Star Wars: Edge of the Empire Rule Book

(Jeff_L) #1

COOL OR VIGILANCE? THETURN


T


wo different skills in EDGE OF THE EMPIRE can
be used to determine Initiative: Cool and Vigi-
lance. Which skill should be used in a particular
situation is determined by the situation at hand.
Characters should determine their Initiative us-
ing the Cool skill when they are aware and ready
for combat (or whatever situation results in us-
ing structured gameplay). For example, rolling
to see who goes first in a quick draw gunfight, or
springing an ambush on an unsuspecting enemy
would require Cool, as Cool is a skill represent-
ing a character's ability to remain calm, collect-
ed, and focused on the task in front of them.

Characters should determine their Initiative us-
ing the Vigilance skill when combat (or another
situation resulting in structured gameplay) be-
gins unexpectedly. Two enemies walking around
a corner and running into each other would both
use Vigilance to determine Initiative, for example.
Likewise, someone being ambushed would also
use Vigilance to determine Initiative (and if they
ended up going earlier in the Initiative order than
their ambusher, clearly they were vigilant enough
to spot the ambush at the last second!).

It is important to note that different characters
may use different skills to determine Initiative
during the same combat, depending on their
differing circumstances. Also, if the CM and
players are unsure as to which of the two skills
best applies to a given situation, they should
k default to using Vigilance.


STEP 4: ROUND ENDS

Once all NPCs and Player Characters have taken a
turn, the round ends. At this point, certain effects that
last until the "end of the round" may end. The CM also
determines if the ongoing action warrants additional
rounds, or if it has been resolved. If the ongoing action
continues, repeat step three using the same Initiative
order generated in step 1. If the action has been re-
solved and the encounter is over, proceed to step 5.


STEP 5: ENCOUNTER ENDS

Once the action has been resolved, the GM ends the
encounter. At this point, any character abilities that
may only be used "once per encounter" reset and any
abilities that last "until the end of the encounter" ex-
pire. Each Player Character also has a chance to catch
their breath and recover strain, and may take steps to
help heal any incapacitated characters.

Each character (whether a Player Character or a Non-
Player Character) gets one turn to act during each
round. During this turn, the character has the chance
to undertake certain activities, such as moving from
place to place, using his skills, and even attacking oth-
ers. The activities the character can perform during
his turn are split into three categories: Incidentals,
Maneuvers, and Actions.

INCIDENTALS

Incidentals are minor activities that characters can
undertake that require extremely little time or ef-
fort, such as dropping something they're holding or
speaking to another character. There is no hard limit
to the number of incidentals a character may perform
during his turn, although the GM may veto excessive
numbers of them or decide they are complex enough
to warrant counting as a maneuver. The following are
examples of incidentals:


  • Speaking to another character.

  • Dropping an item held in one's hands.

  • Releasing someone the character is holding.

  • Minor movements such as shifting position, peek-
    ing around a corner, or looking behind a person.


CINEMATIC COMBAT

E


DGE OF THE EMPIRE strives to capture the-
pure cinematic thrill found in the Star Wars
universe. Combat is frequent, fast-moving, and
meant to showcase the talents and abilities of
the Player Characters.
The unique dice system of EDGE OF THE EMPIRE
helps push the story-driven nature of the game
forward. Even a single attack roll generates
enough options (some good, some bad) to give
the Game Master sufficient information to make
combat far more than just a matter of rolling to
hit and rolling to wound. In turn, the players are
highly encouraged to provide interesting detail
before rolling on an attack, in order to give the
GM hooks in describing the results. Combat is
similarly streamlined so the players do not bog
down gameplay with too many tactical decisions;
descriptions of their actions and the roll of the
dice is sufficient to help visualize the violence.
Free download pdf