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ent dificulty of the task being attempted. The GM may decide that the environment or the situation warrants certain dice, a5 well—repairing a starship with ample time and the proper tools is one thing, but attempting repairs in the pouring rain, without tools, while under a hall of blaster fire is quite different. Once all the neces sary dice have been assembled, the player attempting the task rolls all of the dice in his pool ‘The second element involves interpreting the results ‘on the dice. The players look atthe symbols on the face tp sides of each die. Certain symbols work in pairs, one type canceling out another. Other symbols are not can Celed, and their effects are applied regardless ofthe out come of the task. After comparing the first set of paired THE DICE Tiisseco inks 2 clser ok atte spc ace and their symbols. By understanding these dice and sym bls, players will have a better understanding of the ‘ore mechanic. This section also discusses tow to as semble a dice pool, and when to Introduce extra dice based on the circumstances. Remember, these dice mmiay be purchased separately, or players may use the Star Wars Dice app to roll them electronically. When a character makes a sil check in Eoce oF THe Emre, the dice alow the players to quickly determine success and failure, as well as magnitude and narrative imications. To accomplish this, Eoce oF tHe EMPRE uses seven types of dice. Each die has a specific unction and purpose The dice differ significantly, Each die face wall eitherive blank or wil Feature one or more symbots tat represent various positive or negative eects, Atypical dice poo generally ranges from five to eight dice. This pook size-covers the majority of situations Difficut, complex, or epic situations may include more dice, while mundane situations may involve fewer dice Dice pools are generally not assembled or rolled for tasks $0 trivial that success is guaranteed. The impact Of generating and rolling a dice pool's best used with important tasks that can influence the story. Dice can be civided into three categories. The first type features dice which possess symbols beneficial to suecess and accomplishing tasks. The second type comprises vice which possess symbols that cancel those beneficial symbols and hinder the accomplish: ent of tasks. The third type of dice are Force dice, which are used slightly diferently than the other dice. Boost, Ability and Proficiency dice are the beneficial, positive dice, Setback, Difficulty, and Challenge dice are the negative, disruptive dice. Force dice are distinct, and While used for a number of situations, Force cice are {generally not used in a standard ski check, Puce THE Gas Set OF THE EPR symbols~Suecess and Failure—the players can deter mine i the task succeeds. Then they compare the sec: cond set of symbols—Advantage and Threat—to deter mine if there are any beneficial side effects or negative consequences. Finally, any other symbols are resolved toadd the last details to the outcome. This core mechanic, the skill check, forms the Foundation of the game. Other rules and effects e' ther modify or interact with one of these two fun: damental elements—the pool of dice being assembled or &. the results on the dice Src thay ore ones ee* POSITIVE DICE There are three types of postive dice which provide symbols that improve the odds of successfully com: pleting a task or achleving beneficial side effects. BOOST DICE Special advantages, or “boosts” are represented with light blue six-sided dice. Boost dice represent benefits | gained through luck, chance, and ad: vantageous actions taken by the charac: ters, They can be added to a poo! for a wide variety of reasons Boost dice are most often used to reflect the character gaining some sort of benefit or advantage, such as having ample time to complete the task or having the right equipment, Boost dice and Setback dice are thematic opposites of each other. Boost dice are represented by in text ABILITY DICE @ Abily is represented with green elgnt: sided dice. Abilty dice form the basis OF most dice pools rolled by the players They represent the character's aptitude or skill used wien attempting 2 skil check. These alice possess positive, beneficial symbols. Ability dice are opposed by Dieu dice. Ability dice are repre sented by qin text PROFICIENCY DICE © Profidency is represented with yellow ‘uelve sited dice. Proficiency dice rep- resent. the combination of innate ab ity and training. They are most often used when character is attempting 2 Skil check using 2 Skil in which ne has trained. Profciency dice can also be added to a pool by investing a Des: tiny Point into an important skill check. These dice possess a greater likelitiood of success, and are the only dice that feature the potent Triumph symbol (see page 23). Proficiency dice are the upgraded ver sion of Ability dice (for more on upgrades, see page 21), Proficiency dice are represented by @ in text NEGATIVE DICE There are three types of negative dice which impose symbols that undermine suecess or introduce ur wanted complications ‘SETBACK DICE Certain complications, or “setbacks, are represented with’ black six-sided dice. Setback dice represent problems for minor obstacles during task resolu tion, Setback dice are often used to represent rela tively minor effects that impair or hinder a character, ssuch as poor lighting, obstructive terrain, insufficient resources, of facing a hungry rancor-instead of an old decrepit one, Setback dice are not as potent as Di ficulty dice, and are added to represent additional circumstances and environmental effects that would notin and of themselves increase the base difficulty Of the task, Setback dice and Boost dice are thematic, ‘opposites of each other. Setback dice are represent ed by Min text DIFFICULTY DICE @ Diffcuity is represented with purple eight-sided dice. Difficulty dice repre sent the inherent challenge or complex ity of a particular task a characteris attempting. tn simpiest terms, the more Difficulty dicen ace pool the more challenging its to succeed. Difficulty dice possess negative, harmful symbols tharcancel out the positive, beneficial symbo's found on Abily, Boos. Band Proficiency dice. Difhcutty dice oppose Ability ice Difficulty dice are represented by @ in text CHALLENGE DICE @ Chalienge 1s represente: tuetve-sided dice. Challenge dice rep- resent the most extreme adversity and ‘opposttion. These dice may be featured inplace of Dificulty dice during particularly Gaunting challenges posed by trained, elite, or pre pared opponents, Challenge dice can also be added to 2 pool by investing a Destiny Point into an important ski! check, These dice feature primarily negative, ob- structive results, such as Threats and Falures, but the Cralienge dice also feature the potent Despair result Gee page 24). Challenge dice are the upgraded ver- sion of Difficulty dice (or more on upgrades, see page 21). Challenge dice are represented by @ in text FORCE DICE 2 Te Force is abstracted using white . Iwehe sued ae these Fore dee | rapist te power an pena nse oe farce an ae grea ly used in dice pools by characters [or creatures) wh ce Sere owe spec ccumsaness Geol ese spa oes sere oy oe Ste tng Desny pea 3 re begin 3 Sto geeDesiny Fors page Unit the oedema for tack ston ich gerrate rela tat pat sees an het fomnticondcompleain, re foc de geet rss ach ets bon dr esr ie Sinn payaso de, ny ahays pre nerf sores ute esac ny bed Sangh sé er amie 20h Force dice are represented by Qin text. See Chap- ter VIll: The Force for more on using Force dice TEN-SIDED DICE In addition to the custom dice de: scribed above, the game also uses standard ten-sided dice. These dice are abbreviated as “d10" when folled by themselves, Many standard d10s feature a “zero” on one side. If th side is rolled, itis counted 5°10." Ths allows the d10 to generate any number between | and 10, in Eoce oF tHe EmeRe, a more common roll using d10s 's called the percentile roll. When making a percentile roll, the player rolls two dice, designating one die as the tens dig, and the other die asthe ones digit. A result of z210 on either dies counted asa aero, Aresult of "00" on both dice indicates a roll of 100. The percentile ral is, abbreviated as d100, and is used mast often as a ran: domizer, generating a numiber between 1 and 100. Per centile alls are used ta generate numbers to find results ‘on lookup tables, suct as the severity ofa critical injury elect, or to determine whether or not a character’ out standing Obligations come into play (see page 41) EXAMPLE David's character inflicts a critical injury on a feral gundark. David rolls percentiles to de- termine how severe the critical injury is. He chooses one green d10 and one blue d10. He designates the green die as the tens digit. After rolling the dice, the green die shows a4 and the blue die a 7. The percentile roll is.read as 47. Ifthe green dle showed a zero instead, the percentile roll would be read as 7 (zero-seyen) PRALGEERELE Eoce oF te Emre, Teun : 3 co SUE ROR e eae GA) aur 1 E A 3 Bank | Bank | Acity dieia6) [eam |e |e Difcuty aetas) | Bok | YY Profdencydie(@ia) [Bark || wm Challenge de (612) | Blank | YY Food |@ je Je DICE SYMBOLS & RESULTS The dice used in Epet oF me Emrine feature a num: ber of unique symbols used to determine success and failure, a5 well as accitional context and conse- ‘quences during task resolution. Understanding these ymbols allows the players to more fully contrioute to the story, generating memorable details and de scribing cinematic actions aver the course of their adventures, This section introduces and defines the aifferent symbols, as well as describes how they may be used in play. Justlike dice, symbols can broadly be classified into several categories. The three types of symbols are positive results, negative results, and Force resources. POSITIVE RESULTS There are three positive symbols found on the task resolution dice, These results are Success, Advantage, and Triumph SUCCESS % Success symbols ¥ are critical whether a skill check succeeds or falls. Success is. undermined by Failure, Mechanically, one Success symbol ¥% is canceled by one Failure symbol Y. Based on the core mechanic, if there is at least ‘one Success remaining in the pool after all can Cellations, the skill check succeeds, In Eoce oF THE Empire, Success symbols % can also influence the magnitude of the outcome. For example, in combat, each Success is added to the damage inflicted 10 the target. Generating four net Successes would ir flict four additional damage. Success symbols appear on @, [0 and @ determining {EDGE OF THE EMPRE BO 00 UU | va les [eo [9 CON/CONIOO ADVANTAGE The Advantage symbol {B indicates an opportunity for a positive consequence or side effect, regard less of the task’s success or failure, Some examples of these positive side effects could include slicing a computer in far less time than anticipated, finding an opening during a firefigtt to duick back into cover, or recovering from strain during a stressful situation, Is possible for a task to fal while generating 2 number of Advantages, allowing something good come out of the failure. Likevise, Advantages can oc: cur alongside success, allowing for some significantiy positive outcomes, Itis important to remember that ‘Advantage symbols do not directly impact success or failure, only the magnitude or potential side eects ‘Advantage is canceled by Threat. Each Threat sy ® cancels one Advantage symbol Characters may use Advantage results in a wide va riety of ways—this is knawn as taking the Advantage IF skill check generates one or more net Advantage symbols &9, the player can spend that Advantage to apply one or more special side effects. This coula include triggering a critical hit, activating @ weapon special quality, covering strain, or even performing ional maneuvers. The f Advantage are covered in more detail on page 2: 2. and @ ace Advantage symbols appe TRIUMPH @ The Triumph symbol ® is a powerful result, indica ing a significant boon or beneficial outcome, Each Tt ih symbol provides two effects: First, each Tiumph symbol @ also Counts as on Success, n every means previously defined as a Suc cess. This means the Success portion of 2 Trump symbol id potentially be canceled by symbols generated during the sar allure cess of failure. Some examples of these negative side skill check effects could inciude taking far longer than expected to slice a computer termina, feaving an opening dur ing a firefight which allows an enemy to duck into ‘ondly, each Triumph symbol can be used to trigger potent effects, To camimon uses are {0 ch allows an enerm ° ‘automatically trigger a critical injury with over, oF suffering adaitional strain during a successful attack, orto activate a weapon's special stressful situation ‘quality—effects that usvally require multiple Advan Itis possible for a task to suc is 9 to activate. Tiumphs may activate ceed while generating 2 ent effects as wel, including effects above umber of Threats, taint ond those triggered by Advantage. These et ing or diminishing the fects may be set by the CM, or they may defin Impact of the success. the environment, a piece of equipment, or a Likewise, Thre ter ability. See page 205 for more information fan occur alongside Con using the Ttumph symbol @ to tigger effects failure, creating © the possibility for some significantly dire outcomes, Important to ber that Threat sym 1s @ do not directly Prayers gin both eects. with gee Tiumah symbol, vey do not Rave to chee be trigger. As a Success, that aspect of the Triumph symbol @ can. be. Fale synbol ever te etn 3 peck of the @ roa at cancels canoe cannot be canceled, Mytreat_ symbol ako rane areals one Advantage are cumulative symbol ech rh The cM eoner and eocn can b , cftects There ae on spel fet posible etecs tha 2 tiurah aya seat ay tigger bel cry appear om Ha sil check gener e@a Threat symbols, the GM. NEGATIVE RESULT: generally apples one or foes This could ncluce Bihg knotkes prone, los Sg the advantage of cover Bi tiaicd, sutterng tran ? fidang 9 normaly routine jure synbo's re cra fordetemning ; action, oF potentially 3 whether a skill check succeeds or fails. Failure un: Towing an enemy to Jermines Success. Mechanically, one Failure symbol form @ maneuver. mechanic, if there is at least one Success symbol ¥ re ‘overed in more detail ee anni the poo after al carcelatos he sl check. Theat symnbos appear onl an eres Fortunate creases mute are ° mbols ¥ do not influence the magnitude of the failure, OUSPANR) & Tie Despalr symbol @ is 2 FAILURE Y erful result, indicat ane. Each lure symbols appear on ll. and @ dice THREAT & aw MELE LEEE First, each Despair symbol @ also counts as one Failure Y.. in every means previously defined as a Failure. This means the Falure portion of a Despair symbol could potentially be canceled by Success symbols ¥¥ generated during the same skill check ‘Secondly, each Despair can be used to trigger potent negative effects. ADespair symbol ® may be used toi ate a weapon has jammed, or run out of ammunition cr energy cells Despair may activate other potent ef: fects a5 wel, including effects above and beyond those triggered by Threats. These effects may be set by tne GM, or defined by the environment, an adversary, or 8 special character abily, See page 205 for more infor: mation on using a Despair symbol © to trigger effects Players suffer both effects with each Despair symbol they do not get to choose between the Failure or tne special effect tigger As a Fllur, that aspect of the De ed by @ Success symbol #2 Usual, however the second aspect oF the Despair sym '@ result cannot be canceled. Multiple Despair symbols, @ are cumulative—each Despair imposes one Failure, and each can be used to generate its avn special eect. The Despair symbol only appears on the @ die uring the course of an Eoce oF Te Empine adven ure, characters find themselves attempting a va flety of tasks. These tasks may help resolve interac tions Between PCs and NPCs, keep the story moving along, or conduct a fierce firefight between the PCS and enemy mercenaries. When the outcome of a PCs FORCE RESOURCES final category of dice symbols represents resources ‘generated by the Force dice. There are twa types of re 2; light side Force points © and dark side Force points @, Force-sensitive characters can use these re urces to helo fuel special ablites, such as telekinesis, or precognitive combat awareness, Powerful Force users like Jeg use Force dice frequently, ad struggle with the balance of the light and dark sides of the Force in Ebce oF tHe Exine, such powertul Force users are generally quite rare. While Player Characters have the potential to be Force-sensitive and gain some fledg- ling control of the Force, there are other uses for the Force dice besides using Force powers. One of the most common applications of the Force dice in EDct oF THE Emine is their use to determine the eroup's starting pool of Destiny Points at the begining each session (see page 27) Unlike the positive and negative dice used for task resolution, Force dice generate resources which are spent to fuel a s, such as magnitude, range, or duration. The Force die and the mechan is that govern it are very different from the core skil check mechanics of Eoge of tHe Emp, and are dis lask is uncertain, that character will usualiy need to Perform a skill check to determine success or failure particular action. These skill checks often utilize 3 umber of different character attributes, such a5 ski! special talents, and inherent ability.

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