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Star Wars Edge of the Empire PLAYER QUICK GUIDE

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Star Wars RPG; Edge of the Empire Quick Player Guide. Great Reference found on Reddit.

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  • Star WarsEdge of the Empire

    PLAYER QUICKGUIDE

  • Core Mechanics

    IncidentalsMinor activities that take little time or effort to complete such as talking, dropping a held item, shifting position or peeking round a corner. There is no hard and fast rule to how many incidentals a player gets in their turn and comes down to common sense as to how much a character could feasibly during the allotted time frame,

    Structured Gameplay

    ManeuversPlayers get one free maneuver per turn that allows them to perform a number of time consuming moves, but nothing that re-quires any major effort to complete ie. a skill check. Players can gain another free maneuver by taking two points of strain, from certain successful skill checks or granted with GM discretion under certain circumstances. Players can only perform a maximum of two maneuvers on their turn; however there is no specific limit to how many they can take out of turn if they are awarded. Some of the most common maneuvers are:

    A character can aim to gain one Boost dice on their next combat check (ranged or melee) or two Boost dice if they spend two consecutive maneuvers aiming.

    Players can aim at a specific carried item or body part to try and cripple an opponent; aiming in this way gives two Setback dice to the attack if they spend one maneuver aiming, or this is reduced to one Setback if they spend two consecutive maneuvers aiming,

    The benefits of aiming are lost if the player moves position or performs another action before the combat check.

    Aim

    Grants an engaged ally a Bonus dice to their next skill or combat check. Several characters can grant this bonus to the same ally. These Bonus dice are for the stated action the assistance was given for and must be used on the assisted characters next turn. GM discretion as to whether or not assistance in a given situation is possible.

    Assist

    Assuming a guarded stance grants Defense 1 (one Setback dice to any attacks made against the char-acter), but the character takes one Setback dice to any combat checks they make. These effects last until the end of the characters next turn.

    Guarded Stance

    Typically only taking one maneuver this is a catch all for most things a character may want to do, from flipping a table, diving for cover, opening a door, picking an item up off the ground or finding and interacting with the right item on a desk, etc.

    Interacting with the Environment

    Moving between range bands (Engaged, Short, Medium, Long and Extreme) can take one or more maneuvers to cover the distance:

    Engaged to Short: 1 maneuverShort to Medium: 1 maneuverMedium to Long: 2 maneuversLong to Extreme: 2 maneuvers

    Moving

    This consists of drawing, holster or loading certain weapons or recovering and stowing items from backpacks, pouches and belts.

    Manage Gear

    Attacking a character who is prone accumulates a Boost dice if attacking with melee or a Setback dice with ranged. Prone characters suffer a Setback dice when attacking with Melee, Brawl or Finesse.

    Drop Prone or Stand from Prone

    Mounting a vehicle or creature takes a maneuver, if the creature is not take then it takes a minimum of Survival [Difficulty 2] to mount the creature to ride it, or more depending on the creature or spe-cific situation.

    Mount or Dismount

    Some specific actions require additional preparation to perform safely; the talent or ability that uti-lizes the Prepare maneuver will define its specific effects.

    Prepare

  • ActionsIn a players turn they are able to perform a single action; make a single skill or combat check, activate certain abilities or talents or exchange their action for a maneuver (characters are still restricted to two maneuvers). Skill checks can be performed both in and out of combat; if a player wishes to perform an action that takes a long time then the GM may deem that it cannot be done until combat is resolved. Some actions, due to their complexity, may take multiple actions/ turns to complete.

    Attack Bands

    Upgrade difficulty by 1, if a is rolled the character automatically hits one of the other en-gaged targets (GMs choice).

    If engaged with a Ranged (Light) weapon increase [Difficulty] by 1, if using a Ranged (Heavy) increase [Difficulty] by 2.

    If engaged with a Ranged (Light) weapon increase [Difficulty] by 1, if using a Ranged (Heavy) in-crease [Difficulty] by 2. If an attack is made then any character (regardless of the initial target) who is engaged with the character that fired gains a Boost dice on any Brawl or Melee; this bonus is lost if either of the characters are no longer engaged.

    Attacking a character who is prone accumulates a Boost dice if attacking with melee or a Setback dice with ranged. Prone characters suffer a Setback dice when attacking with Melee or Brawl.

    When using a combined check to attack with two weapons, use the lowest ranked skill being used in the attacks for a Combined Check (if the same rank use either). Use the most difficult of the two combat checks that would be required for attack with each weapon, then increase the Difficulty dice by one. If the hit is successful the character may spend two Advantages or a Triumph to hit with the other weapon (deal damage as normal); if both attacks then additional Advantages and Triumphs may be spent as normal.

    Some targets are easier to hit than others; when a target makes an attack against a target with a silhouette two points or more larger than he is (characters are 1 Silhouette), he decreases the [Difficulty] of the check by 1 and if they are two points or more smaller than he is they increase the [Difficulty] by 1.

    In general sufficient cover (a crate, wall, vehicle) provides 1 Ranged Defense and can add a [Setback] dice to certain skill checks, such as Perception. The GM may give more [Setback] dice and extra Ranged Defense if the target is particularly well covered, such as in a trench, firing from a bunker window slit or other prepared position.

    Making Ranged Attacks at Engaged Targets

    Making Ranged Attacks while Engaged

    Attacking Prone Targets and Attacking While Prone

    Two-Weapon Combat

    Size Differences

    Cover

    Combat Difficulty and Modifiers

    Target Distance

    Engaged

    Engaged (Using Melee)

    Short

    Medium

    Long

    Extreme

    Easy (1) [Difficulty] plus modifiers depending on weapon

    Average (2) [Difficulty]

    Easy (1) [Difficulty]

    Average (2) [Difficulty]

    Hard (3) [Difficulty]

    Daunting (4) [Difficulty]

    Difficulty

    A word on structured play...Structured play is when the RP and events enter a turn based mechanic as opposed to the typical free flowing play the rest of the session may take the form of; this is typically due to either time constraints or the introduction of enemies. When entering struc-tured play it is very easy to forget that you are still playing an RPG due to the breaking down into turns and actions. The maneu-vers and actions simply show how the things you would normally do in free flowing play translate over into structured play; dont fall into the trap of no longer roleplaying when structured play begins!

  • Dice Added

    +2

    +1

    +3

    Fog, the darkness of early morning or late evening, thick shoulder-high grass.

    Mist, shadow, waist-high grass

    Heavy fog, thick and chocking smoke, the darkness of night, dense, head-high underbrush and thick grass.

    Examples

    Concealment restricts line of sight to a target, even if it does not provide physical cover (smoke, darkness, trees, etc.). Depending on the type of concealment characters add Setback dice to their Ranged attacks and Perception skill. Boost dice to Stealth skill and, if a situation suits (GM discretion) other skills as well.

    Concealment

    Difficult terrain is a catch-all for any terrain that restricts movement through it, whether thick undergrowth, waist-high water, loose rubble, sheer cliffs or more. It costs double the number of maneuvers to move through difficult terrain. The GM may allow the character to overcome impassable terrain by using a skill, probably the Athletics or Coordination skill, whereas other may require them by default (e.g. trying to get across a river will require an Athletics check to swim tackle the strong current).

    A suffocating character suffers three strain at the beginning of each turn until the source of the suffocation is overcome/ended. Once exceeding their strain threshold the suffocating character is incapacitated. In addition, at the beginning of each subsequent turn if they are still suffocat-ing they suffer one critical injury; this continues until they stop suffocating or die. Characters can hold their breath for a number of rounds equal to their Brawn before having to breath and start suffering damage.

    Difficult and Impassable Terrain

    Suffocation / Drowning

    Rating

    3-5

    1-2

    6-9

    10+

    Flammable liquids and flame projectiles, dangerous sub-stances such as acid or air contaminated by chemical leaks.

    Campfires, mildly caustic substances such as industrial clean-ers, air filled with ash and fumes from heavy fire.

    Welding torches, weaponized acids, atmospheres with sub-stantial parts dangerous gases such as ammonia.

    Lava, blast furnaces, atmospheres completely made of un-breathable and hazerdous gases.

    Examples

    Each round a character subjected to one of these hazards suffers wounds equal to the hazards rating at the beginning of its turn until they are clear of the hazard. Some hazards will have a limited amount of time that they inflict their effects. A player can put out fire/neutralize acid by rolling on the ground with a [Difficulty 2] Coordination check on hard ground, or [Difficulty 1] on soft ground. Jumping into water stops damage immediately.

    When falling players take damage (mitigated by soak) and strain based on the distance fallen, this can be reduced with a [Difficulty 2] Athletics or Coordination check removing one damage per success and one strain per Advantage. A GM could allow a Triumph to reduce the range band by one level.

    Fire & Acid Damage

    Falling Damage

    Range

    Short

    Medium

    Long

    Extreme

    10

    30

    Incapacitated. Critical Injury at +50

    Incapacitated. Critical Injury at +75 (or death at GMs discretion)

    10

    20

    30

    40

    Damage Strain

  • Healing Wounds, Strain & Critical Injuries

    Status Effects

    Each night of full rest players recover one wound.

    First aid can be applied once each encounter, the difficulty is based on the targets current state of health, healing one wound per success on their Medicine check. If current wound equal half or less wound threshold [Difficulty] 1, more than half of wound threshold [Difficulty] 2 or exceeds wound threshold [Difficulty] 3.

    Healing herbs can be used to recover 5 wounds with their first use, 4 wounds with their second used, 3 wounds with their fifth, etc. with no benefits from using herbs six times; they become fully effective after going 24 hours without using them.

    Each night of full rest fully replenishes a characters strain.

    At the end of an encounter and during a period of rest (e.g. eating a meal, spending time relaxing) characters can make a zero [Difficulty] Discipline or Cool check to recover a point of strain per success.

    Advantages rolled on a Medicine check to heal a character can recover strain.

    Each week of full rest a character can attempt to recover from one injury with a Resilience check, dif-ficulty is the severity rating of the injury (plus 2 [Difficulty] if treating self). Triumphs allows characters to heal additional injuries.

    A character can attempt to recover from an injury with a Medicine check, difficulty is the severity rating of the injury (plus 2 [Difficulty] if treating self). Triumphs allows characters to heal additional injuries. A player can attempt to treat each injury once per week.

    Cannot perform any actions (including downgrading to a maneuver).

    The below status effects are considered separate to Critical Injuries as they are typically only temporary and can be inflicted with some regularity. The below effects do stack if applied and will be removed after a duration set by the source (if there is no dura-tion this is always until the end of the inflicted characters turn and, even with longer durations, they will always remove at the end of the encounter.

    Cannot perform any maneuvers (including maneuvers acquired via strain or Advantages).

    Add one Setback dice to all checks

    Wounds

    Strain

    Critical Injuries

    Staggered

    Immobilized

    Disorientated

    Health and Healing

    When to Use Which Skill?

    Activity

    Coercion, Deception, Leadership

    Charm (includes friendly persuasion)

    Negotiation

    Gambling

    Surprise Attack

    Expected Attack / Ambush

    Appraising an item

    Discipline

    Cool

    Negotiation or Cool

    Cool or Discipline

    Vigilance

    Cool

    Knowledge (Various)

    Opposing Skill

  • Determining ResultsCombat (Brawl / Melee / Ranged (Light) / Ranged (Heavy) / Gunnery)

    Each remaining success from an attack deals an extra point of damage, or for Arcana, increases the effect as deter-mined by the individual spell.

    (1) The active character suffers 1 strain (this option may be selected more than once).

    (1) The active character loses the benefits of a prior maneuver (such as from taking cover or assuming a Guarded Stance) until he perform the maneuver again.

    (2) An opponent may immediately perform one free maneuver in response to the active characters check.

    (2) Add Boost dice to the targeted characters next check.

    (2) The active character or an allied character suffers a Setback on his next action.

    (3) The active character falls prone.

    (3) The active character grants the enemy a significant advantage in the ongoing encounter, such as accidentally blast-ing the controls to a bridge he was planning to use for his escape.

    Deal Critical Wounds on a successful attack that deals damage. The number required is determined by the weapons Critical rating.

    Trigger weapon qualities such as Auto-Fire (2), Blast, (3), Knockdown (2+), Sunder (1).

    (1) Recover 1x Strain, can be used multiple times.

    (1) Add Boost Dice to next allied chars check.

    (1) Notice a single important point in the ongoing conflict, such as the location of a blast doors control panel or a weak point on an attack speeder.

    (2) Perform an immediate free maneuver that does not exceed the two maneuver per turn limit.

    (2) Add Setback Dice to the targeted characters next check.

    (2) Add Boost Dice to any allied characters next check, including the active character.

    (2) Deal damage from second weapon when dual wielding, if both attacks hit then may spend extra earned Advantages to activate qualities from either weapon.

    (3) Negate the targeted enemys defensive bonuses (such as the defense gained from cover, equipment, or performing the Guarded Stance maneuver) until the end of the current round.

    (3) Ignore penalizing environmental effects until the end of the active characters next turn.

    (3) When dealing damage to a target, have the attack disable the opponent or one piece of gear rather than dealing wounds or strain. This could include hobbling him temporarily with a shot to the leg, or disabling his climbing gear. The effects can be similar to a Critical Wound but are only temporary, not too excessive and agreed upon by the GM.

    (3) Gain +1 Melee or Ranged Defense until the end of the characters next turn.

    (3) Force the target to drop a melee or ranged weapon it is wielding.

    (1) Any of the actions that require multiple Threats can be performed with a single Despair.

    (1) Upgrade the difficulty of an allied characters next check, including the current active character.

    (1) The tool or melee weapon the character is using becomes damaged.

    (1) Any of the actions that require multiple Advantages can be performed with a single Triumph.

    (1) Upgrade the difficulty of the targeted characters next check.

    (1) Upgrade any allied characters next check, including the current active character.

    (1) Do something vital, such as shooting a drawbridge lever to gain access to a castle.

    (1) Can reduce the overall distance fallen by one range band (GM Discretion).

    (2) When dealing damage to a target, have the attack destroy a piece of equipment the target is using, such as smash-ing his sword or breastplate.

  • Astrogation (INT)Additional success beyond those required to calculate a hyperspace jump may be used to better target the location, potentially putting the ship in orbit of the target planet, or used to reduce the time spent calculating when rushed.

    Can be spent to decrease the accuracy or increase the travel time of a hyperspace jump, or simply cause a character to miss relevant details when analyzing hyperspace routes or galactic maps.

    Can be spent to reduce the travel time. On extended journey they might be spent identifying convenient stopover en route or conduct additional business to help defray the overall cost of the trip.

    Can be spent in the same way as Threats but to a greater magnitude, or it could trigger something truly awful happen-ing, such as jumping out of hyperspace in the path of an asteroid.

    Can be spent to either complete Astrogation calculations in the minimum amount of time, or greatly reduce the travel time involved. It could also reveal some higly valuable but previously unknown info, such as an alternate travel route.

    Athletics (BRA)Additional success can reduce the time required to make the check or increase the distance travelled with the check. Athletics or Coordination check to reduce falling damage, each success remove 1 wound and each Advantage 1 strain.

    Small amounts can be spent to simply cause strain, where large amounts may cause a character to fall prone or some other physical mishap that hinders them.

    (2) Can be spent to give the character an additional maneuver during the characters turn to move or perform some other physical activity (still 2 Maneuver limit).

    (2) Can be spent to give a bonus Boost Dice on other physical checks performed by allies that turn, or on physical checks the character performs later.

    Can be spent as above or even forcing the character to suffer a critical injury.

    Can be spent to perform the check with truly impressive results.

    SkillsThe below are general examples of what the results of a roll may determine, these are not the only way to spend the results but merely a quick reference if players or the GM cannot think of a more suitable way to narrate the outcome for the specific situa-tion. In general Successes increase the overall beneficial effect in some way, Advantages give an additional unexpected bonus and Triumphs create an exciting boon to the players for more powerful or long term effects. Threats oppose and cancel out Advantages, and can give an unexpected minor setback to an otherwise successful action, or make an unsuccessful action even worse. Despair are major hindrances that can put characters in greater peril; Triumph and Despair do not cancel each other out, though will add the same level of excitement to the scene.

    Players are responsible for saying how they wish to spend positive results from their actions, but they can also make suggestions on how their bad results could be represented as part of their action. Similarly, when the GM makes a roll they tell players how they intend to spend their results, but the player can still create the narrative if it directly involves their character. Whilst winning and being successful is fun, try to enjoy your character getting in hot water and then seeing if you can subsequently get out of it! Dont worry too much about your character always trying to look cool, even heroes can have a bad day, so dont let it spoil your fun; the narrative would be pretty boring if you succeeded all the time and overcoming failure (or succumbing to it) is a great way to shape your character.

    Charm (PRE)Additional success can extend the targets support for additional scenes. Each success spent in this way gains the char-acter an extra scene in which the target is willing to support him.

    Can be spent to reduce the number of people the character is able to influence or turn those affected negatively against the character.

    Can be spent to affect unexpected subjects beyond the original target. These may be bystanders or others not directly involved in the scene, but who may aid the character in their own way.

    Can be spent by the GM to turn a single NPC against the character and to make them a minor recurring adversary.

    Can be spent by the player to choose to have a target NPC become a recurring character who remains predisposed to assist his character. This individual wont join the group outright, but may offer better prices for fencing goods, or let certain legal charges slide.

  • Coercion (WIL)Additional success can be used to inflict strain upon the target (2 successes equate to one Strain).

    Can be spent by the GM to represent a building resentment to the Coercing character. Regardless of the success or failure of a Coercion attempt, the subject may grow to despise the character as a result of being strong-armed.

    (2) May be spent to affect unexpected subjects beyond the original target. These may be bystanders or others not directly involved in the scene, but who may be cowed by the character as a result of witnessing the Coercion attempt.

    Can be spent to represent the character slipping up and revealing something about their goals and motivations to the target. For instance, accidentally slipping up why you want the information or who it is for.

    The player may completely break the subjects willpower. The targets allegiance shifts to that of a subjugated ally of the acting character rather than the opponent. The newfound follower may be exploited to gain additional information, assets, or even spy within the ranks of a former foe. However, if the betrayel is discovered, this forced loyalty may not be permanent.

    Cool (PRE)Used as an opposed check there are no extra successes. Cool check (and Discipline) can be used in between encounters to remove strain, each success removes one point of strain.

    Can be spent to cause the character to miss vital details or events, such as being so focused on a target that they fail to notice his ally at the sideline drawing their weapon, with enough fails they may succumb to minor shell-shock.

    May be spent to give the character an additional insight into the situation at hand. He may notice an additional compli-cation before it comes into play against him or identify an object that can be directly used against his opponent. Exam-ples could be an escape route if a battle goes sour, a magistrates predilection towards a particular style or argument or a guard near a snipers target.

    Can be spent to Stun the character for one round as they are overwhelmed by the chaos.

    The character has come away from the chaos of the event a better man and may recover 3 strain.

    Coordination (AGI)Additional success can reduce the time required to make the check or increase the distance traveled with the check.Each success spent in this way can increase the distance moved by 25%, up to a maximum of 4 Succeses (100%). Coordination or Athletics check to reduce falling damage, each success reduces damage by one point.

    Can be spent on the character losing their free maneuver for one round per threat.

    (2) Grants the character an additional maneuver during the characters turn to move or perform some other physical activity (still 2 Maneuver limit).

    Can be spent to make the character suffer wounds during the check or even lose a vital piece of equipment.

    CAn be spent to allow the to choose to have a target NPC become a recurring character who remains predisposed to assist his character. This individual wont join the group outright, but may offer better prices for fencing goods, or let certain legal charges slide.

    Computers (INT)Additional success can be spent to reduce the time for the action undertaken, showing familiarity with a system.

    Can be spent to represent a character concealing their presence in the system poorly, alerting security systems to their presence, while other slicer attempting to discover them add a [Boost] dice for each Threat generated by the check.

    Can be spent to uncover additional information about the system. The character might discover additional assets that could be targeted, the owners personal journal entries, or the presence of well concealed defenses. Once the presence of such systems is discovered a character may attempt to gain access to them with further Computer checks.

    Can be spent to by the GM to represent leaving behind trace information of their own system in the computer system they were slicing. For each Despair generated the GM may add a [Boost] dice to future Computer checks where an NPC uses the target system to slice the characters own computer system.

    Can be spent to add a [Challenge] dice to the check if another slicer should attempt to detect or identify the characters actions with a Computers check.

  • Discipline (WIL)Though not always possible, when any extra successes are earned one may be spent to downgrade a Challenge Dice (red) to a Difficulty Dice (Purple) on the characters next action.

    Can be spent by the GM to undermine the characters resolve, perhaps inflicting a penalty on further action in the fact of distressing circumstances.

    Can be spent to give the character an additional insight into the situation at hand. He might notice something particu-larly vulnerable on a seemingly indomitable foe or an unusual pattern to the suppressing fire that give the character a moment to leap from cover to cover.

    Can be spent to overwhelm the character entirely. In this case, the character is unable to perform more than a single maneuver during the following round of combat.

    Can be spent to allow the character to add a Boost Dice to any Discipline checks made by the characters allies during the following round, the sight of their ally not blinking in the face of danger enough to bolster their resolve.

    Knowledge [Various] (INT)

    Leadership (PRE)

    Additional success represent a character recalling information in detail or completing research with remarkable haste as well.

    Additional success can be spent to extend the targets support for additional scenes or may increase the efficiency or effectiveness of the target during the ordered actions.

    Can be spent by the GM to omit vital details about the subject at hand that may have been useful.

    Can be spent to decrease the efficiency of the ordered actions, causing them to take longer or be done poorly.

    Can be spent to learn extra trivial information about the subject or have the player add in their own ideas with collabo-rative world building (GM Discretion).

    Can be spent to affect bystanders in addition to the target.

    Can be spent to seed the character with misinformation and outright falsehoods about the subject.

    Can be spent to undermine the characters authority, damaging the characters ability to command the target or those who witnessed the attempt. Shouls a character accrue multiple Despair on a single leadership check, the target may become a recurring thorn in the characters side, either by refusing future orders our turning others agains the player.

    Can be spent to learn relevant, beneficial information concerning the subject, perhaps and understanding of a beasts particular weakness in the case of Knowledge (Zoology), or information concerning the familial strife between two noble houses for Knowledge (Homeland).

    Can be spent to allow the character to choose to have the target NPC become a recurring character who decides to faithfully follow the acting character. This individual may decide to join the groups characters group/organization, of-fering their services as a permanent aide de camp.

    Deception (CUN)Additional success can be spent to extend the lies duration eg. giving the acting character time to get out of the area before the lie is noticed, leave the target less likely to notice the fraud and more susceptible to further deceptions.

    During deception checks threats give away a portion of the lie, perhaps the target realizes that it has been lied to, but is unable to identify how much of the interaction is false, thereby becoming more suspicious of the character.

    Can be spent to increase the value of any goods or services gained through the action. The subject might simply believe that he is agreeing to fair terms with the liar.

    Can be spent to represent a more extreme example of the above; the character not only distrusts the character, but spreads the word of his deceit and harms his reputation amongst a small group of people as well as realizing they are being lied to and use the situation to their advantage, maybe inserting their own falsehoods into the exchange.

    Can fool the target into believing that the character is a trustworthy sort. Future Deception checks against the target do not require an opposed check, they are simply made at a baseline difficulty depending on the nature of the lie.

  • Medicine (INT)Additional success normally heals a single wound, up to a maximum number of wounds the target is currently suffer-ing. Beyond that additional Successes have no mechanical effect but may represent particularly competent medical aid.

    Can be spent by the GM to inflict strain on the target to represent the shock of the procedure or to increase the amount of time the procedure takes.

    (1+) Advantages generated may be spent to eliminate one strain from the target.

    Can be spent to represent a truly terrible accident, perhaps the character unintentionally influencing further wounds on the target who they were healing or an additional Critical Wound.

    Can be spent to heal a Critical Injury or heal additional wounds.

    Negotiation (PRE)

    Perception (CUN)

    Additional success may be used to increase the acting characters profit by 5% per Success. They may alternatively be used to modify the scope of the agrement, so that the contract can extend for a longer period of time or more goods may be obtained for a given price.

    Can be spent to increase the cost of goods the character is attempting to purchase, decrease the value of those they are attempting to sell, or shorten contract they are trying to negotiate.

    Can be spent by the GM to conceal a vital detail about the situation or environment from the character.

    Can be spent to earn unrelated boons from the target, either concessions if the check is failed, or extra perks if it is passed.

    Can be spent to seriously sabotage the characters goals during the interaction, perhaps the character receives counter-feit goods or payment, or agrees to terms that are entirely beyond the scope of the negotiation.

    Can be spent to cause the character to obtain false information about their surroundings or the target in question.

    Can be spent to have the target NPC become a regular client or specialist vendor. The NPC might thereafter keep an eye out for specific goods the PC ma be interested in, or offer referrals to other clients in regards to the quality of his service.

    Additional success may be used to reveal additional details. Perhaps the character recognizes the speakers accent, the stuttered script of a forged signature, or the number of attackers lying in ambush.

    May be used to recall additional information associated with the object noticed. Perhaps a passing familiarity with a field of study represents the reason why the character initially realized that something was out of place.

    Can be spent to notice details that can be useful later, so characters can gain a Boost Dice on future interactions with the noticed element.

    Mechanics (INT)

    Can be spent to make the target of the mechanics check to fail and no longer work after a certain number of uses or a certain amount of time representing particularly shoddy repairs or temporary measures.

    Can be spent to cause further harm to the object or cause other components of the object to begin malfunctioning.

    Additional success may be used to increase the efficiency of the action. Each additional Success may be used to reduce the time required to make an item or repairs by 10-20%

    Advantage generated during a Mechanics check can mean especially high-quality repairs, possibly even making the item even higher quality than it originally was. This may grant a Boost Dice when using the item, or even make it count as having the Superior quality for a session.

    Can be spent to give an item an additional function, which is only good for a single use e.g. a temporary engine speed boost or a more powerful blaster shot. The nature and precise details of this temporary function are GM discretion.

  • Resilience (BRA)Additional success may be used to extend the effects of the success, so that the character may for a longer period of time prior to making an additional check.

    Can be spent to overburden the character, inflicting penalties on the subsequent checks.

    Can be spent to identify a way for the character and his allies to reduce the difficulty of future checks against the same threat.

    Can be spent to inflict a wound or minor critical injury on the character as they succumb to the harsh conditions.

    Can be spent to recover three strain as the character resolves to work through the adversity.

    Skulduggery (CUN)Additional success should indicate extra insights that the acting character gained about the nature of his opposition. This might suggest that the thief could better plan his strategy against the current foe to avoid future complications.

    Can be spent on catching the character in the act, the number of threat spent by the GM the more immediate the discovery and ensuing danger.

    Can be spent to identify an additional potential target, or gain additional items. Perhaps as the characters make good their escape, they discover their opponents chest of treasure.

    Can be spent to cause the character to leave behind some evidence of their larceny such as a recognizable piece of adornment, such as an heirloom ring, that slips off into a targets pocket as the character attempts to pick it.

    Can be spent to earn the character a boon he had not expected. In such cases, the value of the item stolen might exceed his expectations, and might also provide vital information. When using Skulduggery to pick a lock, the character might devise a near permanent means of overcoming the lock, perhaps by crafting a makeshift key or by getting access to the actual key itself.

    Piloting [Space] (AGI)Additional success may be used to gain insights into the current situation that may help them out. Alternatively they might deduce a way that their vehicle could be modified so that it could be more effective in the future.

    A GM may spend 2 Threat during a check to give opponents a [Boost] dice on checks against the character and his vehi-cle to represent a momentary malfunction in one of the vehicles systems.

    Can be spent to reveal a vulnerability in an opponents piloting style or vehicle, giving the character a benefit in later rounds of combat.

    Can be spent to deal actual damage to the vehicle, as the character strains systems throughout the vehicle during their check.

    Can be spent to let the character take an additional maneuver action while continuing to pilot the vehicle.

    Piloting [Planetary] (AGI)Additional success may be used to gain insights into the current situation that may help them out. Alternatively they might deduce a way that their vehicle could be modified so that it could be more effective in the future.

    A GM may spend 2 Threat during a check to give opponents a [Boost] dice on checks against the character and his vehi-cle to represent a momentary malfunction in one of the vehicles systems.

    Can be spent to reveal a vulnerability in an opponents piloting style or vehicle, giving the character a benefit in later rounds of combat.

    Can be spent to deal actual damage to the vehicle, as the character strains systems throughout the vehicle during their check.

    Can be spent to let the character take an additional maneuver action while continuing to pilot the vehicle.

  • Streetwise (CUN)Additional success may be used to reduce the time or funds required to obtain an item, service or information sought.

    Can be spent to seed the gathered information with minor falsehoods to represent the ever-changing nature of infor-mation as it is passed by word of mouth.

    Can be spent to reveal additional rumours or alternative sources that can be used to find something.

    Can be spent to represent a character letting slip details about themselves or the information they seek, that could be picked up by an adversary.

    Can be spent to earn the character a semi-permanent contact on the street, someone to whom the character may turn or information regularly with a reasonable assurance of trust.

    Survival (CUN)Additional success may be used to assist other characters in surviving. Alternatively, the character may choose to stock-pile goods so that he may go a longer period of time between checks.

    Can be spent to represent the character spending vital resources, such as using their food for bait, or fuel for fire.

    Can be spent to gain an insight into the environment that makes future Survival checks easier. This might be a watering hole where prey is common, an abandoned cave that makes a good shelter, or a grove of fruit trees. When tracking, (1) Advantage can be spent to learn a detail about the target, its numbers, species, or how recently tracks were made.

    Can be spent to inflict Critical Injuries or high levels of strain as characters succumb to the effects of the environment.

    Can be spent to learn a vital clue about a tracked target; their destination, disposition or presence of prisoners or cargo. Survival can be used to handle animals, and Triumph may be spent to permanently predispose the target animal towards the character in a positive way, effectively earning the character a loyal companion.

    Stealth (AGI)

    Can be spent to hinder the character as they attempt to remain hidden. The character may need to overcome a par-ticularly unpleasant obstacle or take extrea time to remain out of sight. Te GM may increase the time it take for the character to perform their desired action while hidden by 25% per Threat spent in this way.

    Can be spent to cause the character to leave behind some evidence of their passing and though having no bearing on the success or failure of the Stealth check, some object, clue or information is left behind concerning the characters identity and possibly their motive.

    Additional success may be used to aid any allied characters that are infiltrating at the same time. Effectively, the suc-cessful character points out a factor that might have caused the ally to fail.

    May be used to recall additional information associated with the object noticed. Perhaps a passing familiarity with a field of study represents the reason why the character initially realized that something was out of place.

    Under the right circumstances a Triumph can be spent to identify a way to distract an opponent for the duration of the scene. This could allow the character to drop all pretence of Stealth in favour of completing a task far more swiftly.

    VigilanceIn general all successes are used when calculating Initiative, however, in any other situation where extra Successes are available it may indicate that the character was particularly well-prepared for this sort of conflict and some important supply is readily accessible to them.

    Can be spent to cause the character to miss a key piece of information about the situation or the environment, blinding them to a possible advantage.

    Can be spent to notice an environmental factor that could play a key part in the relevant scene. This might be excellent cover, a convenient escape route, or something that could be used to distract a foe.

    Can be spent to make the character unable to perform more than a single maneuver during the first round of combat.

    Can be spent to allow the character to take an extra maneuver during the first round of combat (still uses two maneu-vers max rule).

  • Spending Destiny PointsUpgrading a single Ability dice (green) to a Proficiency dice (yellow) for the next check, if all the play-ers dice are Proficiency dice they may instead add an extra Ability dice.

    Upgrading the difficulty of an enemies check by one step, turning a single Difficulty dice (purple) into a Challenge dice (red).

    Some higher talents require spending a lightside point to activate them.

    Adding a minor (but important) detail to the scene such as finding a much needed first aid kit when the players are searching rubble, or introducing a terrain feature such as cover in a fight. This form of deus ex machina must be agreed on by the GM, but allows the players to direct the narrative in small but helpful ways.

    Upgrading a single enemy NPCs Ability dice (green) to a Proficiency dice (yellow) for the next check.

    Upgrading the difficulty of an player check by one step, turning a single Difficulty dice (purple) into a Challenge dice (red).

    Making a narrative situation worse. Whilst not necessary as GMs control the narrative anyway, it helps take out the sting of a situation going by bad by giving players a proxy light side point.

    Light Side Points:

    Dark Side Points:

    Core MechanicsStructured GameplayIncidentalsManeuversMovingInteracting with the EnvironmentManage GearAssistDrop Prone or Stand from ProneAimGuarded StanceMount or DismountPrepare

    Actions

    Combat Difficulty and ModifiersAttack Bands / Range BandsMaking Ranged Attacks at Engaged TargetsMaking Ranged Attacks while EngagedAttacking Prone Targets and Attacking While ProneTwo-Weapon CombatSize DifferencesCoverConcealmentDifficult and Impassible TerrainSuffocation / DrowningFire & Acid DamageFall Damage

    Health and HealingHealing Wounds, Strain & Critical InjuriedWoundsStrainCritical Injuries

    Status EffectsStaggeredImmobilizedDisorientated

    When to Use Which Skill?

    Determining ResultsCombatSkillsAstrogationAthleticsCharmCoercionComputersCoolCoordinationDeceptionDisciplineKnowledge [Various]LeadershipMechanicsMedicineNegotiationPerceptionPiloting [Planetary]Piloting [Space]ResilienceSkulduggeryStealthStreetwiseSurvivalVigilance

    Spending Destiny Points