Tales from the Outer Rim
Edge of the Empire dice
|Force (D12)||•||•||•||•||•||•||• •||◦||◦||◦ ◦||◦ ◦||◦ ◦|
|Success||Determines the outcome of the attempted action. More than on a check indicates a successful action, net number of determines the magnitude of success.|
|Failure||Cancels out when determining the outcome of an action. More than indicates a failed action , net number of determine the magnitude of failure.|
|Advantage||Positive side effect or benefit associated with the action, regardless of success or failure. Net number of determines the magnitude of the side effect or benefit.|
|Threat||Cancels when determining side effects of action. More than indicates a negative side effect or complication associated with the action, regardless of success or failure. Net number of determines magnitude of negative side effect or complication.|
|Triumph||Counts as a , and may also be used to trigger certain critical success effects, critical hits, or weapon qualities, regardless of the number of normally required to trigger them.|
|Despair||Counts as a , and may also trigger certain critical failure effects.|
Making a dice pool:
1. Determine characteristic and skill to be used. If a combined check, take the lowest characteristic and skill rating from each skill used.
2. Add equal to the higher of the two values.
3. Upgrade a number of to equal to the smaller of the two values.
4. Add and to the pool based on on the degree of challenge or opposing attribute.
5. Add and/or based on circumstances.
6. Either side may spend destiny points on the roll. The player rolling the dice decides if they want to spend points, then the target decides, then any others may decide.
7. Roll the bones.
|Simple||No extra difficulty|
|Easy/Engaged Melee/Close Ranged|
• Players may only spend Light side points. The GM may only spend Dark side points.
• When one kind of point is spent, it increases the pool of the other side by an equal amount.
• At the start of a game session, each player (not the GM) rolls one Force die (). The totals generate the starting pools for that session.
Points may be spent on the following:
A Helping Hand: Upgrades one in the pool to a (or adds one if there are none to upgrade).
Raising the Stakes: Upgrades one in the pool to a (or adds one if there are none to upgrade).
Activate Special Ability: Some special abilities or talents use destiny points.
Luck/Deus Ex Machina: Introduce “facts” and or new context into the narrative.