\section{BASICS} \begin{center} \begin{minipage}[t]{0.48\textwidth} \subsubsection{SYMBOL KEY} \begin{center} \rowcolors{1}{tablecolor1}{tablecolor2} \begin{tabular}{|m{0.4\textwidth}|} \hline \rowcolor{tablecolor3} {\color[HTML]{FFFFFF}\tn\selectfont{}Dice} \\ \hline \ability{} Ability Dice \\ \hline \difficulty{} Difficulty Dice \\ \hline \boost{} Boost Dice \\ \hline \setback{} Setback Dice \\ \hline \proficiency{} Proficiency Dice \\ \hline \challenge{} Challenge Dice \\ \hline \force{} Force Dice \\ \hline \end{tabular} \quad \rowcolors{1}{tablecolor1}{tablecolor2} \begin{tabular}{|m{0.4\textwidth}|} \hline \rowcolor{tablecolor3} {\color[HTML]{FFFFFF}\tn\selectfont{}Symbols} \\ \hline \success{} Success \\ \hline \failure{} Failure \\ \hline \advantage{} Advantage \\ \hline \threat{} Threat \\ \hline \triumph{} Triumph \\ \hline \despair{} Despair \\ \hline \lightforce\darkforce\forcepoint{} Force\\ \hline \end{tabular} \end{center} \subsubsection{DIFFICULTY (EotE. 17)} \rowcolors{1}{tablecolor1}{tablecolor2} \begin{tabular}{|m{0.25\textwidth}|m{0.22\textwidth}|m{0.383\textwidth}|} \hline \rowcolor{tablecolor3} {\color[HTML]{FFFFFF}\tn\selectfont{}Difficulty Level} & {\color[HTML]{FFFFFF}\tn\selectfont{}Dice} & {\color[HTML]{FFFFFF}\tn\selectfont{}Scope} \\\hline Simple & {\centering -} & Basic and routine. \\ \hline Easy & \difficulty & Poses little challenge, but something could go wrong. \\ \hline Average & \difficulty\difficulty & Success expected, but failure is not surprising.\\ \hline Hard & \difficulty\difficulty\difficulty & Professionals fail as often as they succeed. \\ \hline Daunting & \difficulty\difficulty\difficulty\difficulty & Pushes Professionals to their limits. \\ \hline Formidable & \difficulty\difficulty\difficulty\difficulty\difficulty & Nigh impossible. \\ \hline Impossible & - & With GM permission, spend Story Point to tackle as Formidable. \\ \hline \end{tabular} \subsubsection{UPGRADING/DOWNGRADING DICE (EotE. 21)} \begin{itemize} \itemsep0em \item \textbf{Increase}: Add \difficulty{} or \ability. \item \textbf{Upgrade}: Convert \difficulty{} to \challenge{} or \ability{} to \proficiency{}. If upgrading is impossible, increase instead. \item \textbf{Decrease}: Remove \difficulty{} or \ability{}. If only \challenge{} or \proficiency{} are left, ignore additional decreases. \item \textbf{Downgrade}: Convert \challenge{} to \difficulty{} or \proficiency{} to \ability{}. If only \ability{} or \difficulty{} are left, ignore additional downgrades. \end{itemize} \subsubsection{DESTINY POINTS (EotE. 28)} There are 2 pools of Destiny Points. The players' and the GM's. The players can use their pool to do things, and the GM can use their pool do similar things. When a story point is used, it is moved to the other pool. The points can be used to: \begin{itemize} \itemsep0em \item Upgrade your own or an ally's roll. \item Downgrade an opponent's roll. \item Activate an ability you have. \item Do anything the GM will allow a Destiny Point to do. \end{itemize} \end{minipage} \hfil \hspace{15pt} \begin{minipage}[t]{0.48\textwidth} \subsubsection{DICE POOL (EotE. 18)} Assembling a dice pool has 4 steps:: \begin{enumerate} \itemsep0em \item \textbf{Base}: Collect \ability{} equal to the characteristic. \item \textbf{Upgrade}: Convert an amount of \ability{} equal to your skill rank into \proficiency{}.\\ \textit{Note: If your skill is higher than your characteristic, then use skill for the base and characteristic for the upgrade.} \item \textbf{Difficulty} GM adds \difficulty{} and \challenge{} depending on the base difficulty of the task. \item \textbf{Modifiers}: GM, actions, maneuvers or special abilities add \boost{} and \setback{} depending on situation-specific changes to the difficulty of the task. \end{enumerate} \subsubsection{INTERPRETING THE RESULT (EotE. 23)} \begin{enumerate} \itemsep0em \item \textbf{Triumph and Despair}: A \triumph{} symbol on the die counts as both a \success{} and a \triumph{}. A \despair{} symbol on the die counts as both a \failure{} and a \despair{}. \item \textbf{Cancel out}: \begin{itemize} \itemsep0em \item \advantage{} and \threat{} cancel each other out. \item \success{} and \failure{} cancel each other out. \item \triumph{} and \despair{} do \textbf{NOT} cancel each other out. The \success{} and \failure{} they generated do however count as regular \success{} and \failure{}, and can be cancelled out normally. \end{itemize} \item If the roll generated more \success{} than \failure{}, you succeed. If it generated the same amount or more \failure{}, you fail. \item \textbf{Spend} \advantage{}, \triumph{}, \threat{} \textbf{and} \despair{}: In combat, you spend the \advantage{} and \triumph{} and the GM spends the \threat{} and \despair{}. Out of combat, the GM spends it all. \end{enumerate} \end{minipage} \end{center}