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Bounty Hunter: Assassin Career Skills: Athletics, Brawl, Perception, Piloting (Planetary), Piloting (Space), Ranged (Heavy), Streetwise, Vigilance Assassin Bonus Career Skills: Melee, Ranged (Heavy), Skulduggery, Stealth Active Passive Ranked GRIT 136 Cost: 5 Gain +1 strain threshold. LETHAL BLOWS 138 Cost: 5 Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents. STALKER 143 Cost: 5 Add B per rank of Stalker to all Stealth and Coordination checks. DODGE 135 Cost: 5 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. PRECISE AIM 141 Cost: 10 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. JUMP UP 138 Cost: 10 Once per round, may stand from seated or prone as an incidental. QUICK STRIKE 141 Cost: 10 Add B per rank of Quick Strike to combat checks against targets that have not acted yet this encounter. QUICK DRAW 141 Cost: 10 Once per round, draw or holster a weapon or item as an incidental. TARGETED BLOW 144 Cost: 15 After making a successful attack, may spend 1 Destiny Point to add Agility in damage to one hit. STALKER 143 Cost: 15 Add B per rank of Stalker to all Stealth and Coordination checks. LETHAL BLOWS 138 Cost: 15 Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents. ANATOMY LESSONS 132 Cost: 15 After making a successful attack, may spend 1 Destiny Point to add damage equal to Intellect to one hit. STALKER 143 Cost: 20 Add B per rank of Stalker to all Stealth and Coordination checks. SNIPER SHOT 142 Cost: 20 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. DODGE 135 Cost: 20 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. LETHAL BLOWS 138 Cost: 20 Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents. PRECISE AIM 141 Cost: 25 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. DEADLY ACCURACY 133 Cost: 25 When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of a successful attack with that skill. DEDICATION 134 Cost: 25 Gain +1 to a single characteristic. This cannot bring a characteristic above 6. MASTER OF SHADOWS 138 Cost: 25 Once per round, suffer 2 strain to decrease difficulty of next Stealth or Skulduggery check by one. Copyright (c) Fantasy Flight Games Version 11 • 2019-03-03 • Edge of the Empire • https://www.beimax.de/fileadmin/downloads/starwars/Talents_SW_EotE.pdf

Bounty Hunter: Assassin - beimax.de · Bounty Hunter: Assassin Career Skills: Athletics, Brawl, Perception, Piloting (Planetary), Piloting (Space), Ranged (Heavy), Streetwise, Vigilance

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Page 1: Bounty Hunter: Assassin - beimax.de · Bounty Hunter: Assassin Career Skills: Athletics, Brawl, Perception, Piloting (Planetary), Piloting (Space), Ranged (Heavy), Streetwise, Vigilance

Bounty Hunter: AssassinCareer Skills: Athletics, Brawl, Perception, Piloting (Planetary), Piloting (Space), Ranged(Heavy), Streetwise, VigilanceAssassin Bonus Career Skills: Melee, Ranged (Heavy), Skulduggery, Stealth

ActivePassiveRanked

GRIT

136 Cost: 5

Gain +1 strain threshold.LETHAL BLOWS

138 Cost: 5

Add +10 per rank of LethalBlows to any Critical Injuryresult inflicted onopponents.

STALKER

143 Cost: 5

Add B per rank of Stalkerto all Stealth andCoordination checks.

DODGE

135 Cost: 5

When targeted in combat,may perform a Dodgeincidental. Suffer strain nogreater than ranks inDodge to upgrade thedifficulty of the attack bythat number.

PRECISE AIM

141 Cost: 10

Once per round, mayperform a Precise Aimmaneuver. Suffer strain upto ranks in Precise Aim andreduce target's Melee andRanged Defense by thatnumber.

JUMP UP

138 Cost: 10

Once per round, may standfrom seated or prone as anincidental.

QUICK STRIKE

141 Cost: 10

Add B per rank of QuickStrike to combat checksagainst targets that havenot acted yet thisencounter.

QUICK DRAW

141 Cost: 10

Once per round, draw orholster a weapon or item asan incidental.

TARGETED BLOW

144 Cost: 15

After making a successfulattack, may spend 1Destiny Point to add Agilityin damage to one hit.

STALKER

143 Cost: 15

Add B per rank of Stalkerto all Stealth andCoordination checks.

LETHAL BLOWS

138 Cost: 15

Add +10 per rank of LethalBlows to any Critical Injuryresult inflicted onopponents.

ANATOMY LESSONS

132 Cost: 15

After making a successfulattack, may spend 1Destiny Point to adddamage equal to Intellect toone hit.

STALKER

143 Cost: 20

Add B per rank of Stalkerto all Stealth andCoordination checks.

SNIPER SHOT

142 Cost: 20

Before making a non-thrown ranged attack, as amaneuver increase theweapon's range by up to 1band per rank. Upgrade theattack's difficulty by 1 perrange increase.

DODGE

135 Cost: 20

When targeted in combat,may perform a Dodgeincidental. Suffer strain nogreater than ranks inDodge to upgrade thedifficulty of the attack bythat number.

LETHAL BLOWS

138 Cost: 20

Add +10 per rank of LethalBlows to any Critical Injuryresult inflicted onopponents.

PRECISE AIM

141 Cost: 25

Once per round, mayperform a Precise Aimmaneuver. Suffer strain upto ranks in Precise Aim andreduce target's Melee andRanged Defense by thatnumber.

DEADLY ACCURACY

133 Cost: 25

When acquired, choose 1combat skill. Add damageequal to ranks in that skillto one hit of a successfulattack with that skill.

DEDICATION

134 Cost: 25

Gain +1 to a singlecharacteristic. This cannotbring a characteristic above6.

MASTER OF SHADOWS

138 Cost: 25

Once per round, suffer 2strain to decrease difficultyof next Stealth orSkulduggery check by one.

Copyright (c) Fantasy Flight Games Version 11 • 2019-03-03 • Edge of the Empire • https://www.beimax.de/fileadmin/downloads/starwars/Talents_SW_EotE.pdf

Page 2: Bounty Hunter: Assassin - beimax.de · Bounty Hunter: Assassin Career Skills: Athletics, Brawl, Perception, Piloting (Planetary), Piloting (Space), Ranged (Heavy), Streetwise, Vigilance

Bounty Hunter: GadgeteerCareer Skills: Athletics, Brawl, Perception, Piloting (Planetary), Piloting (Space), Ranged(Heavy), Streetwise, VigilanceGadgeteer Bonus Career Skills: Brawl, Coercion, Mechanics, Ranged (Light)

ActivePassiveRanked

BRACE

132 Cost: 5

Perform the Bracemaneuver to remove bper rank of Brace from nextyour Action. This may onlyremove b added byenvironmentalcircumstances.

TOUGHENED

145 Cost: 5

Gain +2 wound threshold.INITIMIDATING

137 Cost: 5

May suffer a number ofstrain up to ranks inIntimidating to downgradedifficulty of Coercionchecks or upgrade difficultywhen targeted by Coercionchecks by an equalnumber.

DEFENSIVE STANCE

134 Cost: 5

Once per round, as amaneuver suffer a numberof strain up to ranks inDefensive Stance toupgrade difficulty of allincoming melee attacks byan equal number for thenext round.

SPARE CLIP

143 Cost: 10

Cannot run out of ammodue to y. Items withLimited Ammo quality runout of ammo as normal.

JURY RIGGED

138 Cost: 10

Choose 1 weapon, armor,or other item and give it apermanent improvementwhile it remains in use.

POINT BLANK

141 Cost: 10

Add 1 damage per rank ofPoint Blank to damage ofone hit of successfulRanged (Heavy) or (Light)attacks made while at shortrange or engaged.

DISORIENT

135 Cost: 10

After hitting with a combatcheck, may spend aato disorient target for anumber of rounds equal toranks in Disorient.

TOUGHENED

145 Cost: 15

Gain +2 wound threshold.ARMOR MASTER

132 Cost: 15

When wearing armor,increase total soak valueby 1.

NATURAL ENFORCER

139 Cost: 15

Once per session, may re-roll any 1 Coercion orStreetwise check.

STUNNING BLOW

144 Cost: 15

When making Meleechecks, may inflict damageas strain instead ofwounds. This does notignore soak.

JURY RIGGED

138 Cost: 20

Choose 1 weapon, armor,or other item and give it apermanent improvementwhile it remains in use.

TINKERER

145 Cost: 20

May add 1 additional hardpoint to a number of itemsequal to ranks in Tinkerer.Each item may only bemodified once.

DEADLY ACCURACY

133 Cost: 20

When acquired, choose 1combat skill. Add damageequal to ranks in that skillto one hit of a successfulattack with that skill.

IMPROVEDSTUNNING BLOW

144 Cost: 20

When dealing straindamage with Melee orBrawl checks, may spendx to stagger target for 1round per x.

INITIMIDATING

137 Cost: 25

May suffer a number ofstrain up to ranks inIntimidating to downgradedifficulty of Coercionchecks or upgrade difficultywhen targeted by Coercionchecks by an equalnumber.

DEDICATION

134 Cost: 25

Gain +1 to a singlecharacteristic. This cannotbring a characteristic above6.

IMPROVEDARMOR MASTER

132 Cost: 25

When wearing armor with asoak value of 2 or higher,increase defense by 1.

CRIPPLING BLOW

133 Cost: 25

Increase the difficulty ofnext combat check by 1. Ifcheck deals damage, targetsuffers 1 strain wheneverhe moves for the remainderof the encounter.

Copyright (c) Fantasy Flight Games Version 11 • 2019-03-03 • Edge of the Empire • https://www.beimax.de/fileadmin/downloads/starwars/Talents_SW_EotE.pdf

Page 3: Bounty Hunter: Assassin - beimax.de · Bounty Hunter: Assassin Career Skills: Athletics, Brawl, Perception, Piloting (Planetary), Piloting (Space), Ranged (Heavy), Streetwise, Vigilance

Bounty Hunter: SurvivalistCareer Skills: Athletics, Brawl, Perception, Piloting (Planetary), Piloting (Space), Ranged(Heavy), Streetwise, VigilanceSurvivalist Bonus Career Skills: Knowledge (Xenology), Perception, Resilience,Survival

ActivePassiveRanked

FORAGER

135 Cost: 5

Remove up to bb fromskill checks to find food,water, or shelter. Survivalchecks to forage take halfthe time.

STALKER

143 Cost: 5

Add B per rank of Stalkerto all Stealth andCoordination checks.

OUTDOORSMAN

141 Cost: 5

Remove b per rank ofOutdoorsman from checksto move through terrain ormanage environmentaleffects. Decrease overlandtravel times by half.

EXPERT TRACKER

135 Cost: 5

Remove b per rank ofExpert Tracker from checksto find tracks or tracktargets. Decrease time totrack a target by half.

OUTDOORSMAN

141 Cost: 10

Remove b per rank ofOutdoorsman from checksto move through terrain ormanage environmentaleffects. Decrease overlandtravel times by half.

SWIFT

144 Cost: 10

Do not suffer usualpenalties for movingthrough difficult terrain.

HUNTER

137 Cost: 10

Add B per rank of Hunterto all checks wheninteracting with beasts oranimals (including combat).Add +10 to Critical Injuryresults against beasts oranimals per rank of Hunter.

SOFT SPOT

143 Cost: 10

After making a successfulattack, may spend 1Destiny Point to adddamage equal to Cunningto one hit.

TOUGHENED

145 Cost: 15

Gain +2 wound threshold.EXPERT TRACKER

135 Cost: 15

Remove b per rank ofExpert Tracker from checksto find tracks or tracktargets. Decrease time totrack a target by half.

STALKER

143 Cost: 15

Add B per rank of Stalkerto all Stealth andCoordination checks.

NATURALOUTDOORSMAN

139 Cost: 15

Once per session, may re-roll any 1 Resilience orSurvival check.

TOUGHENED

145 Cost: 20

Gain +2 wound threshold.HUNTER

137 Cost: 20

Add B per rank of Hunterto all checks wheninteracting with beasts oranimals (including combat).Add +10 to Critical Injuryresults against beasts oranimals per rank of Hunter.

EXPERT TRACKER

135 Cost: 20

Remove b per rank ofExpert Tracker from checksto find tracks or tracktargets. Decrease time totrack a target by half.

BLOODED

132 Cost: 20

Add B per rank of Bloodedto all checks to resist orrecover from poisons,venoms, or toxins. Reduceduration of ongoing poisonsby one round per rank ofBlooded to a minimum of 1.

ENDURING

135 Cost: 25

Gain +1 soak value.DEDICATION

134 Cost: 25

Gain +1 to a singlecharacteristic. This cannotbring a characteristic above6.

GRIT

136 Cost: 25

Gain +1 strain threshold.HEROIC FORTITUDE

137 Cost: 25

May spend 1 Destiny Pointto ignore effects of CriticalInjuries on Brawn or Agilitychecks until the end of theencounter.

Copyright (c) Fantasy Flight Games Version 11 • 2019-03-03 • Edge of the Empire • https://www.beimax.de/fileadmin/downloads/starwars/Talents_SW_EotE.pdf

Page 4: Bounty Hunter: Assassin - beimax.de · Bounty Hunter: Assassin Career Skills: Athletics, Brawl, Perception, Piloting (Planetary), Piloting (Space), Ranged (Heavy), Streetwise, Vigilance

Colonist: DoctorCareer Skills: Charm, Deception, Knowledge (Core Worlds), Knowledge (Education),Knowledge (Lore), Leadership, Negotiation, StreetwiseDoctor Bonus Career Skills: Cool, Knowledge (Education), Medicine, Resilience

ActivePassiveRanked

SURGEON

144 Cost: 5

When making a Medicinecheck to help a characterheal wounds, the targetheals 1 additional woundper rank of Surgeon.

BACTA SPECIALIST

132 Cost: 5

Patients recover 1additional wound per rankof Bacta Specialist whenthey recover wounds frombacta tanks or long termcare.

GRIT

136 Cost: 5

Gain +1 strain threshold.RESOLVE

142 Cost: 5

When a characterinvoluntarily suffers strain,he suffers 1 less strain perrank of Resolve, minimum1.

STIM APPLICATION

143 Cost: 10

Take the Stim Applicationaction; make an Average(dd) Medicine check. Ifsuccessful, 1 engaged allyincreases 1 characteristicby 1 for the encounter andsuffers 4 strain.

GRIT

136 Cost: 10

Gain +1 strain threshold.SURGEON

144 Cost: 10

When making a Medicinecheck to help a characterheal wounds, the targetheals 1 additional woundper rank of Surgeon.

RESOLVE

142 Cost: 10

When a characterinvoluntarily suffers strain,he suffers 1 less strain perrank of Resolve, minimum1.

SURGEON

144 Cost: 15

When making a Medicinecheck to help a characterheal wounds, the targetheals 1 additional woundper rank of Surgeon.

GRIT

136 Cost: 15

Gain +1 strain threshold.BACTA SPECIALIST

132 Cost: 15

Patients recover 1additional wound per rankof Bacta Specialist whenthey recover wounds frombacta tanks or long termcare.

PRESSURE POINT

141 Cost: 15

When making a Brawlcheck against an opponent,instead of dealing damage,may deal equivalent strainplus additional strain equalto ranks in Medicine(ignoring soak).

IMPROVEDSTIM APPLICATION

143 Cost: 20

When performing a StimApplication action, mayincrease the difficulty toHard(ddd), and targetonly suffers 1 strain.

NATURAL DOCTOR

139 Cost: 20

Once per session, mayreroll any 1 Medicinecheck.

TOUGHENED

145 Cost: 20

Gain +2 wound threshold.ANATOMY LESSONS

132 Cost: 20

After making a successfulattack, may spend 1Destiny Point to adddamage equal to Intellect toone hit.

SUPREMESTIM APPLICATION

143 Cost: 25

When performing the StimApplication action, spendx to increase anadditional Characteristic by1.

MASTER DOCTOR

138 Cost: 25

Once per round, suffer 2strain to decrease thedifficulty of a Medicinecheck by 1.

DEDICATION

134 Cost: 25

Gain +1 to a singlecharacteristic. This cannotbring a characteristic above6.

DODGE

135 Cost: 25

When targeted in combat,may perform a Dodgeincidental. Suffer strain nogreater than ranks inDodge to upgrade thedifficulty of the attack bythat number.

Copyright (c) Fantasy Flight Games Version 11 • 2019-03-03 • Edge of the Empire • https://www.beimax.de/fileadmin/downloads/starwars/Talents_SW_EotE.pdf

Page 5: Bounty Hunter: Assassin - beimax.de · Bounty Hunter: Assassin Career Skills: Athletics, Brawl, Perception, Piloting (Planetary), Piloting (Space), Ranged (Heavy), Streetwise, Vigilance

Colonist: EntrepreneurCareer Skills: Charm, Deception, Knowledge (Core Worlds), Knowledge (Education),Knowledge (Lore), Leadership, Negotiation, StreetwiseEntrepreneur Bonus Career Skills: Discipline, Knowledge (Education), Knowledge(Underworld), Negotiation

ActivePassiveRanked

SOUND INVESTMENTS

FH33 Cost: 5

At the start of eachsession, gain 100 creditsfor each rank of SoundInvestments.

PLAUSIBLEDENIABILITY

141 Cost: 5

Remove b per rank ofPlausible Deniability fromall Coercion and Deceptionchecks.

RAPID RECOVERY

141 Cost: 5

When healing strain afteran encounter, heal 1additional strain per rank ofRapid Recovery.

GRIT

136 Cost: 5

Gain +1 strain threshold.

RAPID RECOVERY

141 Cost: 10

When healing strain afteran encounter, heal 1additional strain per rank ofRapid Recovery.

WHEEL AND DEAL

145 Cost: 10

When selling goods legally,gain 10% more credits perrank of Wheel and Deal.

SOUND INVESTMENTS

FH33 Cost: 10

At the start of eachsession, gain 100 creditsfor each rank of SoundInvestments.

WHEEL AND DEAL

145 Cost: 10

When selling goods legally,gain 10% more credits perrank of Wheel and Deal.

GREASED PALMS

FH33 Cost: 15

Before making a socialcheck, may spend up to 50credits per rank of CreasedPalms to upgrade theability of the check once forevery 50 spent.

THROWING CREDITS

FH33 Cost: 15

At beginning of session,spend 100 credits to ignorestrain threshold penalty dueto triggered Obligation.

BOUGHT INFO

FH32 Cost: 15

Instead of making aKnowledge check, maytake a Bought Info action;spend credits equal to 50times the difficulty of thecheck to pass with one s.

SOUND INVESTMENTS

FH33 Cost: 15

At the start of eachsession, gain 100 creditsfor each rank of SoundInvestments.

SOUND INVESTMENTS

FH33 Cost: 20

At the start of eachsession, gain 100 creditsfor each rank of SoundInvestments.

TOUGHENED

145 Cost: 20

Gain +2 wound threshold.MASTER MERCHANT

138 Cost: 20

When buying/selling goods,or paying off/taking moreObligation, suffer 2 strain tobuy for 25% less, sell for25% more, buy off 1 moreObligation, or take 1 less.

KNOW SOMEBODY

138 Cost: 20

Once per session, whenattempting to purchase alegally available item,reduce its rarity by 1 perrank of Know Somebody.

NATURAL MERCHANT

FH33 Cost: 25

Once per session, may re-roll any 1 Streetwise orNegotiation check.

INTENSE FOCUS

137 Cost: 25

Perform an Intense Focusmaneuver; suffer 1 strainand upgrade the ability ofthe next skill check once.

DEDICATION

134 Cost: 25

Gain +1 to a singlecharacteristic. This cannotbring a characteristic above6.

SOUND INVESTMENTS

FH33 Cost: 25

At the start of eachsession, gain 100 creditsfor each rank of SoundInvestments.

Copyright (c) Fantasy Flight Games Version 11 • 2019-03-03 • Edge of the Empire • https://www.beimax.de/fileadmin/downloads/starwars/Talents_SW_EotE.pdf

Page 6: Bounty Hunter: Assassin - beimax.de · Bounty Hunter: Assassin Career Skills: Athletics, Brawl, Perception, Piloting (Planetary), Piloting (Space), Ranged (Heavy), Streetwise, Vigilance

Colonist: MarshalCareer Skills: Charm, Deception, Knowledge (Core Worlds), Knowledge (Education),Knowledge (Lore), Leadership, Negotiation, StreetwiseMarshal Bonus Career Skills: Coercion, Knowledge (Underworld), Ranged (Light),Vigilance

ActivePassiveRanked

HARD HEADED

136 Cost: 5

When staggered ordisoriented, perform theHard Headed action tomake a Dauntin(dddd) Disciplinecheck to remove the status.Difficulty reduced by 1 perrank.

GRIT

136 Cost: 5

Gain +1 strain threshold.STREET SMARTS

144 Cost: 5

Remove b per rank ofStreet Smarts fromStreetwise or Knowledge(Underworld) checks.

TOUGHENED

145 Cost: 5

Gain +2 wound threshold.

DURABLE

135 Cost: 10

May reduce any CriticalInjury suffered by 10 perrank of Durable to aminimum of 1.

GOOD COP

FH33 Cost: 10

May spend aa from aCharm or Negotiationcheck t o upgrade ability ofa single ally's subsequentSocial Interaction checkagainst the target a numberof times equal to ranks inGood Cop.

BAD COP

FH32 Cost: 10

May spend aa from aDeception or Coercioncheck to upgrade ability ofa single ally's subsequentSocial Interaction checkagainst the target a numberof times equal to ranks inBad Cop.

QUICK DRAW

141 Cost: 10

Once per round, draw orholster a weapon or item asan incidental.

HARD HEADED

136 Cost: 15

When staggered ordisoriented, perform theHard Headed action tomake a Dauntin(dddd) Disciplinecheck to remove the status.Difficulty reduced by 1 perrank.

GRIT

136 Cost: 15

Gain +1 strain threshold.GOOD COP

FH33 Cost: 15

May spend aa from aCharm or Negotiationcheck t o upgrade ability ofa single ally's subsequentSocial Interaction checkagainst the target a numberof times equal to ranks inGood Cop.

POINT BLANK

141 Cost: 15

Add 1 damage per rank ofPoint Blank to damage ofone hit of successfulRanged (Heavy) or (Light)attacks made while at shortrange or engaged.

DURABLE

135 Cost: 20

May reduce any CriticalInjury suffered by 10 perrank of Durable to aminimum of 1.

UNRELENTING SCEPTIC

FH33 Cost: 20

When targeted by aDeception check, thecharacter automaticallyadds f to the check equalto ranks in Vigilance.

BAD COP

FH32 Cost: 20

May spend aa from aDeception or Coercioncheck to upgrade ability ofa single ally's subsequentSocial Interaction checkagainst the target a numberof times equal to ranks inBad Cop.

POINT BLANK

141 Cost: 20

Add 1 damage per rank ofPoint Blank to damage ofone hit of successfulRanged (Heavy) or (Light)attacks made while at shortrange or engaged.

IMPROVEDHARD HEADED

136 Cost: 25

When incapacitated due tostrain exceeding threshold,may take a Formidable(ddddd) Disciplinecheck to reduce strain to 1below threshold.

IMPROVEDUNRELENTING SCEPTIC

FH33 Cost: 25

When targeted by aDeception check that fails,may spend 1 Destiny Pointto add y to results.

DEDICATION

134 Cost: 25

Gain +1 to a singlecharacteristic. This cannotbring a characteristic above6.

NATURAL MARKSMAN

139 Cost: 25

Once per session, may re-roll any 1 Ranged (Light) orRanged (Heavy) check.

Copyright (c) Fantasy Flight Games Version 11 • 2019-03-03 • Edge of the Empire • https://www.beimax.de/fileadmin/downloads/starwars/Talents_SW_EotE.pdf

Page 7: Bounty Hunter: Assassin - beimax.de · Bounty Hunter: Assassin Career Skills: Athletics, Brawl, Perception, Piloting (Planetary), Piloting (Space), Ranged (Heavy), Streetwise, Vigilance

Colonist: PerformerCareer Skills: Charm, Deception, Knowledge (Core Worlds), Knowledge (Education),Knowledge (Lore), Leadership, Negotiation, StreetwisePerformer Bonus Career Skills: Charm, Coordination, Deception, Melee

ActivePassiveRanked

SMOOTH TALKER

142 Cost: 5

When first acquired,choose Charm, Coercion,Deception, or Negotiation.When making checks withthat skill, spend x to gainadditional s equal toranks in Smooth Talker.

KILL WITH KINDNESS

138 Cost: 5

Remove b per rank of Killwith Kindness from allCharm and Leadershipchecks.

DISTRACTINGBEHAVIOR

FH32 Cost: 5

Make a Distracting Behaviormaneuver and suffer strain nogreater than ranks in Cun-ning. Until beginning of nextturn, equal number of NPCssuffer t on checks. Rangeincreases with additionalranks.

CONVINCINGDEMEANOR

133 Cost: 5

Remove b per rank ofConvincing Demeanor fromDeception or Skulduggerychecks.

DISTRACTINGBEHAVIOR

FH32 Cost: 10

Make a Distracting Behaviormaneuver and suffer strain nogreater than ranks in Cun-ning. Until beginning of nextturn, equal number of NPCssuffer t on checks. Rangeincreases with additionalranks.

CONGENIAL

FH32 Cost: 10

May suffer a number ofstrain to downgrade difficultyof Charm or Negotiationchecks or upgrade difficultywhen targeted by Charm orNegotiation checks, by anequal number. Strainsuffered this way cannotexceed ranks in Congenial.

DODGE

135 Cost: 10

When targeted in combat,may perform a Dodgeincidental. Suffer strain nogreater than ranks inDodge to upgrade thedifficulty of the attack bythat number.

JUMP UP

138 Cost: 10

Once per round, may standfrom seated or prone as anincidental.

DISTRACTINGBEHAVIOR

FH32 Cost: 15

Make a Distracting Behaviormaneuver and suffer strain nogreater than ranks in Cun-ning. Until beginning of nextturn, equal number of NPCssuffer t on checks. Rangeincreases with additionalranks.

INTENSE PRESENCE

137 Cost: 15

Spend 1 Destiny Point torecover strain equal toPresence rating.

NATURAL ATHLETE

FH33 Cost: 15

Once per session, may re-roll any 1 Athletics orCoordination check.

SECOND WIND

142 Cost: 15

Once per encounter, mayuse Second Windincidental to heal strainequal to ranks in SecondWind.

SMOOTH TALKER

142 Cost: 20

When first acquired,choose Charm, Coercion,Deception, or Negotiation.When making checks withthat skill, spend x to gainadditional s equal toranks in Smooth Talker.

IMPROVEDDISTRACTING BEHAVIOR

FH33 Cost: 20

The Distracting Behaviormaneuver inflicts tt onNPCs' checks when NPCstarget character's allies.

GRIT

136 Cost: 20

Gain +1 strain threshold.TOUGHENED

145 Cost: 20

Gain +2 wound threshold.

BIGGEST FAN

FH32 Cost: 25

Once per session, maytake a Biggest Fan action;make a Hard (ddd)Charm check to turn oneNPC into the character'sbiggest fan.

DECEPTIVE TAUNT

FH32 Cost: 25

Once per session, maymake Deceptive Tauntaction. Make opposedDeception check. Ifsuccessful, one adversarymust attack the characterduring adversary's nextturn.

COORDINATION DODGE

FH32 Cost: 25

When targeted by a combatcheck, may spend 1Destiny Point to add fequal to ranks inCoordination to check.

DEDICATION

134 Cost: 25

Gain +1 to a singlecharacteristic. This cannotbring a characteristic above6.

Copyright (c) Fantasy Flight Games Version 11 • 2019-03-03 • Edge of the Empire • https://www.beimax.de/fileadmin/downloads/starwars/Talents_SW_EotE.pdf

Page 8: Bounty Hunter: Assassin - beimax.de · Bounty Hunter: Assassin Career Skills: Athletics, Brawl, Perception, Piloting (Planetary), Piloting (Space), Ranged (Heavy), Streetwise, Vigilance

Colonist: PoliticoCareer Skills: Charm, Deception, Knowledge (Core Worlds), Knowledge (Education),Knowledge (Lore), Leadership, Negotiation, StreetwisePolitico Bonus Career Skills: Charm, Coercion, Deception, Knowledge (Core Worlds)

ActivePassiveRanked

KILL WITH KINDNESS

138 Cost: 5

Remove b per rank of Killwith Kindness from allCharm and Leadershipchecks.

GRIT

136 Cost: 5

Gain +1 strain threshold.PLAUSIBLEDENIABILITY

141 Cost: 5

Remove b per rank ofPlausible Deniability fromall Coercion and Deceptionchecks.

TOUGHENED

145 Cost: 5

Gain +2 wound threshold.

INSPIRING RHETORIC

137 Cost: 10

Take an Inspiring Rhetoricaction; make a ddLeadership check. One allyfor each s, in short range,recovers 1 strain. Spenda for 1 affected ally torecover 1 additional strain.

KILL WITH KINDNESS

138 Cost: 10

Remove b per rank of Killwith Kindness from allCharm and Leadershipchecks.

SCATHING TIRADE

142 Cost: 10

Take a Scathing Tiradeaction; make an Average(dd) Coercion check.One enemy for each s, inshort range, suffers 1strain. Spend a for 1affected enemy to suffer 1additional strain.

PLAUSIBLEDENIABILITY

141 Cost: 10

Remove b per rank ofPlausible Deniability fromall Coercion and Deceptionchecks.

DODGE

135 Cost: 15

When targeted in combat,may perform a Dodgeincidental. Suffer strain nogreater than ranks inDodge to upgrade thedifficulty of the attack bythat number.

IMPROVEDINSPIRING RHETORIC

137 Cost: 15

Each ally affected byInspiring Rhetoric gains bon all skill checks for anumber of rounds equal toranks in Leadership.

IMPROVEDSCATHING TIRADE

142 Cost: 15

Each enemy affected byScathing Tirade suffers bon all skill checks for anumber of rounds equal toranks in Coercion.

WELL ROUNDED

145 Cost: 15

Choose any 2 skills. Theypermanently becomecareer skills.

GRIT

136 Cost: 20

Gain +1 strain threshold.SUPREMEINSPIRING RHETORIC

137 Cost: 20

Suffer 1 strain to performInspiring Rhetoric as amaneuver, not an action.

SUPREMESCATHING TIRADE

142 Cost: 20

Suffer 1 strain to performScathing Tirade as amaneuver, not an action.

NOBODY'S FOOL

139 Cost: 20

May upgrade difficulty ofincoming Charm, Coercion,or Deception checks onceper rank of Nobody's Fool.

STEELY NERVES

143 Cost: 25

Spend 1 Destiny Point toignore effects of CriticalInjuries on Willpower orPresence checks until theend of the encounter.

DEDICATION

134 Cost: 25

Gain +1 to a singlecharacteristic. This cannotbring a characteristic above6.

NATURAL CHARMER

139 Cost: 25

Once per session, may re-roll any 1 Charm orDeception check.

INTENSE PRESENCE

137 Cost: 25

Spend 1 Destiny Point torecover strain equal toPresence rating.

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Page 9: Bounty Hunter: Assassin - beimax.de · Bounty Hunter: Assassin Career Skills: Athletics, Brawl, Perception, Piloting (Planetary), Piloting (Space), Ranged (Heavy), Streetwise, Vigilance

Colonist: ScholarCareer Skills: Charm, Deception, Knowledge (Core Worlds), Knowledge (Education),Knowledge (Lore), Leadership, Negotiation, StreetwiseScholar Bonus Career Skills: Knowledge (Outer Rim), Knowledge (Underworld),Knowledge (Xenology), Perception

ActivePassiveRanked

RESPECTED SCHOLAR

0001 Cost: 5

May downgrade difficulty ofchecks to interact withinstitutes of learning by onelevel per rank of RespectedScholar.

SPEAKS BINARY

143 Cost: 5

When directing NPCdroids, may grant them Bper rank of Speaks Binaryon checks.

GRIT

136 Cost: 5

Gain +1 strain threshold.BRACE

132 Cost: 5

Perform the Bracemaneuver to remove bper rank of Brace from nextyour Action. This may onlyremove b added byenvironmentalcircumstances.

RESEARCHER

141 Cost: 10

Remove b per rank ofResearcher from allKnowledge checks.Researching a subjecttakes half the time.

RESPECTED SCHOLAR

0001 Cost: 10

May downgrade difficulty ofchecks to interact withinstitutes of learning by onelevel per rank of RespectedScholar.

RESOLVE

142 Cost: 10

When a characterinvoluntarily suffers strain,he suffers 1 less strain perrank of Resolve, minimum1.

RESEARCHER

141 Cost: 10

Remove b per rank ofResearcher from allKnowledge checks.Researching a subjecttakes half the time.

CODEBREAKER

133 Cost: 15

Remove b per rank inCodebreaker from checksto break codes or decryptcommunications. Decreasedifficulty of checks to breakcodes or decryptcommunications by 1.

KNOWLEDGESPECIALIZATION

138 Cost: 15

When acquired, choose 1Knowledge skill. Whenmaking that skill check,may spend x result togain s equal to ranks inKnowledge Specialization.

NATURAL SCHOLAR

139 Cost: 15

Once per session, may re-roll any 1 Knowledge skillcheck.

WELL ROUNDED

145 Cost: 15

Choose any 2 skills. Theypermanently becomecareer skills.

KNOWLEDGESPECIALIZATION

138 Cost: 20

When acquired, choose 1Knowledge skill. Whenmaking that skill check,may spend x result togain s equal to ranks inKnowledge Specialization.

INTENSE FOCUS

137 Cost: 20

Perform an Intense Focusmaneuver; suffer 1 strainand upgrade the ability ofthe next skill check once.

CONFIDENCE

133 Cost: 20

May decrease difficulty ofDiscipline checks to avoidfear by 1 per rank ofConfidence.

RESOLVE

142 Cost: 20

When a characterinvoluntarily suffers strain,he suffers 1 less strain perrank of Resolve, minimum1.

STROKE OF GENIUS

144 Cost: 25

Once per session, makeone skill check usingIntellect rather than thecharacteristic linked to thatskill.

MENTAL FORTRESS

139 Cost: 25

Spend 1 Destiny Point toignore effects of CriticalInjuries on Intellect orCunning checks until end ofencounter.

DEDICATION

134 Cost: 25

Gain +1 to a singlecharacteristic. This cannotbring a characteristic above6.

TOUGHENED

145 Cost: 25

Gain +2 wound threshold.

Copyright (c) Fantasy Flight Games Version 11 • 2019-03-03 • Edge of the Empire • https://www.beimax.de/fileadmin/downloads/starwars/Talents_SW_EotE.pdf

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Colonist Signature Ability Tree

Insightful RevelationBase Ability

UpgradeRanked

INSIGHTFUL REVELATION BASE ABILITY

FH35 Cost: 30

Once per game session, the character may perform an Insightful Revelation action and spend 2 Destiny points to make a Hard(ddd) Knowledge (Education) check. If he succeeds, he learns some valuable information that he did not previously possesspertaining to his current situation. What he learns is up to the GM, but it must be valuable to the player overcoming his immediateencounter or situation, and the information cannot be obtainable by any other immediately available means.

REDUCE SETBACK

FH36 Cost: 10

Remove b from skillcheck to activate InsightfulRevelation.

DESTINY

FH36 Cost: 10

Insightful Revelation costs1 Destiny Point instead of2.

REDUCE DIFFICULTY

FH36 Cost: 10

Reduce the difficulty of theskill check to activateInsightful Revelation toAverage (dd).

ADDITIONAL SKILLS

FH36 Cost: 10

When making the InsightfulRevelation action, thecharacter may replaceKnowledge (Education)with any other Knowledgeskill.

ADD BOOST

FH36 Cost: 15

Add B to skill check toactivate InsightfulRevelation.

REDUCE SETBACK

FH36 Cost: 15

Remove b from skillcheck to activate InsightfulRevelation.

INCREASE EFFECT

FH36 Cost: 15

If the check is successful,the character may spendx to gain one additionalpiece of equally usefulinformation.

DURATION

FH36 Cost: 15

The character may performthe Insightful Revelationaction one additional timeper game session.

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Colonist Signature Ability Tree

Unmatched ExpertiseBase Ability

UpgradeRanked

UNMATCHED EXPERTISE BASE ABILITY

FH36 Cost: 30

Once per game session as an action, the character may spend two Destiny Points to reduce the difficulty of all career skill checks hemakes by one to a minimum of Easy for the remainder of the encounter

REDUCE SETBACK

FH36 Cost: 10

Remove b from skillcheck to activateUnmatched Expertise.

ACTIVATION

FH37 Cost: 10

Unmatched Expertisebecomes a maneuver,instead of an action.

ACTIVATION

FH37 Cost: 10

Unmatched Expertisebecomes an incidental thatmay be triggered out ofturn, instead of an action.

REDUCE SETBACK

FH36 Cost: 10

Remove b from skillcheck to activateUnmatched Expertise.

REDUCE SETBACK

FH36 Cost: 15

Remove b from skillcheck to activateUnmatched Expertise.

SUPERIOR REDUCTION

FH37 Cost: 15

Once per session whileUnmatched Expertise isactivated, may reduce thedifficulty of one non-careerskill.

DESTINY

FH37 Cost: 15

Unmatched Expertise costs1 Destiny Point instead of2.

REDUCE DIFFICULTY

FH37 Cost: 15

The difficulty of all careerskill checks is reduced to aminimum of Simple insteadof Easy.

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Explorer: ArchaeologistCareer Skills: Astrogation, Cool, Knowledge (Lore), Knowledge (Outer Rim), Knowledge(Xenology), Perception, Piloting (Space), SurvivalArchaeologist Bonus Career Skills: Athletics, Discipline, Knowledge (Education),Knowledge (Lore)

ActivePassiveRanked

WELL ROUNDED

145 Cost: 5

Choose any 2 skills. Theypermanently becomecareer skills.

HARD HEADED

136 Cost: 5

When staggered ordisoriented, perform theHard Headed action tomake a Dauntin(dddd) Disciplinecheck to remove the status.Difficulty reduced by 1 perrank.

RESEARCHER

141 Cost: 5

Remove b per rank ofResearcher from allKnowledge checks.Researching a subjecttakes half the time.

GRIT

136 Cost: 5

Gain +1 strain threshold.

DURABLE

135 Cost: 10

May reduce any CriticalInjury suffered by 10 perrank of Durable to aminimum of 1.

TOUGHENED

145 Cost: 10

Gain +2 wound threshold.RESOLVE

142 Cost: 10

When a characterinvoluntarily suffers strain,he suffers 1 less strain perrank of Resolve, minimum1.

KNOWLEDGESPECIALIZATION

138 Cost: 10

When acquired, choose 1Knowledge skill. Whenmaking that skill check,may spend x result togain s equal to ranks inKnowledge Specialization.

STUNNING BLOW

144 Cost: 15

When making Meleechecks, may inflict damageas strain instead ofwounds. This does notignore soak.

KNOCKDOWN

138 Cost: 15

After hitting with a meleeattack, may spend x toknock the target prone.

RESPECTED SCHOLAR

0001 Cost: 15

May downgrade difficulty ofchecks to interact withinstitutes of learning by onelevel per rank of RespectedScholar.

RESEARCHER

141 Cost: 15

Remove b per rank ofResearcher from allKnowledge checks.Researching a subjecttakes half the time.

HARD HEADED

136 Cost: 20

When staggered ordisoriented, perform theHard Headed action tomake a Dauntin(dddd) Disciplinecheck to remove the status.Difficulty reduced by 1 perrank.

ENDURING

135 Cost: 20

Gain +1 soak value.GRIT

136 Cost: 20

Gain +1 strain threshold.KNOWLEDGESPECIALIZATION

138 Cost: 20

When acquired, choose 1Knowledge skill. Whenmaking that skill check,may spend x result togain s equal to ranks inKnowledge Specialization.

PIN

EU30 Cost: 25

Take Pin action: make anOpposed Athletics check toimmobilize an engagedopponent until the end ofthe character's next turn.Spend x to extendduration one round.

DEDICATION

134 Cost: 25

Gain +1 to a singlecharacteristic. This cannotbring a characteristic above6.

RESPECTED SCHOLAR

0001 Cost: 25

May downgrade difficulty ofchecks to interact withinstitutes of learning by onelevel per rank of RespectedScholar.

MUSEUM WORTHY

EU30 Cost: 25

Once per session, takeMuseum Worthy action,make ddd Knowledge(Education) check to gaininformation regarding arelic, ruin, or piece ofhistory.

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Explorer: Big-Game HunterCareer Skills: Astrogation, Cool, Knowledge (Lore), Knowledge (Outer Rim), Knowledge(Xenology), Perception, Piloting (Space), SurvivalBig-Game Hunter Bonus Career Skills: Knowledge (Xenology), Ranged (Heavy),Stealth, Survival

ActivePassiveRanked

FORAGER

135 Cost: 5

Remove up to bb fromskill checks to find food,water, or shelter. Survivalchecks to forage take halfthe time.

GRIT

136 Cost: 5

Gain +1 strain threshold.STALKER

143 Cost: 5

Add B per rank of Stalkerto all Stealth andCoordination checks.

OUTDOORSMAN

141 Cost: 5

Remove b per rank ofOutdoorsman from checksto move through terrain ormanage environmentaleffects. Decrease overlandtravel times by half.

TOUGHENED

145 Cost: 10

Gain +2 wound threshold.OUTDOORSMAN

141 Cost: 10

Remove b per rank ofOutdoorsman from checksto move through terrain ormanage environmentaleffects. Decrease overlandtravel times by half.

CONFIDENCE

133 Cost: 10

May decrease difficulty ofDiscipline checks to avoidfear by 1 per rank ofConfidence.

SWIFT

144 Cost: 10

Do not suffer usualpenalties for movingthrough difficult terrain.

STALKER

143 Cost: 15

Add B per rank of Stalkerto all Stealth andCoordination checks.

NATURAL HUNTER

139 Cost: 15

Once per session, may re-roll any 1 Perception orVigilance check.

EXPERT TRACKER

135 Cost: 15

Remove b per rank ofExpert Tracker from checksto find tracks or tracktargets. Decrease time totrack a target by half.

HEIGHTENED AWARENESS

137 Cost: 15

Allies within short rangeadd B to Perception orVigilance checks. Engagedallies add BB.

GRIT

136 Cost: 20

Gain +1 strain threshold.HUNTER'S QUARRY

EU30 Cost: 20

Take Hunter's Quarryaction; make a dddSurvival check to upgradethe ability of all attacksmade against a target atlong range until the end ofthe character's next turn.

QUICK STRIKE

141 Cost: 20

Add B per rank of QuickStrike to combat checksagainst targets that havenot acted yet thisencounter.

EXPERT TRACKER

135 Cost: 20

Remove b per rank ofExpert Tracker from checksto find tracks or tracktargets. Decrease time totrack a target by half.

BRING IT DOWN

EU30 Cost: 25

Once per attack, spend 1Destiny Point to adddamage to a single hitequal to target's Brawnvalue.

IMPROVEDHUNTER'S QUARRY

EU30 Cost: 25

Suffer 2 strain to performHunter's Quarry action as amaneuver.

DEDICATION

134 Cost: 25

Gain +1 to a singlecharacteristic. This cannotbring a characteristic above6.

SUPERIOR REFLEXES

144 Cost: 25

Gain +1 melee defense.

Copyright (c) Fantasy Flight Games Version 11 • 2019-03-03 • Edge of the Empire • https://www.beimax.de/fileadmin/downloads/starwars/Talents_SW_EotE.pdf

Page 14: Bounty Hunter: Assassin - beimax.de · Bounty Hunter: Assassin Career Skills: Athletics, Brawl, Perception, Piloting (Planetary), Piloting (Space), Ranged (Heavy), Streetwise, Vigilance

Explorer: DriverCareer Skills: Astrogation, Cool, Knowledge (Lore), Knowledge (Outer Rim), Knowledge(Xenology), Perception, Piloting (Space), SurvivalDriver Bonus Career Skills: Cool, Gunnery, Mechanics, Piloting (Planetary)

ActivePassiveRanked

FULL THROTTLE

135 Cost: 5

Take a Full Throttle action;make a Hard (ddd)Piloting check to increase avehicle's top speed by 1 fora number of rounds equalto Cunning.

ALL-TERRAIN DRIVER

EU30 Cost: 5

Do not suffer usualpenalties for drivingthrough difficult terrainwhen using Piloting(Planetary).

FINE TUNING

135 Cost: 5

When reducing the amountof system strain a starshipor vehicle suffers, reduce 1additional strain per rank ofFine Tuning.

GEARHEAD

136 Cost: 5

Remove b per rank ofGearhead from Mechanicschecks. Halve the creditcost to add mods toattachments.

GRIT

136 Cost: 10

Gain +1 strain threshold.SKILLED JOCKEY

142 Cost: 10

Remove b per rank ofSkilled Jockey from allPiloting (Planetary) andPiloting (Space) checks.

RAPID REACTION

141 Cost: 10

Suffer a number of strainup to ranks in RapidReaction to add an equalnumber of s to initiativechecks.

GRIT

136 Cost: 10

Gain +1 strain threshold.

IMPROVEDFULL THROTTLE

136 Cost: 15

Suffer 1 strain to attemptFull Throttle as a maneuverand decrease its difficultyto Average (dd).

TRICKY TARGET

145 Cost: 15

Count vehicle or starshippiloted as having asilhouette 1 lower whenbeing attacked.

FINE TUNING

135 Cost: 15

When reducing the amountof system strain a starshipor vehicle suffers, reduce 1additional strain per rank ofFine Tuning.

TOUGHENED

145 Cost: 15

Gain +2 wound threshold.

DEFENSIVE DRIVING

134 Cost: 20

Increase defense of vehicleor starship being piloted by1 per rank of DefensiveDriving.

SKILLED JOCKEY

142 Cost: 20

Remove b per rank ofSkilled Jockey from allPiloting (Planetary) andPiloting (Space) checks.

NATURAL DRIVER

EU30 Cost: 20

Once per session, may re-roll any 1 Piloting(Planetary) or Gunnerycheck.

GEARHEAD

136 Cost: 20

Remove b per rank ofGearhead from Mechanicschecks. Halve the creditcost to add mods toattachments.

SUPREMEFULL THROTTLE

136 Cost: 25

When performing FullThrottle, top speedincreases by 2 instead of 1.

FULL STOP

EU30 Cost: 25

When piloting a ship orvehicle, take a Full Stopmaneuver to reduce speedto zero. Suffer systemstrain equal to the speedreduced.

MASTER DRIVER

EU30 Cost: 25

Once per round whendriving a vehicle, maysuffer 2 strain to performany action as a maneuver.

DEDICATION

134 Cost: 25

Gain +1 to a singlecharacteristic. This cannotbring a characteristic above6.

Copyright (c) Fantasy Flight Games Version 11 • 2019-03-03 • Edge of the Empire • https://www.beimax.de/fileadmin/downloads/starwars/Talents_SW_EotE.pdf

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Explorer: FringerCareer Skills: Astrogation, Cool, Knowledge (Lore), Knowledge (Outer Rim), Knowledge(Xenology), Perception, Piloting (Space), SurvivalFringer Bonus Career Skills: Astrogation, Coordination, Negotiation, Streetwise

ActivePassiveRanked

GALAXY MAPPER

136 Cost: 5

Remove b per rank ofGalaxy Mapper fromAstrogation checks.Astrogation checks takehalf normal time.

STREET SMARTS

144 Cost: 5

Remove b per rank ofStreet Smarts fromStreetwise or Knowledge(Underworld) checks.

RAPID RECOVERY

141 Cost: 5

When healing strain afteran encounter, heal 1additional strain per rank ofRapid Recovery.

STREET SMARTS

144 Cost: 5

Remove b per rank ofStreet Smarts fromStreetwise or Knowledge(Underworld) checks.

SKILLED JOCKEY

142 Cost: 10

Remove b per rank ofSkilled Jockey from allPiloting (Planetary) andPiloting (Space) checks.

GALAXY MAPPER

136 Cost: 10

Remove b per rank ofGalaxy Mapper fromAstrogation checks.Astrogation checks takehalf normal time.

GRIT

136 Cost: 10

Gain +1 strain threshold.TOUGHENED

145 Cost: 10

Gain +2 wound threshold.

MASTER STARHOPPER

139 Cost: 15

Once per round, suffer 2strain to decrease thedifficulty of next Astrogationcheck by 1 to a minimum ofd.

DEFENSIVE DRIVING

134 Cost: 15

Increase defense of vehicleor starship being piloted by1 per rank of DefensiveDriving.

RAPID RECOVERY

141 Cost: 15

When healing strain afteran encounter, heal 1additional strain per rank ofRapid Recovery.

DURABLE

135 Cost: 15

May reduce any CriticalInjury suffered by 10 perrank of Durable to aminimum of 1.

RAPID RECOVERY

141 Cost: 20

When healing strain afteran encounter, heal 1additional strain per rank ofRapid Recovery.

JUMP UP

138 Cost: 20

Once per round, may standfrom seated or prone as anincidental.

GRIT

136 Cost: 20

Gain +1 strain threshold.KNOCKDOWN

138 Cost: 20

After hitting with a meleeattack, may spend x toknock the target prone.

DEDICATION

134 Cost: 25

Gain +1 to a singlecharacteristic. This cannotbring a characteristic above6.

TOUGHENED

145 Cost: 25

Gain +2 wound threshold.DODGE

135 Cost: 25

When targeted in combat,may perform a Dodgeincidental. Suffer strain nogreater than ranks inDodge to upgrade thedifficulty of the attack bythat number.

DODGE

135 Cost: 25

When targeted in combat,may perform a Dodgeincidental. Suffer strain nogreater than ranks inDodge to upgrade thedifficulty of the attack bythat number.

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Explorer: ScoutCareer Skills: Astrogation, Cool, Knowledge (Lore), Knowledge (Outer Rim), Knowledge(Xenology), Perception, Piloting (Space), SurvivalScout Bonus Career Skills: Athletics, Medicine, Piloting (Planetary), Survival

ActivePassiveRanked

RAPID RECOVERY

141 Cost: 5

When healing strain afteran encounter, heal 1additional strain per rank ofRapid Recovery.

STALKER

143 Cost: 5

Add B per rank of Stalkerto all Stealth andCoordination checks.

GRIT

136 Cost: 5

Gain +1 strain threshold.SHORTCUT

142 Cost: 5

During a chase, add B perrank in Shortcut to anychecks made to catch orescape an opponent.

FORAGER

135 Cost: 10

Remove up to bb fromskill checks to find food,water, or shelter. Survivalchecks to forage take halfthe time.

QUICK STRIKE

141 Cost: 10

Add B per rank of QuickStrike to combat checksagainst targets that havenot acted yet thisencounter.

LET'S RIDE

138 Cost: 10

Once per round, maymount or dismount avehicle or beast, or enter acockpit or weapon stationon a vehicle, as anincidental.

DISORIENT

135 Cost: 10

After hitting with a combatcheck, may spend aato disorient target for anumber of rounds equal toranks in Disorient.

RAPID RECOVERY

141 Cost: 15

When healing strain afteran encounter, heal 1additional strain per rank ofRapid Recovery.

NATURAL HUNTER

139 Cost: 15

Once per session, may re-roll any 1 Perception orVigilance check.

FAMILIAR SUNS

135 Cost: 15

Once per session, mayperform a Familiar Sunsmaneuver; make a Hard(ddd) Knowledge(Outer Rim) check to revealthe current type ofenvironment and otheruseful information.

SHORTCUT

142 Cost: 15

During a chase, add B perrank in Shortcut to anychecks made to catch orescape an opponent.

GRIT

136 Cost: 20

Gain +1 strain threshold.HEIGHTENED AWARENESS

137 Cost: 20

Allies within short rangeadd B to Perception orVigilance checks. Engagedallies add BB.

TOUGHENED

145 Cost: 20

Gain +2 wound threshold.QUICK STRIKE

141 Cost: 20

Add B per rank of QuickStrike to combat checksagainst targets that havenot acted yet thisencounter.

UTILITY BELT

145 Cost: 25

Spend 1 Destiny Point toperform a Utility Beltincidental; produce apreviously undocumenteditem or weapon (withrestrictions) from a tool beltor a satchel.

DEDICATION

134 Cost: 25

Gain +1 to a singlecharacteristic. This cannotbring a characteristic above6.

STALKER

143 Cost: 25

Add B per rank of Stalkerto all Stealth andCoordination checks.

DISORIENT

135 Cost: 25

After hitting with a combatcheck, may spend aato disorient target for anumber of rounds equal toranks in Disorient.

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Explorer: TraderCareer Skills: Astrogation, Cool, Knowledge (Lore), Knowledge (Outer Rim), Knowledge(Xenology), Perception, Piloting (Space), SurvivalTrader Bonus Career Skills: Deception, Knowledge (Core Worlds), Knowledge(Underworld), Negotiation

ActivePassiveRanked

KNOW SOMEBODY

138 Cost: 5

Once per session, whenattempting to purchase alegally available item,reduce its rarity by 1 perrank of Know Somebody.

CONVINCINGDEMEANOR

133 Cost: 5

Remove b per rank ofConvincing Demeanor fromDeception or Skulduggerychecks.

WHEEL AND DEAL

145 Cost: 5

When selling goods legally,gain 10% more credits perrank of Wheel and Deal.

SMOOTH TALKER

142 Cost: 5

When first acquired,choose Charm, Coercion,Deception, or Negotiation.When making checks withthat skill, spend x to gainadditional s equal toranks in Smooth Talker.

WHEEL AND DEAL

145 Cost: 10

When selling goods legally,gain 10% more credits perrank of Wheel and Deal.

GRIT

136 Cost: 10

Gain +1 strain threshold.SPARE CLIP

143 Cost: 10

Cannot run out of ammodue to y. Items withLimited Ammo quality runout of ammo as normal.

TOUGHENED

145 Cost: 10

Gain +2 wound threshold.

KNOW SOMEBODY

138 Cost: 15

Once per session, whenattempting to purchase alegally available item,reduce its rarity by 1 perrank of Know Somebody.

NOBODY'S FOOL

139 Cost: 15

May upgrade difficulty ofincoming Charm, Coercion,or Deception checks onceper rank of Nobody's Fool.

SMOOTH TALKER

142 Cost: 15

When first acquired,choose Charm, Coercion,Deception, or Negotiation.When making checks withthat skill, spend x to gainadditional s equal toranks in Smooth Talker.

NOBODY'S FOOL

139 Cost: 15

May upgrade difficulty ofincoming Charm, Coercion,or Deception checks onceper rank of Nobody's Fool.

WHEEL AND DEAL

145 Cost: 20

When selling goods legally,gain 10% more credits perrank of Wheel and Deal.

STEELY NERVES

143 Cost: 20

Spend 1 Destiny Point toignore effects of CriticalInjuries on Willpower orPresence checks until theend of the encounter.

BLACK MARKETCONTACTS

132 Cost: 20

When purchasing illegalgoods, may reduce rarityby 1 per rank, increasingcost by 50% of base costper reduction.

BLACK MARKETCONTACTS

132 Cost: 20

When purchasing illegalgoods, may reduce rarityby 1 per rank, increasingcost by 50% of base costper reduction.

KNOW SOMEBODY

138 Cost: 25

Once per session, whenattempting to purchase alegally available item,reduce its rarity by 1 perrank of Know Somebody.

NATURAL NEGOTIATOR

139 Cost: 25

Once per session, may re-roll any 1 Cool orNegotiation check.

DEDICATION

134 Cost: 25

Gain +1 to a singlecharacteristic. This cannotbring a characteristic above6.

MASTER MERCHANT

138 Cost: 25

When buying/selling goods,or paying off/taking moreObligation, suffer 2 strain tobuy for 25% less, sell for25% more, buy off 1 moreObligation, or take 1 less.

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Explorer Signature Ability Tree

Sudden DiscoveryBase Ability

UpgradeRanked

SUDDEN DISCOVERY BASE ABILITY

EU34 Cost: 30

Once per game session, the character may spend 2 Destiny Points to make a Hard (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 orhidden item or location, or identify a safe and fast path through any terrain. The exact nature of what the character is trying toaccomplish, as well as the end results, must be approved by the GM.

ADD BOOST

EU34 Cost: 10

Add B to skill check toactivate Sudden Discovery.

REDUCE SETBACK

EU34 Cost: 10

Remove b from skillcheck to activate SuddenDiscovery.

REDUCE SETBACK

EU34 Cost: 10

Remove b from skillcheck to activate SuddenDiscovery.

CHANGE SKILL

EU34 Cost: 10

Sudden Discovery can beactivated with theAstrogation or Survivalskills.

ADD BOOST

EU34 Cost: 15

Add B to skill check toactivate Sudden Discovery.

REDUCE DIFFICULTY

EU34 Cost: 15

Reduce the difficulty of theskill check to activateSudden Discovery toAverage (dd ).

FREQUENCY

EU34 Cost: 15

Sudden Discovery may beused twice per gamesession.

DESTINY

EU34 Cost: 15

Sudden Discovery costs 1Destiny Point instead of 2.

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Explorer Signature Ability Tree

Unmatched MobilityBase Ability

UpgradeRanked

UNMATCHED MOBILITY BASE ABILITY

EU35 Cost: 30

Once per game session as an incidental, the character may spend 2 Destiny Points to increase the number of maneuvers he isallowed to perform in a turn to three for the next two rounds. This third maneuver may be gained through any of the means a secondmaneuver is normally gained.

DURATION

EU35 Cost: 10

Unmatched Mobility lastsfor one additional round.

FREE MANEUVER

EU35 Cost: 10

Gain one additional freemaneuver while base abilityis active. This does notincrease per turnmaneuvers.

FREE MANEUVER

EU35 Cost: 10

Gain one additional freemaneuver while base abilityis active. This does notincrease per turnmaneuvers.

MELEE DEFENSE

EU35 Cost: 10

Gain +1 melee defensewhile Unmatched Mobilityis active.

DURATION

EU35 Cost: 15

Unmatched Mobility lastsfor one additional round.

DURATION

EU35 Cost: 15

Unmatched Mobility lastsfor one additional round.

DESTINY

EU35 Cost: 15

Unmatched Mobility costs 1Destiny Point instead of 2.

RANGED DEFENSE

EU35 Cost: 15

Gain +1 ranged defensewhile Unmatched Mobilityis active.

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Page 20: Bounty Hunter: Assassin - beimax.de · Bounty Hunter: Assassin Career Skills: Athletics, Brawl, Perception, Piloting (Planetary), Piloting (Space), Ranged (Heavy), Streetwise, Vigilance

Hired Gun: BodyguardCareer Skills: Athletics, Brawl, Discipline, Melee, Piloting (Planetary), Ranged (Light),Resilience, VigilanceBodyguard Bonus Career Skills: Gunnery, Perception, Piloting (Planetary), Ranged(Heavy)

ActivePassiveRanked

TOUGHENED

145 Cost: 5

Gain +2 wound threshold.BARRAGE

132 Cost: 5

Add 1 damage per rank ofBarrage to 1 hit of asuccessful attack whileusing Ranged (Heavy) orGunnery at long or extremerange.

DURABLE

135 Cost: 5

May reduce any CriticalInjury suffered by 10 perrank of Durable to aminimum of 1.

GRIT

136 Cost: 5

Gain +1 strain threshold.

BODYGUARD

132 Cost: 10

Once per round, perform amaneuver to guard anengaged ally. Suffer strainup to ranks to increasedifficulty of attacks againstthem by that number untilthe start of next turn.

HARD HEADED

136 Cost: 10

When staggered ordisoriented, perform theHard Headed action tomake a Dauntin(dddd) Disciplinecheck to remove the status.Difficulty reduced by 1 perrank.

BARRAGE

132 Cost: 10

Add 1 damage per rank ofBarrage to 1 hit of asuccessful attack whileusing Ranged (Heavy) orGunnery at long or extremerange.

BRACE

132 Cost: 10

Perform the Bracemaneuver to remove bper rank of Brace from nextyour Action. This may onlyremove b added byenvironmentalcircumstances.

BODYGUARD

132 Cost: 15

Once per round, perform amaneuver to guard anengaged ally. Suffer strainup to ranks to increasedifficulty of attacks againstthem by that number untilthe start of next turn.

SIDE STEP

142 Cost: 15

Once per round, as amaneuver suffer a numberof strain up to ranks in SideStep to upgrade difficulty ofall incoming ranged attacksby an equal number for thenext round.

DEFENSIVE STANCE

134 Cost: 15

Once per round, as amaneuver suffer a numberof strain up to ranks inDefensive Stance toupgrade difficulty of allincoming melee attacks byan equal number for thenext round.

BRACE

132 Cost: 15

Perform the Bracemaneuver to remove bper rank of Brace from nextyour Action. This may onlyremove b added byenvironmentalcircumstances.

ENDURING

135 Cost: 20

Gain +1 soak value.SIDE STEP

142 Cost: 20

Once per round, as amaneuver suffer a numberof strain up to ranks in SideStep to upgrade difficulty ofall incoming ranged attacksby an equal number for thenext round.

DEFENSIVE STANCE

134 Cost: 20

Once per round, as amaneuver suffer a numberof strain up to ranks inDefensive Stance toupgrade difficulty of allincoming melee attacks byan equal number for thenext round.

HARD HEADED

136 Cost: 20

When staggered ordisoriented, perform theHard Headed action tomake a Dauntin(dddd) Disciplinecheck to remove the status.Difficulty reduced by 1 perrank.

DEDICATION

134 Cost: 25

Gain +1 to a singlecharacteristic. This cannotbring a characteristic above6.

BARRAGE

132 Cost: 25

Add 1 damage per rank ofBarrage to 1 hit of asuccessful attack whileusing Ranged (Heavy) orGunnery at long or extremerange.

TOUGHENED

145 Cost: 25

Gain +2 wound threshold.IMPROVEDHARD HEADED

136 Cost: 25

When incapacitated due tostrain exceeding threshold,may take a Formidable(ddddd) Disciplinecheck to reduce strain to 1below threshold.

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Hired Gun: DemolitionistCareer Skills: Athletics, Brawl, Discipline, Melee, Piloting (Planetary), Ranged (Light),Resilience, VigilanceDemolitionist Bonus Career Skills: Computers, Cool, Mechanics, Skulduggery

ActivePassiveRanked

POWERFUL BLAST

DC32 Cost: 5

Increase Blast damagedealt by explosives,explosive weapons, andgrenades by +1 per rank ofPowerful Blast.

GRIT

136 Cost: 5

Gain +1 strain threshold.SELECTIVEDETONATION

DC32 Cost: 5

When using a weapon withthe Blast quality, spend ato exclude 1 target thatwould be affected by theexplosion, up to ranks inSelective Detonation.

STEADY NERVES

DC33 Cost: 5

Remove b per rank ofSteady Nerves from Coolor Skulduggery checks.

TOUGHENED

145 Cost: 10

Gain +2 wound threshold.TIME TO GO

DC33 Cost: 10

The character may spend 1Destiny Point to perform aMove maneuver as anincidental to attempt tomove into cover or out ofthe blast range of aweapon or explosion.

POWERFUL BLAST

DC32 Cost: 10

Increase Blast damagedealt by explosives,explosive weapons, andgrenades by +1 per rank ofPowerful Blast.

GRIT

136 Cost: 10

Gain +1 strain threshold.

ENDURING

135 Cost: 15

Gain +1 soak value.IMPROVED TIME TO GO

DC33 Cost: 15

When activating Time toGo, allow 1 engaged ally toperform an out of turnMove maneuver as anincidental to move intocover or out of a blastrange.

STEADY NERVES

DC33 Cost: 15

Remove b per rank ofSteady Nerves from Coolor Skulduggery checks.

RAPID REACTION

141 Cost: 15

Suffer a number of strainup to ranks in RapidReaction to add an equalnumber of s to initiativechecks.

IMPROVISEDDETONATION

DC32 Cost: 20

Once per session, make aHard (ddd) Mechanicscheck to perform an actionto build an explosivedevice, dealing damageequal to Intellect +Mechanics + s.

POWERFUL BLAST

DC32 Cost: 20

Increase Blast damagedealt by explosives,explosive weapons, andgrenades by +1 per rank ofPowerful Blast.

GRIT

136 Cost: 20

Gain +1 strain threshold.SELECTIVEDETONATION

DC32 Cost: 20

When using a weapon withthe Blast quality, spend ato exclude 1 target thatwould be affected by theexplosion, up to ranks inSelective Detonation.

IMPROVEDIMPROV. DETONATION

DC32 Cost: 25

Reduce the difficulty ofImprovised Detonation'scheck to Average (dd)and increase damage totwice ranks in Mechanics.

DEDICATION

134 Cost: 25

Gain +1 to a singlecharacteristic. This cannotbring a characteristic above6.

MASTER GRENADIER

DC32 Cost: 25

Decrease the a cost toactivate the Blast quality onany weapon used by 1 to aminimum of 1.

SELECTIVEDETONATION

DC32 Cost: 25

When using a weapon withthe Blast quality, spend ato exclude 1 target thatwould be affected by theexplosion, up to ranks inSelective Detonation.

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Hired Gun: EnforcerCareer Skills: Athletics, Brawl, Discipline, Melee, Piloting (Planetary), Ranged (Light),Resilience, VigilanceEnforcer Bonus Career Skills: Brawl, Coercion, Knowledge (Underworld), Streetwise

ActivePassiveRanked

TOUGHENED

145 Cost: 5

Gain +2 wound threshold.INITIMIDATING

137 Cost: 5

May suffer a number ofstrain up to ranks inIntimidating to downgradedifficulty of Coercionchecks or upgrade difficultywhen targeted by Coercionchecks by an equalnumber.

FEARSOME

DC32 Cost: 5

When an enemy becomesengaged with thecharacter, they may forcethe enemy to make a fearcheck, with the difficultyequal to ranks inFearsome.

STREET SMARTS

144 Cost: 5

Remove b per rank ofStreet Smarts fromStreetwise or Knowledge(Underworld) checks.

DURABLE

135 Cost: 10

May reduce any CriticalInjury suffered by 10 perrank of Durable to aminimum of 1.

STUNNING BLOW

144 Cost: 10

When making Meleechecks, may inflict damageas strain instead ofwounds. This does notignore soak.

NATURAL ENFORCER

139 Cost: 10

Once per session, may re-roll any 1 Coercion orStreetwise check.

TALK THE TALK

DC33 Cost: 10

When making a Knowledgecheck, the character mayspend 1 Destiny Point tosubstitute Knowledge(Underworld) or Streetwisefor the required skill.

INITIMIDATING

137 Cost: 15

May suffer a number ofstrain up to ranks inIntimidating to downgradedifficulty of Coercionchecks or upgrade difficultywhen targeted by Coercionchecks by an equalnumber.

DEFENSIVE STANCE

134 Cost: 15

Once per round, as amaneuver suffer a numberof strain up to ranks inDefensive Stance toupgrade difficulty of allincoming melee attacks byan equal number for thenext round.

TOUGHENED

145 Cost: 15

Gain +2 wound threshold.LOOM

DC32 Cost: 15

When an ally engaged withthe character makes asuccessful Charm,Deception, or Negotiationcheck, the character addsa per rank in Coercion tothe ally's check.

SECOND WIND

142 Cost: 20

Once per encounter, mayuse Second Windincidental to heal strainequal to ranks in SecondWind.

STREET SMARTS

144 Cost: 20

Remove b per rank ofStreet Smarts fromStreetwise or Knowledge(Underworld) checks.

WALK THE WALK

DC33 Cost: 20

The character may spend 1Destiny Point to adddamage equal to his ranksin Streetwise to one hit of asuccessful Brawl check.

INITIMIDATING

137 Cost: 20

May suffer a number ofstrain up to ranks inIntimidating to downgradedifficulty of Coercionchecks or upgrade difficultywhen targeted by Coercionchecks by an equalnumber.

FEARSOME

DC32 Cost: 25

When an enemy becomesengaged with thecharacter, they may forcethe enemy to make a fearcheck, with the difficultyequal to ranks inFearsome.

DEDICATION

134 Cost: 25

Gain +1 to a singlecharacteristic. This cannotbring a characteristic above6.

BLACK MARKETCONTACTS

132 Cost: 25

When purchasing illegalgoods, may reduce rarityby 1 per rank, increasingcost by 50% of base costper reduction.

FEARSOME

DC32 Cost: 25

When an enemy becomesengaged with thecharacter, they may forcethe enemy to make a fearcheck, with the difficultyequal to ranks inFearsome.

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Hired Gun: HeavyCareer Skills: Athletics, Brawl, Discipline, Melee, Piloting (Planetary), Ranged (Light),Resilience, VigilanceHeavy Bonus Career Skills: Gunnery, Perception, Ranged (Heavy), Resilience

ActivePassiveRanked

BURLY

DC32 Cost: 5

Reduce any wieldedweapon's Cumbersomequality and Encumbrancerating by ranks in Burly to aminimum of 1.

BARRAGE

132 Cost: 5

Add 1 damage per rank ofBarrage to 1 hit of asuccessful attack whileusing Ranged (Heavy) orGunnery at long or extremerange.

GRIT

136 Cost: 5

Gain +1 strain threshold.TOUGHENED

145 Cost: 5

Gain +2 wound threshold.

BARRAGE

132 Cost: 10

Add 1 damage per rank ofBarrage to 1 hit of asuccessful attack whileusing Ranged (Heavy) orGunnery at long or extremerange.

BRACE

132 Cost: 10

Perform the Bracemaneuver to remove bper rank of Brace from nextyour Action. This may onlyremove b added byenvironmentalcircumstances.

SPARE CLIP

143 Cost: 10

Cannot run out of ammodue to y. Items withLimited Ammo quality runout of ammo as normal.

DURABLE

135 Cost: 10

May reduce any CriticalInjury suffered by 10 perrank of Durable to aminimum of 1.

SIDE STEP

142 Cost: 15

Once per round, as amaneuver suffer a numberof strain up to ranks in SideStep to upgrade difficulty ofall incoming ranged attacksby an equal number for thenext round.

BURLY

DC32 Cost: 15

Reduce any wieldedweapon's Cumbersomequality and Encumbrancerating by ranks in Burly to aminimum of 1.

HEROIC FORTITUDE

137 Cost: 15

May spend 1 Destiny Pointto ignore effects of CriticalInjuries on Brawn or Agilitychecks until the end of theencounter.

TOUGHENED

145 Cost: 15

Gain +2 wound threshold.

BRACE

132 Cost: 20

Perform the Bracemaneuver to remove bper rank of Brace from nextyour Action. This may onlyremove b added byenvironmentalcircumstances.

BARRAGE

132 Cost: 20

Add 1 damage per rank ofBarrage to 1 hit of asuccessful attack whileusing Ranged (Heavy) orGunnery at long or extremerange.

RAIN OF DEATH

DC32 Cost: 20

Perform the Rain of Deathmaneuver to ignore theincreased difficulty due toAuto-fire attacks made thisturn.

HEROIC RESILIENCE

DC32 Cost: 20

Immediately after being hitby an attack but beforesuffering damage, spend 1Destiny Point to increasesoak by ranks inResilience.

BURLY

DC32 Cost: 25

Reduce any wieldedweapon's Cumbersomequality and Encumbrancerating by ranks in Burly to aminimum of 1.

DEDICATION

134 Cost: 25

Gain +1 to a singlecharacteristic. This cannotbring a characteristic above6.

ARMOR MASTER

132 Cost: 25

When wearing armor,increase total soak valueby 1.

HEAVY HITTER

DC32 Cost: 25

Once per session, spendx on a successful Ranged(Heavy) or Gunnery checkto add the Breach 1 qualityto the attack, or increasean existing Breach ratingby 1.

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Hired Gun: MarauderCareer Skills: Athletics, Brawl, Discipline, Melee, Piloting (Planetary), Ranged (Light),Resilience, VigilanceMarauder Bonus Career Skills: Coercion, Melee, Resilience, Survival

ActivePassiveRanked

TOUGHENED

145 Cost: 5

Gain +2 wound threshold.FRENZIED ATTACK

135 Cost: 5

When making a Melee orBrawl attack, suffer strainup to ranks in FrenziedAttack to upgrade theattack by an equal amount.

FERAL STRENGTH

135 Cost: 5

Add 1 damage per rank ofFeral Strength to one hit ofa successful Melee orBrawl attack.

LETHAL BLOWS

138 Cost: 5

Add +10 per rank of LethalBlows to any Critical Injuryresult inflicted onopponents.

FERAL STRENGTH

135 Cost: 10

Add 1 damage per rank ofFeral Strength to one hit ofa successful Melee orBrawl attack.

TOUGHENED

145 Cost: 10

Gain +2 wound threshold.HEROIC FORTITUDE

137 Cost: 10

May spend 1 Destiny Pointto ignore effects of CriticalInjuries on Brawn or Agilitychecks until the end of theencounter.

KNOCKDOWN

138 Cost: 10

After hitting with a meleeattack, may spend x toknock the target prone.

ENDURING

135 Cost: 15

Gain +1 soak value.LETHAL BLOWS

138 Cost: 15

Add +10 per rank of LethalBlows to any Critical Injuryresult inflicted onopponents.

TOUGHENED

145 Cost: 15

Gain +2 wound threshold.FRENZIED ATTACK

135 Cost: 15

When making a Melee orBrawl attack, suffer strainup to ranks in FrenziedAttack to upgrade theattack by an equal amount.

TOUGHENED

145 Cost: 20

Gain +2 wound threshold.FERAL STRENGTH

135 Cost: 20

Add 1 damage per rank ofFeral Strength to one hit ofa successful Melee orBrawl attack.

NATURAL BRAWLER

139 Cost: 20

Once per session, mayreroll any 1 Melee or Brawlcheck.

LETHAL BLOWS

138 Cost: 20

Add +10 per rank of LethalBlows to any Critical Injuryresult inflicted onopponents.

FRENZIED ATTACK

135 Cost: 25

When making a Melee orBrawl attack, suffer strainup to ranks in FrenziedAttack to upgrade theattack by an equal amount.

ENDURING

135 Cost: 25

Gain +1 soak value.DEFENSIVE STANCE

134 Cost: 25

Once per round, as amaneuver suffer a numberof strain up to ranks inDefensive Stance toupgrade difficulty of allincoming melee attacks byan equal number for thenext round.

DEDICATION

134 Cost: 25

Gain +1 to a singlecharacteristic. This cannotbring a characteristic above6.

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Hired Gun: Mercenary SoldierCareer Skills: Athletics, Brawl, Discipline, Melee, Piloting (Planetary), Ranged (Light),Resilience, VigilanceMercenary Soldier Bonus Career Skills: Discipline, Gunnery, Leadership, Ranged(Heavy)

ActivePassiveRanked

COMMAND

133 Cost: 5

Add B per rank ofCommand to Leadershipchecks. Affected targetsadd B to Discipline checksfor the next 24 hours.

SECOND WIND

142 Cost: 5

Once per encounter, mayuse Second Windincidental to heal strainequal to ranks in SecondWind.

POINT BLANK

141 Cost: 5

Add 1 damage per rank ofPoint Blank to damage ofone hit of successfulRanged (Heavy) or (Light)attacks made while at shortrange or engaged.

SIDE STEP

142 Cost: 5

Once per round, as amaneuver suffer a numberof strain up to ranks in SideStep to upgrade difficulty ofall incoming ranged attacksby an equal number for thenext round.

SECOND WIND

142 Cost: 10

Once per encounter, mayuse Second Windincidental to heal strainequal to ranks in SecondWind.

CONFIDENCE

133 Cost: 10

May decrease difficulty ofDiscipline checks to avoidfear by 1 per rank ofConfidence.

STRONG ARM

144 Cost: 10

Treat thrown weapons as ifthey had 1 greater range.

POINT BLANK

141 Cost: 10

Add 1 damage per rank ofPoint Blank to damage ofone hit of successfulRanged (Heavy) or (Light)attacks made while at shortrange or engaged.

FIELD COMMANDER

135 Cost: 15

Take the Field Commanderaction; make an Average(dd) Leadership check.A number of allies equal toPresence may immediatelysuffer 1 strain to perform 1free maneuver.

COMMAND

133 Cost: 15

Add B per rank ofCommand to Leadershipchecks. Affected targetsadd B to Discipline checksfor the next 24 hours.

NATURAL MARKSMAN

139 Cost: 15

Once per session, may re-roll any 1 Ranged (Light) orRanged (Heavy) check.

SNIPER SHOT

142 Cost: 15

Before making a non-thrown ranged attack, as amaneuver increase theweapon's range by up to 1band per rank. Upgrade theattack's difficulty by 1 perrange increase.

IMPROVEDFIELD COMMANDER

135 Cost: 20

Field Commander actionaffects allies equal todouble Presence, and mayspend x to allow allies tosuffer 1 strain to perform 1action instead.

GRIT

136 Cost: 20

Gain +1 strain threshold.TOUGHENED

145 Cost: 20

Gain +2 wound threshold.LETHAL BLOWS

138 Cost: 20

Add +10 per rank of LethalBlows to any Critical Injuryresult inflicted onopponents.

DEADLY ACCURACY

133 Cost: 25

When acquired, choose 1combat skill. Add damageequal to ranks in that skillto one hit of a successfulattack with that skill.

TRUE AIM

145 Cost: 25

Once per round, mayperform a True Aimmaneuver to gain benefitsof aiming and upgradecombat check once perrank of True Aim.

DEDICATION

134 Cost: 25

Gain +1 to a singlecharacteristic. This cannotbring a characteristic above6.

TRUE AIM

145 Cost: 25

Once per round, mayperform a True Aimmaneuver to gain benefitsof aiming and upgradecombat check once perrank of True Aim.

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Hired Gun Signature Ability Tree

Last One StandingBase Ability

UpgradeRanked

LAST ONE STANDING BASE ABILITY

DC35 Cost: 30

Once per game session, during a combat encounter, the character may spend 2 Destiny Points to make a Hard (ddd) Resiliencecheck. If he succeeds, he skips his next turn and eliminates all enemy minions in the encounter. (The minions are all eliminatedimmediately, so will not get to participate further in the combat, but for the sake of the narrative, the PC can spend the next round ofcombat incapacitating them). The narrative means by which he accomplishes this is up to the player, must be approved by the GM.

REDUCE SETBACK

EU37 Cost: 10

Remove b from skillcheck to activate Last OneStanding.

ADD BOOST

EU37 Cost: 10

Add B to skill check toactive Last One Standing.

REDUCE SETBACK

EU37 Cost: 10

Remove b from skillcheck to activate Last OneStanding.

ADD BOOST

EU37 Cost: 10

Add B to skill check toactive Last One Standing.

REDUCE DIFFICULTY

EU37 Cost: 15

Reduce the difficulty of theskill check to activate LastOne Standing to Average(dd).

INCREASE EFFECT

EU37 Cost: 15

When triggering Last OneStanding, also eliminateone rival per IncreaseEffect upgrade.

INCREASE EFFECT

EU37 Cost: 15

When triggering Last OneStanding, also eliminateone rival per IncreaseEffect upgrade.

DESTINY

EU37 Cost: 15

Last One Standing costs 1Destiny Point instead of 2.

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Hired Gun Signature Ability Tree

Unmatched ProtectionBase Ability

UpgradeRanked

UNMATCHED PROTECTION BASE ABILITY

EU37 Cost: 30

Once per game session as an incidental, the character may spend 2 Destiny Points to gain the following ability: once per round, aftersuffering a hit and determining damage, the character may halve the damage (rounded up) dealt before it is applied to his soak. Thisability is active for the remainder of the current round and two additional rounds.

DURATION

EU37 Cost: 10

Unmatched Protection lastsfor one additional round.

DURATION

EU37 Cost: 10

Unmatched Protection lastsfor one additional round.

SOAK

EU37 Cost: 10

Gain +1 soak whileUnmatched Protection isactive.

PROTECT ALLY

EU37 Cost: 10

Once per session, whileability is active, maychoose to be hit by anattack that would hit anengaged ally.

DURATION

EU37 Cost: 15

Unmatched Protection lastsfor one additional round.

DESTINY

EU37 Cost: 15

Unmatched Protectioncosts 1 Destiny Pointinstead of 2.

ADDITIONALREDUCTION

EU37 Cost: 15

May reduce the damage of1 additional hit sufferedeach round.

ADDITIONALREDUCTION

EU37 Cost: 15

May reduce the damage of1 additional hit sufferedeach round.

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Smuggler: CharmerCareer Skills: Coordination, Deception, Knowledge (Underworld), Perception, Piloting(Space), Skulduggery, Streetwise, VigilanceCharmer Bonus Career Skills: Charm, Cool, Leadership, Negotiation

ActivePassiveRanked

SMOOTH TALKER

142 Cost: 5

When first acquired,choose Charm, Coercion,Deception, or Negotiation.When making checks withthat skill, spend x to gainadditional s equal toranks in Smooth Talker.

INSPIRING RHETORIC

137 Cost: 5

Take an Inspiring Rhetoricaction; make a ddLeadership check. One allyfor each s, in short range,recovers 1 strain. Spenda for 1 affected ally torecover 1 additional strain.

KILL WITH KINDNESS

138 Cost: 5

Remove b per rank of Killwith Kindness from allCharm and Leadershipchecks.

GRIT

136 Cost: 5

Gain +1 strain threshold.

KILL WITH KINDNESS

138 Cost: 10

Remove b per rank of Killwith Kindness from allCharm and Leadershipchecks.

IMPROVEDINSPIRING RHETORIC

137 Cost: 10

Each ally affected byInspiring Rhetoric gains bon all skill checks for anumber of rounds equal toranks in Leadership.

CONGENIAL

FC32 Cost: 10

May suffer a number ofstrain to downgrade difficultyof Charm or Negotiationchecks or upgrade difficultywhen targeted by Charm orNegotiation checks, by anequal number. Strainsuffered this way cannotexceed ranks in Congenial.

PLAUSIBLEDENIABILITY

141 Cost: 10

Remove b per rank ofPlausible Deniability fromall Coercion and Deceptionchecks.

DISARMING SMILE

FC32 Cost: 15

Take the Disarming Smileaction; succeed at anopposed Charm check tolower all defenses of atarget by ranks inDisarming Smile until theend of the encounter.

WORKS LIKE A CHARM

FC33 Cost: 15

Once per session, makeone skill check usingPresence rather than thecharacteristic linked to thatskill.

DISARMING SMILE

FC32 Cost: 15

Take the Disarming Smileaction; succeed at anopposed Charm check tolower all defenses of atarget by ranks inDisarming Smile until theend of the encounter.

GRIT

136 Cost: 15

Gain +1 strain threshold.

SMOOTH TALKER

142 Cost: 20

When first acquired,choose Charm, Coercion,Deception, or Negotiation.When making checks withthat skill, spend x to gainadditional s equal toranks in Smooth Talker.

CONGENIAL

FC32 Cost: 20

May suffer a number ofstrain to downgrade difficultyof Charm or Negotiationchecks or upgrade difficultywhen targeted by Charm orNegotiation checks, by anequal number. Strainsuffered this way cannotexceed ranks in Congenial.

JUST KIDDING!

FC33 Cost: 20

Once per round as anincidental, spend 1 DestinyPoint to ignore ygenerated on a socialcheck by the character orany ally in short range.

INTENSE PRESENCE

137 Cost: 20

Spend 1 Destiny Point torecover strain equal toPresence rating.

NATURAL CHARMER

139 Cost: 25

Once per session, may re-roll any 1 Charm orDeception check.

DEDICATION

134 Cost: 25

Gain +1 to a singlecharacteristic. This cannotbring a characteristic above6.

DON'T SHOOT

FC32 Cost: 25

Once per session as anaction, make a Hard(ddd) Charm check.On success, cannot be thetarget of combat checksuntil the end of theencounter or until making acombat check.

RESOLVE

142 Cost: 25

When a characterinvoluntarily suffers strain,he suffers 1 less strain perrank of Resolve, minimum1.

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Smuggler: GamblerCareer Skills: Coordination, Deception, Knowledge (Underworld), Perception, Piloting(Space), Skulduggery, Streetwise, VigilanceGambler Bonus Career Skills: Computers, Cool, Deception, Skulduggery

ActivePassiveRanked

CONVINCINGDEMEANOR

133 Cost: 5

Remove b per rank ofConvincing Demeanor fromDeception or Skulduggerychecks.

GRIT

136 Cost: 5

Gain +1 strain threshold.TOUGHENED

145 Cost: 5

Gain +2 wound threshold.UP THE ANTE

FC33 Cost: 5

When gambling, win 10%more credits per rank of Upthe Ante.

GRIT

136 Cost: 10

Gain +1 strain threshold.SECOND CHANCES

FC33 Cost: 10

Once per encounter,choose a number ofpositive dice equal to ranksin Second Chances andreroll them.

DEDICATION

134 Cost: 10

Gain +1 to a singlecharacteristic. This cannotbring a characteristic above6.

SUPREMEDOUBLE OR NOTHING

FC32 Cost: 10

When performing theDouble or Nothingincidental, also double thenumber of x and y.

SECOND CHANCES

FC33 Cost: 15

Once per encounter,choose a number ofpositive dice equal to ranksin Second Chances andreroll them.

CONVINCINGDEMEANOR

133 Cost: 15

Remove b per rank ofConvincing Demeanor fromDeception or Skulduggerychecks.

FORTUNE FAVORSTHE BOLD

FC32 Cost: 15

Once per session as anincidental, suffer 2 strain toflip one dark side DestinyPoint to light side.

NATURAL ROGUE

139 Cost: 15

Once per session re-rollany 1 Skulduggery orStealth check.

UP THE ANTE

FC33 Cost: 20

When gambling, win 10%more credits per rank of Upthe Ante.

UP THE ANTE

FC33 Cost: 20

When gambling, win 10%more credits per rank of Upthe Ante.

CLEVER SOLUTION

FC32 Cost: 20

Once per session, makeone skill check usingCunning rather than thecharacteristic linked to thatskill.

SECOND CHANCES

FC33 Cost: 20

Once per encounter,choose a number ofpositive dice equal to ranksin Second Chances andreroll them.

DOUBLE OR NOTHING

FC32 Cost: 25

Suffer 2 strain to performthe Double or Nothingincidental to increase thedifficulty of the next checkby one. Then, aftercanceling opposingsymbols, double theamount of remaining a.

SMOOTH TALKER

142 Cost: 25

When first acquired,choose Charm, Coercion,Deception, or Negotiation.When making checks withthat skill, spend x to gainadditional s equal toranks in Smooth Talker.

NATURAL NEGOTIATOR

139 Cost: 25

Once per session, may re-roll any 1 Cool orNegotiation check.

IMPROVEDDOUBLE OR NOTHING

FC32 Cost: 25

When performing theDouble or Nothingincidental, after cancelingopposing symbols, alsodouble the amount ofremaining s.

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Page 30: Bounty Hunter: Assassin - beimax.de · Bounty Hunter: Assassin Career Skills: Athletics, Brawl, Perception, Piloting (Planetary), Piloting (Space), Ranged (Heavy), Streetwise, Vigilance

Smuggler: GunslingerCareer Skills: Coordination, Deception, Knowledge (Underworld), Perception, Piloting(Space), Skulduggery, Streetwise, VigilanceGunslinger Bonus Career Skills: Coercion, Cool, Knowledge (Outer Rim), Ranged(Light)

ActivePassiveRanked

GRIT

136 Cost: 5

Gain +1 strain threshold.QUICK STRIKE

141 Cost: 5

Add B per rank of QuickStrike to combat checksagainst targets that havenot acted yet thisencounter.

RAPID REACTION

141 Cost: 5

Suffer a number of strainup to ranks in RapidReaction to add an equalnumber of s to initiativechecks.

QUICK DRAW

141 Cost: 5

Once per round, draw orholster a weapon or item asan incidental.

LETHAL BLOWS

138 Cost: 10

Add +10 per rank of LethalBlows to any Critical Injuryresult inflicted onopponents.

GRIT

136 Cost: 10

Gain +1 strain threshold.QUICK STRIKE

141 Cost: 10

Add B per rank of QuickStrike to combat checksagainst targets that havenot acted yet thisencounter.

IMPROVED QUICK DRAW

FC33 Cost: 10

May use Quick Draw twiceper round.

TOUGHENED

145 Cost: 15

Gain +2 wound threshold.CALL'EM

FC32 Cost: 15

Do not add b to combatchecks due to the use ofthe Aim maneuver.

DODGE

135 Cost: 15

When targeted in combat,may perform a Dodgeincidental. Suffer strain nogreater than ranks inDodge to upgrade thedifficulty of the attack bythat number.

SORRY ABOUT THE MESS

FC33 Cost: 15

Decrease the CriticalRating of a weapon by 1 (toa minimum of 1) againsttargets that have not yetacted this encounter.

CONFIDENCE

133 Cost: 20

May decrease difficulty ofDiscipline checks to avoidfear by 1 per rank ofConfidence.

LETHAL BLOWS

138 Cost: 20

Add +10 per rank of LethalBlows to any Critical Injuryresult inflicted onopponents.

GUNS BLAZING

FC33 Cost: 20

As an incidental, suffer 2Strain to avoid increasingthe difficulty of a Ranged(Light) check to attack withtwo weapons.

RAPID REACTION

141 Cost: 20

Suffer a number of strainup to ranks in RapidReaction to add an equalnumber of s to initiativechecks.

DEDICATION

134 Cost: 25

Gain +1 to a singlecharacteristic. This cannotbring a characteristic above6.

SPITFIRE

FC33 Cost: 25

After a successfulcombined check with twoRanged (Light) weapons,additional hits can beallocated to other targetswithin range of the weapon.

NATURAL MARKSMAN

139 Cost: 25

Once per session, may re-roll any 1 Ranged (Light) orRanged (Heavy) check.

DEADLY ACCURACY

133 Cost: 25

When acquired, choose 1combat skill. Add damageequal to ranks in that skillto one hit of a successfulattack with that skill.

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Page 31: Bounty Hunter: Assassin - beimax.de · Bounty Hunter: Assassin Career Skills: Athletics, Brawl, Perception, Piloting (Planetary), Piloting (Space), Ranged (Heavy), Streetwise, Vigilance

Smuggler: PilotCareer Skills: Coordination, Deception, Knowledge (Underworld), Perception, Piloting(Space), Skulduggery, Streetwise, VigilancePilot Bonus Career Skills: Astrogation, Gunnery, Piloting (Planetary), Piloting (Space)

ActivePassiveRanked

FULL THROTTLE

135 Cost: 5

Take a Full Throttle action;make a Hard (ddd)Piloting check to increase avehicle's top speed by 1 fora number of rounds equalto Cunning.

SKILLED JOCKEY

142 Cost: 5

Remove b per rank ofSkilled Jockey from allPiloting (Planetary) andPiloting (Space) checks.

GALAXY MAPPER

136 Cost: 5

Remove b per rank ofGalaxy Mapper fromAstrogation checks.Astrogation checks takehalf normal time.

LET'S RIDE

138 Cost: 5

Once per round, maymount or dismount avehicle or beast, or enter acockpit or weapon stationon a vehicle, as anincidental.

SKILLED JOCKEY

142 Cost: 10

Remove b per rank ofSkilled Jockey from allPiloting (Planetary) andPiloting (Space) checks.

DEAD TO RIGHTS

134 Cost: 10

Spend 1 Destiny Point toadd additional damageequal to half Agility (roundup) to one hit of asuccessful attack madewith ship- or vehicle-mounted weaponry.

GALAXY MAPPER

136 Cost: 10

Remove b per rank ofGalaxy Mapper fromAstrogation checks.Astrogation checks takehalf normal time.

RAPID RECOVERY

141 Cost: 10

When healing strain afteran encounter, heal 1additional strain per rank ofRapid Recovery.

IMPROVEDFULL THROTTLE

136 Cost: 15

Suffer 1 strain to attemptFull Throttle as a maneuverand decrease its difficultyto Average (dd).

IMPROVEDDEAD TO RIGHTS

134 Cost: 15

Spend 1 Destiny Point toadd additional damageequal to Agility to one hit ofa successful attack madewith ship- or vehicle-mounted weaponry.

GRIT

136 Cost: 15

Gain +1 strain threshold.NATURAL PILOT

139 Cost: 15

Once per seession, may re-roll any 1 Piloting (Space)or gunnery check.

GRIT

136 Cost: 20

Gain +1 strain threshold.SUPREMEFULL THROTTLE

136 Cost: 20

When performing FullThrottle, top speedincreases by 2 instead of 1.

TRICKY TARGET

145 Cost: 20

Count vehicle or starshippiloted as having asilhouette 1 lower whenbeing attacked.

DEFENSIVE DRIVING

134 Cost: 20

Increase defense of vehicleor starship being piloted by1 per rank of DefensiveDriving.

MASTER PILOT

138 Cost: 25

Once per round whendriving a starship, maysuffer 2 strain to performany action as a maneuver.

DEDICATION

134 Cost: 25

Gain +1 to a singlecharacteristic. This cannotbring a characteristic above6.

TOUGHENED

145 Cost: 25

Gain +2 wound threshold.BRILLIANT EVASION

132 Cost: 25

Once per encounter maytake Brilliant Evasionaction. Select 1 opponentand make Opposed Pilotingcheck to stop opponentfrom attacking character forrounds equal to Agility.

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Smuggler: ScoundrelCareer Skills: Coordination, Deception, Knowledge (Underworld), Perception, Piloting(Space), Skulduggery, Streetwise, VigilanceScoundrel Bonus Career Skills: Charm, Cool, Deception, Ranged (Light)

ActivePassiveRanked

BLACK MARKETCONTACTS

132 Cost: 5

When purchasing illegalgoods, may reduce rarityby 1 per rank, increasingcost by 50% of base costper reduction.

CONVINCINGDEMEANOR

133 Cost: 5

Remove b per rank ofConvincing Demeanor fromDeception or Skulduggerychecks.

QUICK DRAW

141 Cost: 5

Once per round, draw orholster a weapon or item asan incidental.

RAPID REACTION

141 Cost: 5

Suffer a number of strainup to ranks in RapidReaction to add an equalnumber of s to initiativechecks.

CONVINCINGDEMEANOR

133 Cost: 10

Remove b per rank ofConvincing Demeanor fromDeception or Skulduggerychecks.

BLACK MARKETCONTACTS

132 Cost: 10

When purchasing illegalgoods, may reduce rarityby 1 per rank, increasingcost by 50% of base costper reduction.

CONVINCINGDEMEANOR

133 Cost: 10

Remove b per rank ofConvincing Demeanor fromDeception or Skulduggerychecks.

QUICK STRIKE

141 Cost: 10

Add B per rank of QuickStrike to combat checksagainst targets that havenot acted yet thisencounter.

HIDDEN STORAGE

137 Cost: 15

Gain hidden storage invehicles or equipment thatholds items with totalencumbrance equal toranks in Hidden Storage.

TOUGHENED

145 Cost: 15

Gain +2 wound threshold.BLACK MARKETCONTACTS

132 Cost: 15

When purchasing illegalgoods, may reduce rarityby 1 per rank, increasingcost by 50% of base costper reduction.

SIDE STEP

142 Cost: 15

Once per round, as amaneuver suffer a numberof strain up to ranks in SideStep to upgrade difficulty ofall incoming ranged attacksby an equal number for thenext round.

TOUGHENED

145 Cost: 20

Gain +2 wound threshold.RAPID REACTION

141 Cost: 20

Suffer a number of strainup to ranks in RapidReaction to add an equalnumber of s to initiativechecks.

HIDDEN STORAGE

137 Cost: 20

Gain hidden storage invehicles or equipment thatholds items with totalencumbrance equal toranks in Hidden Storage.

SIDE STEP

142 Cost: 20

Once per round, as amaneuver suffer a numberof strain up to ranks in SideStep to upgrade difficulty ofall incoming ranged attacksby an equal number for thenext round.

DEDICATION

134 Cost: 25

Gain +1 to a singlecharacteristic. This cannotbring a characteristic above6.

NATURAL CHARMER

139 Cost: 25

Once per session, may re-roll any 1 Charm orDeception check.

SOFT SPOT

143 Cost: 25

After making a successfulattack, may spend 1Destiny Point to adddamage equal to Cunningto one hit.

QUICK STRIKE

141 Cost: 25

Add B per rank of QuickStrike to combat checksagainst targets that havenot acted yet thisencounter.

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Smuggler: ThiefCareer Skills: Coordination, Deception, Knowledge (Underworld), Perception, Piloting(Space), Skulduggery, Streetwise, VigilanceThief Bonus Career Skills: Computers, Skulduggery, Stealth, Vigilance

ActivePassiveRanked

STREET SMARTS

144 Cost: 5

Remove b per rank ofStreet Smarts fromStreetwise or Knowledge(Underworld) checks.

BLACK MARKETCONTACTS

132 Cost: 5

When purchasing illegalgoods, may reduce rarityby 1 per rank, increasingcost by 50% of base costper reduction.

INDISTINGUISHABLE

137 Cost: 5

Upgrade difficulty of checksto identify character onceper rank ofIndistinguishable.

BYPASS SECURITY

133 Cost: 5

Remove b per rank ofBypass Security fromchecks made to disable asecurity device or open alocked door.

BLACK MARKETCONTACTS

132 Cost: 10

When purchasing illegalgoods, may reduce rarityby 1 per rank, increasingcost by 50% of base costper reduction.

DODGE

135 Cost: 10

When targeted in combat,may perform a Dodgeincidental. Suffer strain nogreater than ranks inDodge to upgrade thedifficulty of the attack bythat number.

GRIT

136 Cost: 10

Gain +1 strain threshold.HIDDEN STORAGE

137 Cost: 10

Gain hidden storage invehicles or equipment thatholds items with totalencumbrance equal toranks in Hidden Storage.

STALKER

143 Cost: 15

Add B per rank of Stalkerto all Stealth andCoordination checks.

GRIT

136 Cost: 15

Gain +1 strain threshold.RAPID REACTION

141 Cost: 15

Suffer a number of strainup to ranks in RapidReaction to add an equalnumber of s to initiativechecks.

SHORTCUT

142 Cost: 15

During a chase, add B perrank in Shortcut to anychecks made to catch orescape an opponent.

BYPASS SECURITY

133 Cost: 20

Remove b per rank ofBypass Security fromchecks made to disable asecurity device or open alocked door.

NATURAL ROGUE

139 Cost: 20

Once per session re-rollany 1 Skulduggery orStealth check.

STREET SMARTS

144 Cost: 20

Remove b per rank ofStreet Smarts fromStreetwise or Knowledge(Underworld) checks.

JUMP UP

138 Cost: 20

Once per round, may standfrom seated or prone as anincidental.

MASTER OF SHADOWS

138 Cost: 25

Once per round, suffer 2strain to decrease difficultyof next Stealth orSkulduggery check by one.

DODGE

135 Cost: 25

When targeted in combat,may perform a Dodgeincidental. Suffer strain nogreater than ranks inDodge to upgrade thedifficulty of the attack bythat number.

INDISTINGUISHABLE

137 Cost: 25

Upgrade difficulty of checksto identify character onceper rank ofIndistinguishable.

DEDICATION

134 Cost: 25

Gain +1 to a singlecharacteristic. This cannotbring a characteristic above6.

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Smuggler Signature Ability Tree

Narrow EscapeBase Ability

UpgradeRanked

NARROW ESCAPE BASE ABILITY

FC37 Cost: 30

Once per game session, the character may spend two Destiny Points to make a Hard (ddd) Streetwise check. If successful, thecharacter is immediately able to flee from the current personal-scale combat encounter unscathed. The challenge is not overcome ordefeated, but the character is able to evade the hazard or threat for the time being. The exact nature of what the character is trying toaccomplish, as well as the end results, must be approved by the GM (see Narrative Abilities on page FC38), but should be suitablycreative or daring.

REDUCE SETBACK

FC38 Cost: 10

Remove b from the skillcheck to activate NarrowEscape.

INCREASE EFFECT

FC38 Cost: 10

Affect an additional numberof allied characters equal toCunning per IncreaseEffect upgrade purchased.

ADD BOOST

FC38 Cost: 10

Add B to the skill check toactivate Narrow Escape.

CHANGE SKALE

FC38 Cost: 10

Narrow Escape can beactivated in a vehicle withthe Piloting (Planetary) orPiloting (Space) skill.

REDUCE DIFFICULTY

FC38 Cost: 15

Reduce the difficulty of theskill check to activateNarrow Escape to Average(dd).

INCREASE EFFECT

FC38 Cost: 15

Affect an additional numberof allied characters equal toCunning per IncreaseEffect upgrade purchased.

CHANGE SKILL

FC38 Cost: 15

Narrow Escape can beactivated during socialencounters with theDeception skill.

DESTINY

FC38 Cost: 15

Narrow Escape costs 1Destiny Point instead of 2.

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Smuggler Signature Ability Tree

Unmatched FortuneBase Ability

UpgradeRanked

UNMATCHED FORTUNE BASE ABILITY

FC39 Cost: 30

Once per game session as an incidental, the character may spend 2 Destiny Points to change the face of one positive die in thecharacter's dice pool to another face adjacent to it. An "adjacent" face is any die face sharing an edge — not a point — with the rolledface. Unmatched Fortune cannot be used on a C.

FREQUENCY

FC39 Cost: 10

Unmatched Fortune can beused one additional timeeach game session perFrequency upgradepurchased.

INCREASE NUMBER

FC39 Cost: 10

Unmatched Fortune affectsone additional die perIncrease Number upgradepurchased.

SHARED LUCK

FC39 Cost: 10

Unmatched Fortune canalso be used on the dicepool of a willing ally withinshort range.

INCREASE NUMBER

FC39 Cost: 10

Unmatched Fortune affectsone additional die perIncrease Number upgradepurchased.

DESTINY

FC39 Cost: 15

Unmatched Fortune costs 1Destiny Point instead of 2.

INCREASE EFFECT

FC39 Cost: 15

Unmatched Fortune canalso be used on negativedice.

INCREASE RANGE

FC39 Cost: 15

Increases the maximumrange at which UnmatchedFortune can affect willingallies by 1 per IncreaseRange upgrade purchased.

FREQUENCY

FC39 Cost: 15

Unmatched Fortune can beused one additional timeeach game session perFrequency upgradepurchased.

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Technician: Cyber TechCareer Skills: Astrogation, Computers, Coordination, Discipline, Knowledge (Outer Rim),Mechanics, Perception, Piloting (Planetary)Cyber Tech Bonus Career Skills: Athletics, Mechanics, Medicine, Vigilance

ActivePassiveRanked

CYBERNETICIST

SM:34 Cost: 5

Remove b per rank ofCyberneticist from checksto build, repair, and installcybernetic implants.Cybernetics cost 50% less.

MORE MACHINETHAN MAN

SM:34 Cost: 5

Increase cybernetic implantcap by 1 per rank of MoreMachine than Man.

ENGINEEREDREDUNDANCIES

SM:34 Cost: 5

Gain the ability to useemergency repair patchesto heal. Additionally, can behealed with Mechanicschecks.

TOUGHENED

145 Cost: 5

Gain +2 wound threshold.

EYE FOR DETAIL

SM:34 Cost: 10

After making mechanics orcomputer check, may sufferstrain up to ranks in Eye forDetail to convert that manys in a.

TOUGHENED

145 Cost: 10

Gain +2 wound threshold.ENERGY TRANSFER

SM:34 Cost: 10

May suffer 1 strain to usethe Energy Transfermaneuver to power up anunpowered device orreplenish exhaustedammunition for an energyweapon.s

CYBERNETICIST

SM:34 Cost: 10

Remove b per rank ofCyberneticist from checksto build, repair, and installcybernetic implants.Cybernetics cost 50% less.

OVERCHARGE

SM:35 Cost: 15

Once per encounter, mayuse the Overcharge action.Make a Hard (ddd)Mechanics check. Onsuccess, one installedcybernetic providesadditional benefits. On y,overcharged cyberneticshorts out.

MORE MACHINETHAN MAN

SM:34 Cost: 15

Increase cybernetic implantcap by 1 per rank of MoreMachine than Man.

DURABLE

135 Cost: 15

May reduce any CriticalInjury suffered by 10 perrank of Durable to aminimum of 1.

SURGEON

144 Cost: 15

When making a Medicinecheck to help a characterheal wounds, the targetheals 1 additional woundper rank of Surgeon.

IMPROVEDOVERCHARGE

SM:35 Cost: 20

May spend aa or xfrom Overcharge action toimmediately take anotheraction.

UTILITY BELT

145 Cost: 20

Spend 1 Destiny Point toperform a Utility Beltincidental; produce apreviously undocumenteditem or weapon (withrestrictions) from a tool beltor a satchel.

MORE MACHINETHAN MAN

SM:34 Cost: 20

Increase cybernetic implantcap by 1 per rank of MoreMachine than Man.

SURGEON

144 Cost: 20

When making a Medicinecheck to help a characterheal wounds, the targetheals 1 additional woundper rank of Surgeon.

MORE MACHINETHAN MAN

SM:34 Cost: 25

Increase cybernetic implantcap by 1 per rank of MoreMachine than Man.

DURABLE

135 Cost: 25

May reduce any CriticalInjury suffered by 10 perrank of Durable to aminimum of 1.

SUPREMEOVERCHARGE

SM:35 Cost: 25

May perform theOvercharge action on anynumber of installedcybernetcs. On y, oneovercharged cyberneticshorts out.

DEDICATION

134 Cost: 25

Gain +1 to a singlecharacteristic. This cannotbring a characteristic above6.

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Technician: Droid TechCareer Skills: Astrogation, Computers, Coordination, Discipline, Knowledge (Outer Rim),Mechanics, Perception, Piloting (Planetary)Droid Tech Bonus Career Skills: Computers, Cool, Leadership, Mechanics

ActivePassiveRanked

MACHINE MENDER

SM:34 Cost: 5

When making a Mechanicscheck to help a characterheal wounds, the targetheals 1 additional woundper rank of MachineMender.

HIDDEN STORAGE

137 Cost: 5

Gain hidden storage invehicles or equipment thatholds items with totalencumbrance equal toranks in Hidden Storage.

SPEAKS BINARY

143 Cost: 5

When directing NPCdroids, may grant them Bper rank of Speaks Binaryon checks.

GRIT

136 Cost: 5

Gain +1 strain threshold.

DEFT MAKER

SM:34 Cost: 10

Remove b per rank ofDeft Maker from checks torepair, modify, construct orprogram droids. Reducethe material cost to craftdroids by 50%.

EYE FOR DETAIL

SM:34 Cost: 10

After making mechanics orcomputer check, may sufferstrain up to ranks in Eye forDetail to convert that manys in a.

GRIT

136 Cost: 10

Gain +1 strain threshold.SPEAKS BINARY

143 Cost: 10

When directing NPCdroids, may grant them Bper rank of Speaks Binaryon checks.

GRIT

136 Cost: 15

Gain +1 strain threshold.SUPREMESPEAKS BINARY

SM:35 Cost: 15

Once per encounter, mayperform Speaks Binarymaneuver. A number ofNPC droids up to ranks inSpeaks Binary may use thecharacter's ranks for 1 skillof character's choice.

IMPROVEDSPEAKS BINARY

SM:35 Cost: 15

When directing NPCdroids, those droids grantadditional B in addition toother benefits.

HIDDEN STORAGE

137 Cost: 15

Gain hidden storage invehicles or equipment thatholds items with totalencumbrance equal toranks in Hidden Storage.

REDUNDANT SYSTEMS

141 Cost: 20

Once per session, as anaction, make an Easy (d)Mechanics check toharvest components from afunctioning device, withoutbreaking it, to repair abroken one.

MACHINE MENDER

SM:34 Cost: 20

When making a Mechanicscheck to help a characterheal wounds, the targetheals 1 additional woundper rank of MachineMender.

SPEAKS BINARY

143 Cost: 20

When directing NPCdroids, may grant them Bper rank of Speaks Binaryon checks.

DEFT MAKER

SM:34 Cost: 20

Remove b per rank ofDeft Maker from checks torepair, modify, construct orprogram droids. Reducethe material cost to craftdroids by 50%.

EYE FOR DETAIL

SM:34 Cost: 25

After making mechanics orcomputer check, may sufferstrain up to ranks in Eye forDetail to convert that manys in a.

REROUTE PROCESSORS

SM:35 Cost: 25

Once per encounter, maytake a Reroute Processorsaction: make an Average(dd) Computers checkto reduce one of a droid'scharacteristics by 1 andincrease another of itscharacteristics by 1.

DEDICATION

134 Cost: 25

Gain +1 to a singlecharacteristic. This cannotbring a characteristic above6.

MACHINE MENDER

SM:34 Cost: 25

When making a Mechanicscheck to help a characterheal wounds, the targetheals 1 additional woundper rank of MachineMender.

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Technician: MechanicCareer Skills: Astrogation, Computers, Coordination, Discipline, Knowledge (Outer Rim),Mechanics, Perception, Piloting (Planetary)Mechanic Bonus Career Skills: Brawl, Mechanics, Piloting (Space), Skulduggery

ActivePassiveRanked

GEARHEAD

136 Cost: 5

Remove b per rank ofGearhead from Mechanicschecks. Halve the creditcost to add mods toattachments.

TOUGHENED

145 Cost: 5

Gain +2 wound threshold.FINE TUNING

135 Cost: 5

When reducing the amountof system strain a starshipor vehicle suffers, reduce 1additional strain per rank ofFine Tuning.

SOLID REPAIRS

143 Cost: 5

The character repairs +1hull trauma per rank ofSolid Repairs whenever herepairs a starship orvehicle.

REDUNDANT SYSTEMS

141 Cost: 10

Once per session, as anaction, make an Easy (d)Mechanics check toharvest components from afunctioning device, withoutbreaking it, to repair abroken one.

SOLID REPAIRS

143 Cost: 10

The character repairs +1hull trauma per rank ofSolid Repairs whenever herepairs a starship orvehicle.

GEARHEAD

136 Cost: 10

Remove b per rank ofGearhead from Mechanicschecks. Halve the creditcost to add mods toattachments.

GRIT

136 Cost: 10

Gain +1 strain threshold.

SOLID REPAIRS

143 Cost: 15

The character repairs +1hull trauma per rank ofSolid Repairs whenever herepairs a starship orvehicle.

ENDURING

135 Cost: 15

Gain +1 soak value.BAD MOTIVATOR

132 Cost: 15

Once per session, maytake a Bad Motivatoraction; make a Hard(ddd) Mechanics checkto cause one targeteddevice to spontaneouslyfail.

TOUGHENED

145 Cost: 15

Gain +2 wound threshold.

CONTRAPTION

133 Cost: 20

Once per session, take aContraption action; make aHard (ddd) Mechancscheck to fashion a deviceto solve a current problemusing just the tools andparts on hand.

SOLID REPAIRS

143 Cost: 20

The character repairs +1hull trauma per rank ofSolid Repairs whenever herepairs a starship orvehicle.

FINE TUNING

135 Cost: 20

When reducing the amountof system strain a starshipor vehicle suffers, reduce 1additional strain per rank ofFine Tuning.

HARD HEADED

136 Cost: 20

When staggered ordisoriented, perform theHard Headed action tomake a Dauntin(dddd) Disciplinecheck to remove the status.Difficulty reduced by 1 perrank.

NATURAL TINKERER

139 Cost: 25

Once per session, re-rollany 1 Mechanics check.

HOLD TOGETHER

137 Cost: 25

Spend 1 Destiny Point toperform a Hold Togetherincidental immediately aftervehicle or starship takesdamage to turn it to systemstrain.

DEDICATION

134 Cost: 25

Gain +1 to a singlecharacteristic. This cannotbring a characteristic above6.

IMPROVEDHARD HEADED

136 Cost: 25

When incapacitated due tostrain exceeding threshold,may take a Formidable(ddddd) Disciplinecheck to reduce strain to 1below threshold.

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Technician: ModderCareer Skills: Astrogation, Computers, Coordination, Discipline, Knowledge (Outer Rim),Mechanics, Perception, Piloting (Planetary)Modder Bonus Career Skills: Gunnery, Mechanics, Piloting (Space), Streetwise

ActivePassiveRanked

TINKERER

145 Cost: 5

May add 1 additional hardpoint to a number of itemsequal to ranks in Tinkerer.Each item may only bemodified once.

RESOLVE

142 Cost: 5

When a characterinvoluntarily suffers strain,he suffers 1 less strain perrank of Resolve, minimum1.

KNOW SOMEBODY

138 Cost: 5

Once per session, whenattempting to purchase alegally available item,reduce its rarity by 1 perrank of Know Somebody.

SIGNATURE VEHICLE

SM:35 Cost: 5

Choose one starship orvehicle up to silhouette 3as Signature Vehicle.Upgrade all Mechanicschecks made on thatvehicle once.

GEARHEAD

136 Cost: 10

Remove b per rank ofGearhead from Mechanicschecks. Halve the creditcost to add mods toattachments.

TINKERER

145 Cost: 10

May add 1 additional hardpoint to a number of itemsequal to ranks in Tinkerer.Each item may only bemodified once.

FANCY PAINT JOB

SM:34 Cost: 10

Upgrade all Charm,Deception, and Negotiationchecks made in thepresence of SignatureVehicle once.

LARGER PROJECT

SM:34 Cost: 10

Signature Vehicle can havea silhouette 1 larger perrank of Larger Project.

RESOURCEFUL REFIT

SM:35 Cost: 15

May perform the ResourcefulRefit action: make anAverage (dd) Mechanicscheck to scavange an oldattachment to construct anew one, reducing its priceby that of the dismantledattachment.

RESOLVE

142 Cost: 15

When a characterinvoluntarily suffers strain,he suffers 1 less strain perrank of Resolve, minimum1.

LARGER PROJECT

SM:34 Cost: 15

Signature Vehicle can havea silhouette 1 larger perrank of Larger Project.

TOUGHENED

145 Cost: 15

Gain +2 wound threshold.

JURY RIGGED

138 Cost: 20

Choose 1 weapon, armor,or other item and give it apermanent improvementwhile it remains in use.

HIDDEN STORAGE

137 Cost: 20

Gain hidden storage invehicles or equipment thatholds items with totalencumbrance equal toranks in Hidden Storage.

TINKERER

145 Cost: 20

May add 1 additional hardpoint to a number of itemsequal to ranks in Tinkerer.Each item may only bemodified once.

GEARHEAD

136 Cost: 20

Remove b per rank ofGearhead from Mechanicschecks. Halve the creditcost to add mods toattachments.

JURY RIGGED

138 Cost: 25

Choose 1 weapon, armor,or other item and give it apermanent improvementwhile it remains in use.

DEDICATION

134 Cost: 25

Gain +1 to a singlecharacteristic. This cannotbring a characteristic above6.

NATURAL TINKERER

139 Cost: 25

Once per session, re-rollany 1 Mechanics check.

CUSTOM LOADOUT

SM:34 Cost: 25

May add 2 additional hardpoints to Signature Vehicle.

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Technician: Outlaw TechCareer Skills: Astrogation, Computers, Coordination, Discipline, Knowledge (Outer Rim),Mechanics, Perception, Piloting (Planetary)Outlaw Tech Bonus Career Skills: Knowledge (Education), Knowledge (Underworld),Mechanics, Streetwise

ActivePassiveRanked

TINKERER

145 Cost: 5

May add 1 additional hardpoint to a number of itemsequal to ranks in Tinkerer.Each item may only bemodified once.

UTINNI!

145 Cost: 5

Remove b per rank ofUtinni! from checks to findor scavenge items or gear.Such checks take half thetime.

SPEAKS BINARY

143 Cost: 5

When directing NPCdroids, may grant them Bper rank of Speaks Binaryon checks.

TINKERER

145 Cost: 5

May add 1 additional hardpoint to a number of itemsequal to ranks in Tinkerer.Each item may only bemodified once.

SOLID REPAIRS

143 Cost: 10

The character repairs +1hull trauma per rank ofSolid Repairs whenever herepairs a starship orvehicle.

GRIT

136 Cost: 10

Gain +1 strain threshold.UTINNI!

145 Cost: 10

Remove b per rank ofUtinni! from checks to findor scavenge items or gear.Such checks take half thetime.

TOUGHENED

145 Cost: 10

Gain +2 wound threshold.

UTILITY BELT

145 Cost: 15

Spend 1 Destiny Point toperform a Utility Beltincidental; produce apreviously undocumenteditem or weapon (withrestrictions) from a tool beltor a satchel.

SIDE STEP

142 Cost: 15

Once per round, as amaneuver suffer a numberof strain up to ranks in SideStep to upgrade difficulty ofall incoming ranged attacksby an equal number for thenext round.

BRACE

132 Cost: 15

Perform the Bracemaneuver to remove bper rank of Brace from nextyour Action. This may onlyremove b added byenvironmentalcircumstances.

DEFENSIVE STANCE

134 Cost: 15

Once per round, as amaneuver suffer a numberof strain up to ranks inDefensive Stance toupgrade difficulty of allincoming melee attacks byan equal number for thenext round.

JURY RIGGED

138 Cost: 20

Choose 1 weapon, armor,or other item and give it apermanent improvementwhile it remains in use.

SPEAKS BINARY

143 Cost: 20

When directing NPCdroids, may grant them Bper rank of Speaks Binaryon checks.

INVENTOR

137 Cost: 20

When constructing newitems or modifyingattachments, add B orremove b per rank ofInventor.

JURY RIGGED

138 Cost: 20

Choose 1 weapon, armor,or other item and give it apermanent improvementwhile it remains in use.

INVENTOR

137 Cost: 25

When constructing newitems or modifyingattachments, add B orremove b per rank ofInventor.

DEDICATION

134 Cost: 25

Gain +1 to a singlecharacteristic. This cannotbring a characteristic above6.

KNOWN SCHEMATIC

138 Cost: 25

Once per session, mayperform the KnownSchematic maneuver;make a Hard (ddd)Knowledge (Education)check to gain familiaritywith a building or ship'sdesign.

BRACE

132 Cost: 25

Perform the Bracemaneuver to remove bper rank of Brace from nextyour Action. This may onlyremove b added byenvironmentalcircumstances.

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Technician: SlicerCareer Skills: Astrogation, Computers, Coordination, Discipline, Knowledge (Outer Rim),Mechanics, Perception, Piloting (Planetary)Slicer Bonus Career Skills: Computers, Knowledge (Education), Knowledge(Underworld), Stealth

ActivePassiveRanked

CODEBREAKER

133 Cost: 5

Remove b per rank inCodebreaker from checksto break codes or decryptcommunications. Decreasedifficulty of checks to breakcodes or decryptcommunications by 1.

GRIT

136 Cost: 5

Gain +1 strain threshold.TECHNICAL APTITUDE

145 Cost: 5

Reduce time needed tocomplete Computer-relatedtasks by 25% per rank inTechnical Aptitude.

BYPASS SECURITY

133 Cost: 5

Remove b per rank ofBypass Security fromchecks made to disable asecurity device or open alocked door.

DEFENSIVE SLICING

134 Cost: 10

When defending computersystems, add B per rankof Defensive Slicing toopponents' checks.

TECHNICAL APTITUDE

145 Cost: 10

Reduce time needed tocomplete Computer-relatedtasks by 25% per rank inTechnical Aptitude.

GRIT

136 Cost: 10

Gain +1 strain threshold.BYPASS SECURITY

133 Cost: 10

Remove b per rank ofBypass Security fromchecks made to disable asecurity device or open alocked door.

NATURAL PROGRAMMER

139 Cost: 15

Once per session, may re-roll any 1 Computers orAstrogation check.

BYPASS SECURITY

133 Cost: 15

Remove b per rank ofBypass Security fromchecks made to disable asecurity device or open alocked door.

DEFENSIVE SLICING

134 Cost: 15

When defending computersystems, add B per rankof Defensive Slicing toopponents' checks.

GRIT

136 Cost: 15

Gain +1 strain threshold.

DEFENSIVE SLICING

134 Cost: 20

When defending computersystems, add B per rankof Defensive Slicing toopponents' checks.

IMPROVEDDEFENSIVE SLICING

134 Cost: 20

Defensive Slicing nowupgrades opponents'difficulty once per rank ofDefensive Slicing; thisreplaces the usual benefits.

CODEBREAKER

133 Cost: 20

Remove b per rank inCodebreaker from checksto break codes or decryptcommunications. Decreasedifficulty of checks to breakcodes or decryptcommunications by 1.

RESOLVE

142 Cost: 20

When a characterinvoluntarily suffers strain,he suffers 1 less strain perrank of Resolve, minimum1.

SKILLED SLICER

142 Cost: 25

When making a Computerscheck may spend x tomake further Computerschecks within this systemas maneuvers.

MASTER SLICER

139 Cost: 25

Once per round, may takea Master Slicer incidental tosuffer 2 strain anddecrease difficulty ofComputers or other slicingchecks by 1, minimum d.

MENTAL FORTRESS

139 Cost: 25

Spend 1 Destiny Point toignore effects of CriticalInjuries on Intellect orCunning checks until end ofencounter.

DEDICATION

134 Cost: 25

Gain +1 to a singlecharacteristic. This cannotbring a characteristic above6.

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Technician Signature Ability Tree

Inventive CreationBase Ability

UpgradeRanked

INVENTIVE CREATION BASE ABILITY

SM:39 Cost: 30

Once per game session, as an action, the character may spend 2 Destiny Points and make a Daunting (dddd) Mechanicscheck. If he succeeds, the character immediately uses available parts to build a device that functions as an item of his choice with ararity of 5 or lower. The item functions until the end of the encounter, at which point it falls apart, shorts out, or otherwise ceases tofunction permanently. The exact nature of the device the character is trying to construct, as well as the end results, must be approvedby the GM (see Narrative Abilities on page 38).

REDUCE SETBACK

SM:39 Cost: 10

Remove b from skillcheck to activate InventiveCreation.

INCREASE RARITY

SM:39 Cost: 10

Increase the rarity of thedevice the character canbuild by 1.

REDUCE SETBACK

SM:39 Cost: 10

Remove b from skillcheck to activate InventiveCreation.

INCREASE RARITY

SM:39 Cost: 10

Increase the rarity of thedevice the character canbuild by 1.

REDUCE DIFFICULTY

SM:39 Cost: 15

Reduce the difficulty of theskill check to activateInventive Creation to Hard(ddd).

INCREASE RARITY

SM:39 Cost: 15

Increase the rarity of thedevice the character canbuild by 1.

DESTINY

SM:39 Cost: 15

Inventive Creation costs 1Destiny Point instead of 2.

CHANGE SCALE

SM:39 Cost: 15

May create a vehicle ofsilhouette 2 or smallerusing Inventive Creation.

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Technician Signature Ability Tree

Unmatched CalibrationBase Ability

UpgradeRanked

UNMATCHED CALIBRATION BASE ABILITY

SM:41 Cost: 30

Once per game session as an incidental, the character may spend 2 Destiny Points to reroll up to two dice in the character's dice pool.Calibration cannot he used on a C.

REDUCE SETBACK

SM:41 Cost: 10

May remove b instead ofrerolling it.

INCREASE NUMBER

SM:41 Cost: 10

Unmatched Calibrationaffects on additional die perIncrease Number upgradepurchased.

FREQUENCY

SM:41 Cost: 10

Unmatched Calibration canbe used one additional timeeach game session perFrequency upgradepurchased.

INCREASE NUMBER

SM:41 Cost: 10

Unmatched Calibrationaffects on additional die perIncrease Number upgradepurchased.

DESTINY

SM:41 Cost: 15

Unmatched Calibrationcosts 1 Destiny Pointinstead of 2.

MINIMIZE RISK

SM:41 Cost: 15

Downgrade one crerolled with UnmatchedCalibration to d.

OPTIMIZATION

SM:41 Cost: 15

Upgrade one D rerolledwith Unmatched Calibrationto C.

SHARED ACUMEN

SM:41 Cost: 15

Unmatched Calibration canalso be used on the dicepool of a willing ally withinshort range.

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Universal: Force Sensitive Exile Gain: Force Rating 1

ActivePassiveRanked

UNCANNY SENSES

145 Cost: 5

Add B per rank ofUncanny Senses to allPerception checks.

INSIGHT

137 Cost: 5

Perception and Disciplinebecome career skills.

FORAGER

135 Cost: 5

Remove up to bb fromskill checks to find food,water, or shelter. Survivalchecks to forage take halfthe time.

UNCANNY REACTIONS

145 Cost: 5

Add B per rank ofUncanny Reactions to allVigilance checks,

CONVINCINGDEMEANOR

133 Cost: 10

Remove b per rank ofConvincing Demeanor fromDeception or Skulduggerychecks.

OVERWHELM EMOTIONS

141 Cost: 10

May add C per ForceRating to Charm, Coerce,or Deceit checks. Z andz add s to some checksand f to others.

INTENSE FOCUS

137 Cost: 10

Perform an Intense Focusmaneuver; suffer 1 strainand upgrade the ability ofthe next skill check once.

QUICK DRAW

141 Cost: 10

Once per round, draw orholster a weapon or item asan incidental.

SENSE DANGER

142 Cost: 15

Once per session, removebb from any 1 check.

SENSE EMOTIONS

142 Cost: 15

Add B to all Charm,Coercion, and Deceptionchecks unless the target isimmune to Force Powers.

BALANCE

132 Cost: 15

When the character healsstrain at the end of theencounter, he may add Cper Force Rating. Herecovers additional strainequal to Z generated.

TOUCH OF FATE

145 Cost: 15

Once per session, addBB to any one check.

STREET SMARTS

144 Cost: 20

Remove b per rank ofStreet Smarts fromStreetwise or Knowledge(Underworld) checks.

UNCANNY SENSES

145 Cost: 20

Add B per rank ofUncanny Senses to allPerception checks.

UNCANNY REACTIONS

145 Cost: 20

Add B per rank ofUncanny Reactions to allVigilance checks,

STREET SMARTS

144 Cost: 20

Remove b per rank ofStreet Smarts fromStreetwise or Knowledge(Underworld) checks.

SIXTH SENSE

142 Cost: 25

Gain +1 ranged defense.FORCE RATING

135 Cost: 25

Gain +1 Force Rating.DEDICATION

134 Cost: 25

Gain +1 to a singlecharacteristic. This cannotbring a characteristic above6.

SUPERIOR REFLEXES

144 Cost: 25

Gain +1 melee defense.

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Force Power: Influence Prerequisites: Force Rating 1+

Force Power

Ranked

INFLUENCE BASIC POWER

281 Cost: 10

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 suchas confusion can be generated with either Z or z.The character may spend Z to stress the mind of one living target he is engaged with, inflicting 1 strain.

RANGE

283 Cost: 5

Spend Z to increasepower's range by a numberof range bands equal torange upgrades purchased.

MAGNITUDE

283 Cost: 5

Spend Z to increasenumber of targets affectedby power equal tomagnitude upgradespurchased.

CONTROL

282 Cost: 10

The Force user may make an opposed Discipline vs Disciplinecheck combined with an Influence Power check. If the userspends Z and succeeds on the check, he can force the targetto adopt an emotional state or believe something untrue,lasting for 1 round or 5 minutes.

CONTROL

283 Cost: 15

When making a Coercion, Charm, Deception, Leadership, or Negotiation check, the Force usermay roll an Influence Power check as part of his dice pool. He may spend Z to gain s or a(user's choice) on the check.

STRENGTH

283 Cost: 10

When stressing the mind ofa target, the characterinflicts 2 strain.

RANGE

283 Cost: 10

Spend Z to increasepower's range by a numberof range bands equal torange upgrades purchased.

MAGNITUDE

283 Cost: 5

Spend Z to increasenumber of targets affectedby power equal tomagnitude upgradespurchased.

DURATION

283 Cost: 5

Spend Z to increaseduration by number ofrounds (or minutes) equalto duration upgradespurchased.

DURATION

283 Cost: 5

Spend Z to increaseduration by number ofrounds (or minutes) equalto duration upgradespurchased.

RANGE

283 Cost: 10

Spend Z to increasepower's range by a numberof range bands equal torange upgrades purchased.

MAGNITUDE

283 Cost: 5

Spend Z to increasenumber of targets affectedby power equal tomagnitude upgradespurchased.

DURATION

283 Cost: 5

Spend Z to increaseduration by number ofrounds (or minutes) equalto duration upgradespurchased.

DURATION

283 Cost: 5

Spend Z to increaseduration by number ofrounds (or minutes) equalto duration upgradespurchased.

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Force Power: Move Prerequisites: Force Rating 1+

Force Power

Ranked

MOVE BASIC POWER

283 Cost: 10

The Force user can move small objects via the power of the Force.The user may spend Z to move one object of silhouette 0 that is within short range up to his maximum range. The default maximumrange is short range.

MAGNITUDE

285 Cost: 5

Spend Z to increasenumber of targets affectedby power equal tomagnitude upgradespurchased.

STRENGTH

284 Cost: 10

Spend Z to increasesilhouette able to betargeted equal to strengthupgrades purchased.

RANGE

284 Cost: 5

Spend Z to increasepower's range by a numberof range bands equal torange upgrades purchased.

RANGE

284 Cost: 5

Spend Z to increasepower's range by a numberof range bands equal torange upgrades purchased.

MAGNITUDE

285 Cost: 5

Spend Z to increasenumber of targets affectedby power equal tomagnitude upgradespurchased.

STRENGTH

284 Cost: 10

Spend Z to increasesilhouette able to betargeted equal to strengthupgrades purchased.

CONTROL

284 Cost: 10

The Force user can hurl objects to damage targets, by makinga Discipline check combined with a Move Power check, dealingdamage equal to 10 times silhouette.

MAGNITUDE

285 Cost: 10

Spend Z to increasenumber of targets affectedby power equal tomagnitude upgradespurchased.

STRENGTH

284 Cost: 15

Spend Z to increasesilhouette able to betargeted equal to strengthupgrades purchased.

CONTROL

284 Cost: 5

The Force user can pullobjects out of securemountings or out of anopponent's grasp.

RANGE

284 Cost: 15

Spend Z to increasepower's range by a numberof range bands equal torange upgrades purchased.

MAGNITUDE

285 Cost: 10

Spend Z to increasenumber of targets affectedby power equal tomagnitude upgradespurchased.

STRENGTH

284 Cost: 20

Spend Z to increasesilhouette able to betargeted equal to strengthupgrades purchased.

CONTROL

284 Cost: 15

The character can perform fine manipulation of items, allowinghim to do whatever he would normally with his hands via thispower at this power's range.

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Force Power: Sense Prerequisites: Force Rating 1+

Force Power

Ranked

SENSE BASIC POWER

280 Cost: 10

The Force User can sense the Force interacting with the world around him.The user may spend Z to sense all living things within short range (including sentient and non-sentient beings).The user may spend Z to sense the current emotional state of one living target with whom he is engaged.

CONTROL

280 Cost: 10

Ongoing effect: Commit C. Once per round, when an attacktargets the Force user, he upgrades the difficulty of the poolonce.

CONTROL

281 Cost: 10

Effect: Spend Z. The Force user senses the current thoughtsof one living target with whom he is engaged.

DURATION

281 Cost: 10

Sense's ongoing effects may be triggered one additional timeper round.

RANGE

281 Cost: 5

Spend Z to increasepower's range by a numberof range bands equal torange upgrades purchased.

MAGNITUDE

281 Cost: 5

Spend Z to increasenumber of targets affectedby power equal tomagnitude upgradespurchased.

STRENGTH

281 Cost: 10

When using Sense's ongoing effects, upgrade the pool twice,instead of once.

RANGE

281 Cost: 10

Spend Z to increasepower's range by a numberof range bands equal torange upgrades purchased.

MAGNITUDE

281 Cost: 10

Spend Z to increasenumber of targets affectedby power equal tomagnitude upgradespurchased.

CONTROL

281 Cost: 10

Ongoing effect: Commit C. Once per round, when making acombat check, he upgrades the ability of that check once.

RANGE

281 Cost: 10

Spend Z to increasepower's range by a numberof range bands equal torange upgrades purchased.

MAGNITUDE

281 Cost: 10

Spend Z to increasenumber of targets affectedby power equal tomagnitude upgradespurchased.

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