SW - Character Building Resources
In uncertain times, individuals who are constantly prepared to face a variety of challenges are far more likely to succeed than those who simply react to the ever changing circumstances. This sort of preparedness requires mental discipline, and can require instantaneous decisions when disaster or unexpected events suddenly strike.
Characters who must remain alert because of the nature of their lifestyles are often particularly vigilant. This includes those who live within hostile environments— either urban jungles or dangerous wilderness— or as professional soldiers. This skill is often associated with a high degree of self-assuredness.
- In combat situations, outside of those times when
a character has patiently prepared to begin the
engagement, Vigilance is used to calculate Initiative.
- Vigilance represents how fastidious a character is
about preparing for unexpected crises. Any time
there is a question regarding whether a small piece
of gear might be available, a Vigilance check can
be made to confirm its presence.
The difficulty for a Vigilance check is typically modified by the likelihood of the incident that occurs. A character might be prepared for an ambush when traveling through a darkened alley, but he is unlikely to expect a groundquake in the middle of the night. A poor result on such a check might leave the character momentarily unable to act as he mentally attempts to decipher the current situation.
When calculating Initiative, all success are generally used as part of the calculation. In other situations where this check is critical, extra success may indicate that the character was particularly well-prepared for this sort of conflict. Alternatively, it could indicate that an important supply might be readily accessible.
Characters may spend Advantage on a Vigilance check to notice an environmental factor that could play a key part in the relevant scene. This might be excellent cover, a convenient escape route, or something that could be used to distract a foe. Triumph may be spent to allow the character to take an extra maneuver during the first round of a combat, as his keen awareness alerts him to a situation before it even arises. Characters can only take a maximum of two maneuvers in their turn.
The GM may spend Threat generated during a Vigilance check to cause the character to miss a key piece of information about the situation or environment, blinding him to a possible advantage. The GM may spend Despair to make the character unable to perform more than a single maneuver during the first round of combat.