Star Wars: Edge of the Empire Rule Book

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The type of skill check required is determined by
the CM. Once the type of check and its difficulty have
been set, the player creates a pool of dice based on
the different factors involved. This can be a combina-
tion of many types of dice, and often varies based on
the characters involved and the specific situation.
After the dice pool has been created, the player
rolls all of the dice assembled. The results on these


dice are evaluated. Some results cancel each other
out, others are cumulative. Once all evaluations
have been made, the player and CM can resolve
the skill check by determining the action's success
or failure. They use the information they obtain
from the dice results to describe the outcome of
the check as well as any additional effects, compli-
cations, or surprises.

The Basic Dice Pool


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DGE OF THE EMPIRE utilizes a concept known as a
dice pool, which is a collection of the custom dice
needed for the game (see The Dice on page 10).
While some advanced or complex actions may re-
quire a large dice pool, the basic dice pool is quite
simple. The basic dice pool relies on three factors: the
PC's inherent ability, any specialized training, and the
difficulty of the task being attempted.
Following a look at these three factors in greater de-
tail, this section goes on to describe assembling and
resolving a basic dice pool, as well as discusses some
additional types of dice pools and checks players may
use during'a game session.

CHARACTERISTICS


In EDGE OF THE EMPIRE, a character's intrinsic abilities
are defined by six characteristics: Brawn, Agility, Intel-
lect, Cunning, Willpower, and Presence.
Brawn and Agility are a measure of the charac-
ter's physical abilities, his strength, flexibility, athletic
prowess, skill with weapons, and general toughness.
Intellect and Cunning are the character's mental abili-
ties, reflecting his knowledge, analytical skill, clever-
ness, and deductive reasoning. Willpower and Pres-
ence represent the character's personality and force
of spirit, such as his charisma, mental fortitude, and
how well he relates to and interacts with others.
A character's species determines his starting char-
acteristic ratings. However, each player has the op-
portunity to increase these default characteristics
during character creation by investing a portion of
his starting experience points. It is important to note
that after character creation, increasing characteris-
tics is a significant in-game investment—something
that may only happen a few times over the course
of an entire campaign. Players need to think care-
fully about their characteristic ratings, and
should consider investing a significant portion
of their starting experience points in improving
their characteristics (more on character creation is
covered on page 33).

Although it does make sense to focus on characteris-
tics that help the character's core skills and talents (such
as a Politico character with high Presence or a Soldier
with a high Brawn rating), the game system offers a great
deal of flexibility. Players should consider going against
the stereotypes or possibly plan ahead in anticipation
of moving into other careers over the course of a cam-
paign. For example, the player may decide that his Pilot
character is big and hulking, increasing the character's
Brawn, thinking he might eventually become a Hired
Gun or Bounty Hunter. Likewise, a Slicerwith a high Agil-
ity rating could be just as nimble with his body as he is
with computers, opening up the opportunity to perhaps
one day become a Thief or infiltration specialist.

CHARACTERISTIC RATINGS

Characteristic ratings for both PCs and NPCs gener-
ally range from one to six. Some exceptions exist, es-
pecially in powerful or unique cases—for example, a
rancor likely has a Brawn rating much higher than one
of the PCs. NPCs like Darth Vader, Yoda, Han Solo,
and other exceptional individuals from the Star Wars
universe likely have abilities well beyond the scope of
your typical starting NPC.

A typical humanoid has an average characteristic
rating of 2. A rating of 1 is weak and below average.
A characteristic rating of 3 or 4 is significantly above
average, while ratings of 5 or 6 represent exceptional
performance and ability. During character creation,
no characteristic can be higher than five. Once play
begins, PC characteristics are capped at six. Each
species has a default characteristic profile, reflecting
that species' particular strengths and weaknesses.
This profile is then augmented and improved during
creation by investing experience points.

To find the default characteristic profiles of each
playable species, see Chapter II: Character Cre-
ation. The six characteristics are defined below.

AGILITY
The Agility characteristic measures a character's man-
ual dexterity, hand-eye coordination, and body con-

PLAYING THE GAME
EDCE OF THE EMPIRE
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