanics (Int) | 0 | |||
| Medicine (Int) | 0 | |||
| Negotiation (Pr) | X | 1 | ||
| Perception (Cun) | 1 | |||
| Piloting: Planetary (Ag) | 0 | |||
| Piloting: Space (Ag) | 0 | |||
| Resilience (Br) | 0 | |||
| Skulduggery (Cun) | 0 | |||
| Stealth (Ag) | 0 | |||
| Streetwise (Cun) | X | 2 | ||
| Survival (Cun) | 0 | |||
| Vigilance (Will) | X | 2 | ||
| Brawl (Br) | 0 | |||
| Gunnery (Ag) | 0 | |||
| Lightsaber (Br) | 0 | |||
| Melee (Br) | 0 | |||
| Ranged: Light (Ag) | X | 2 | ||
| Ranged: Heavy (Ag) | 0 | |||
| Knowledge: Core Worlds (Int) | X | 0 | ||
| Knowledge: Education (Int) | X | 1 | ||
| Knowledge: Lore (Int) | X | 0 | ||
| Knowledge: Outer Rim (Int) | 0 | |||
| Knowledge: Underworld (Int) | X | 1 | ||
| Knowledge: Warfare (Int) | 0 | |||
| Knowledge: Xenology (Int) | 0 |
| Name | Rank | Book & Page | Description |
|---|---|---|---|
| Toughened | 1 | Colonist, pg 29 | Gains + 2 Wound Threshold |
| Street Smarts | 1 | Colonist, pg 29 | Remove one setback per rank of Street Smarts from Streetwise or Knowledge (Underworld ) checks |
| Grit | 1 | Colonist, pg 29 | Gain +1 Strain Threshold |
| Hard Headed | 1 | Colonist, pg 29 | When staggered or disoriented, perform the Hard Headed Action: making a daunting Discipline check to remove the effect. Difficulty reduced per rank of Hard Headed |
| Bad Cop | 1 | Colonist, pg 29 | May spend Advantage from a Deception or Coercion check to upgrade ability of a single ally's subsequent Social Interaction check against the target a number of times equal to ranks in Bad Cop. |
| Good Cop | 1 | Colonist, pg 29 | May spend Advantage from a Charm or Negotiation check to upgrade ability of a single ally's subsequent Social Interaction check against the target a number of times equal to ranks in GoodCop. |
| Quick Draw | 1 | Colonist, pg 29 | Once per round draw, or holster, a weapon or accessible item as an incidental |
| Durable | 1 | Colonist, pg 29 | May reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1 |