Star Wars: Edge of the Empire Rule Book

(Jeff_L) #1

UNSKILLED ASSISTANCE
If the assisting party does not have a higher charac-
teristic or skill rating, so that using either rating pro-
vides no benefit to the other character, the CM may
add • to the dice pool (representing the fact that the
additional assistance is still providing some benefit).


EXAMPLE: UNSKILLED ASSISTANCE

Later Pash finds himself needing to assist 41 -VEX
in tending to a shipmate's wounds. 41 -VEX has In-
tellect 3 and Medicine 3, while Pash has Intellect
2 and no ranks of Medicine. Pash cannot provide
skilled assistance, so 41-VEX gains one Boost die
on the skill check to reflect Pash's attempts to help,
resulting in the following dice pool: OOOO

ASSISTANCE RESTRICTIONS


The GM may stipulate certain conditions or require-
ments to offer assistance. To assist with tending to an


injury, the assisting character needs to be next to the
person being tended to, or to assist with translating
an ancient holocron, the assisting character may need
access to the holocron.
Generally, only one character can provide assis-
tance at a time. However, the GM may decide that
certain situations accommodate more people. In this
case, only one assisting character can offer his char-
acteristic or skill rating—all other participating char-
acters contribute • to the check.

ASSISTANCE AND TIMING
During combat or structured encounters, when initia-
tive and the order in which people act is more impor-
tant, assistance can be accomplished by performing
the assist maneuver. The assist maneuver allows an
ally to benefit from assistance provided by an en-
gaged ally on his next skill check. Assistance only
lasts until the assisted character's next activation.
For more on the assist maneuver, see Chapter VI:
Conflict and Combat

Other Key Elements


I


n addition to the fundamental concepts discussed
previously in this chapter, there are several other
concepts that inform gameplay, advance the story,
and help PCs overcome adversity. This section de-
scribes a number of these key elements, including
character talents, Destiny Points, Obligation, experi-
ence and development, and derived attributes such
as wound and strain thresholds.

TALENTS


Where skills represent what a character knows, prac-
ticed disciplines, or applied experience to a topic,
talents are a much broader class of special ability. Tal-
ents represent various tricks, techniques, and knacks
characters pick up over their career, or reflect their
sheer determination to get things done. Each talent
is a distinct special ability that provides the character
with an edge in certain situations.
While characteristics and skills are fairly universal—
every character has six characteristics, and everyone
has access to all the skills—talents are far more spe-
cific. Each career is defined by a series of unique tal-
ents bundled together in a format called talent trees.
These talent trees represent the specializations within
each career, and help distinguish characters advanc-
ing along separate career paths.
Talents are divided into several categories and are
either active or passive. Active talents typically require

the player to state that his character is using them.
Some active talents have a cost or requirement associ-
ated with them, such as investing a Destiny Point, suf-
fering strain, or using it as part of an attack action. Oth-
er talents are passive, meaning they are always "on"
and don't need to be activated by the player. Passive
talents either constantly provide their benefit, or are
automatically triggered under certain circumstances.
Some talents belong to a series of related talents.
These may either represent improved versions of
lower level talents, or identical talents taken multiple
times for a cumulative effect. In the former case, an
improved version of a talent completely replaces the
lower level version. In the latter case, the talent is
measured with a series of ranks. The more times that
talent is taken, the more ranks it has, and the greater
the magnitude of its effects.
The majority of talents are specific to a character's
given profession. Talent trees represent the natural
flow of learning and experience that a character gains
throughout adventures. Talent trees are divided up
into five tiers—the higher tiers representing remark-
able abilities. Some talents may appear across mul-
tiple specializations, but at different tiers or costs.
There are also some special talent trees, such as Force
Sensitivity, which are not tied to a specific profession
or career, but function in much the same way.

For a full description of each talent and how they
are used in play, see Chapter IV: Talents.

PLAYING THE GAME
EDGE OF THE EMPIRE
Free download pdf