The Star Wars RPG at a Glance
Four ideas carry most of the game. Each part of the guide builds on them.
Narrative Dice
Seven custom dice. Your skill and characteristic build the green and yellow dice; the GM sets the purple and red ones; blue and black dice cover circumstances.
Success and Advantage
Failures cancel Successes and Threats cancel Advantages. You can succeed with Threat or fail with Advantage, so every roll has a "but".
Triumph and Despair
The yellow and red dice can show a Triumph or a Despair: a Success or Failure that also brings a big turn of fortune.
Obligation, Duty, Morality
Each core book gives characters a story engine: the debts of the Outer Rim, service to the Rebellion, or the pull between light and dark.
The Guide
Players first, then the GM pages, then playing solo. Read in order or jump to what you need.
Getting Started
Characters & Crews
Character Creation
Species, careers and specializations, the six characteristics, Motivation, and Obligation, Duty or Morality.
Character Examples & Crews
Worked characters from concept to sheet, and crews built so every player has a job.
100 Sample Characters & Vehicles
Seventy-five ready-made heroes in teams of one to six, plus major NPCs, adversaries, mercenaries and six vehicles, all loadable into the character sheets.
150 Character Names
Fifty masculine, fifty feminine and fifty gender-neutral names, plus how names work across the galaxy.
Crews & Group Dynamics
Why the crew is together, shared goals and ships, and keeping a mixed party pulling the same way.
Rules of Play
Combat & Conflict
Initiative slots, actions and maneuvers, range bands, wounds, strain and Critical Injuries, and social conflict.
Reading the Narrative Dice
Spending Advantage and Threat, Triumph and Despair, upgrades, and building pools quickly.
The Force & Lightsabers
Force rating, Force dice and powers, the dark side and Conflict, and lightsaber combat.
Starships & Vehicles
Silhouette, speed and handling, crew roles, vehicle combat, hyperspace and modifications.
For the GM
Campaign Creation
Choosing a campaign type, factions, pacing, character growth and Session Zero.
Game Master Techniques
Running the narrative dice, NPCs, encounters, improvisation and Obligation or Duty in play.
Campaign Foundations
The first decisions for a new campaign: tone, era, the crew and the conflict.
Campaign Arcs
Three-act structure, session shape, character arcs, climaxes and endings.
Running Ground Combat
Battlefields, unit types, tactics, terrain and keeping a big fight readable.
Running Space Encounters
Dogfights, chases, blockades and capital ships, with a job for every crew member.
Running Force Users
Jedi training arcs, dark-side temptation, Conflict and lightsaber construction.
Social Encounters
Cantina scenes, negotiation, information trading and social conflict that runs on strain.
NPCs & Villains
Memorable NPCs, villains with plans, relationship networks and redemption.
Droids & Technology
Droid types and personalities, playing a droid, and technology as a story tool.
Planets & Locations
Building worlds, terrain, cultures and specific locations that create challenges.
Galactic Politics
Factions, power, intrigue, negotiation and war economies.
Visions, Time & the World Between Worlds
Force visions, timelines and the World Between Worlds, and whether to use them at all.
Putting It All Together
How the GM pages fit together, with a first campaign from start to finish.
Playing Solo
Tools
Use these at the table.
Narrative Dice Roller
Build any pool, see the net result, exact odds for Success, Advantage, Triumph and Despair, and a Destiny Point tracker.
Character Sheets
Fill in, save and print two-page characters, adversaries, vehicle and starship sheets, and a group sheet with pooled Obligation and Duty, with every skill's dice pool worked out for you.