/r/swrpg
This is a community for friendly discussion about Fantasy Flight Games' (now Edge's) Star Wars RPG. This system began with the release of the beta Edge of the Empire rulebook in 2012, and it's since blossomed into full fantasticness with three core rulebooks, four beginner's boxes, and over a dozen adventures and sourcebooks. Come talk about space milk and vibrofish with us!
Check out the Wiki for useful links, guides and original content!
Whether you love Star Wars and have never tried a pen & paper roleplaying game, you are a crowned class B dungeon master, or if you are an old hand from the beta, welcome to a great place to talk about the FFG Star Wars Roleplaying Game!
The basic setting of the RPG is after the destruction of the first Death Star. Nearly all Jedi are dead, the Empire is strong, and the Rebel Alliance has won a major victory. Now go have fun!
Name | Game | Type | Release Date |
---|---|---|---|
Rise of the Separatists | All | Sourcebook | Out Now |
Allies and Adversaries | All | Sourcebook | Out Now |
Gadgets and Gear | All | Sourcebook | Out Now |
Looking for a breakdown of all the released and announced products for SWRPG?
/r/swrpg
Hi, I plan to attend one of the SWRPG Sessions this weekend at Pax Unplugged. Does anyone know what the character creation guidelines are for Witch's Wrath? I'd like to roll some unique characters in advanced.
Thanks!
Every Tuesday we open a thread to let people ask questions about the system or the game without judgement. New players and GMs are encouraged to ask questions here.
The rules:
• Any question about the FFG Star Wars RPG is fine. Rules, character creation, GMing, advice, purchasing. All good.
• No question shaming. This sub has generally been good about that, but explicitly no question shaming.
• Keep canon questions/discussion limited to stuff regarding rules. This is more about the game than the setting.
Ask away!
Per the core book rules, you are only able to heal a critical injury once per week. My questions is what if a player has the Force Heal Power with the Control to also heal Critical injuries if successful, does this limit also apply?
Hi
Just wondering where the stats and rules can be found for Jawas and Wookie's? Thanks
Hey everyone I’m about to run a clone wars campaign and it’s gonna start with there squads gunship getting shot down (classic) on its way into a large scale assault up a beach and I was wondering if anyone had any tips for running large scale battles, I want to make sure the battle feels alive and that they have to use teamwork to make a difference in the fight. Anyway any suggestions would be great. Thanks!!!
Hello, everybody! I am GMing an offline EOTE group with four players and we just started a (more of less) homebrewed campaign.
I have a cool idea for a location and could need some ideas for the details. The idea is the Palpatinum, an abandoned Galactic Empire theme park somewhere on a (previously) uninhabited moon in the Core Worlds. The park was built as a propaganda tool some time after the Clone Wars to get children interested in military service at an early age - after all, the Clones age very fast and the Empire has great need for new recruits to join their troops.
The park should consist of several rides, perhaps a small zoo with the beasts now running around freely. Perhaps a few Wookies were also put on display and now have a small settlement there. Or there are still a few Ugnaught mechanics living there...
The topics I hope to get some input from you guys are:
Any idea would be appreciated - Thank you all!
So I was curious about something. Lets say a YT-1300 travels from Raxus to Dagobah it says the trip would take something like 45 days and 19 hours using this website tool.
My question is, on a trip THAT LONG, how many times would a YT-1300 freighter need to stop to refuel? I never really understand the fuel stuff for ships.
Since a lot of sourcebooks, adventures and such exist for the Star Wars Rebels series, I started doing a little reading.
Hypothetically speaking . . . if I were to start my campaign in the year 19 BBY (a few months after Order 66 & the Prequels) were any of the main Imperial characters from the series in those positions during 19BBY? It says that Lothal asked the Empire to move in and basically take over but this met with a lot of resistance from the population since they felt the Republic refused to help them and the Empire basically being the Republic.
I was thinking maybe I would run a campaign set in this sector in 19BBY with is roughly 14 years before anything in Rebels happened.
This is why I was asking which if any of these characters from the Empire were in Lothal at the beginning of the occupation or am I basically going to need to write up new people in charge since none of the Imperials from the series were at Lothal this early in the timeline? I've been reading but finding exact dates for specific NPC's arriving in positions of power on Lothal is not being found easily.
I used to watch a specific YouTube channel that had a video for every talent tree. The guy was bald and would review the talent tree, provide suggestions for races or other trees, and was overall pleasant while also trying to keep the mechanics vague as to not just be putting the mechanics out there everywhere. I can’t find any of those videos when I went to look for one today. Does anyone know the YouTube channel? If the videos are all gone, anyone know what happened?
Hi
Just wondering how force trees work exactly. Hor example if you play a mystic can you only take powers and abilities from the general force tree and the mystic force trees? Or are you able to choose Consular or Guardian specific abilities? Can't find any clear info on this. Cheers for any help
So as background, my schedule is sometimes chaotic and committing to a weekly game is sometimes tough. I’ve been playing and GMing in some westmarch style servers and it’s been good but I miss having the consistency of story and characters rather than the revolving door. So why not go for full hubris and combine them?
Narratively, the campaign would focus around a single ship and the players are the various crew. The ship is the persistent world and sessions are one-shots that can tie into that in various ways. Rather than totally self-directed like a typical Westmarch, the setting is contained. The continuity would hopefully be higher and allow for more campaign-like depth of character interaction, connection, and hopefully arcs and growth.
Structurally, we’d recruit 3 or more GMs so people can rotate and then fill with players to like 10-12. Enough that if we have a designated time for games each week, we can consistently get 4-5 people but it isn’t a big deal if you miss a few or are a once-a-month type. I don’t have the hutzpah to GM a whole campaign and I don’t have the time availability to be there every week. Something in between, in each of those respects, fits my needs. I would like a collection of PCs to feel like a proper crew, not just a dozen drifters who happen to hit the same cantina now and again.
For a setting, there are options. We could be a small ship in the clone wars with Jedi, Clones, and some crew making their way through the war. Or a smuggler outfit during the empire moving between jobs. If we were a New Republic ship, a few years after Endor, on a long patrol on the rim, it would make it plausible to have a few Jedi along and an easy “episode of the week” flavour.
That’s my vague sketch at how I can have halfsies between a campaign and a westmarches. I’m open to feedback on how to pull it off. If you’d be down, leave a comment and we’ll figure something out.
In New Vegas you have the traits system. You pick two and it has a benefit and drawback to it. Well someone translated some of these traits to this system so I was inspired by that to make some for the star wars ffg. Some are just copies form the game like, build to destroy ect but some are more star wars related. What do you guys think of it? Should some be different? More less. I tried to keep them all balanced with a benefit and drawback to each one but still make them interesting for gameplay and roleplay sakes but make sure to tell what you think of it.
Hi
I was wondering if anyone can help. are the Force and Destiny supplements available to purchase as digital editions? as I realised that I am missing 6 of the sourcebooks and a couple of the adventures.
Any help in getting a hold of them would be greatly appreciated
Thanks
We are going to play a swrpg campaign you are going to act as the GM, your job is to make the plot and the story of the game, play all the NPC’s and narrate the world and put social and combat interactions for the player to interact with, I’m going to be the adventurer my role is to choose what to do and where to go and some the problems that come on my way and reach my goal in the game and complete my quest.
The game has no ending but it has session which is a story and when a story ends an other starts and the contiguous stories are called a campaign.
The game uses the swrpg model and has some rules, with that in mind lets get into the rules of the game.
The game starts by the GM asking the adventurer “when do you want the campaign to start at?” after the adventurer/adventurers chose and specified the starting time the GM will create the plot and the story of the first session.
The dice system uses the swrpg system where you have different types of dice, the first is the ability dice which represents your ability score and then there is the difficulty dice which is the opposite then there is the proficiency dice which represents your skill score and then there is the threat dice which is the opposite then there is the boost dice which represent any advantages you have in the narrative and there is the black setback dice which is the opposite of that, for example you want to sneak by an stormtrooper you have 3 dexterity ability score so you roll 3 ability dice you have 2 stealth proficiency so you replace 2 of your ability dice with a proficiency dice and also the weather is foggy so the stormtroopers are having a hard time to see so you add 1 boost dice but also the stormtroopers are trained to spot things out of place so you add 2 difficulty dices also the guards are on high alert so you replace one of those difficulty dices with a threat and also there are several cameras In the room so yo add 1 setback dice to your pool, the symbols on the dice have meaning there is the success symbol which shows your critical success and there is the failure symbol which represents the opposite also there is the advantage symbol which shows the flavor of your success and there is the threat symbol which shows the flavor of your failure imagine you roll your pool and the outcome is this:
2 success and 2 advantage and 1 failure and 2 threats after the failures cancel out the successes and the threats canceled out the advantages you are left with 1 success so you manage to sneak pass the guards but nothing else now imagine on a alternate universe you rolled
1 successes and 3 advantage and 2 failures and 1 threat after canceling out you are left with 1 failure and 2 advantages so you fail at sneaking and the gaurds catch you but you think quick and act like you are lost so the guards show you the direction and you go there safe.
After the game started you will give this character sheet to the player
“Character Information
Name:
Species:
Career:
Specialization:
Attributes
Attribute
Brawn:
Agility:
Intellect:
Cunning:
Willpower:
Presence:
Skills
Skill
Athletics:
Brawl:
Charm:
Coercion:
Computers:
Cool:
Coordination:
Deception:
Discipline:
Knowledge (X):
Leadership:
Mechanics:
Medicine:
Negotiation:
Perception:
Piloting (Planetary):
Piloting (Space):
Resilience:
Skulduggery:
Stealth:
Streetwise:
Survival:
Vigilance:
Defenses
Defense Type
Value
Armor
Soak
Defense (Melee)
Defense (Ranged)
Equipment
Weapon(s):
Armor:
Gear:
Credits:
Force Powers (If applicable)
Force Rating:
Force Powers:
Power 1:
Power 2:
Power 3:
Motivation & Background
Motivation:
Obligations/Duties:
Personality Traits:
Backstory:”
the combat system is represented by difficulty dices the GM has puts a number of difficulty dices in the pool that represents the difficulty of the combat and if you roll better you win if you roll less you fail.
Remember the game aims to immerse the player .
I’m planning to get my little brother (around 10) one of the beginning games and running it for him and some of his friends. I’m in my late teens and have some experience running a different system for my friends. What’s a good beginner game to start with and what other books are probably most essential to get? Also they’ll likely want to make their own characters. Will that be an issue with any of the starter games?
Meaning, what type of station is this? I'm trying to find it online to see the game stats for it and to find out exactly what type station this is? Anyone know? It's from an episode in the Mandalorian.
Hi everyone!
I started playing SWRPG this year with my friends (me as the GM) and had a hard time balancing encounters or knowing what might be too easy or deadly to the players. So I've built a small web app, swrpg-combat-sim.com, to help plan and balance combat encounters for our group. It lets you enter basic character stats and run 1000 simulations of the battle to tell you the likelihood of survival and other stats.
It can't capture the full set of rules or the joys of narrative dice, but it should provide a rough estimate (and it's kind of fun to see what happens when you change a value or two).
Here's a screenshot of some results of a battle between 4 PCs and some droids (which you might recognize from the Debts to Pay module) which shows the PCs only win about 44% of the time.
You can load the same scenario yourself here (click the "Run" button near the bottom), or just visit the app and start a new encounter. You can also use the "sample characters" link on the home page for a quick start (there's also details on the rules it follows in the "how it works" link)
Hope you all find this useful and fun! Let me know what you think!
Hello !
I'm designing a trandoshan bounty hunter whose main weapon shall be a 6-2Aug2 Slugthrower rifle.
My idea was that instead of the regular stock, he would have renforced the butt of the rifle with either a sharpened blade or metal casing in order to use the weapon as a two-handed axe / mace.
Image for reference of the concept
My question what rules should I use for handling the melee part of this weapon ?
Or ... Would such concept even be possible with the rules ?
Thanks
One of my players is playing a former Clone Trooper in the post-Empire era. He wants to reclaim some old Arc Trooper gear from Geonosis and a few other worlds.
What specific equipment would end up being used for them in FFG? I'm having a hell of a time scanning through the books.
I’m homebrewing an Old Republic campaign for my players, right as the Sith Empire emerges from deep space to begin the Great Galactic War.
I’m compiling a database of factions, companies and key players so I can reference them later, but also help my players feel a bit more comfortable.
Namely I’m thinking of criminal syndicates, big commerce guilds, and really whatever makes the galaxy run at the moment.
Anyone have any previous experience or thoughts?
Every Tuesday we open a thread to let people ask questions about the system or the game without judgement. New players and GMs are encouraged to ask questions here.
The rules:
• Any question about the FFG Star Wars RPG is fine. Rules, character creation, GMing, advice, purchasing. All good.
• No question shaming. This sub has generally been good about that, but explicitly no question shaming.
• Keep canon questions/discussion limited to stuff regarding rules. This is more about the game than the setting.
Ask away!
Hey everyone quick question so im currently writing a module for the anoat sector as i feel it's a region of space that the game hasn't really touched outside of jewel of Yavin and ive written a lot of material because it's where my players were based for awhile
My question can i publish it for money or will the mouse come for my kneecaps because it's star wars based?
I can't find any info on edges website anywhere about the equivalent of a OGL
Basics: handling 0, silhouette 1, speed 2, system strain 3 (Z6, JT-12C has 4ss).
Flying around the battlefield is a piloting check whose difficulty is speed upgraded by half silhouette rounded up, yes?
Attacking a person on the ground is easy or average? Jetpack at speed 2 vs ground troop at speed 0 is an easy difficulty check bc attacker is 2 speeds faster, conversely ground attacking jetpack is hard? Does movement of ground troop raise/reduce difficulty of checks to average since speed difference is 1?
Attacking a ship (eg Din Djarin vs Moff Gideon TIE fighter), if jetpack slower than ship by 2 we increase difficulty once (twice if 3, thrice if 4, etc), but since ship is 2 silhouettes larger we reduce difficulty once (twice if 3, thrice if 4, etc), so average difficulty combat check? Or do we need a despair to match the typical piloting check?
Is it possible to craft jetpacks? When I check crafting rules in the wiki I only find templates for speeder bikes at silhouette 2 (there is an advantage result which could reduce silhouette by 1) and single ion coil engines of speed 1 (again, advantage could increase speed), or do I just use the base template as I listed at the top?
What are some narrative substitutions to jetpacks? I look at the ascension pistols which can reach medium range and pull the PC up, is that speed 2 since it is two range bands? Also, would that be an action to fire and engage grapnel, then whichever vehicle-type maneuvers the player wants to make? I'm thinking a character who can grapnel up and away to shoot enemies hiding behind cover from above, but since only one action per turn I assume I would have to wait until next round before firing any shots. Or if I made a grapnel check at the end of the round, and then start of the next round did my combat check to not lose momentum (DWW talent adds speed to damage), but then I'm sitting open for everyone else's initiative slots to try and attack me before doing that again.
Next idea: two grapnel guns to swing like Spider-Man. I make the ranged (light) check every time I fire a new line, but as long as I have speed to move laterally I'm not at risk of fall damage yet: PC at speed 2 any direction bc grapnel launch, speed 1 down per round (gravity) in opposition to whatever direction I was moving at speed 2 (bc velocity is important, so speed 2 straight up, speed 1 up, speed 1 down I should fire my next line by now, speed 2 down to splat, OR speed 2 at 45 degrees up gives me 1 over and 1 up, then 1 over and 1 down, splat next round unless I survive whichever check to land). Fire every other grapnel each round to maintain speed 2 around battlefield, only making combat check when I'm ready to come down to speed 1 or 0.
Alternatively, could this be done with Mandalorian whipcord throwers at short range? Or do I just need improved freerunning or force leap by that point?
Hi I've played previously a few times and even played a old republic homebrew a few years back and wish to play, I can play using discord and rpg sessions or roll20, I'm a player seeking a group willing to give me a chance.
Is there a list of all the books somewhere so I know what to buy? I can't find anything on ffg website.
I'm planning for my party a smuggling job of transporting supplies to a planet under a blocade. However, when trying to figure out their reward with the tables from Fly Casual, I realized I have no idea of the stats for basic provisions. Things like food, medical supples, fuel etc.
Basically I need some estimation of Rarity and Base Price per unit of Encumberance of basic provisions, to which I can then apply some necessary modifiers from the overall situation to determine the overall value of the cargo before running it through the tables in Fly Casual to determine the PC's reward.
I have a player who wants to swap around some attachments on armor. I've looked through the book and can't find anything that mentions this and I assume this would follow the book's general advice of using common sense where the rules aren't specified--swapping out scopes or underbarrel attachments on a blaster being reasonable, but, say, taking out Cortosis Weave and adding Reactive Plating would obviously be ludicrous.
My player has made an interesting argument for their specific case. They have armor with 2 hardpoints and want to swap between Integrated Ascension Gear (2 HP)... and Custom Fit (1). Now, initially, I was completely against this, as to me, it seemed like this would entail "un-tailoring" the outfit on the fly. My player made the argument that they essentially take off their jacket--the part that has been custom-fitted, losing the benefits of that attachment, and then put on a harness and belt that is the integrated ascension gear. In the heat of the session and in the middle of high-stakes combat, I adjudicated it and allowed the player to do this swap by going to a safe place on the battlefield, spending several maneuvers to get there, and then several maneuvers to swap the items and more maneuvers to, of course, get back.
I'm curious what folks think of this idea, and if there's any RAW that I'm missing.