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Star Wars

Edge of the Empire

PLAYER QUICK
GUIDE

Core Mechanics
Structured Gameplay
Incidentals
Minor 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,

Maneuvers
Players get one free maneuver per turn that allows them to perform a number of time consuming moves, but nothing that requires 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:

Moving

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

1 maneuver
1 maneuver
2 maneuvers
2 maneuvers

Interacting with the 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
Environment
interacting with the right item on a desk, etc.

Manage Gear

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

Assist

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.

Drop Prone or Stand 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.
from Prone
Aim

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.

Guarded Stance

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

Mount or Dismount 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 specific situation.

Prepare

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

Actions
In 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.

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 structured play it is very easy to forget that you are still playing an RPG due to the breaking down into turns and actions. The maneuvers 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!

Combat Difficulty and Modifiers


Attack Bands
Target Distance

Difficulty

Engaged (Using Melee)

Average (2) [Difficulty]

Engaged

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

Short

Easy (1) [Difficulty]

Medium

Average (2) [Difficulty]

Long

Hard (3) [Difficulty]

Extreme

Daunting (4) [Difficulty]

Making Ranged Attacks at Upgrade difficulty by 1, if a is rolled the character automatically hits one of the other engaged targets (GMs choice).
Engaged Targets
Making Ranged Attacks
while Engaged

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) increase [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
Attacking Prone Targets
and Attacking While Prone Setback dice with ranged. Prone characters suffer a Setback dice when attacking with Melee or
Brawl.

Two-Weapon Combat

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.

Size Differences

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.

Cover

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.

Concealment

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.

Dice Added

Examples

+1

Mist, shadow, waist-high grass

+2

Fog, the darkness of early morning or late evening, thick


shoulder-high grass.

+3

Heavy fog, thick and chocking smoke, the darkness of night,


dense, head-high underbrush and thick grass.

Difficult and Impassable


Terrain

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).

Suffocation / Drowning

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 suffocating 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.

Fire & Acid Damage

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.

Rating

Examples

1-2

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

3-5

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

6-9

Welding torches, weaponized acids, atmospheres with substantial parts dangerous gases such as ammonia.

10+

Lava, blast furnaces, atmospheres completely made of unbreathable and hazerdous gases.

Falling Damage

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.

Range

Damage

Strain

Short

10

10

Medium

30

20

Long

Incapacitated. Critical Injury at +50

30

Extreme

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

40

Health and Healing


Healing Wounds, Strain & Critical Injuries
Wounds

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.

Strain

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.

Critical Injuries

Each week of full rest a character can attempt to recover from one injury with a Resilience check, difficulty 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.

Status Effects
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 duration 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.

Staggered

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

Immobilized

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

Disorientated

Add one Setback dice to all checks

When to Use Which Skill?


Activity

Opposing Skill

Coercion, Deception, Leadership

Discipline

Charm (includes friendly persuasion)

Cool

Negotiation

Negotiation or Cool

Surprise Attack

Vigilance

Expected Attack / Ambush

Cool

Appraising an item

Knowledge (Various)

Gambling

Cool or Discipline

Determining Results
Combat (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 determined by the individual spell.
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 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 smashing his sword or breastplate.
(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 blasting the controls to a bridge he was planning to use for his escape.
(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.

Skills
The 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 situation. 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.

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

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.
(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 to perform the check with truly impressive results.
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.
Can be spent as above or even forcing the character to suffer a critical injury.

Charm (PRE)
Additional success can extend the targets support for additional scenes. Each success spent in this way gains the character an extra scene in which the target is willing to support him.
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 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.
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 by the GM to turn a single NPC against the character and to make them a minor recurring adversary.

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

Computers (INT)
Additional success can be spent to reduce the time for the action undertaken, showing familiarity with a system.
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 add a [Challenge] dice to the check if another slicer should attempt to detect or identify the characters
actions with a Computers check.
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 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.

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.
May be spent to give the character an additional insight into the situation at hand. He may notice an additional complication before it comes into play against him or identify an object that can be directly used against his opponent. Examples 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.
The character has come away from the chaos of the event a better man and may recover 3 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.
Can be spent to Stun the character for one round as they are overwhelmed by the chaos.

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.
(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 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.
Can be spent on the character losing their free maneuver for one round per threat.
Can be spent to make the character suffer wounds during the check or even lose a vital piece of equipment.

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.
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 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.
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 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.

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 to give the character an additional insight into the situation at hand. He might notice something particularly 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 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.
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 overwhelm the character entirely. In this case, the character is unable to perform more than a single
maneuver during the following round of combat.

Knowledge [Various] (INT)


Additional success represent a character recalling information in detail or completing research with remarkable haste
as well.
Can be spent to learn extra trivial information about the subject or have the player add in their own ideas with collaborative world building (GM Discretion).
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 by the GM to omit vital details about the subject at hand that may have been useful.
Can be spent to seed the character with misinformation and outright falsehoods about the subject.

Leadership (PRE)
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 to affect bystanders in addition to the target.
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, offering their services as a permanent aide de camp.
Can be spent to decrease the efficiency of the ordered actions, causing them to take longer or be done poorly.
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.

Mechanics (INT)
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.
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.

Medicine (INT)
Additional success normally heals a single wound, up to a maximum number of wounds the target is currently suffering. Beyond that additional Successes have no mechanical effect but may represent particularly competent medical aid.
(1+) Advantages generated may be spent to eliminate one strain from the target.
Can be spent to heal a Critical Injury or heal additional wounds.
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.
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.

Negotiation (PRE)
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 earn unrelated boons from the target, either concessions if the check is failed, or extra perks if it is
passed.
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.
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 to seriously sabotage the characters goals during the interaction, perhaps the character receives counterfeit goods or payment, or agrees to terms that are entirely beyond the scope of the negotiation.

Perception (CUN)
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.
Can be spent by the GM to conceal a vital detail about the situation or environment from the character.
Can be spent to cause the character to obtain false information about their surroundings or the target in question.

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.
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 let the character take an additional maneuver action while continuing to pilot the vehicle.
A GM may spend 2 Threat during a check to give opponents a [Boost] dice on checks against the character and his vehicle to represent a momentary malfunction in one of the vehicles systems.
Can be spent to deal actual damage to the vehicle, as the character strains systems throughout the vehicle during their
check.

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.
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 let the character take an additional maneuver action while continuing to pilot the vehicle.
A GM may spend 2 Threat during a check to give opponents a [Boost] dice on checks against the character and his vehicle to represent a momentary malfunction in one of the vehicles systems.
Can be spent to deal actual damage to the vehicle, as the character strains systems throughout the vehicle during their
check.

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 identify a way for the character and his allies to reduce the difficulty of future checks against the same
threat.
Can be spent to recover three strain as the character resolves to work through the adversity.
Can be spent to overburden the character, inflicting penalties on the subsequent checks.
Can be spent to inflict a wound or minor critical injury on the character as they succumb to the harsh conditions.

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 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 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.
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 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.

Stealth (AGI)
Additional success may be used to aid any allied characters that are infiltrating at the same time. Effectively, the successful 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.
Can be spent to hinder the character as they attempt to remain hidden. The character may need to overcome a particularly 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.

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 reveal additional rumours or alternative sources that can be used to find something.
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.
Can be spent to seed the gathered information with minor falsehoods to represent the ever-changing nature of information as it is passed by word of mouth.
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.

Survival (CUN)
Additional success may be used to assist other characters in surviving. Alternatively, the character may choose to stockpile goods so that he may go a longer period of time between checks.
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 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.
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 inflict Critical Injuries or high levels of strain as characters succumb to the effects of the environment.

Vigilance
In 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 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 allow the character to take an extra maneuver during the first round of combat (still uses two maneuvers max rule).
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 make the character unable to perform more than a single maneuver during the first round of combat.

Spending Destiny Points


Light Side Points:

Upgrading a single Ability dice (green) to a Proficiency dice (yellow) for the next check, if all the players 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.

Dark Side Points:

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.

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