Edge of the Empire dice

The dice:

Dice type Symbol 1 2 3 4 5 6 7 8 9 10 11 12
Boost (D6) Boostsym Blank Blank Advantage Advantage Advantage Success Advantage Success
Ability (D8) Abil sym Blank Success Success Success Success Advantage Advantage Success Advantage Advantage Advantage
Proficiency (D12) Profsym Blank Success Success Success Success Success Success Advantage Success Advantage Success Advantage Success Advantage Advantage Advantage Advantage Advantage Triumph
Setback (D6) Setsym Blank Blank Failure Failure Threat Threat
Difficulty (D8) Difsym Blank Failure Failure Failure Threat Threat Threat Threat Threat Failure Threat
Challenge (D12) Chalsym Blank Failure Failure Failure Failure Failure Failure Threat Threat Failure Threat Failure Threat Failure Failure Failure Failure Despair
Force (D12) Forsym • • ◦ ◦ ◦ ◦ ◦ ◦

The symbols:

Success Success Determines the outcome of the attempted action. More Success than Failure on a check indicates a successful action, net number of Success determines the magnitude of success.
Failure Failure Cancels out Success when determining the outcome of an action. More Failure than Success indicates a failed action , net number of Failure determine the magnitude of failure.
Advantage Advantage Positive side effect or benefit associated with the action, regardless of success or failure. Net number of Advantage determines the magnitude of the side effect or benefit.
Threat Threat Cancels Advantage when determining side effects of action. More Threat than Advantage indicates a negative side effect or complication associated with the action, regardless of success or failure. Net number of Threat determines magnitude of negative side effect or complication.
Triumph Triumph Counts as a Success, and may also be used to trigger certain critical success effects, critical hits, or weapon qualities, regardless of the number of Advantage normally required to trigger them.
Despair Despair Counts as a Failure, 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 Abil sym equal to the higher of the two values.
3. Upgrade a number of Abil sym to Profsym equal to the smaller of the two values.
4. Add Difsym and Chalsym to the pool based on on the degree of challenge or opposing attribute.
5. Add Boostsym and/or Setsym 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.

Roll difficulties

Simple No extra difficulty
Easy/Engaged Melee/Close Ranged Difsym
Average/Medium Ranged DifsymDifsym
Hard/Long Ranged Difsym Difsym Difsym
Daunting/Extreme Ranged Difsym Difsym Difsym Difsym
Formidable DifsymDifsym Difsym Difsym Difsym

Spending Destiny

• 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 (Forsym). The totals generate the starting pools for that session.

Points may be spent on the following:
A Helping Hand: Upgrades one Abil sym in the pool to a Profsym (or adds one Abil sym if there are none to upgrade).
Raising the Stakes: Upgrades one Difsym in the pool to a Chalsym (or adds one Difsym 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.

Edge of the Empire dice

Tales from the Outer Rim Jshock Jshock