TEXT: DEADLY ACCURACY
  When acquired, choose 1 
  combat skill. Add damage 
  equal to ranks in that skill 
  to one hit of a successful 
  attack with that skill.
  COST 25
  QUICK STRIKE
  Add b  per rank of Quick 
  Strike to combat checks 
  against targets that 
  have not acted yet this 
  encounter.
  COST 10
  LETHAL BLOWS
  Add +10 per rank of  
  Lethal Blows to any  
  Critical Injury result 
  inflicted on opponents.
  COST 5
  LETHAL BLOWS
  Add +10 per rank of  
  Lethal Blows to any  
  Critical Injury result 
  inflicted on opponents.
  COST 15
  LETHAL BLOWS
  Add +10 per rank of  
  Lethal Blows to any  
  Critical Injury result 
  inflicted on opponents.
  COST 20
  MASTER OF 
  SHADOWS
  Once per round, suffer 
  2 strain to decrease 
  difficulty of next Stealth or 
  Skulduggery check by 1.
  COST 25
  TARGETED BLOW
  After making a successful 
  attack, may spend 1 
  Destiny Point to add Agility 
  in damage to one hit.
  COST 15
  COST 15
  COST 20
  COST 5
  PRECISE AIM
  Once per round, may 
  perform a Precise Aim 
  maneuver. Suffer strain 
  up to ranks in Precise Aim 
  and reduce target’s Melee 
  and Ranged Defense by 
  that number.
  COST 10
  PRECISE AIM
  Once per round, may 
  perform a Precise Aim 
  maneuver. Suffer strain 
  up to ranks in Precise Aim 
  and reduce target’s Melee 
  and Ranged Defense by 
  that number.
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  COST 25
  STALKER
  Add b  per rank of 
  Stalker to all Stealth and 
  Coordination checks.
  COST 5
  STALKER
  Add b  per rank of 
  Stalker to all Stealth and 
  Coordination checks.
  COST 15
  STALKER
  Add b  per rank of 
  Stalker to all Stealth and 
  Coordination checks.
  COST 20
  GRIT
  Gain +1 strain threshold.
  COST 5
  QUICK DRAW
  Once per round, draw or 
  holster a weapon or item 
  as an incidental.
  COST 10
  JUMP UP
  Once per round, may stand 
  from seated or prone as 
  an incidental.
  COST 10
  COST 20
  DODGE
  When targeted in combat, 
  may perform a Dodge 
  incidental. Suffer strain 
  no greater than ranks 
  in Dodge to upgrade the 
  difficulty of the attack by 
  that number.
  DODGE
  When targeted in combat, 
  may perform a Dodge 
  incidental. Suffer strain 
  no greater than ranks 
  in Dodge to upgrade the 
  difficulty of the attack by 
  that number.
  ANATOMY LESSONS
  After making a successful 
  attack, may spend 1 
  Destiny Point to add 
  damage equal to Intellect 
  to one hit.
  SNIPER SHOT
  Before making a non-
  thrown ranged attack, as 
  a maneuver increase the 
  weapon’s range by up to 
  1 band per rank. Upgrade 
  the attack’s difficulty by 1 
  per range increase.
  BOUNTY HUNTER
  ASSASSIN
  Assassin Bonus Career Skills: Melee, Ranged (Heavy), Skulduggery, Stealth
  Active
  Passive
  Ranked
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  EDGE OF THE EMPIRE  •  VERSION 7  •  2015-02
  
  TINKERER
  May add 1 additional hard 
  point to a number of items 
  equal to ranks in Tinkerer. 
  Each item may only be 
  modified once.
  STUNNING BLOW
  When making Melee 
  checks, may inflict damage 
  as strain instead of 
  wounds. This does not 
  ignore soak.
  SPARE CLIP
  Cannot run out of ammo 
  due to y. Items with 
  Limited Ammo quality run 
  out of ammo as normal.
  JURY RIGGED
  Choose 1 weapon, armor, 
  or other item and give it a 
  permanent improvement 
  while it remains in use.
  JURY RIGGED
  Choose 1 weapon, armor, 
  or other item and give it a 
  permanent improvement 
  while it remains in use.
  NATURAL ENFORCER
  Once per session, may 
  re-roll any 1 Coercion or 
  Streetwise check.
  ARMOR MASTER
  When wearing armor, inc-
  rease total soak value by 1.
  IMPROVED 
  STUNNING BLOW
  When dealing strain 
  damage with Melee or 
  Brawl checks, may spend 
  x to stagger target for 1 
  round per x.
  IMPROVED 
  ARMOR MASTER
  When wearing armor with 
  a soak value of 2 or higher, 
  increase defense by 1.
  CRIPPLING BLOW
  Increase the difficulty of 
  next combat check by 1. If 
  check deals damage, target 
  suffers 1 strain whenever 
  he moves for the remainder 
  of the encounter.
  TOUGHENED
  Gain +2 wound threshold.
  TOUGHENED
  Gain +2 wound threshold.
  INTIMIDATING
  May suffer a number 
  of strain up to ranks in 
  Intimidating to downgrade 
  difficulty of Coercion 
  checks or upgrade difficulty 
  when targeted by Coercion 
  checks by an equal number. 
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  DEFENSIVE STANCE
  Once per round, as a man- 
  euver suffer a number of  
  strain up to ranks in Defen-
  sive Stance to upgrade 
  difficulty of all incoming 
  melee attacks by an equal 
  number for the next round.
  BRACE
  Perform the Brace man- 
  euver to remove b 
  per rank of Brace from 
  your next Action. This 
  may only remove b 
  added by environmental 
  circumstances.
  POINT BLANK
  Add 1 damage per rank 
  of Point Blank to damage 
  of one hit of successful 
  Ranged (Heavy) or (Light) 
  attacks made while at 
  short range or engaged.
  DISORIENT
  After hitting with a combat 
  check, may spend aa 
  to disorient target for a 
  number of rounds equal to 
  ranks in Disorient.
  DEADLY ACCURACY
  When acquired, choose 1 
  combat skill. Add damage 
  equal to ranks in that skill 
  to one hit of a successful 
  attack made using that skill.
  INTIMIDATING
  May suffer a number 
  of strain up to ranks in 
  Intimidating to downgrade 
  difficulty of Coercion 
  checks or upgrade difficulty 
  when targeted by Coercion 
  checks by an equal number. 
  BOUNTY HUNTER
  GADGETEER
  Gadgeteer Bonus Career Skills: Brawl, Coercion, Mechanics, Ranged (Light)
  Active
  Passive
  Ranked
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  EDGE OF THE EMPIRE  •  VERSION 7  •  2015-02
  
  TOUGHENED
  Gain +2 wound threshold.
  TOUGHENED
  Gain +2 wound threshold.
  NATURAL  
  OUTDOORSMAN
  Once per session, may 
  re-roll any 1 Resilience or 
  Survival check.
  HUNTER
  Add b  per rank of 
  Hunter to all checks when 
  interacting with beasts or 
  animals (including combat). 
  Add +10 to Critical Injury 
  results against beasts or 
  animals per rank of Hunter.
  HUNTER
  Add b  per rank of 
  Hunter to all checks when 
  interacting with beasts or 
  animals (including combat). 
  Add +10 to Critical Injury 
  results against beasts or 
  animals per rank of Hunter.
  SOFT SPOT
  After making a successful 
  attack, may spend 1 
  Destiny Point to add 
  damage equal to Cunning 
  to one hit.
  BLOODED
  Add b per rank of Blooded 
  to all checks to resist or 
  recover from poisons, 
  venoms, or toxins. Reduce 
  duration of ongoing poisons 
  by one round per rank of 
  Blooded to a minimum of 1.
  ENDURING
  Gain +1 soak value.
  GRIT
  Gain +1 strain threshold.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  STALKER
  Add b per rank of 
  Stalker to all Stealth and 
  Coordination checks.
  STALKER
  Add b  per rank of 
  Stalker to all Stealth and 
  Coordination checks.
  FORAGER
  Remove up to bb  from 
  skill checks to find food, 
  water, or shelter. Survival 
  checks to forage take half 
  the time.
  EXPERT TRACKER
  Remove b per rank of 
  Expert Tracker from checks 
  to find tracks or track 
  targets. Decrease time to 
  track a target by half.
  EXPERT TRACKER
  Remove b per rank of 
  Expert Tracker from checks 
  to find tracks or track 
  targets. Decrease time to 
  track a target by half.
  EXPERT TRACKER
  Remove b per rank of 
  Expert Tracker from checks 
  to find tracks or track 
  targets. Decrease time to 
  track a target by half.
  OUTDOORSMAN
  Remove b  per rank of 
  Outdoorsman from checks 
  to move through terrain 
  or manage environmental 
  effects. Decrease overland 
  travel times by half.
  OUTDOORSMAN
  Remove b per rank of 
  Outdoorsman from checks 
  to move through terrain 
  or manage environmental 
  effects. Decrease overland 
  travel times by half.
  SWIFT
  Do not suffer usual 
  penalties for moving 
  through difficult terrain.
  HEROIC FORTITUDE
  May spend 1 Destiny Point 
  to ignore effects of Critical 
  Injuries on Brawn or Agility 
  checks until the end of the 
  encounter.
  BOUNTY HUNTER
  SURVIVALIST
  Spec Bonus Career Skills: Knowledge (Xenology), Perception, Resilience, Survival
  Active
  Passive
  Ranked
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  EDGE OF THE EMPIRE  •  VERSION 7  •  2015-02
  
  INSIGHTFUL REVELATION BASE ABILITY
  Once per game session, the character may perform an Insightful Revelation action and spend 2 Destiny Points to make a ddd 
  Knowledge (Education) check. If he succeeds, he learns some valuable information that he did not previously possess pertaining to 
  his current situation. What he learns is up to the GM, but it must be valuable to the player overcoming his immediate encounter or 
  situation, and the information cannot be obtainable by any other immediately available means.
  UNMATCHED EXPERTISE BASE ABILITY
  Once per game session as an action, the character may spend two Destiny Points to reduce the difficulty of all career skill checks he 
  makes by one to a minimum of d  for the remainder of the encounter.
  REDUCE SETBACK
  Remove b from skill 
  check to activate Insightful 
  Revelation.
  REDUCE SETBACK
  Remove b from career 
  skill checks made while 
  Unmatched Expertise is 
  activated.
  ADD BOOST
  Add b  to skill check to ac-
  tivate Insightful Revelation.
  REDUCE DIFFICULTY
  Reduce the difficulty of 
  career skill checks by 2 
  instead of 1.
  DESTINY
  Insightful Revelation costs 
  1 Destiny Point instead 
  of 2.
  ACTIVATION
  Activate Unmatched Exper-
  tise as a maneuver instead 
  of an action.
  REDUCE SETBACK
  Remove b  from skill 
  check to activate Insightful 
  Revelation.
  SUPERIOR REDUCTION
  Once per session while 
  ability is activated, may 
  reduce the difficulty of one 
  non-career skill.
  REDUCE DIFFICULTY
  Reduce the difficulty of the 
  skill check to activate In-
  sightful Revelation to dd.
  ACTIVATION
  Activate Unmatched Exper-
  tise as an incidental that 
  can be triggered out of 
  turn instead of a maneuver.
  INCREASE EFFECT
  If the check is successful, 
  the character may spend 
  x to gain another piece of 
  equally useful information..
  DESTINY
  Unmatched Expertise 
  costs 1 Destiny Point to 
  activate instead of 2.
  ADDITIONAL SKILLS
  When making the Insight-
  ful Revelation action, the 
  character may use any 
  Knowledge skill.
  REDUCE SETBACK
  Remove b  from career 
  skill checks made while 
  Unmatched Expertise is 
  activated.
  DURATION
  The character may per-
  form the Insightful Revela-
  tion action one additional 
  time per session..
  REDUCE DIFFICULTY
  The minimum difficulty 
  of all career skill checks 
  is reduced to Simple (–) 
  instead of d.
  COST 30
  COST 30
  COST 10
  COST 10
  COST 10
  COST 10
  COST 10
  COST 10
  COST 10
  COST 10
  COST 15
  COST 15
  COST 15
  COST 15
  COST 15
  COST 15
  COST 15
  COST 15
  CAREER
  COLONIST
  Career Skills:  Charm, Deception, Knowledge (Core Worlds), Knowledge (Education), Knowledge (Lore), 
  Leadership, Negotiation, Streetwise
  Base Ability
  Upgrade
  Ranked
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  EDGE OF THE EMPIRE  •  VERSION 7  •  2015-02
  
  STIM APPLICATION
  Take the Stim Application 
  action; make a dd 
  Medicine check. If success- 
  ful, 1 engaged ally increa-
  ses 1 characteristic by 
  1 for the encounter and 
  suffers 4 strain. 
  IMPROVED STIM 
  APPLICATION
  When performing a Stim 
  Application action, may 
  increase the difficulty to 
  ddd, and target only 
  suffers 1 strain.
  PRESSURE POINT
  When making a Brawl 
  check against an opponent, 
  instead of dealing damage, 
  may deal equivalent strain 
  plus additional strain 
  equal to ranks in Medicine 
  (ignoring soak).
  SURGEON
  When making a Medicine 
  check to help a character 
  heal wounds, the target 
  heals 1 additional wound 
  per rank of Surgeon.
  SURGEON
  When making a Medicine 
  check to help a character 
  heal wounds, the target 
  heals 1 additional wound 
  per rank of Surgeon.
  SURGEON
  When making a Medicine 
  check to help a character 
  heal wounds, the target 
  heals 1 additional wound 
  per rank of Surgeon.
  BACTA SPECIALIST
  Patients recover 1 addi-
  tional wound per rank of 
  Bacta Specialist when they 
  recover wounds from bacta 
  tanks or long term care.
  BACTA SPECIALIST
  Patients recover 1 addi-
  tional wound per rank of 
  Bacta Specialist when they 
  recover wounds from bacta 
  tanks or long term care.
  NATURAL DOCTOR
  Once per session, may re-
  roll any 1 Medicine check.
  TOUGHENED
  Gain +2 wound threshold.
  ANATOMY LESSONS
  After making a successful 
  attack, may spend 1 
  Destiny Point to add 
  damage equal to Intellect 
  to one hit.
  SUPREME STIM 
  APPLICATION
  When performing the Stim 
  Application action, spend 
  x to increase an additional 
  Characteristic by 1.
  MASTER DOCTOR
  Once per round, suffer 
  2 strain to decrease the 
  difficulty of a Medicine 
  check by 1.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  RESOLVE
  When a character 
  involuntarily suffers strain, 
  he suffers 1 less strain per 
  rank of Resolve, minimum 1. 
  RESOLVE
  When a character 
  involuntarily suffers strain, 
  he suffers 1 less strain per 
  rank of Resolve, minimum 1. 
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  DODGE
  When targeted in combat, 
  may perform a Dodge 
  incidental. Suffer strain 
  no greater than ranks 
  in Dodge to upgrade the 
  difficulty of the attack by 
  that number.
  COLONIST
  DOCTOR
  Spec Bonus Career Skills: Cool, Knowledge (Education), Medicine, Resilience
  Active
  Passive
  Ranked
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  EDGE OF THE EMPIRE  •  VERSION 7  •  2015-02
  
  IMPROVED 
  INSPIRING RHETORIC
  Each ally affected by 
  Inspiring Rhetoric gains 
  b  on all skill checks for a 
  number of rounds equal to 
  ranks in Leadership.
  IMPROVED 
  SCATHING TIRADE
  Each enemy affected by 
  Scathing Tirade suffers 
  b  on all skill checks for a 
  number of rounds equal to 
  ranks in Coercion.
  WELL ROUNDED
  Choose any 2 skills. They 
  permanently become 
  career skills.
  INSPIRING RHETORIC
  Take an Inspiring Rhetoric 
  action; make a dd 
  Leadership check. One ally 
  for each s, in short range, 
  recovers 1 strain. Spend 
  a for 1 affected ally to 
  recover 1 additional strain.
  SCATHING TIRADE
  Take a Scathing Tirade 
  action; make a dd 
  Coercion check. One enemy 
  for each s, in short range, 
  suffers 1 strain. Spend a 
  for 1 affected enemy to 
  suffer 1 additional strain.
  SUPREME  
  INSPIRING RHETORIC
  Suffer 1 strain to perform 
  Inspiring Rhetoric as a 
  maneuver, not an action.
  SUPREME 
  SCATHING TIRADE
  Suffer 1 strain to perform 
  Scathing Tirade as a 
  maneuver, not an action.
  STEELY NERVES
  Spend 1 Destiny Point to 
  ignore effects of Critical 
  Injuries on Willpower or 
  Presence checks until the 
  end of the encounter.
  NATURAL CHARMER
  Once per session, may 
  re-roll any 1 Charm or 
  Deception check.
  INTENSE PRESENCE
  Spend 1 Destiny Point to 
  recover strain equal to 
  Presence rating.
  KILL WITH KINDNESS
  Remove b per rank of 
  Kill with Kindness from 
  all Charm and Leadership 
  checks.
  KILL WITH KINDNESS
  Remove b  per rank of 
  Kill with Kindness from 
  all Charm and Leadership 
  checks.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  PLAUSIBLE 
  DENIABILITY
  Remove b  per rank of 
  Plausible Deniability from 
  all Coercion and Deception 
  checks.
  PLAUSIBLE 
  DENIABILITY
  Remove b  per rank of 
  Plausible Deniability from 
  all Coercion and Deception 
  checks.
  TOUGHENED
  Gain +2 wound threshold.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  DODGE
  When targeted in combat, 
  may perform a Dodge 
  incidental. Suffer strain 
  no greater than ranks 
  in Dodge to upgrade the 
  difficulty of the attack by 
  that number.
  NOBODY’S FOOL
  May upgrade difficulty of 
  incoming Charm, Coercion, 
  or Deception checks once 
  per rank of Nobody’s Fool.
  COLONIST
  POLITICO
  Spec Bonus Career Skills: Charm, Coercion, Deception, Knowledge (Core Worlds)
  Active
  Passive
  Ranked
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  EDGE OF THE EMPIRE  •  VERSION 7  •  2015-02
  
  CODEBREAKER
  Remove b per rank in 
  Codebreaker from checks 
  to break codes or decrypt 
  communications. Decrease 
  difficulty of checks to 
  break codes or decrypt 
  communications by 1.
  KNOWLEDGE 
  SPECIALIZATION
  When acquired, choose 
  1 Knowledge skill. When 
  making that skill check, 
  may spend x result to 
  gain s equal to ranks in 
  Knowledge Specialization.
  KNOWLEDGE 
  SPECIALIZATION
  When acquired, choose 
  1 Knowledge skill. When 
  making that skill check, 
  may spend x result to 
  gain s equal to ranks in 
  Knowledge Specialization.
  NATURAL SCHOLAR
  Once per session, may 
  re-roll any 1 Knowledge 
  skill check.
  RESEARCHER
  Remove b per rank 
  of Researcher from 
  all Knowledge checks. 
  Researching a subject 
  takes half the time.
  INTENSE FOCUS
  Perform an Intense Focus 
  maneuver; suffer 1 strain 
  and upgrade the ability of 
  the next skill check once.
  CONFIDENCE
  May decrease difficulty 
  of Discipline checks to 
  avoid fear by 1 per rank of 
  Confidence. 
  STROKE OF GENIUS
  Once per session, make 
  one skill check using 
  Intellect rather than the 
  characteristic linked to 
  that skill.
  MENTAL FORTRESS
  Spend 1 Destiny Point to 
  ignore effects of Critical 
  Injuries on Intellect or 
  Cunning checks until end of 
  encounter.
  TOUGHENED
  Gain +2 wound threshold.
  RESPECTED SCHOLAR
  May downgrade difficulty 
  of checks to interact with 
  institutes of learning 
  by one level per rank of 
  Respected Scholar.
  RESPECTED SCHOLAR
  May downgrade difficulty 
  of checks to interact with 
  institutes of learning 
  by one level per rank of 
  Respected Scholar.
  SPEAKS BINARY
  When directing NPC 
  droids, may grant them b 
  per rank of Speaks Binary 
  on checks.
  GRIT
  Gain +1 strain threshold.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  BRACE
  Perform the Brace man- 
  euver to remove b 
  per rank of Brace from 
  your next Action. This 
  may only remove b 
  added by environmental 
  circumstances.
  RESOLVE
  When a character 
  involuntarily suffers strain, 
  he suffers 1 less strain per 
  rank of Resolve, minimum 1. 
  RESOLVE
  When a character 
  involuntarily suffers strain, 
  he suffers 1 less strain per 
  rank of Resolve, minimum 1. 
  RESEARCHER
  Remove b  per rank 
  of Researcher from 
  all Knowledge checks. 
  Researching a subject 
  takes half the time.
  WELL ROUNDED
  Choose any 2 skills. They 
  permanently become 
  career skills.
  COLONIST
  SCHOLAR
  Spec Bonus Career Skills: Knowledge (Outer Rim), Knowledge (Underworld), Knowledge (Xenology), Perception
  Active
  Passive
  Ranked
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  EDGE OF THE EMPIRE  •  VERSION 7  •  2015-02
  
  THROWING CREDITS
  At the beginning of a 
  session, spend 100 
  credits to ignore the strain 
  threshold penalty due to a 
  triggered Obligation.
  TOUGHENED
  Gain +2 wound threshold.
  NATURAL MERCHANT
  Once per session, may 
  re-roll any 1 Streetwise or 
  Negotiation check.
  SOUND 
  INVESTMENTS
  At the start of each 
  session, gain 100 credits 
  for each rank of Sound 
  Investments.
  SOUND 
  INVESTMENTS
  At the start of each 
  session, gain 100 credits 
  for each rank of Sound 
  Investments.
  SOUND 
  INVESTMENTS
  At the start of each 
  session, gain 100 credits 
  for each rank of Sound 
  Investments.
  SOUND 
  INVESTMENTS
  At the start of each 
  session, gain 100 credits 
  for each rank of Sound 
  Investments.
  SOUND 
  INVESTMENTS
  At the start of each 
  session, gain 100 credits 
  for each rank of Sound 
  Investments.
  GRIT
  Gain +1 strain threshold.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  MASTER MERCHANT
  When buying/selling goods, 
  or paying off/taking more 
  Obligation, suffer 2 strain 
  to buy for 25% less, sell for 
  25% more, pay off 1 more 
  Obligation, or take 1 less.
  KNOW SOMEBODY
  Once per session, when 
  attempting to purchase 
  a legally available item, 
  reduce its rarity by 1 per 
  rank of Know Somebody.
  WHEEL AND DEAL
  When selling goods legally, 
  gain 10% more credits per 
  rank of Wheel and Deal.
  WHEEL AND DEAL
  When selling goods legally, 
  gain 10% more credits per 
  rank of Wheel and Deal.
  PLAUSIBLE 
  DENIABILITY
  Remove b  per rank of 
  Plausible Deniability from 
  all Coercion and Deception 
  checks.
  RAPID RECOVERY
  When healing strain after 
  an encounter, heal 1 
  additional strain per rank 
  of Rapid Recovery.
  RAPID RECOVERY
  When healing strain after 
  an encounter, heal 1 
  additional strain per rank 
  of Rapid Recovery.
  INTENSE FOCUS
  Perform an Intense Focus 
  maneuver; suffer 1 strain 
  and upgrade the ability of 
  the next skill check once.
  BOUGHT INFO
  Instead of making a 
  Knowledge check, may take 
  a Bought Info action; spend 
  credits equal to 50 times 
  the difficulty of the check 
  to pass with one s.
  GREASED PALMS
  Before making a social 
  check, may spend up to 50 
  credits per rank of Greased 
  Palms to upgrade the ability 
  of the check once for every 
  50 credits spent.
  COLONIST
  ENTREPRENEUR
  Spec Bonus Career Skills: Discipline, Knowledge (Education), Knowledge (Underworld), Negotiation
  Active
  Passive
  Ranked
  Find more handouts at BeggingForXP.com
  EDGE OF THE EMPIRE  •  VERSION 7  •  2015-02
  
  GOOD COP
  Spend aa from a Charm 
  or Negotiation check to 
  upgrade ability of an ally’s 
  subsequent social check 
  against the same target a 
  number of times equal to 
  ranks in Good Cop.
  GOOD COP
  Spend aa from a Charm 
  or Negotiation check to 
  upgrade ability of an ally’s 
  subsequent social check 
  against the same target a 
  number of times equal to 
  ranks in Good Cop.
  BAD COP
  Spend aa from a 
  Deception or Coercion 
  check to upgrade ability of 
  an ally’s subsequent social 
  check against the same 
  target a number of times 
  equal to ranks in Bad Cop
  BAD COP
  Spend aa from a 
  Deception or Coercion 
  check to upgrade ability of 
  an ally’s subsequent social 
  check against the same 
  target a number of times 
  equal to ranks in Bad Cop
  UNRELENTING SKEPTIC
  When targeted by a 
  Deception check, the 
  character automatically 
  adds f to the check equal 
  to ranks in Vigilance.
  IMPROVED  
  UNRELENTING SKEPTIC
  When targeted by a 
  Deception check that fails, 
  may spend 1 Destiny Point 
  to add y to results.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  TOUGHENED
  Gain +2 wound threshold.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  NATURAL MARKSMAN
  Once per session, may re-
  roll any 1 Ranged (Light) or 
  Ranged (Heavy) check. 
  HARD HEADED
  When staggered or disor-
   iented, perform the Hard 
  Headed action to make a 
  dddd  Discipline check 
  to remove the status. 
  Difficulty reduced by 1  
  per rank.
  HARD HEADED
  When staggered or disor-
   iented, perform the Hard 
  Headed action to make a 
  dddd  Discipline check 
  to remove the status. 
  Difficulty reduced by 1  
  per rank.
  STREET SMARTS
  Remove b  per rank 
  of Street Smarts from 
  Streetwise or Knowledge 
  (Underworld) checks. 
  QUICK DRAW
  Once per round, draw or 
  holster a weapon or item 
  as an incidental.
  DURABLE
  May reduce any Critical 
  Injury suffered by 10 
  per rank of Durable to a 
  minimum of 1.
  DURABLE
  May reduce any Critical 
  Injury suffered by 10 
  per rank of Durable to a 
  minimum of 1.
  POINT BLANK
  Add 1 damage per rank 
  of Point Blank to damage 
  of one hit of successful 
  Ranged (Heavy) or (Light) 
  attacks made while at 
  short range or engaged.
  POINT BLANK
  Add 1 damage per rank 
  of Point Blank to damage 
  of one hit of successful 
  Ranged (Heavy) or (Light) 
  attacks made while at 
  short range or engaged.
  IMPROVED  
  HARD HEADED
  When incapacitated due to 
  strain exceeding threshold, 
  take a ddddd  Disc-
  ipline check (–d  per rank 
  of Hard Headed) to reduce 
  strain to 1 below threshold.
  COLONIST
  MARSHAL
  Spec Bonus Career Skills: Coercion, Knowledge (Underworld), Ranged (Light), Vigilance
  Active
  Passive
  Ranked
  Find more handouts at BeggingForXP.com
  EDGE OF THE EMPIRE  •  VERSION 7  •  2015-02
  
  INTENSE PRESENCE
  Spend 1 Destiny Point to 
  recover strain equal to 
  Presence rating.
  NATURAL ATHLETE
  Once per session, may 
  re-roll any 1 Athletics or 
  Coordination check.
  CONGENIAL
  As an incidental, suffer 
  strain up to ranks in 
  Congenial to downgrade 
  difficulty when making or 
  upgrade difficulty when 
  targeted by a Charm or 
  Negotiation check. 
  IMPROVED  
  DISTRACTING 
  BEHAVIOR
  The Distracting Behavior 
  maneuver inflicts tt on 
  NPC’s checks when NPCs 
  target character’s allies.
  GRIT
  Gain +1 strain threshold.
  TOUGHENED
  Gain +2 wound threshold.
  BIGGEST FAN
  Once per session, may take 
  a Biggest Fan action; make 
  a ddd  Charm check 
  to turn one NPC into the 
  character’s biggest fan.
  COORDINATION 
  DODGE
  When targeted by a 
  combat check, may 
  spend 1 Destiny Point to 
  add f equal to ranks in 
  Coordination to check.
  DECEPTIVE TAUNT
  Once per session, may 
  make Deceptive Taunt 
  action; make opposed 
  Deception check to force 
  one adversary to attack 
  the character on the 
  adversary’s next turn.
  DISTRACTING  
  BEHAVIOR
  As a maneuver, suffer strain 
  up to ranks in Cunning. Until 
  start of next turn, equal 
  number of engaged NPCs 
  suffer t on checks. Ranks 
  increase range.
  DISTRACTING  
  BEHAVIOR
  As a maneuver, suffer strain 
  up to ranks in Cunning. Until 
  start of next turn, equal 
  number of engaged NPCs 
  suffer t on checks. Ranks 
  increase range.
  DISTRACTING  
  BEHAVIOR
  As a maneuver, suffer strain 
  up to ranks in Cunning. Until 
  start of next turn, equal 
  number of engaged NPCs 
  suffer t on checks. Ranks 
  increase range.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  CONVINCING 
  DEMEANOR
  Remove b  per rank of 
  Convincing Demeanor  
  from Deception or 
  Skulduggery checks. 
  SMOOTH TALKER
  When first acquired, 
  choose Charm, Coercion, 
  Deception, or Negotiation. 
  When making checks with 
  that skill, spend x to 
  gain additional s equal to 
  ranks in Smooth Talker.
  SMOOTH TALKER
  When first acquired, 
  choose Charm, Coercion, 
  Deception, or Negotiation. 
  When making checks with 
  that skill, spend x to 
  gain additional s equal to 
  ranks in Smooth Talker.
  KILL WITH KINDNESS
  Remove b  per rank of 
  Kill with Kindness from 
  all Charm and Leadership 
  checks.
  DODGE
  When targeted in combat, 
  may perform a Dodge 
  incidental. Suffer strain 
  no greater than ranks 
  in Dodge to upgrade the 
  difficulty of the attack by 
  that number.
  JUMP UP
  Once per round, may stand 
  from seated or prone as 
  an incidental.
  SECOND WIND
  Once per encounter, may 
  use Second Wind incidental 
  to heal strain equal to 
  ranks in Second Wind.
  COLONIST
  PERFORMER
  Spec Bonus Career Skills: Charm, Coordination, Deception, Melee
  Active
  Passive
  Ranked
  Find more handouts at BeggingForXP.com
  EDGE OF THE EMPIRE  •  VERSION 7  •  2015-02
  
  SUDDEN DISCOVERY BASE ABILITY
  Once per game session, the character may spend 2 Destiny Points to make a ddd  Knowledge (Outer Rim) or Knowledge (Core 
  Worlds) check. If he succeeds, the character can pinpoint his exact location without a map or other guide, discover a lost or hidden 
  item or location, or identify a safe and fast path through any terrain. The exact nature of what the character is trying to accomplish, 
  as well as the end results, must be approved by the GM.
  UNMATCHED MOBILITY BASE ABILITY
  Once per game session as an incidental, the character may spend 2 Destiny Points to increase the number of maneuvers he is al-
  lowed to perform in a turn to three for the next two rounds. This third maneuver may be gained through any of the means a second 
  maneuver is normally gained.
  ADD BOOST
  Add b  to skill check to 
  activate Sudden Discovery.
  DURATION
  Unmatched Mobility lasts 
  for one additional round.
  DURATION
  Unmatched Mobility lasts 
  for one additional round.
  DURATION
  Unmatched Mobility lasts 
  for one additional round.
  ADD BOOST
  Add b  to skill check to 
  activate Sudden Discovery.
  REDUCE SETBACK
  Remove b  from skill 
  check to activate Sudden  
  Discovery.
  FREE MANEUVER
  Gain one additional free 
  maneuver while base ability 
  is active. This does not in-
  crease per turn maneuvers.
  FREE MANEUVER
  Gain one additional free 
  maneuver while base ability 
  is active. This does not in-
  crease per turn maneuvers.
  REDUCE DIFFICULTY
  Reduce the difficulty of the 
  skill check to activate Sud-
  den Discovery to dd.
  REDUCE SETBACK
  Remove b  from skill 
  check to activate Sudden  
  Discovery.
  FREQUENCY
  Sudden Discovery may 
  be used twice per game 
  session.
  DESTINY
  Unmatched Mobility costs 1 
  Destiny Point instead of 2.
  CHANGE SKILL
  Sudden Discovery can be 
  activated with the Astroga-
  tion or Survival skills.
  MELEE DEFENSE
  Gain +1 melee defense 
  while Unmatched Mobility 
  is active.
  DESTINY
  Sudden Discovery costs 1 
  Destiny Point instead of 2.
  RANGED DEFENSE
  Gain +1 ranged defense 
  while Unmatched Mobility 
  is active.
  COST 30
  COST 30
  COST 10
  COST 10
  COST 10
  COST 10
  COST 10
  COST 10
  COST 10
  COST 10
  COST 15
  COST 15
  COST 15
  COST 15
  COST 15
  COST 15
  COST 15
  COST 15
  CAREER
  EXPLORER
  Career Skills:  Astrogation, Cool, Knowledge (Lore), Knowledge (Outer Rim), Knowledge (Xenology), 
  Perception, Piloting (Space), Survival
  Base Ability
  Upgrade
  Ranked
  Find more handouts at BeggingForXP.com
  Find more handouts at BeggingForXP.com
  EDGE OF THE EMPIRE  •  VERSION 7  •  2015-02
  
  MASTER STARHOPPER
  Once per round, suffer 
  2 strain to decrease 
  the difficulty of next 
  Astrogation check by 1 to 
  a minimum of d.
  DEFENSIVE DRIVING
  Increase defense of vehicle 
  or starship being piloted 
  by 1 per rank of Defensive 
  Driving.
  DURABLE
  May reduce any Critical 
  Injury suffered by 10 
  per rank of Durable to a 
  minimum of 1.
  SKILLED JOCKEY
  Remove b per rank of 
  Skilled Jockey from all 
  Piloting (Planetary) and 
  Piloting (Space) checks.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  JUMP UP
  Once per round, may stand 
  from seated or prone as 
  an incidental.
  KNOCKDOWN
  After hitting with a melee 
  attack, may spend x to 
  knock the target prone.
  DODGE
  When targeted in combat, 
  may perform a Dodge 
  incidental. Suffer strain 
  no greater than ranks 
  in Dodge to upgrade the 
  difficulty of the attack by 
  that number.
  DODGE
  When targeted in combat, 
  may perform a Dodge 
  incidental. Suffer strain 
  no greater than ranks 
  in Dodge to upgrade the 
  difficulty of the attack by 
  that number.
  GALAXY MAPPER
  Remove b per rank 
  of Galaxy Mapper from 
  Astrogation checks. 
  Astrogation checks take 
  half normal time.
  GALAXY MAPPER
  Remove b  per rank 
  of Galaxy Mapper from 
  Astrogation checks. 
  Astrogation checks take 
  half normal time.
  STREET SMARTS
  Remove b  per rank 
  of Street Smarts from 
  Streetwise or Knowledge 
  (Underworld) checks. 
  STREET SMARTS
  Remove b  per rank 
  of Street Smarts from 
  Streetwise or Knowledge 
  (Underworld) checks. 
  RAPID RECOVERY
  When healing strain after 
  an encounter, heal 1 
  additional strain per rank 
  of Rapid Recovery.
  RAPID RECOVERY
  When healing strain after 
  an encounter, heal 1 
  additional strain per rank 
  of Rapid Recovery.
  RAPID RECOVERY
  When healing strain after 
  an encounter, heal 1 
  additional strain per rank 
  of Rapid Recovery.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  TOUGHENED
  Gain +2 wound threshold.
  TOUGHENED
  Gain +2 wound threshold.
  EXPLORER
  FRINGER
  Spec Bonus Career Skills: Astrogation, Coordination, Negotiation, Streetwise
  Active
  Passive
  Ranked
  Find more handouts at BeggingForXP.com
  EDGE OF THE EMPIRE  •  VERSION 7  •  2015-02
  
  NATURAL HUNTER
  Once per session, may 
  re-roll any 1 Perception or 
  Vigillance check.
  FAMILIAR SUNS
  Once per session, as a 
  maneuver make a ddd 
  Knowledge (Outer Rim) 
  or (Core Worlds) check 
  to reveal the current type 
  of environment and other 
  useful information.
  LET’S RIDE
  Once per round, may mount 
  or dismount a vehicle or 
  beast, or enter a cockpit 
  or weapon station on a 
  vehicle, as an incidental.
  DISORIENT
  After hitting with a combat 
  check, may spend aa 
  to disorient target for a 
  number of rounds equal to 
  ranks in Disorient.
  DISORIENT
  After hitting with a combat 
  check, may spend aa 
  to disorient target for a 
  number of rounds equal to 
  ranks in Disorient.
  UTILITY BELT
  Spend 1 Destiny Point 
  to perform a Utility Belt 
  incidental; produce a 
  previously undocumented 
  item or weapon (with 
  restrictions) from a tool 
  belt or a satchel.
  STALKER
  Add b  per rank of 
  Stalker to all Stealth and 
  Coordination checks.
  SHORTCUT
  During a chase, add b 
  per rank in Shortcut to any 
  checks made to catch or 
  escape an opponent.
  SHORTCUT
  During a chase, add b 
  per rank in Shortcut to any 
  checks made to catch or 
  escape an opponent.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  RAPID RECOVERY
  When healing strain after 
  an encounter, heal 1 
  additional strain per rank 
  of Rapid Recovery.
  RAPID RECOVERY
  When healing strain after 
  an encounter, heal 1 
  additional strain per rank 
  of Rapid Recovery.
  GRIT
  Gain +1 strain threshold.
  TOUGHENED
  Gain +2 wound threshold.
  GRIT
  Gain +1 strain threshold.
  STALKER
  Add b  per rank of 
  Stalker to all Stealth and 
  Coordination checks.
  FORAGER
  Remove up to bb  from 
  skill checks to find food, 
  water, or shelter. Survival 
  checks to forage take half 
  the time.
  HEIGHTENED 
  AWARENESS
  Allies within short range 
  add b  to Perception or 
  Vigilance checks. Engaged 
  allies add bb.
  QUICK STRIKE
  Add b per rank of Quick 
  Strike to combat checks 
  against targets that have 
  not acted yet this encounter.
  QUICK STRIKE
  Add b  per rank of Quick 
  Strike to combat checks 
  against targets that have 
  not acted yet this encounter.
  EXPLORER
  SCOUT
  Spec Bonus Career Skills: Athletics, Medicine, Piloting (Planetary), Survival
  Active
  Passive
  Ranked
  Find more handouts at BeggingForXP.com
  EDGE OF THE EMPIRE  •  VERSION 7  •  2015-02
  
  NOBODY’S FOOL
  May upgrade difficulty of 
  incoming Charm, Coercion, 
  or Deception checks once 
  per rank of Nobody’s Fool.
  NOBODY’S FOOL
  May upgrade difficulty of 
  incoming Charm, Coercion, 
  or Deception checks once 
  per rank of Nobody’s Fool.
  SPARE CLIP
  Cannot run out of ammo 
  due to y. Item with 
  Limited Ammo quality run 
  out of ammo as normal.
  STEELY NERVES
  Spend 1 Destiny Point to 
  ignore effects of Critical 
  Injuries on Willpower or 
  Presence checks until the 
  end of the encounter. 
  BLACK MARKET 
  CONTACTS
  When purchasing illegal 
  goods, may reduce rarity 
  by 1 per rank, increasing 
  cost by 50% of base cost 
  per reduction.
  BLACK MARKET 
  CONTACTS
  When purchasing illegal 
  goods, may reduce rarity 
  by 1 per rank, increasing 
  cost by 50% of base cost 
  per reduction.
  NATURAL NEGOTIATOR
  Once per session, may 
  re-roll any 1 Cool or 
  Negotiation check.
  MASTER MERCHANT
  When buying/selling goods, 
  or paying off/taking more 
  Obligation, suffer 2 strain 
  to buy for 25% less, sell for 
  25% more, pay off 1 more 
  Obligation, or take 1 less.
  KNOW SOMEBODY
  Once per session, when 
  attempting to purchase 
  a legally available item, 
  reduce its rarity by 1 per 
  rank of Know Somebody.
  KNOW SOMEBODY
  Once per session, when 
  attempting to purchase 
  a legally available item, 
  reduce its rarity by 1 per 
  rank of Know Somebody.
  KNOW SOMEBODY
  Once per session, when 
  attempting to purchase 
  a legally available item, 
  reduce its rarity by 1 per 
  rank of Know Somebody.
  CONVINCING 
  DEMEANOR
  Remove b  per rank of 
  Convincing Demeanor  
  from Deception or 
  Skulduggery checks. 
  WHEEL AND DEAL
  When selling goods legally, 
  gain 10% more credits per 
  rank of Wheel and Deal.
  WHEEL AND DEAL
  When selling goods legally, 
  gain 10% more credits per 
  rank of Wheel and Deal.
  WHEEL AND DEAL
  When selling goods legally, 
  gain 10% more credits per 
  rank of Wheel and Deal.
  SMOOTH TALKER
  When first acquired, 
  choose Charm, Coercion, 
  Deception, or Negotiation. 
  When making checks with 
  that skill, spend x to 
  gain additional s equal to 
  ranks in Smooth Talker.
  SMOOTH TALKER
  When first acquired, 
  choose Charm, Coercion, 
  Deception, or Negotiation. 
  When making checks with 
  that skill, spend x to 
  gain additional s equal to 
  ranks in Smooth Talker.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  GRIT
  Gain +1 strain threshold.
  TOUGHENED
  Gain +2 wound threshold.
  EXPLORER
  TRADER
  Spec Bonus Career Skills: Deception, Knowledge (Core Worlds), Knowledge (Underworld), Negotiation
  Active
  Passive
  Ranked
  Find more handouts at BeggingForXP.com
  EDGE OF THE EMPIRE  •  VERSION 7  •  2015-02
  
  STUNNING BLOW
  When making Melee 
  checks, may inflict damage 
  as strain instead of wounds. 
  This does not ignore soak.
  DURABLE
  May reduce any Critical 
  Injury suffered by 10 
  per rank of Durable to a 
  minimum of 1.
  PIN
  Take Pin action: make an 
  Opposed Athletics check 
  to immobilize an engaged 
  opponent until the end 
  of the character’s next 
  turn. Spend x to extend 
  duration one round.
  RESEARCHER
  Remove b per rank in 
  Researcher from all  
  Knowledge checks. 
  Researching a subject 
  takes half the time.
  RESPECTED SCHOLAR
  May downgrade difficulty 
  of checks to interact with 
  institutes of learning 
  by one level per rank of 
  Respected Scholar.
  RESOLVE
  When the character invol-
   untarily suffers strain, he 
  suffers 1 less strain per 
  rank or Resolve (min 1).
  GRIT
  Gain +1 strain threshold.
  HARD HEADED
  When staggered or disor-
   iented, perform the Hard 
  Headed action to make a 
  dddd  Discipline check 
  to remove the status. 
  Difficulty reduced by 1  
  per rank.
  WELL ROUNDED
  Choose any 2 skills. They 
  permanently become 
  career skills
  KNOCKDOWN
  After hitting with a melee 
  attack, may spend x to 
  knock the target prone.
  TOUGHENED
  Gain +2 wound threshold.
  ENDURING
  Gain +1 soak value.
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  GRIT
  Gain +1 strain threshold.
  KNOWLEDGE  
  SPECIALIZATION
  When acquired, choose 1 
  knowledge skill. May spend 
  x when rolling that skill to 
  gain s equal to ranks in 
  Knowledge Specialization.
  MUSEUM WORTHY
  Once per session, take 
  Museum Worthy action, 
  make ddd  Knowledge 
  (Educaiton) check to gain 
  information regarding a relic, 
  ruin, or piece of history.
  COST 15
  COST 10
  COST 20
  COST 25
  COST 5
  COST 15
  COST 10
  COST 20
  COST 25
  COST 5
  COST 15
  COST 10
  COST 20
  COST 25
  COST 5
  COST 15
  COST 10
  COST 20
  COST 25
  COST 5
  HARD HEADED
  When staggered or disor-
   iented, perform the Hard 
  Headed action to make a 
  dddd  Discipline check 
  to remove the status. 
  Difficulty reduced by 1  
  per rank.
  RESEARCHER
  Remove b  per rank in 
  Researcher from all  
  Knowledge checks. 
  Researching a subject 
  takes half the time.
  KNOWLEDGE  
  SPECIALIZATION
  When acquired, choose 1 
  knowledge skill. May spend 
  x when rolling that skill to 
  gain s equal to ranks in 
  Knowledge Specialization.
  RESPECTED SCHOLAR
  May downgrade difficulty 
  of checks to interact with 
  institutes of learning 
  by one level per rank of 
  Respected Scholar.
  EXPLORER
  ARCHAEOLOGIST
  Spec Bonus Career Skills: Athletics, Discipline, Knowledge (Education), Knowledge (Lore)
  Active
  Passive
  Ranked
  Find more handouts at BeggingForXP.com
  EDGE OF THE EMPIRE  •  VERSION 7  •  2015-02
  
  NATURAL HUNTER
  Once per session, may 
  re-roll any 1 Perception or 
  Vigilance check. 
  EXPERT TRACKER
  Remove b per rank of 
  Expert Tracker from checks 
  to find tracks or track 
  targets. Decrease time to 
  track a target by half.
  EXPERT TRACKER
  Remove b per rank of 
  Expert Tracker from checks 
  to find tracks or track 
  targets. Decrease time to 
  track a target by half.
  HEIGHTENED 
  AWARENESS
  Allies within short range 
  add b  to Perception or 
  Vigilance checks. Engaged 
  allies add bb.
  CONFIDENCE
  May decrease difficulty 
  of Discipline checks to 
  avoid fear by 1 per rank of 
  Confidence. 
  SWIFT
  Do not suffer usual 
  penalties for moving 
  through difficult terrain.
  HUNTER’S QUARRY
  Take Hunter’s Quarry 
  action; make a ddd 
  Survival check to upgrade 
  the ability of all attacks 
  made against a target at 
  long range until the end of 
  the character’s next turn.
  QUICK STRIKE
  Add b  per rank of Quick 
  Strike to combat checks 
  against targets that have 
  not acted yet this encounter.
  BRING IT DOWN
  Once per attack, spend 
  1 Destiny Point to add 
  damage to a single hit equal 
  to target’s Brawn value.
  IMPROVED  
  HUNTER’S QUARRY
  Suffer 2 strain to perform 
  Hunter’s Quarry action as 
  a maneuver.
  SUPERIOR REFLEXES
  Gain +1 melee defence.
  FORAGER
  Remove up to bb  from 
  skill checks to find food, 
  water, or shelter. Survival 
  checks to forage take half 
  the time.
  STALKER
  Add b  per rank of 
  Stalker to all Stealth and 
  Coordination checks.
  STALKER
  Add b  per rank of 
  Stalker to all Stealth and 
  Coordination checks.
  OUTDOORSMAN
  Remove b  per rank of 
  Outdoorsman from checks 
  to move through terrain 
  or manage environmental 
  effects. Decrease overland 
  travel times by half.
  OUTDOORSMAN
  Remove b  per rank of 
  Outdoorsman from checks 
  to move through terrain 
  or manage environmental 
  effects. Decrease overland 
  travel times by half.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  TOUGHENED
  Gain +2 wound threshold.
  EXPLORER
  BIG-GAME HUNTER
  Spec Bonus Career Skills: Knowledge (Xenology), Ranged (Heavy), Stealth, Survival
  Active
  Passive
  Ranked
  Find more handouts at BeggingForXP.com
  EDGE OF THE EMPIRE  •  VERSION 7  •  2015-02
  
  IMPROVED 
  FULL THROTTLE
  Suffer 1 strain to attempt 
  Full Throttle as a maneuver 
  and decrease its difficulty 
  to dd.
  TRICKY TARGET
  Count vehicle or starship 
  piloted as having a 
  silhouette 1 lower when 
  being attacked.
  SKILLED JOCKEY
  Remove b  per rank of 
  Skilled Jockey from all 
  Piloting (Planetary) and 
  Piloting (Space) checks. 
  RAPID REACTION
  Suffer a number of strain up 
  to ranks in Rapid Reaction 
  to add an equal number of 
  s to initiative checks.
  DEFENSIVE DRIVING
  Increase defense of vehicle 
  or starship being piloted 
  by 1 per rank of Defensive 
  Driving.
  NATURAL DRIVER
  Once per session, may re-roll 
  any 1 Piloting (Planetary) or 
  Gunnery check.
  SUPREME 
  FULL THROTTLE
  When performing Full 
  Throttle, top speed 
  increases by 2 instead of 1.
  FULL STOP
  When piloting a ship or 
  vehicle, take a Full Stop 
  maneuver to reduce speed 
  to zero. Suffer system 
  strain equal to the speed 
  reduced.
  MASTER DRIVER
  Once per round when 
  driving a vehicle, may 
  suffer 2 strain to perform 
  any action as a maneuver.
  FULL THROTTLE
  Take a Full Throttle action; 
  make a ddd  Piloting 
  check to increase a vehicle’s 
  top speed by 1 for a number 
  of rounds equal to Cunning.
  ALL-TERRAIN DRIVER
  Do not suffer usual penal-
  ties for driving through 
  difficult terrain when using 
  Piloting (Planetary).
  FINE TUNING
  When reducing the amount 
  of system strain a starship 
  or vehicle suffers, reduce 
  1 additional strain per rank 
  of Fine Tuning.
  GEARHEAD
  Remove b  per rank of 
  Gearhead from Mechanics 
  checks. Halve the credit 
  cost to add mods to 
  attachments.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  TOUGHENED
  Gain +2 wound threshold.
  FINE TUNING
  When reducing the amount 
  of system strain a starship 
  or vehicle suffers, reduce 
  1 additional strain per rank 
  of Fine Tuning.
  GEARHEAD
  Remove b  per rank of 
  Gearhead from Mechanics 
  checks. Halve the credit 
  cost to add mods to 
  attachments.
  SKILLED JOCKEY
  Remove b  per rank of 
  Skilled Jockey from all 
  Piloting (Planetary) and 
  Piloting (Space) checks. 
  EXPLORER
  DRIVER
  Spec Bonus Career Skills: Cool, Gunnery, Mechanics, Piloting (Planetary)
  Active
  Passive
  Ranked
  Find more handouts at BeggingForXP.com
  EDGE OF THE EMPIRE  •  VERSION 7  •  2015-02
  
  LAST ONE STANDING BASE ABILITY
  Once per game session, during a combat encounter, the character may spend 2 Destiny Points to make a ddd  Resilience check. 
  If he succeeds, he skips his next turn and eliminates all enemy minions in the encounter. (The minions are all eliminated immediately, 
  so will not get to participate further in the combat, but for the sake of the narrative, the PC can spend the next round of combat 
  incapacitating them). The narrative means by which he accomplishes this is up to the player, must be approved by the GM.
  UNMATCHED PROTECTION BASE ABILITY
  Once per game session as an incidental, the character may spend 2 Destiny Points to gain the following ability: once per round, after 
  suffering a hit and determining damage, the character may halve the damage (rounded up) dealt before it is applied to his soak. This 
  ability is active for the remainder of the current round and two additional rounds.
  REDUCE SETBACK
  Remove b from skill 
  check to activate Last  
  One Standing.
  REDUCE SETBACK
  Remove b  from skill 
  check to activate Last  
  One Standing.
  DURATION
  Unmatched Protection 
  lasts for one additional 
  round.
  DURATION
  Unmatched Protection 
  lasts for one additional 
  round.
  DURATION
  Unmatched Protection 
  lasts for one additional 
  round.
  REDUCE DIFFICULTY
  Reduce the difficulty of the 
  skill check to activate Last 
  One Standing to dd.
  ADD BOOST
  Add b  to skill check to ac-
  tive Last One Standing.
  ADD BOOST
  Add b  to skill check to ac-
  tive Last One Standing.
  INCREASE EFFECT
  When triggering Last One 
  Standing, also eliminate 
  one rival per Increase  
  Effect upgrade.
  INCREASE EFFECT
  When triggering Last One 
  Standing, also eliminate 
  one rival per Increase  
  Effect upgrade.
  DESTINY
  Unmatched Protection 
  costs 1 Destiny Point 
  instead of 2.
  SOAK
  Gain +1 soak while  
  Unmatched Protection  
  is active.
  ADDITIONAL 
  REDUCTION
  May reduce the damage 
  of 1 additional hit suffered 
  each round.
  ADDITIONAL 
  REDUCTION
  May reduce the damage 
  of 1 additional hit suffered 
  each round.
  PROTECT ALLY
  Once per session, while 
  ability is active, may choose 
  to be hit by an attack that 
  would hit an engaged ally.
  DESTINY
  Last One Standing costs 1 
  Destiny Point instead of 2.
  COST 30
  COST 30
  COST 10
  COST 10
  COST 10
  COST 10
  COST 10
  COST 10
  COST 10
  COST 10
  COST 15
  COST 15
  COST 15
  COST 15
  COST 15
  COST 15
  COST 15
  COST 15
  CAREER
  HIRED GUN
  Career Skills:  Athletics, Brawl, Discipline, Melee, Piloting (Planetary), Ranged (Light), 
  Resilience, Vigilance
  Base Ability
  Upgrade
  Ranked
  Find more handouts at BeggingForXP.com
  Find more handouts at BeggingForXP.com
  EDGE OF THE EMPIRE  •  VERSION 7  •  2015-02
  
  HARD HEADED
  When staggered or disor-
   iented, perform the Hard 
  Headed action to make a 
  dddd  Discipline check 
  to remove the status. 
  Difficulty reduced by 1  
  per rank.
  SIDE STEP
  Once per round, as a man-
  euver suffer a number of 
  strain up to ranks in Side 
  Step to upgrade difficulty of 
  all incoming ranged attacks 
  by an equal number for the 
  next round.
  SIDE STEP
  Once per round, as a man-
  euver suffer a number of 
  strain up to ranks in Side 
  Step to upgrade difficulty of 
  all incoming ranged attacks 
  by an equal number for the 
  next round.
  DEFENSIVE STANCE
  Once per round, as a man- 
  euver suffer a number of  
  strain up to ranks in Defen-
  sive Stance to upgrade 
  difficulty of all incoming 
  melee attacks by an equal 
  number for the next round.
  DEFENSIVE STANCE
  Once per round, as a man- 
  euver suffer a number of  
  strain up to ranks in Defen-
  sive Stance to upgrade 
  difficulty of all incoming 
  melee attacks by an equal 
  number for the next round.
  BODY GUARD
  Once per round, perform 
  a maneuver to guard an 
  engaged ally. Suffer strain 
  up to ranks to upgrade 
  difficulty of attacks against 
  them by that number until 
  the start of next turn.
  BODY GUARD
  Once per round, perform 
  a maneuver to guard an 
  engaged ally. Suffer strain 
  up to ranks to upgrade 
  difficulty of attacks against 
  them by that number until 
  the start of next turn.
  BRACE
  Perform the Brace man- 
  euver to remove b 
  per rank of Brace from 
  your next Action. This 
  may only remove b 
  added by environmental 
  circumstances.
  BRACE
  Perform the Brace man- 
  euver to remove b 
  per rank of Brace from 
  your next Action. This 
  may only remove b 
  added by environmental 
  circumstances.
  ENDURING
  Gain +1 soak value.
  IMPROVED  
  HARD HEADED
  When incapacitated due to 
  strain exceeding threshold, 
  take a ddddd  Disc-
  ipline check (–d  per rank 
  of Hard Headed) to reduce 
  strain to 1 below threshold.
  TOUGHENED
  Gain +2 wound threshold.
  BARRAGE
  Add 1 damage per rank 
  of Barrage to 1 hit of a 
  successful attack while 
  using Ranged (Heavy) 
  or Gunnery at long or 
  extreme range.
  BARRAGE
  Add 1 damage per rank 
  of Barrage to 1 hit of a 
  successful attack while 
  using Ranged (Heavy) 
  or Gunnery at long or 
  extreme range.
  DURABLE
  May reduce any Critical 
  Injury suffered by 10 per 
  rank of Durable.
  GRIT
  Gain +1 strain threshold.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  HARD HEADED
  When staggered or disor-
   iented, perform the Hard 
  Headed action to make a 
  dddd  Discipline check 
  to remove the status. 
  Difficulty reduced by 1  
  per rank.
  TOUGHENED
  Gain +2 wound threshold.
  BARRAGE
  Add 1 damage per rank 
  of Barrage to 1 hit of a 
  successful attack while 
  using Ranged (Heavy) 
  or Gunnery at long or 
  extreme range.
  HIRED GUN
  BODYGUARD
  Spec Bonus Career Skills: Gunnery, Perception, Piloting (Planetary), Ranged (Heavy)
  Active
  Passive
  Ranked
  Find more handouts at BeggingForXP.com
  EDGE OF THE EMPIRE  •  VERSION 7  •  2015-02
  
  ENDURING
  Gain +1 soak value.
  ENDURING
  Gain +1 soak value.
  HEROIC FORTITUDE
  May spend 1 Destiny Point 
  to ignore effects of Critical 
  Injuries on Brawn or Agility 
  checks until the end of the 
  encounter.
  NATURAL BRAWLER
  Once per session, may 
  reroll any 1 Melee or Brawl 
  check.
  TOUGHENED
  Gain +2 wound threshold.
  TOUGHENED
  Gain +2 wound threshold.
  TOUGHENED
  Gain +2 wound threshold.
  TOUGHENED
  Gain +2 wound threshold.
  FRENZIED ATTACK
  When making a Melee or 
  Brawl attack, suffer strain 
  up to ranks in Frenzied 
  Attack to upgrade the 
  attack by an equal amount.
  FRENZIED ATTACK
  When making a Melee or 
  Brawl attack, suffer strain 
  up to ranks in Frenzied 
  Attack to upgrade the 
  attack by an equal amount.
  FRENZIED ATTACK
  When making a Melee or 
  Brawl attack, suffer strain 
  up to ranks in Frenzied 
  Attack to upgrade the 
  attack by an equal amount.
  FERAL STRENGTH
  Add 1 damage per rank of 
  Feral Strength to one hit 
  of a successful Melee or 
  Brawl attack.
  FERAL STRENGTH
  Add 1 damage per rank of 
  Feral Strength to one hit 
  of a successful Melee or 
  Brawl attack.
  FERAL STRENGTH
  Add 1 damage per rank of 
  Feral Strength to one hit 
  of a successful Melee or 
  Brawl attack.
  LETHAL BLOWS
  Add +10 per rank of Lethal 
  Blows to any Critical 
  Injury result inflicted on 
  opponents.
  LETHAL BLOWS
  Add +10 per rank of Lethal 
  Blows to any Critical 
  Injury result inflicted on 
  opponents.
  LETHAL BLOWS
  Add +10 per rank of Lethal 
  Blows to any Critical 
  Injury result inflicted on 
  opponents.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  KNOCKDOWN
  After hitting with a melee 
  attack, may spend x to 
  knock the target prone.
  DEFENSIVE STANCE
  Once per round, as a man- 
  euver suffer a number of  
  strain up to ranks in Defen-
  sive Stance to upgrade 
  difficulty of all incoming 
  melee attacks by an equal 
  number for the next round.
  HIRED GUN
  MARAUDER
  Spec Bonus Career Skills: Coercion, Melee, Resilience, Survival
  Active
  Passive
  Ranked
  Find more handouts at BeggingForXP.com
  EDGE OF THE EMPIRE  •  VERSION 7  •  2015-02
  
  FIELD COMMANDER
  Take the Field Commander 
  action; make a dd 
  Leadership check. A 
  number of allies equal to 
  Presence may immediately 
  suffer 1 strain to perform 
  1 free maneuver.
  NATURAL MARKSMAN
  Once per session, may re-
  roll any 1 Ranged (Light) or 
  Ranged (Heavy) check. 
  SNIPER SHOT
  Before making a non-
  thrown ranged attack, as 
  a maneuver increase the 
  weapon’s range by up to 
  1 band per rank. Upgrade 
  the attack’s difficulty by 1 
  per range increase.
  CONFIDENCE
  May decrease the difficulty 
  of Discipline checks to 
  avoid fear by 1 per rank of 
  Confidence.
  STRONG ARM
  Treat thrown weapons as if 
  they had 1 greater range.
  IMPROVED 
  FIELD COMMANDER
  Field Commander action 
  affects allies equal to 
  double Presence, and may 
  spend x to allow allies to 
  suffer 1 strain to perform 
  1 action instead.
  GRIT
  Gain +1 strain threshold.
  TOUGHENED
  Gain +2 wound threshold.
  DEADLY ACCURACY
  When acquired, choose 1 
  combat skill. Add damage 
  equal to ranks in that skill 
  to one hit of a successful 
  attack made using that skill.
  TRUE AIM
  Once per round, may 
  perform a True Aim 
  maneuver to gain benefits 
  of aiming and upgrade 
  combat check once per 
  rank of True Aim.
  TRUE AIM
  Once per round, may 
  perform a True Aim 
  maneuver to gain benefits 
  of aiming and upgrade 
  combat check once per 
  rank of True Aim.
  COMMAND
  Add b  per rank of 
  Command to Leadership 
  checks. Affected targets 
  add b to Discipline checks 
  for the next 24 hours.
  COMMAND
  Add b  per rank of 
  Command to Leadership 
  checks. Affected targets 
  add b  to Discipline checks 
  for the next 24 hours.
  SECOND WIND
  Once per encounter, may 
  use Second Wind incidental 
  to heal strain equal to 
  ranks in Second Wind.
  SECOND WIND
  Once per encounter, may 
  use Second Wind incidental 
  to heal strain equal to 
  ranks in Second Wind.
  POINT BLANK
  Add 1 damage per rank 
  of Point Blank to damage 
  of one hit of successful 
  Ranged (Heavy) or (Light) 
  attacks made while at 
  short range or engaged.
  POINT BLANK
  Add 1 damage per rank 
  of Point Blank to damage 
  of one hit of successful 
  Ranged (Heavy) or (Light) 
  attacks made while at 
  short range or engaged.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  SIDE STEP
  Once per round, as a man-
  euver suffer a number of 
  strain up to ranks in Side 
  Step to upgrade difficulty of 
  all incoming ranged attacks 
  by an equal number for the 
  next round.
  LETHAL BLOWS
  Add +10 per rank of Lethal 
  Blows to any Critical 
  Injury result inflicted on 
  opponents.
  HIRED GUN
  MERCENARY SOLDIER
  Spec Bonus Career Skills: Discipline, Gunnery, Leadership, Ranged (Heavy)
  Active
  Passive
  Ranked
  Find more handouts at BeggingForXP.com
  EDGE OF THE EMPIRE  •  VERSION 7  •  2015-02
  
  LOOM
  When an ally engaged 
  with the character makes 
  a successful Charm, 
  Deception, or Negotiation 
  check, the character adds 
  a per rank in Coercion to 
  the ally’s check.
  NATURAL ENFORCER
  Once per session, may 
  re-roll any 1 Coercion or 
  Streetwise check.
  TALK THE TALK
  When making a Knowledge 
  check, the character may 
  spend 1 Destiny Point 
  to substitute Knowledge 
  (Underworld) or Streetwise 
  for the required skill.
  WALK THE WALK
  The character may spend 
  1 Destiny Point to add 
  damage equal to his ranks 
  in Streetwise to one hit of 
  a successful Brawl check.
  TOUGHENED
  Gain +2 wound threshold.
  TOUGHENED
  Gain +2 wound threshold.
  FEARSOME
  When an enemy becomes 
  engaged with the char-
  acter, they may force the 
  enemy to make a fear 
  check, with the difficulty 
  equal to ranks in Fearsome.
  FEARSOME
  When an enemy becomes 
  engaged with the char-
  acter, they may force the 
  enemy to make a fear 
  check, with the difficulty 
  equal to ranks in Fearsome.
  FEARSOME
  When an enemy becomes 
  engaged with the char-
  acter, they may force the 
  enemy to make a fear 
  check, with the difficulty 
  equal to ranks in Fearsome.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  STREET SMARTS
  Remove b  per rank 
  of Street Smarts from 
  Streetwise or Knowledge 
  (Underworld) checks. 
  STREET SMARTS
  Remove b  per rank 
  of Street Smarts from 
  Streetwise or Knowledge 
  (Underworld) checks. 
  INTIMIDATING
  May suffer a number 
  of strain up to ranks in 
  Intimidating to downgrade 
  difficulty of Coercion 
  checks or upgrade difficulty 
  when targeted by Coercion 
  checks by an equal number. 
  INTIMIDATING
  May suffer a number 
  of strain up to ranks in 
  Intimidating to downgrade 
  difficulty of Coercion 
  checks or upgrade difficulty 
  when targeted by Coercion 
  checks by an equal number. 
  INTIMIDATING
  May suffer a number 
  of strain up to ranks in 
  Intimidating to downgrade 
  difficulty of Coercion 
  checks or upgrade difficulty 
  when targeted by Coercion 
  checks by an equal number. 
  STUNNING BLOW
  When making Melee 
  checks, may inflict damage 
  as strain instead of wounds. 
  This does not ignore soak.
  DURABLE
  May reduce any Critical 
  Injury suffered by 10 
  per rank of Durable to a 
  minimum of 1.
  DEFENSIVE STANCE
  Once per round, as a man- 
  euver suffer a number of  
  strain up to ranks in Defen-
  sive Stance to upgrade 
  difficulty of all incoming 
  melee attacks by an equal 
  number for the next round.
  BLACK MARKET 
  CONTACTS
  When purchasing illegal 
  goods, may reduce rarity 
  by 1 per rank, increasing 
  cost by 50% of base cost 
  per reduction.
  SECOND WIND
  Once per encounter, may 
  use Second Wind incidental 
  to heal strain equal to 
  ranks in Second Wind.
  HIRED GUN
  ENFORCER
  Spec Bonus Career Skills: Brawl, Coercion, Knowledge (Underworld), Streetwise
  Active
  Passive
  Ranked
  Find more handouts at BeggingForXP.com
  EDGE OF THE EMPIRE  •  VERSION 7  •  2015-02
  
  ENDURING
  Gain +1 soak value.
  IMPROVED 
  TIME TO GO
  When activating Time to 
  Go, allow 1 engaged ally 
  to perform an out of turn 
  Move maneuver as an inci-
  dental to move into cover 
  or out of a blast range.
  TOUGHENED
  Gain +2 wound threshold.
  TIME TO GO
  The character may spend 
  1 Destiny Point to perform 
  a Move maneuver as an 
  incidental to attempt to 
  move into cover or out 
  of the blast range of a 
  weapon or explosion.
  IMPROVISED  
  DETONATION
  Once per session, make a 
  ddd  Mechanics check 
  to perform an action to 
  build an explosive device, 
  dealing damage equal to 
  Intellect + Mechanics + s.
  IMPROVED IMPROVISED 
  DETONATION
  Reduce the difficulty of 
  Improvised Detonation’s 
  check to dd  and 
  increase damage to twice 
  ranks in Mechanics.
  MASTER GRENADIER
  Decrease the a cost to 
  activate the Blast quality 
  on any weapon used by 1 
  to a minimum of 1.
  POWERFUL BLAST
  Increase Blast damage 
  dealt by explosives, 
  explosive weapons, and 
  grenades by +1 per rank of 
  Powerful Blast.
  POWERFUL BLAST
  Increase Blast damage 
  dealt by explosives, 
  explosive weapons, and 
  grenades by +1 per rank of 
  Powerful Blast.
  POWERFUL BLAST
  Increase Blast damage 
  dealt by explosives, 
  explosive weapons, and 
  grenades by +1 per rank of 
  Powerful Blast.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  SELECTIVE  
  DETONATION
  When using a weapon with 
  the Blast quality, spend a 
  to exclude 1 target that 
  would be affected by the 
  explosion, up to ranks in 
  Selective Detonation.
  SELECTIVE 
  DETONATION
  When using a weapon with 
  the Blast quality, spend a 
  to exclude 1 target that 
  would be affected by the 
  explosion, up to ranks in 
  Selective Detonation.
  SELECTIVE 
  DETONATION
  When using a weapon with 
  the Blast quality, spend a 
  to exclude 1 target that 
  would be affected by the 
  explosion, up to ranks in 
  Selective Detonation.
  STEADY NERVES
  Remove b  per rank of 
  Steady Nerves from Cool 
  or Skulduggery checks.
  STEADY NERVES
  Remove b  per rank of 
  Steady Nerves from Cool 
  or Skulduggery checks.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  RAPID REACTION
  Suffer a number of strain up 
  to ranks in Rapid Reaction 
  to add an equal number of 
  s to initiative checks.
  HIRED GUN
  DEMOLITIONIST
  Spec Bonus Career Skills: Computers, Cool, Mechanics, Skulduggery
  Active
  Passive
  Ranked
  Find more handouts at BeggingForXP.com
  EDGE OF THE EMPIRE  •  VERSION 7  •  2015-02
  
  RAIN OF DEATH
  Perform the Rain of Death 
  maneuver to ignore the 
  increased difficulty due to 
  Auto-fire attacks made 
  this turn.
  HEROIC RESILIENCE
  Immediately after being 
  hit by an attack but before 
  suffering damage, spend 1 
  Destiny Point to increase 
  soak by ranks in Resilience.
  HEAVY HITTER
  Once per session, spend 
  x on a successful Ranged 
  (Heavy) or Gunnery check to 
  add the Breach 1 quality to 
  the attack, or increase an 
  existing Breach rating by 1.
  BURLY
  Reduce any wielded 
  weapon’s Cumbersome 
  quality and Encumbrance 
  rating by ranks in Burly to 
  a minimum of 1.
  BURLY
  Reduce any wielded 
  weapon’s Cumbersome 
  quality and Encumbrance 
  rating by ranks in Burly to 
  a minimum of 1.
  BURLY
  Reduce any wielded 
  weapon’s Cumbersome 
  quality and Encumbrance 
  rating by ranks in Burly to 
  a minimum of 1.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  SIDE STEP
  Once per round, as a man-
  euver suffer a number of 
  strain up to ranks in Side 
  Step to upgrade difficulty of 
  all incoming ranged attacks 
  by an equal number for the 
  next round.
  BRACE
  Perform the Brace man- 
  euver to remove b 
  per rank of Brace from 
  your next Action. This 
  may only remove b 
  added by environmental 
  circumstances.
  BRACE
  Perform the Brace man- 
  euver to remove b 
  per rank of Brace from 
  your next Action. This 
  may only remove b 
  added by environmental 
  circumstances.
  TOUGHENED
  Gain +2 wound threshold.
  TOUGHENED
  Gain +2 wound threshold.
  BARRAGE
  Add 1 damage per rank 
  of Barrage to 1 hit of a 
  successful attack while 
  using Ranged (Heavy) 
  or Gunnery at long or 
  extreme range.
  BARRAGE
  Add 1 damage per rank 
  of Barrage to 1 hit of a 
  successful attack while 
  using Ranged (Heavy) 
  or Gunnery at long or 
  extreme range.
  BARRAGE
  Add 1 damage per rank 
  of Barrage to 1 hit of a 
  successful attack while 
  using Ranged (Heavy) 
  or Gunnery at long or 
  extreme range.
  DURABLE
  May reduce any Critical 
  Injury suffered by 10 per 
  rank of Durable.
  GRIT
  Gain +1 strain threshold.
  HEROIC FORTITUDE
  May spend 1 Destiny Point 
  to ignore effects of Critical 
  Injuries on Brawn or Agility 
  checks until the end of the 
  encounter.
  SPARE CLIP
  Cannot run out of ammo 
  due to y. Items with 
  Limited Ammo quality run 
  out of ammo as normal.
  ARMOR MASTER
  When wearing armor, inc-
  rease total soak value by 1.
  HIRED GUN
  HEAVY
  Spec Bonus Career Skills: Gunnery, Perception, Ranged (Heavy), Resilience
  Active
  Passive
  Ranked
  Find more handouts at BeggingForXP.com
  EDGE OF THE EMPIRE  •  VERSION 7  •  2015-02
  
  NARROW ESCAPE BASE ABILITY
  Once per game session, the character may spend two Destiny Points to make a ddd  Streetwise check. If successful, the char-
  acter is immediately able to flee from the current personal scale combat encounter unscathed. The challenge is not overcome or 
  defeated, but the character is able to evade the hazard or threat for the time being. The exact nature of what the character is trying 
  to accomplish, as well as the end results, must be approved by the GM, but be suitably creative or daring. 
  UNMATCHED FORTUNE BASE ABILITY
  Once per game session as an incidental, the character may spend 2 Destiny Points to change the face of one positive die in the  
  character’s dice pool to another face adjacent to it. An “adjacent” face is any die face sharing an edge – not a point – with the rolled 
  face. Unmatched Fortune cannot be used on a C.
  REDUCE SETBACK
  Remove b from the skill 
  check to activate Narrow 
  Escape.
  FREQUENCY
  Unmatched Fortune can be 
  used one additional time 
  each game session per Fre-
  quency upgrade purchased.
  FREQUENCY
  Unmatched Fortune can be 
  used one additional time 
  each game session per Fre-
  quency upgrade purchased.
  REDUCE DIFFICULTY
  Reduce the difficulty of the 
  skill check to activate Nar-
  row Escape to dd.
  DESTINY
  Unmatched Fortune costs 1 
  Destiny Point instead of 2.
  INCREASE EFFECT
  Affect an additional number 
  of allied characters equal 
  to Cunning per Increase  
  Effect upgrade purchased.
  INCREASE EFFECT
  Affect an additional number 
  of allied characters equal 
  to Cunning per Increase  
  Effect upgrade purchased.
  INCREASE NUMBER
  Unmatched Fortune af-
  fects one additional die per 
  Increase Number upgrade 
  purchased.
  INCREASE NUMBER
  Unmatched Fortune af-
  fects one additional die per 
  Increase Number upgrade 
  purchased.
  INCREASE EFFECT
  Unmatched Fortune can 
  also be used on negative 
  dice.
  ADD BOOST
  Add b  to the skill check to 
  activate Narrow Escape.
  SHARED LUCK
  Unmatched Fortune can 
  also be used on the dice 
  pool of a willing ally within 
  short range.
  CHANGE SKILL
  Narrow Escape can be 
  activated during social 
  encounters with the  
  Deception skill.
  INCREASE RANGE
  Increases the maximum 
  range at which Unmatched 
  Fortune can affect willing 
  allies by 1 per Increase 
  Range upgrade purchased.
  CHANGE SCALE
  Narrow Escape can be 
  activated in a vehicle with 
  the Piloting (Planetary) or 
  Piloting (Space) skill.
  DESTINY
  Narrow Escape costs 1 
  Destiny Point instead of 2.
  COST 30
  COST 30
  COST 10
  COST 10
  COST 10
  COST 10
  COST 10
  COST 10
  COST 10
  COST 10
  COST 15
  COST 15
  COST 15
  COST 15
  COST 15
  COST 15
  COST 15
  COST 15
  CAREER
  SMUGGLER
  Career Skills:  Coordination, Deception, Knowledge (Underworld), Perception, 
  Piloting (Space), Skullduggery, Streetwise, Vigilance
  Base Ability
  Upgrade
  Ranked
  Find more handouts at BeggingForXP.com
  Find more handouts at BeggingForXP.com
  EDGE OF THE EMPIRE  •  VERSION 7  •  2015-02
  
  NATURAL PILOT
  Once per session, may re-
  roll any 1 Piloting (Space) 
  or Gunnery check.
  DEAD TO RIGHTS
  Spend 1 Destiny Point to 
  add additional damage equal 
  to half Agility (round up) 
  to one hit of a successful 
  attack made with ship- or 
  vehicle-mounted weaponry.
  IMPROVED 
  DEAD TO RIGHTS
  Spend 1 Destiny Point to 
  add additional damage 
  equal to Agility to one hit 
  of a successful attack 
  made with ship- or vehicle-
  mounted weaponry. 
  BRILLIANT EVASION
  Once per encounter may 
  take Brilliant Evasion action. 
  Select 1 opponent and 
  make an Opposed Piloting 
  check to stop opponent 
  from attacking character 
  for rounds equal to Agility.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  IMPROVED 
  FULL THROTTLE
  Suffer 1 strain to attempt 
  Full Throttle as a maneuver 
  and decrease its difficulty 
  to dd.
  TRICKY TARGET
  Count vehicle or starship 
  piloted as having a 
  silhouette 1 lower when 
  being attacked.
  SKILLED JOCKEY
  Remove b  per rank of 
  Skilled Jockey from all 
  Piloting (Planetary) and 
  Piloting (Space) checks. 
  SKILLED JOCKEY
  Remove b per rank of 
  Skilled Jockey from all 
  Piloting (Planetary) and 
  Piloting (Space) checks. 
  DEFENSIVE DRIVING
  Increase defense of vehicle 
  or starship being piloted 
  by 1 per rank of Defensive 
  Driving.
  SUPREME 
  FULL THROTTLE
  When performing Full 
  Throttle, top speed 
  increases by 2 instead of 1.
  MASTER PILOT
  Once per round when 
  driving a starship, may 
  suffer 2 strain to perform 
  any action as a maneuver.
  FULL THROTTLE
  Take a Full Throttle action; 
  make a ddd  Piloting 
  check to increase a vehicle’s 
  top speed by 1 for a number 
  of rounds equal to Cunning.
  LET’S RIDE
  Once per round, may mount 
  or dismount a vehicle or 
  beast, or enter a cockpit 
  or weapon station on a 
  vehicle, as an incidental.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  GALAXY MAPPER
  Remove b  per rank 
  of Galaxy Mapper from 
  Astrogation checks. 
  Astrogation checks take 
  half normal time.
  GALAXY MAPPER
  Remove b  per rank 
  of Galaxy Mapper from 
  Astrogation checks. 
  Astrogation checks take 
  half normal time.
  TOUGHENED
  Gain +2 wound threshold.
  RAPID RECOVERY
  When healing strain after 
  an encounter, heal 1 
  additional strain per rank 
  of Rapid Recovery.
  SMUGGLER
  PILOT
  Spec Bonus Career Skills: Astrogation, Gunnery, Piloting (Planetary), Piloting (Space)
  Active
  Passive
  Ranked
  Find more handouts at BeggingForXP.com
  EDGE OF THE EMPIRE  •  VERSION 7  •  2015-02
  
  HIDDEN STORAGE
  Gain hidden storage in 
  vehicles or equipment that 
  holds items with total 
  encumbrance equal to 
  ranks in Hidden Storage.
  HIDDEN STORAGE
  Gain hidden storage in 
  vehicles or equipment that 
  holds items with total 
  encumbrance equal to 
  ranks in Hidden Storage.
  TOUGHENED
  Gain +2 wound threshold.
  TOUGHENED
  Gain +2 wound threshold.
  NATURAL CHARMER
  Once per session, may 
  re-roll any 1 Charm or 
  Deception check.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  SIDE STEP
  Once per round, as a man-
  euver suffer a number of 
  strain up to ranks in Side 
  Step to upgrade difficulty of 
  all incoming ranged attacks 
  by an equal number for the 
  next round.
  SIDE STEP
  Once per round, as a man-
  euver suffer a number of 
  strain up to ranks in Side 
  Step to upgrade difficulty of 
  all incoming ranged attacks 
  by an equal number for the 
  next round.
  BLACK MARKET 
  CONTACTS
  When purchasing illegal 
  goods, may reduce rarity 
  by 1 per rank, increasing 
  cost by 50% of base cost 
  per reduction.
  BLACK MARKET 
  CONTACTS
  When purchasing illegal 
  goods, may reduce rarity 
  by 1 per rank, increasing 
  cost by 50% of base cost 
  per reduction.
  BLACK MARKET 
  CONTACTS
  When purchasing illegal 
  goods, may reduce rarity 
  by 1 per rank, increasing 
  cost by 50% of base cost 
  per reduction.
  CONVINCING 
  DEMEANOR
  Remove b  per rank of 
  Convincing Demeanor  
  from Deception or 
  Skulduggery checks. 
  CONVINCING 
  DEMEANOR
  Remove b per rank of 
  Convincing Demeanor  
  from Deception or 
  Skulduggery checks. 
  CONVINCING 
  DEMEANOR
  Remove b  per rank of 
  Convincing Demeanor  
  from Deception or 
  Skulduggery checks. 
  RAPID REACTION
  Suffer a number of strain up 
  to ranks in Rapid Reaction 
  to add an equal number of 
  s to initiative checks.
  RAPID REACTION
  Suffer a number of strain up 
  to ranks in Rapid Reaction 
  to add an equal number of 
  s to initiative checks.
  QUICK STRIKE
  Add b per rank of Quick 
  Strike to combat checks 
  against targets that have 
  not acted yet this encounter.
  QUICK STRIKE
  Add b  per rank of Quick 
  Strike to combat checks 
  against targets that have 
  not acted yet this encounter.
  QUICK DRAW
  Once per round, draw or 
  holster a weapon or item 
  as an incidental.
  SOFT SPOT
  After making a successful 
  attack, may spend 1 
  Destiny Point to add 
  damage equal to Cunning 
  to one hit.
  SMUGGLER
  SCOUNDREL
  Spec Bonus Career Skills: Charm, Cool, Deception, Ranged (Light)
  Active
  Passive
  Ranked
  Find more handouts at BeggingForXP.com
  EDGE OF THE EMPIRE  •  VERSION 7  •  2015-02
  
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  NATURAL ROGUE
  Once per session re-roll 
  any 1 Skulduggery or 
  Stealth check.
  MASTER OF SHADOWS
  Once per round, suffer 
  2 strain to decrease 
  difficulty of next Stealth or 
  Skulduggery check by 1.
  INDISTINGUISHABLE
  Upgrade difficulty of 
  checks to identify char-
  acter once per rank of 
  Indistinguishable.
  BYPASS SECURITY
  Remove b  per rank of 
  Bypass Security from 
  checks made to disable a 
  security device or open a 
  locked door.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  BLACK MARKET 
  CONTACTS
  When purchasing illegal 
  goods, may reduce rarity 
  by 1 per rank, increasing 
  cost by 50% of base cost 
  per reduction.
  BLACK MARKET 
  CONTACTS
  When purchasing illegal 
  goods, may reduce rarity 
  by 1 per rank, increasing 
  cost by 50% of base cost 
  per reduction.
  HIDDEN STORAGE
  Gain hidden storage in 
  vehicles or equipment that 
  holds items with total 
  encumbrance equal to 
  ranks in Hidden Storage.
  SHORTCUT
  During a chase, add b 
  per rank in Shortcut to any 
  checks made to catch or 
  escape an opponent.
  STALKER
  Add b  per rank of 
  Stalker to all Stealth and 
  Coordination checks.
  STREET SMARTS
  Remove b per rank 
  of Street Smarts from 
  Streetwise or Knowledge 
  (Underworld) checks. 
  STREET SMARTS
  Remove b  per rank 
  of Street Smarts from 
  Streetwise or Knowledge 
  (Underworld) checks. 
  JUMP UP
  Once per round, may stand 
  from seated or prone as 
  an incidental.
  DODGE
  When targeted in combat, 
  may perform a Dodge 
  incidental. Suffer strain 
  no greater than ranks 
  in Dodge to upgrade the 
  difficulty of the attack by 
  that number.
  DODGE
  When targeted in combat, 
  may perform a Dodge 
  incidental. Suffer strain 
  no greater than ranks 
  in Dodge to upgrade the 
  difficulty of the attack by 
  that number.
  RAPID REACTION
  Suffer a number of strain up 
  to ranks in Rapid Reaction 
  to add an equal number of 
  s to initiative checks.
  INDISTINGUISHABLE
  Upgrade difficulty of 
  checks to identify char-
  acter once per rank of 
  Indistinguishable.
  BYPASS SECURITY
  Remove b per rank of 
  Bypass Security from 
  checks made to disable a 
  security device or open a 
  locked door.
  SMUGGLER
  THIEF
  Spec Bonus Career Skills: Computers, Skulduggery, Stealth, Vigilance
  Active
  Passive
  Ranked
  Find more handouts at BeggingForXP.com
  EDGE OF THE EMPIRE  •  VERSION 7  •  2015-02
  
  DISARMING SMILE
  Take the Disarming Smile 
  action; succeed at an 
  opposed Charm check 
  to lower the target’s 
  defense rating by ranks in 
  Disarming Smile until the 
  ned of the encounter.
  DISARMING SMILE
  Take the Disarming Smile 
  action; succeed at an 
  opposed Charm check 
  to lower the target’s 
  defense rating by ranks in 
  Disarming Smile until the 
  ned of the encounter.
  WORKS LIKE  
  A CHARM
  Once per session, make 
  one skill check, using 
  Presence rather than the 
  characteristic linked to 
  that skill.
  CONGENIAL
  May suffer a number of 
  strain to downgrade the 
  difficulty of a Charm or 
  Negotiation check, by 
  an equal number. Strain 
  suffered in this way cannot 
  exceed ranks in Congenial.
  CONGENIAL
  May suffer a number of 
  strain to downgrade the 
  difficulty of a Charm or 
  Negotiation check, by 
  an equal number. Strain 
  suffered in this way cannot 
  exceed ranks in Congenial.
  JUST KIDDING
  Once per round as an 
  incidental, spend 1 
  Destiny Point to ignore 
  y generated on a social 
  check by the character or 
  any ally in short range.
  DON’T SHOOT
  Once per session as an 
  action, make a ddd 
  Charm check. On success, 
  cannot be the target of 
  combat checks until the end 
  of the encounter or until 
  making a combat check.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  SMOOTH TALKER
  When first acquired, 
  choose Charm, Coercion, 
  Deception, or Negotiation. 
  When making checks with 
  that skill, spend x to 
  gain additional s equal to 
  ranks in Smooth Talker.
  SMOOTH TALKER
  When first acquired, 
  choose Charm, Coercion, 
  Deception, or Negotiation. 
  When making checks with 
  that skill, spend x to 
  gain additional s equal to 
  ranks in Smooth Talker.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  IMPROVED 
  INSPIRING RHETORIC
  Each ally affected by 
  Inspiring Rhetoric gains 
  b  on all skill checks for a 
  number of rounds equal to 
  ranks in Leadership.
  INSPIRING RHETORIC
  Take an Inspiring Rhetoric 
  action; make a dd 
  Leadership check. One ally 
  for each s, in short range, 
  recovers 1 strain. Spend 
  a for 1 affected ally to 
  recover 1 additional strain.
  NATURAL CHARMER
  Once per session, may 
  re-roll any 1 Charm or 
  Deception check.
  INTENSE PRESENCE
  Spend 1 Destiny Point to 
  recover strain equal to 
  Presence rating.
  KILL WITH KINDNESS
  Remove b  per rank of 
  Kill with Kindness from 
  all Charm and Leadership 
  checks.
  KILL WITH KINDNESS
  Remove b per rank of 
  Kill with Kindness from 
  all Charm and Leadership 
  checks.
  PLAUSIBLE 
  DENIABILITY
  Remove b  per rank of 
  Plausible Deniability from 
  all Coercion and Deception 
  checks.
  RESOLVE
  When the character invol-
   untarily suffers strain, he 
  suffers 1 less strain per 
  rank or Resolve (min 1).
  SMUGGLER
  CHARMER
  Spec Bonus Career Skills: Charm, Cool, Leadership, Negotiation
  Active
  Passive
  Ranked
  Find more handouts at BeggingForXP.com
  EDGE OF THE EMPIRE  •  VERSION 7  •  2015-02
  
  FORTUNE FAVORS 
  THE BOLD
  Once per session as an 
  incidental, suffer 2 strain 
  to flip one dark side 
  Destiny Point to light side.
  SUPREME DOUBLE  
  OR NOTHING
  When performing the 
  Double or Nothing 
  incidental, also double the 
  number of x and y.
  CLEVER SOLUTION
  Once per session, make one 
  skill check using Cunning 
  rather than the charac-
  teristic linked to that skill.
  DOUBLE OR NOTHING
  Suffer 2 strain to perform 
  the Double or Nothing 
  incidental; Increase the 
  difficulty of the next check 
  by one. Then after canceling 
  opposing symbols, double 
  the remaining a.
  IMPROVED DOUBLE 
  OR NOTHING
  When performing the 
  Double or Nothing 
  incidental, after canceling 
  opposing symbols, also 
  double the remaining s.
  UP THE ANTE
  When gambling, win 10% 
  more credits per rank of 
  Up the Ante.
  UP THE ANTE
  When gambling, win 10% 
  more credits per rank of 
  Up the Ante.
  UP THE ANTE
  When gambling, win 10% 
  more credits per rank of 
  Up the Ante.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  SMOOTH TALKER
  When first acquired, 
  choose Charm, Coercion, 
  Deception, or Negotiation. 
  When making checks with 
  that skill, spend x to 
  gain additional s equal to 
  ranks in Smooth Talker.
  NATURAL NEGOTIATOR
  Once per session, may 
  re-roll any 1 Cool or 
  Negotiation check.
  CONVINCING 
  DEMEANOR
  Remove b per rank of 
  Convincing Demeanor  
  from Deception or 
  Skulduggery checks. 
  CONVINCING 
  DEMEANOR
  Remove b  per rank of 
  Convincing Demeanor  
  from Deception or 
  Skulduggery checks. 
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  SECOND CHANCES
  Once per encounter, choose 
  a number of positive dice 
  equal to ranks in Second 
  Chances and re-roll them.
  SECOND CHANCES
  Once per encounter, choose 
  a number of positive dice 
  equal to ranks in Second 
  Chances and re-roll them.
  SECOND CHANCES
  Once per encounter, choose 
  a number of positive dice 
  equal to ranks in Second 
  Chances and re-roll them.
  TOUGHENED
  Gain +2 wound threshold.
  NATURAL ROGUE
  Once per session re-roll 
  any 1 Skulduggery or 
  Stealth check.
  SMUGGLER
  GAMBLER
  Spec Bonus Career Skills: Computers, Cool, Deception, Skulduggery
  Active
  Passive
  Ranked
  Find more handouts at BeggingForXP.com
  EDGE OF THE EMPIRE  •  VERSION 7  •  2015-02
  
  CALL ‘EM
  Do not add b to combat 
  checks due to the use of 
  the Aim maneuver.
  SORRY ABOUT 
  THE MESS
  Decrease the Critical 
  Rating of a weapon by 
  1 (minimum 1) against 
  targets that have not yet 
  acted this encounter.
  IMPROVED 
  QUICK DRAW
  May use Quick Draw twice 
  per round.
  GUNS BLAZING
  As an incidental, suffer 2 
  strain to avoid increasing 
  the difficulty of a Ranged 
  (Light) check to attack with 
  both weapons.
  SPITFIRE
  After a successful combine 
  check with two Ranged 
  (Light) weapons, additional 
  hits can be allocated to 
  other targets within range 
  of the weapon.
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  NATURAL MARKSMAN
  Once per session, may re-
  roll any 1 Ranged (Light) or 
  Ranged (Heavy) check. 
  CONFIDENCE
  May decrease the difficulty 
  of Discipline checks to 
  avoid fear by 1 per rank of 
  Confidence.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  TOUGHENED
  Gain +2 wound threshold.
  DEADLY ACCURACY
  When acquired, choose 1 
  combat skill. Add damage 
  equal to ranks in that skill 
  to one hit of a successful 
  attack made using that skill.
  LETHAL BLOWS
  Add +10 per rank of Lethal 
  Blows to any Critical 
  Injury result inflicted on 
  opponents.
  LETHAL BLOWS
  Add +10 per rank of Lethal 
  Blows to any Critical 
  Injury result inflicted on 
  opponents.
  RAPID REACTION
  Suffer a number of strain up 
  to ranks in Rapid Reaction 
  to add an equal number of 
  s to initiative checks.
  RAPID REACTION
  Suffer a number of strain up 
  to ranks in Rapid Reaction 
  to add an equal number of 
  s to initiative checks.
  QUICK STRIKE
  Add b per rank of Quick 
  Strike to combat checks 
  against targets that have 
  not acted yet this encounter.
  QUICK STRIKE
  Add b  per rank of Quick 
  Strike to combat checks 
  against targets that have 
  not acted yet this encounter.
  QUICK DRAW
  Once per round, draw or 
  holster a weapon or item 
  as an incidental.
  DODGE
  When targeted in combat, 
  may perform a Dodge 
  incidental. Suffer strain 
  no greater than ranks 
  in Dodge to upgrade the 
  difficulty of the attack by 
  that number.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  SMUGGLER
  GUNSLINGER
  Spec Bonus Career Skills: Coercion, Cool, Knowledge (Outer Rim), Ranged (Light)
  Active
  Passive
  Ranked
  Find more handouts at BeggingForXP.com
  EDGE OF THE EMPIRE  •  VERSION 7  •  2015-02
  
  ENDURING
  Gain +1 soak value.
  BAD MOTIVATOR
  Once per session, may 
  take a Bad Motivator 
  action; make a ddd 
  Mechanics check to cause 
  one targeted device to 
  spontaneously fail.
  REDUNDANT SYSTEMS
  Once per session, as 
  an action, make a d 
  Mechanics check to 
  harvest components 
  from a functioning device, 
  without breaking it, to 
  repair a broken one.
  CONTRAPTION
  Once per session, take a 
  Contraption action; make a 
  ddd  Mechancs check 
  to fashion a device to solve 
  a current problem using 
  just the tools and parts  
  on hand. 
  NATURAL TINKERER
  Once per session, re-roll 
  any 1 Mechanics check.
  HOLD TOGETHER
  Spend 1 Destiny Point to 
  perform a Hold Together 
  incidental immediately 
  after vehicle or starship 
  takes damage to turn it to 
  system strain.
  SOLID REPAIRS
  The character repairs 
  1 additional hull trauma 
  per rank of Solid Repairs 
  whenever he repairs a 
  starship or vehicle.
  SOLID REPAIRS
  The character repairs 
  1 additional hull trauma 
  per rank of Solid Repairs 
  whenever he repairs a 
  starship or vehicle.
  SOLID REPAIRS
  The character repairs 
  1 additional hull trauma 
  per rank of Solid Repairs 
  whenever he repairs a 
  starship or vehicle.
  SOLID REPAIRS
  The character repairs 
  1 additional hull trauma 
  per rank of Solid Repairs 
  whenever he repairs a 
  starship or vehicle.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  FINE TUNING
  When reducing the amount 
  of system strain a starship 
  or vehicle suffers, reduce 
  1 additional strain per rank 
  of Fine Tuning.
  FINE TUNING
  When reducing the amount 
  of system strain a starship 
  or vehicle suffers, reduce 
  1 additional strain per rank 
  of Fine Tuning.
  GEARHEAD
  Remove b per rank of 
  Gearhead from Mechanics 
  checks. Halve the credit 
  cost to add mods to 
  attachments.
  GEARHEAD
  Remove b  per rank of 
  Gearhead from Mechanics 
  checks. Halve the credit 
  cost to add mods to 
  attachments.
  GRIT
  Gain +1 strain threshold.
  TOUGHENED
  Gain +2 wound threshold.
  TOUGHENED
  Gain +2 wound threshold.
  HARD HEADED
  When staggered or disor-
   iented, perform the Hard 
  Headed action to make a 
  dddd  Discipline check 
  to remove the status. 
  Difficulty reduced by 1  
  per rank.
  IMPROVED  
  HARD HEADED
  When incapacitated due to 
  strain exceeding threshold, 
  take a ddddd  Disc-
  ipline check (–d  per rank 
  of Hard Headed) to reduce 
  strain to 1 below threshold.
  TECHNICIAN
  MECHANIC
  Spec Bonus Career Skills: Brawl, Mechanics, Piloting (Space), Skulduggery
  Active
  Passive
  Ranked
  Find more handouts at BeggingForXP.com
  EDGE OF THE EMPIRE  •  VERSION 7  •  2015-02
  
  INVENTOR
  When constructing new 
   items or modifying attach-
  ments, add b or remove 
  b per rank of Inventor.
  INVENTOR
  When constructing new 
   items or modifying attach-
  ments, add b or remove 
  b per rank of Inventor.
  KNOWN SCHEMATIC
  Once per session, may 
  perform the Known 
  Schematic maneuver; make 
  a ddd  Knowledge 
  (Education) check to gain 
  familiarity with a building 
  or ship’s design.
  UTINNI!
  Remove b  per rank of 
  Utinni! from checks to find 
  or scavenge items or gear. 
  Such checks take half the 
  time.
  UTINNI!
  Remove b  per rank of 
  Utinni! from checks to find 
  or scavenge items or gear. 
  Such checks take half the 
  time.
  TOUGHENED
  Gain +2 wound threshold.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  SOLID REPAIRS
  The character repairs 
  1 additional hull trauma 
  per rank of Solid Repairs 
  whenever he repairs a 
  starship or vehicle.
  SIDE STEP
  Once per round, as a man-
  euver suffer a number of 
  strain up to ranks in Side 
  Step to upgrade difficulty of 
  all incoming ranged attacks 
  by an equal number for the 
  next round.
  DEFENSIVE STANCE
  Once per round, as a man- 
  euver suffer a number of  
  strain up to ranks in Defen-
  sive Stance to upgrade 
  difficulty of all incoming 
  melee attacks by an equal 
  number for the next round.
  BRACE
  Perform the Brace man- 
  euver to remove b 
  per rank of Brace from 
  your next Action. This 
  may only remove b 
  added by environmental 
  circumstances.
  BRACE
  Perform the Brace man- 
  euver to remove b 
  per rank of Brace from 
  your next Action. This 
  may only remove b 
  added by environmental 
  circumstances.
  SPEAKS BINARY
  When directing NPC 
  droids, may grant them b 
  per rank of Speaks Binary 
  on checks.
  SPEAKS BINARY
  When directing NPC 
  droids, may grant them b 
  per rank of Speaks Binary 
  on checks.
  GRIT
  Gain +1 strain threshold.
  TINKERER
  May add 1 additional hard 
  point to a number of items 
  equal to ranks in Tinkerer. 
  Each item may only be 
  modified once.
  TINKERER
  May add 1 additional hard 
  point to a number of items 
  equal to ranks in Tinkerer. 
  Each item may only be 
  modified once.
  JURY RIGGED
  Choose 1 weapon, armor, 
  or other item and give it a 
  permanent improvement 
  while it remains in use.
  JURY RIGGED
  Choose 1 weapon, armor, 
  or other item and give it a 
  permanent improvement 
  while it remains in use.
  UTILITY BELT
  Spend 1 Destiny Point 
  to perform a Utility Belt 
  incidental; produce a 
  previously undocumented 
  item or weapon (with 
  restrictions) from a tool 
  belt or a satchel.
  TECHNICIAN
  OUTLAW TECH
  Spec Bonus Career Skills: Knowledge (Education), Knowledge (Underworld), Mechanics, Streetwise
  Active
  Passive
  Ranked
  Find more handouts at BeggingForXP.com
  EDGE OF THE EMPIRE  •  VERSION 7  •  2015-02
  
  DEFENSIVE SLICING
  When defending computer 
  systems, add b per rank 
  of Defensive Slicing to 
  opponents’ checks.
  DEFENSIVE SLICING
  When defending computer 
  systems, add b  per rank 
  of Defensive Slicing to 
  opponents’ checks.
  DEFENSIVE SLICING
  When defending computer 
  systems, add b per rank 
  of Defensive Slicing to 
  opponents’ checks.
  NATURAL 
  PROGRAMMER
  Once per session, may 
  re-roll any 1 Computers or 
  Astrogation check.
  IMPROVED 
  DEFENSIVE SLICING
  Defensive Slicing now 
  upgrades opponents; 
  difficulty once per rank 
  of Defensive Slicing; this 
  replaces the usual benefits.
  SKILLED SLICER
  When making a Computers 
  check may spend x to 
  make further Computers 
  checks within this system 
  as maneuvers.
  MASTER SLICER
  Once per round, may take 
  a Master Slicer incidental 
  to suffer 2 strain and 
  decrease difficulty of 
  Computers or other slicing 
  checks by 1, minimum d.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  GRIT
  Gain +1 strain threshold.
  TECHNICAL APTITUDE
  Reduce time needed to 
  complete Computer-
  related tasks by 25% per 
  rank in Technical Aptitude.
  TECHNICAL APTITUDE
  Reduce time needed to 
  complete Computer-
  related tasks by 25% per 
  rank in Technical Aptitude.
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  BYPASS SECURITY
  Remove b  per rank of 
  Bypass Security from 
  checks made to disable a 
  security device or open a 
  locked door.
  BYPASS SECURITY
  Remove b  per rank of 
  Bypass Security from 
  checks made to disable a 
  security device or open a 
  locked door.
  BYPASS SECURITY
  Remove b  per rank of 
  Bypass Security from 
  checks made to disable a 
  security device or open a 
  locked door.
  CODEBREAKER
  Remove b per rank in 
  Codebreaker from checks 
  to break codes or decrypt 
  communications. Decrease 
  difficulty of checks to 
  break codes or decrypt 
  communications by 1.
  CODEBREAKER
  Remove b  per rank in 
  Codebreaker from checks 
  to break codes or decrypt 
  communications. Decrease 
  difficulty of checks to 
  break codes or decrypt 
  communications by 1.
  MENTAL FORTRESS
  Spend 1 Destiny Point to 
  ignore effects of Critical 
  Injuries on Intellect or 
  Cunning checks until end of 
  encounter.
  RESOLVE
  When a character 
  involuntarily suffers strain, 
  he suffers 1 less strain per 
  rank of Resolve, minimum 1. 
  TECHNICIAN
  SLICER
  Spec Bonus Career Skills: Computers, Knowledge (Education), Knowledge (Underworld), Stealth
  Active
  Passive
  Ranked
  Find more handouts at BeggingForXP.com
  EDGE OF THE EMPIRE  •  VERSION 7  •  2015-02
  
  SENSE DANGER
  Once per session, remove 
  bb  from any 1 check.
  SENSE EMOTIONS
  Add b  to all Charm, 
  Coercion, and Deception 
  checks unless the target is 
  immune to Force Powers.
  BALANCE
  When the character heals 
  strain at the end of the 
  encounter, he may add 
  C per Force Rating. He 
  recovers additional strain 
  equal to F generated.
  TOUCH OF FATE
  Once per session, add 
  bb  to any one check. 
  OVERWHELM 
  EMOTIONS
  May add C per Force 
  Rating to Charm, Coerce, 
  or Deceit checks. F and 
  z add s to some checks 
  and f to others.
  SIXTH SENSE
  Gain +1 ranged defense.
  FORCE RATING
  Gain +1 Force Rating.
  SUPERIOR REFLEXES
  Gain +1 melee defense.
  UNCANNY SENSES
  Add b  per rank of 
  Uncanny Senses to all 
  Perception checks.
  UNCANNY SENSES
  Add b  per rank of 
  Uncanny Senses to all 
  Perception checks.
  INSIGHT
  Perception and Discipline 
  become career skills.
  UNCANNY 
  REACTIONS
  Add b  per rank of 
  Uncanny Reactions to all 
  Vigilance checks,
  UNCANNY 
  REACTIONS
  Add b  per rank of 
  Uncanny Reactions to all 
  Vigilance checks,
  COST 5
  COST 5
  COST 5
  COST 5
  COST 15
  COST 15
  COST 15
  COST 15
  COST 10
  COST 10
  COST 10
  COST 10
  COST 20
  COST 20
  COST 20
  COST 20
  COST 25
  COST 25
  COST 25
  COST 25
  DEDICATION
  Gain +1 to a single charac-
  teristic. This cannot bring 
  a characteristic above 6.
  FORAGER
  Remove up to bb  from 
  skill checks to find food, 
  water, or shelter. Survival 
  checks to forage take half 
  the time.
  CONVINCING 
  DEMEANOR
  Remove b per rank of 
  Convincing Demeanor  
  from Deception or 
  Skulduggery checks. 
  STREET SMARTS
  Remove b per rank 
  of Street Smarts from 
  Streetwise or Knowledge 
  (Underworld) checks. 
  STREET SMARTS
  Remove b  per rank 
  of Street Smarts from 
  Streetwise or Knowledge 
  (Underworld) checks. 
  QUICK DRAW
  Once per round, draw or 
  holster a weapon or item 
  as an incidental.
  INTENSE FOCUS
  Perform an Intense Focus 
  maneuver; suffer 1 strain 
  and upgrade the ability of 
  the next skill check once.
  UNIVERSAL
  FORCE SENSITIVE EXILE
  Gain: Force Rating 1
  Active
  Passive
  Ranked
  Find more handouts at BeggingForXP.com
  EDGE OF THE EMPIRE  •  VERSION 7  •  2015-02
  
  DURATION
  Sense’s ongoing effects may be triggered one additional time 
  per round.
  RANGE
  Spend F to increase 
  power’s range by a number 
  of range bands equal to 
  Range upgrades purchased. 
  RANGE
  Spend F to increase 
  power’s range by a number 
  of range bands equal to 
  Range upgrades purchased. 
  RANGE
  Spend F to increase 
  power’s range by a number 
  of range bands equal to 
  Range upgrades purchased. 
  MAGNITUDE
  Spend F to increase 
  number of targets 
  affected by power equal 
  to Magnitude upgrades 
  purchased.
  MAGNITUDE
  Spend F to increase 
  number of targets 
  affected by power equal 
  to Magnitude upgrades 
  purchased.
  MAGNITUDE
  Spend F to increase 
  number of targets 
  affected by power equal 
  to Magnitude upgrades 
  purchased.
  CONTROL
  Ongoing effect: Commit C. Once per round, when an attack 
  targets the Force user, he upgrades the difficulty of the pool 
  once.
  CONTROL
  Ongoing effect: Commit C. Once per round, when making a 
  combat check, he upgrades the ability of that check once.
  CONTROL
  Effect: Spend F. The Force user senses the current thoughts 
  of one living target with whom he is engaged.
  STRENGTH
  When using Sense’s ongoing effects, upgrade the pool twice, 
  instead of once.
  SENSE BASIC POWER
  The Force User can sense the Force interacting with the world around him.
  The user may spend F to sense all living things within short range (including sentient and non-sentient beings).
  The user may spend F to sense the current emotional state of one living target with whom he is engaged.
  COST 10
  COST 10
  COST 10
  COST 10
  COST 5
  COST 10
  COST 10
  COST 5
  COST 10
  COST 10
  COST 10
  COST 10
  FORCE POWER
  SENSE
  Prerequisites: Force Rating 1+
  Ranked
  Find more handouts at BeggingForXP.com
  EDGE OF THE EMPIRE  •  VERSION 7  •  2015-02
  
  CONTROL
  When making a Coercion, Charm, Deception, Leadership, or Negotiation check, the Force user 
  may roll an Influence Power check as part of his dice pool. He may spend F to gain s or a 
  (user’s choice) on the check.
  STRENGTH
  When stressing the mind 
  of a target, the character 
  inflicts 2 strain.
  RANGE
  Spend F to increase 
  power’s range by a number 
  of Range bands equal to 
  range upgrades purchased.
  RANGE
  Spend F to increase 
  power’s range by a number 
  of range bands equal to 
  Range upgrades purchased.
  RANGE
  Spend F to increase 
  power’s range by a number 
  of Range bands equal to 
  range upgrades purchased.
  MAGNITUDE
  Spend F to increase 
  targets affected equal 
  to Magnitude upgrades 
  purchased. 
  MAGNITUDE
  Spend F to increase 
  targets affected equal 
  to Magnitude upgrades 
  purchased. 
  MAGNITUDE
  Spend F to increase 
  targets affected equal 
  to Magnitude upgrades 
  purchased. 
  CONTROL
  The Force user may make an opposed Discipline vs Discipline 
  check combined with an Influence Power check. If the user 
  spends F and succeeds on the check, he can force the target 
  to adopt an emotional state or believe something untrue, 
  lasting for 1 round or 5 minutes.
  DURATION
  Spend F to increase 
  duration by number of 
  rounds (or minutes) equal 
  to Duration upgrades 
  purchased.
  DURATION
  Spend F to increase 
  duration by number of 
  rounds (or minutes) equal 
  to Duration upgrades 
  purchased.
  DURATION
  Spend F to increase 
  duration by number of 
  rounds (or minutes) equal 
  to Duration upgrades 
  purchased.
  DURATION
  Spend F to increase 
  duration by number of 
  rounds (or minutes) equal 
  to Duration upgrades 
  purchased.
  INFLUENCE BASIC POWER
  The character may attempt to guide, shape, and even twist the thoughts and feelings of others.
  Special Rule (Z/z use): When guiding and shaping thoughts, only z may be used to generate negative emotions such as rage, fear, 
  and hatred. Only Z may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as 
  confusion can be generated with either Z or z. 
  The character may spend F to stress the mind of one living target he is engaged with, inflicting 1 strain.
  COST 10
  COST 15
  COST 10
  COST 5
  COST 5
  COST 10
  COST 10
  COST 10
  COST 5
  COST 10
  COST 5
  COST 5
  COST 5
  COST 5
  FORCE POWER
  INFLUENCE
  Prerequisites: Force Rating 1+
  Ranked
  Find more handouts at BeggingForXP.com
  EDGE OF THE EMPIRE  •  VERSION 7  •  2015-02
  
  CONTROL
  The Force user can hurl objects to damage targets, by making 
  a Discipline check combined with a Move Power check, dealing 
  damage equal to 10 times silhouette.
  STRENGTH
  Spend F to increase 
  silhouette able to be 
  targeted equal to Strength 
  upgrades purchased.
  STRENGTH
  Spend F to increase 
  silhouette able to be 
  targeted equal to Strength 
  upgrades purchased.
  STRENGTH
  Spend F to increase 
  silhouette able to be 
  targeted equal to Strength 
  upgrades purchased.
  STRENGTH
  Spend F to increase 
  silhouette able to be 
  targeted equal to Strength 
  upgrades purchased.
  CONTROL
  The Force user can pull 
  objects out of secure 
  mountings or out of an 
  opponent’s grasp.
  CONTROL
  The character can perform fine manipulation of items, allowing 
  him to do whatever he would normally with his hands via this 
  power at this power’s range.
  MOVE BASIC POWER
  The Force user can move small objects via the power of the Force.
  The user may spend F to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum 
  range is short range.
  COST 10
  COST 5
  COST 10
  COST 10
  COST 5
  COST 10
  COST 5
  COST 5
  COST 10
  COST 15
  COST 5
  COST 15
  COST 10
  COST 20
  COST 15
  MAGNITUDE
  Spend F to increase 
  targets affected equal 
  to Magnitude upgrades 
  purchased. 
  MAGNITUDE
  Spend F to increase 
  targets affected equal 
  to Magnitude upgrades 
  purchased. 
  MAGNITUDE
  Spend F to increase 
  targets affected equal 
  to Magnitude upgrades 
  purchased. 
  MAGNITUDE
  Spend F to increase 
  targets affected equal 
  to Magnitude upgrades 
  purchased. 
  RANGE
  Spend F to increase 
  power’s range by a number 
  of range bands equal to 
  Range upgrades purchased. 
  RANGE
  Spend F to increase 
  power’s range by a number 
  of range bands equal to 
  Range upgrades purchased. 
  RANGE
  Spend F to increase 
  power’s range by a number 
  of range bands equal to 
  Range upgrades purchased. 
  FORCE POWER
  MOVE
  Prerequisites: Force Rating 1+
  Ranked
  Find more handouts at BeggingForXP.com
  EDGE OF THE EMPIRE  •  VERSION 7  •  2015-02
  
SOURCE: textdata/thevault/Star Wars [multi]/FFG/Misc/FFG - Talent Trees (v7).pdf