Note that Perception encompasses all of a character's
natural senses. Humans without cybernetic augmenta-
tion are limited to five. However, many alien races have
additional means to perceive their surroundings.
- If a character is unprepared for a trap or an ambush,
he may have an opportunity to make a Perception
check to avoid being surprised. Alternatively, this
might oppose an attacker's Stealth check. - Opposed Skulduggery checks are often opposed
by a target's Perception. - Perception may be checked any time the charac-
ter has an opportunity to notice a subtle clue—an
overheard conversation, the stink of a Jawa, or a
drug introduced to their beverage. - Perception can be used in surveillance situations,
where the user is trying to observe an unaware
target from a distance.
Perception may be opposed by skills used for con-
cealment or might have a difficulty set by the envi-
ronment. The noise of a loud factory could conceal
a conversation just as a spicy drink might prevent a
character from noticing a poison.
Extra & on a Perception check may be spent to
reveal additional details. Perhaps the character rec-
ognized the speaker's accent, the pigments involved
in a counterfeit artwork, or the number of attackers
lying in ambush.
An O may be spent 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. A ($ may be spent to notice details that
can be useful later, so characters can gain • on future
interactions with the noticed element.
<§) resulting from a Perception check may be spent by
the CM to conceal a vital detail about the situation or
environment from the character. A ^ may be spent to
cause the character to obtain false information about his
surroundings or the target in question.
PILOTING (PLANETARY)
(AGILITY)
When characters travel across the surface of one of the
galaxy's numerous worlds, they often stray far from their
spacecraft. Smaller craft, particularly ones best suited
to a given planet's habitats, are commonly used for sur-
face transportation. This can include repulsorlift vehi-
cles, watercraft, and aircraft. No matter how the vehicle
moves—rolling, gliding, walking, flying, or floating—the
skill that governs its use is Piloting (Planetary).
Under normal traffic and environmental condi-
tions, a character should never need to actually check
the Piloting (Planetary) skill. Its use is reserved for
the most extreme of conditions. This might include
a high-speed pursuit, travel in treacherous weather
conditions, the use of a failing vehicle, or any com-
bination of these complications. For some, this skill
is a passion and a livelihood; for others it is simply a
necessity of their lifestyle.
- If a character is confronted by a completely foreign
type of atmospheric craft, they must make a Pilot-
ing (Planetary) check to decipher its basic controls. - Any time two characters are involved in a race
upon a world's surface, the results are determined
by an opposed check using Piloting (Planetary). - If a character is either chasing another or being
chased, losing the follower or maintaining the
tail is done through an opposed Piloting (Plan-
etary) check.
The difficulty of a Piloting (Planetary) check may be
determined based upon the difficulty of any particu-
lar maneuver, the prevailing weather conditions, and
any features or failures on the vehicle involved.
Extra ^ on a Piloting (Planetary) check allow the
acting character to gain insights into the situation. Al-
ternatively, he might deduce a way that his vehicle
could be modified so that it could be more effective
in the future.
O generated during a Piloting (Planetary)
check may be spent to reveal a vulnerability in an
opponent's piloting style or vehicle, giving the charac-
ter a benefit in later rounds of combat. ^ on a Pilot-
ing (Planetary) check may be used to let the character
take an additional maneuver action while continuing
to pilot a vehicle.
A CM may spend <§> <§> during a Piloting (Planetary)
check to give opponents • on checks against the
character and his vehicle to represent a momentary
malfunction in one of the vehicle's systems. ^ may
be spent to deal actual damage to the vehicle, as the
character strains systems throughout the vehicle dur-
ing his check.
SKILLS
'EDGE OF THE EMPIRE