Other Checks



Opposed Checks

Opposed checks are often used when the success or failure of the task is strongly influenced by an opponent.

The active character's dice pool starts out using the same rules as building a basic dice pool, using and potentially upgrading some into based on their characteristic and skill rating. The opposition then introduces and based on the opposition's relevant characteristic and skill rating. The opposition's higher value between its characteristic and skill determines how many are added to the pool, while the lower value indicates how many of those dice are upgraded into .


Competitive Checks

Competitive checks can be used to determine which character performs better when two or more characters are attempting the same task.

For a competitive check, the GM assigns a difficulty level for the task, and each character involved in the competition makes a skill check based on that difficulty. When characters make a competitive check, it is important to track how many total they generate with their respective dice pools. The character with the most total "wins" the check. If neither character succeeds in their check, then neither character wins, and the competitive check results in a draw. If two or more characters generate the same number of , the check goes to a tiebreaker to see if the draw can be resolved.


Tiebreakers

Although and still provide their customary effects in these situations, they also provide one additional benefit. If the two characters tie with the number of net they generate, the character with the greater number of becomes the winner. If the characters are also tied for number of , the character with more total is declared the winner.

If the characters are still tied after evaluating these categories, the competitive check is a draw. In this case, the GM must determine a sole winner; this case could count as all tied parties losing, or the GM may decide to resolve the draw using another competitive check, or find some other means to settle the competition.


Assisted Checks

Assisted checks are simply variations of other checks, but two or more characters are working together.


Skilled Assistance

Assistance works best when the assisting party brings additional insight or expertise to the task. When a character with a higher characteristic or skill rating provides assistance to another character, the dice pool may use one PC's characteristic, and the other PC's skill rating.


Unskilled Assistance

If the assisting party does not have a higher characteristic or skill rating, so that using either rating provides no benefit to the other character, the GM may add to the dice pool (representing the fact that the additional assistance is still providing some benefit).


Assistance Restrictions

The GM may stipulate certain conditions or requirements to offer assistance. To assist with tending to an injury, the assisting character needs to be next to the person being tended to, or to assist with translating an ancient holocron, the assisting character may need access to the holocron.

Generally, only one character can provide assistance at a time. However, the GM may decide that certain situations accommodate more people. In this case, only one assisting character can offer their characteristic or skill rating — all other participating characters contribute to the check.


Assistance and Timing

During combat or structured encounters, when initiative and the order in which people act is more important, assistance can be accomplished by performing the Assist Maneuver. The Assist Maneuver allows an ally to benefit from assistance provided by an engaged ally on their next skill check. Assistance only lasts until the assisted character's next activation.