VIBE CHECK: PASSED CLEARANCE: BROKE LOCATION: SOMEWHERE ILLEGAL

EDGE OF
THE EMPIRE a smuggler's guide to the narrative dice system (no we will not explain modifiers again)

Every roll at this table tells you two things at once: did it work, and what did it cost you. There's no modifier math, no "+3 to hit," none of that. You just build a pool of dice and it tells you exactly how your life is about to go.

Vekk still owes me 200 credits from the Kessel run and I will bring it up at every session until I am paid
the core mechanic fr fr

Six dice, one conversation

Your Ability and Proficiency dice are you making your case. The GM's Difficulty and Challenge dice are the universe saying "we'll see about that." Nothing cancels out clean either, success and failure duke it out, advantage and threat duke it out, and whatever's still standing when the dust settles is what actually happens. It's less "did I hit" and more "how bad was it."

Ability
green · d8
SA·
Proficiency
yellow · d12
SAT!
Boost
blue · d6
SA·
Difficulty
purple · d8
FTh·
Challenge
red · d12
FThD!
Setback
black · d6
FTh·
no we are not gonna explain modifiers

Build a pool, roll it, cope accordingly

Set how many of each die the GM tells you to grab, hit the button, and let chaos decide. Success cancels Failure one for one, Advantage cancels Threat one for one, and whatever survives that fight is exactly what happens to your character. No takebacks.

rolled 3 threat and 0 advantage on a Charm check once. character now known as "the guy who insulted a Hutt's mom"