DESPAIR ^ UNLIMITED POSSIBILITIES
A Despair symbol ^ also has two effects. First, each
Despair symbol $J counts as one Failure symbol Y.
Second, a Despair result indicates an unfortunate
consequence, significant complication, or dire effect
related to the task. Opponent's abilities, the environ-
ment, or the encounter description may offer different
options for using Despair. Otherwise, the CM adjudi-
cates the results of Despair symbols & based on the
situation. It is important to keep in mind that while a
Despair symbol ^ does add a Failure symbol T to the
pool, the presence of one or more Despair symbols <^>
does not automatically mean a failed skill check.
Despair can be viewed as an upgraded, more potent
form of Threat. For example, a single Despair symbol
^ may trigger effects that would normally require sev-
eral Threat symbols <§). Otherwise, Despair may be sig-
nificant enough to warrant inflicting wounds instead of
strain, mean an important piece of equipment breaks,
that a weapon jams or runs out of ammo, or coupled
with failure, a grenade hits an unintended target.
With the opportunity for success or failure, as well as
the myriad side effects possible through multiple Ad-
vantages, Threats, Triumphs, and Despairs, no two skill
checks are the same. There are hundreds of possible
outcomes with almost every skill check. A character
may achieve a high-magnitude success with no other
complications, or a low-magnitude success with Ad-
vantages, or a moderate success with Advantages that
are tempered with Despair. Likewise, failed checks may
have a silver lining by also featuring Advantage or Tri-
umph, or create truly dire situations in which failure is
accompanied by both Threats and Despair.
The sheer number of possibilities provide op-
portunities to narrate truly memorable action se-
quences and scenes. Players and GMs alike are en-
couraged to take these opportunities to think about
how the symbols can help move the story along and
add details and special effects that create action-
packed sessions.
Other Types of Checks
T
he standard skill check using a basic dice pool can
be used to resolve the vast majority of tasks in a
game session. However, there may be some situations
that require a slightly different approach to properly
resolve. In addition to the standard skill check, EDGE
OF THE EMPIRE uses opposed checks, competitive
checks, and assisted checks.
Opposed checks are often used when the success
or failure of the task is strongly influenced by an op-
ponent. Competitive checks can be used to deter-
mine which character performs better when two or
more characters are attempting the same task. As-
sisted checks are simply variations of other checks,
but two or more characters are working together.
OPPOSED CHECKS
Sometimes a task is more difficult to accomplish be-
cause someone is actively trying to prevent the char-
acter from succeeding, or one character is trying to
overcome or bypass another character. For example,
a suspected thief lies to the local governor, claiming
he had nothing to do with the burglary of medical sup-
plies. The thief's Deception check might be opposed
by the governor's Vigilance.
Opposed checks are most often applicable when a task
involves directly opposing the task that another character
is performing, or when a task involves trying to go unno-
ticed, undetected, or undiscovered by someone else.
Opposed checks add • and potentially # to the
skill check's dice pool, similar to standard checks.
However, rather than assigning a general difficulty lev-
el to an opposed check, a quick comparison between
the active and opposing characteristics and skill rat-
ings determines the difficulty of an opposed check.
The active character's dice pool starts out using the
same rules as building a basic dice pool, using 4} and
potentially upgrading some into O based on his charac-
teristic and skill rating. The opposition then introduces 4)
and # based on its relevant characteristic and skill rat-
ing. The opposition's higher value between its character-
istic and skill determines how many 4) are added to the
pool, while the lower value indicates how many of those
dice are upgraded into # (see upgrading on page 21).
EXAMPLE: OPPOSED CHECKS
For example, Pash the smuggler is trying to sneak
past a security patrol. Pash has Agility 4 and
Stealth 2, building an initial dice pool of four Abil-
ity dice, two of which are upgraded to Proficiency
dice [4) 4)00 in total). The security patrol has
Cunning 2 and Perception 1. Therefore the oppo-
sition adds two Difficulty dice (••) to the check,
one of which is subsequently upgraded to a Chal-
lenge die #. If there are no other factors, the skill
check has six dice: yyOOyf.
PLAYING THE GAME
EDCE OF THE EMPIRE