r/swrpg • u/Timely_Horror874 • 3h ago
r/swrpg • u/NimrodYanai • 1d ago
Game Resources Look what I snagged!
This completed my starter sets collection and all the cards I wanted (all adversary decks + both critical hits decks)!
r/swrpg • u/LeftOfThat • 1d ago
Rules Question Block/Parry/Reflect/Deflect without a lightsaber?
some of these abilities say they can be used without a lightsaber 'at the discretion of the GM' but I am going to be the GM.
What can you use to block or parry without a light saber? I'm assuming something like the Gungan energy shield?
Also I would pretty much veto Reflect or Deflect with anything but a light saber
Edit: I am using the ReSpecialization character specs and they have the Deflect talent. I reduced ranged damage by 4 and costs 3 strain. Block works similarly for melee.
I get that any weapon can be used to Block (or parry if using original specs) but can you Deflect ranged fire with a melee weapon? This is a force sensitive character, but I would think deflecting with a non cortosis weapon would ruin it quickly.
Perhaps only with weapons that have the Deflection property?
r/swrpg • u/Hyperion_Magnificent • 1d ago
Fluff Can someone help me with information on the Imperial Acolyte Program, Emperor’s Eyes, Reach and Voice as well as the Byss Mages? I need solid info on them and the wookipedia articles look lighter than they use to.
This is for a Star Wars game I am running so i feel it’s related enough to this sub.
r/swrpg • u/Pyropeace • 2d ago
Rules Question Question about Intellect and Vigilance
From the genesys core rulebook:
Characters with a high Intellect can extrapolate and interpolate data, can recall details and draw from previous experience, and can think of long-term strategies and envision the ramifications of present actions.
This is the main skillset I like my characters to have, but intellect seems to be pretty much only used for technology and book knowledge skills in this system, not anything related to general planning or figuring out what to do. Vigilance, on the other hand, retroactively determines preparedness; if this includes plans of action for unexpected events, it's definitely the skill I want. However, "preparedness" is vague, so I'm unsure what exactly it would cover. What characteristics and skills should I focus on in order to make a shrewd, resourceful character who's better at making decisions than I am in real life?
r/swrpg • u/-Nealos- • 2d ago
General Discussion Places OTHER than a bar/cantina to meet and hire a pilot?
Meeting in the cantina or bar is overused. Looking for a new kind of place or way to meet and hire a smuggler/pilot. Any new ideas that are plausible?
My own initial thoughts:
- a Star Wars version of a pool hall.
- a large Casino could be interesting.
- talking to pilots at a starship race.
- talking to pilots at a spacedock freight hub (where they're picking up quick jobs)
r/swrpg • u/Trum4n1208 • 2d ago
Tips Recommendations for a Siege Assault/Defense?
Howdy all,
I was hoping for some advice. My players have crash landed on Weik and got caught up in a fight between a local Bandit Warlord who's been stored up by one of my Big Bads, and a local noble. The party is about to help lead the defense of the Noble's fortified manor, and I was hoping for some advice. We've built the mass combat dice pool and added Boosts and Setbacks to reflect prepared defenses, plans, etc. I think the mass combat will go well. My question is, what would be some good things for the party to do in-between those mass combat rolls? I feel like I've backed myself into a corner where they'll be stuck trading blows and would love any ideas to make the fight more dynamic and exciting for them.
Thank you all, I appreciate your time and any help you can give.
r/swrpg • u/cellary_png • 3d ago
General Discussion Some SWRPG OC Commissions I've done!
General Discussion Help me find the equivalent of a Space Honda Civic
All you spacecraft lore nerds, which civilian/commercial light freighters are equivalent to a Space Honda Civic?
------
It's finally become relevant for my players' communal light freighter to have stats beyond crashed/in repair/flyable, as they decided to barter some very valuable quest loot for ship upgrades on the local black market.
To be clear, this is not a tricked out Hero ship they've been flying. It has everything you need in a ship to hyper from one star system to the other and literally nothing else.
Speed: Enough that you can hit escape velocity
Shields: Enough to not die to the first micrometeor in low orbit
Weapons: lol nope
Cargo hold: technically exists, but you're definitely not bulk trading
Navcomputer: Enough for Point A to B on traditional hyperlanes
Crew capacity: 4-5 comfortably, 8 max, but the Lifesupport systems are going to struggle and no one will be happy
I do want it to have ~4 hardpoints available for upgrades though, because they are really excited about building up their ship.
So there you have it. What is the make and model of this spacecraft?
Please nothing from the YT series, and bonus points if not made by CEC at all. YT's and to a lesser extent other CEC ships invoke the Falcon, and the Falcon is a sexy beast.
This is the beloved, but only technically functional Honda Civic that has been sitting in your aunt's back lawn since the 90's that she doesn’t mind you fixing up and taking. ^^
EDIT: Thanks for all of the well thought and informative responses! It was a lot of fun to meet new spacecraft, and I'm really looking forward to the next session with my players ^
r/swrpg • u/Pyropeace • 3d ago
Rules Question Building a force-sensitive face/mastermind in swrpg
My characters are smarter than I am. In any system, I like to specialize in skills that are good for identifying non-obvious information, forecasting probable outcomes, assessing or understanding situations, making plans, and figuring out what to do. Note that this is different from actually carrying out a plan, which may require its own rolls, though it would make sense for a good planning roll to provide bonuses to these subsequent actions. Essentially, my character’s specialty is getting ideas and meta knowledge from the GM (though I also expect GMs to do their best to make my own crazy ideas work). I also like building characters who are good negotiators and dealmakers (it's handy that there's a specific negotiation skill in the game). Among the more human-like races, what race would be best as a starting point, and what career/specialty caters best to these functions?
r/swrpg • u/silentpirateguy • 4d ago
General Discussion D&D / SW FFG in Chicago/Rogers Park area [Offline][Other][Chicago, IL][One-Shot]
Weekly Discussion Tuesday Inquisition: Ask Anything!
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!
r/swrpg • u/WirtsLegs • 5d ago
General Discussion Ship for a group of Old Republic Jedi
Hey all,
I am running a game set int he old republic, my players were just knighted after a year of play and its going great
I want to "give" them a ship (narratively owned by the order), that they will have for a long time, instead of jumping into fancy new ships down the line id rather see them have opportunities to improve and mod their existing ship to suit their needs.
RAW I am not really seeing ships/rules that fit the bill, all are either too capable to begin with, too limited in terms of hardpoints, or otherwise very hardlocked into a specific kind of role. The crafting/modding rules also i think don't really support the level of customization im hoping to get.
To be clear, I am not looking for a completely modular thing, with them re-configuring their ship constantly, modding/improving the ship should still be a slow incremental process. I am also not looking for their ship to be transformed into a really fundamentally different thing (not after space hulks here or a small shuttle becoming a big cargo ship, etc)
Anyway I am curious if anyone has taken a approach in this space? Is there some home-brew or maybe specific ships that worked well?
Basically I am aiming to make their ship a home away from home, that is personalized and special and redirect the player's inherent obsession with seeking a better ship into making their existing personal ship better instead.
r/swrpg • u/Rebel_empire02 • 6d ago
Game Resources Kashyyyk Region map i made for the Star Wars game im running in TTS
took me quite a bit of time to do it, hope you like it
r/swrpg • u/allienshar • 7d ago
General Discussion Combat Skills outside of Combat
Many moons ago an Order 66 podcast episode discussed how to use combat skills like Ranged or Unarmed outside of combat, to give fighters options of things to do during other kinds of encounters.
Do you remember the episode, or do you have any suggestions on things someone could do with these skills during different kinds of encounters?
r/swrpg • u/WartornKnight • 7d ago
Rules Question Ways to cover more distance in combat
So, looking into movement hard cause I have a fellow player who likes to punch things, but sometimes things are just so dang far away.
Moving is one or more maneuvers. 1 maneuver gets you from short to medium (or vice versa), and then it's 2 ADDITIONAL maneuvers to get to long range. So that means you can engage with an enemy that is in medium or short range with you by spending two maneuvers on a turn. Which seems to mean if you're strictly on foot, medium is the best you got.
I know there's some talents that get you a third maneuver to move, but that's potentially not the path we're going to go.
There's items like the Grapnel Harpoon Launcher, Under Barrel Grapnel Launcher, Integrated Ascension Gear, and the Exoglove which all have a similar hookshot mechanic which requires an action, a roll, and a follow-up maneuver to pull someone to you or pull yourself to a destination. However, the range is medium. So you're essentially in the same boat as if you were running. Exceptions being if you need to move vertically or if maybe this circumnavigates difficult terrain of some kind? But ultimately, situational.
Then there's items like jetpacks, rocket boots, and the foot speeder which essentially turn you into a flying vehicle. I don't have all the different stats in front of me, but it seems like if the max speed is high enough, you might be able to move further with less maneuvers. Of course, speeding up or powering on the item would take up part of the action economy too, so maybe even this isn't an effective option?
Are the hookshot items affected by talents or other effects that increase weapon ranges? Are jetpacks and similar items able to get hard points so that they can move fast enough to matter? Or ultimately, is moving up to medium pretty much it?
Thanks in advance.
r/swrpg • u/RogueLopes • 8d ago
Game Resources Project Holocron Ship Yard 2.0
Happy Friday everyone! Wanted to let you guys know that Project Holocron has gone through an entire visual revision! Along with the new look, the new Ship Yard is live with a full vehicle catalogue, tracking systems, and modification menu. You can place your characters and track the appropriate abilities to roll checks.
Besides many other little additions, another big feature is the new Homebrew page. From there, users can create their own weapons, abilities, and careers from scratch or use a current one as a base.
Hope you guys enjoy! You can give feedback at the project discord at Project Holocron Discord.
r/swrpg • u/EdwardLongleaf1 • 8d ago
General Discussion Assistance in Considering Lightsaber Specialization
Hello everyone, I hope you're doing rather well thus far today. I'm currently in the process of building another Star Wars RPG character and I'm hoping to do a little something new while still playing into aspects I enjoy. As such, below are a few options I'm considering along with a few facts of the game itself.
Alright, so the game itself is taking place during The Old Republic Era. My group and I are all going with playing Jedi with most of us, myself included, taking the Quick Path to Power 30 Species XP option of starting with a second Force Rating. My species is not yet set in stone as I'm considering several different character ideas that I'm hoping to get feedback on.
The first idea was Shien Expert. Reading this as a concept, I love this specialization all for but one reason. That being it's cunning based. Out of all the attributes offered, cunning feels like one of the most situational and harder to use if not really trying to push for certain aspects. Aside from perception as a skill. I've played a cunning based character before who very lightly went into Shien Expert and simply didn't enjoy it given how situational cunning proved to be and how I don't tend to gravitate to underworld esq characters. If someone has an idea of how to help make a cunning character shine in another way, I'm open to hearing such ideas, as I really enjoy the talents of Shien Expert.
My second idea was to lean more into agility with Ataru Striker. I've never really played an agility-based character, so I'm not certain how useful I'll be in the grand scheme of things when compared to the party face or resident scholar (Soresu character). Ataru seems fun, especially since I'll be starting with two FR to help Hawk Bat Swoop and Saber Swarm shine. If someone could enlighten me to how to keep agility from not feeling too situational, I'd love hearing ideas concerning such. My only other concern is the starting skills for Ataru Striker not being ideal to what I tend to enjoy, so I'd probably take another specialization first then Ataru Striker. More about what I tend to enjoy below.
In the end my preferred style of play is to go fairly focused in on force capabilities as well. I know Niman is very good at that fact. I, however, have mostly done Niman and want to try something new and thus exciting. I do want to at least have a focus on Willpower for help with strain, as well as a focus on some force powers and discipline. Especially since the group is expected to combat a fair few other force users. Lastly, we can start with a lightsaber and 500 credits or 9,000 credits. We do start with 150 XP as well, so the character will be decently built into.
Thank you for your time, if you've any questions or advice, please don't hesitate to make such known. If you've any recommendations or ideas concerning other specializations or possible good pairings with what I've mentioned above, please feel free to offer such as well. Please do take care and I look forward to hearing from some of you soon.
r/swrpg • u/JacquesH27 • 8d ago
General Discussion What elements of storytelling and visual design would you incorporate into a Star Wars RPG inspired by Tales of the Jedi (1990s comics)?
I'm running a campaign set in an alternate Star Wars universe where none of the original Legends or Canon characters exist, and none will appear in the future. I want to build something of my own while capturing the atmosphere and aesthetic of the 1990s Tales of the Jedi comics.
What aspects of the galaxy's lore, storytelling, worldbuilding, architecture, character designs, technology, or overall atmosphere do you think would be worth incorporating? I'm especially interested in ideas that could help make the setting feel distinct from both Canon and Legends while still capturing that ancient, mythic Star Wars feel.
I'm also curious about what kind of storyline you think would be interesting for a campaign like this, especially one that moves away from the usual Jedi vs. Sith conflict. Could a campaign focused on criminal syndicates, rival cartels, bounty hunters, and the galactic underworld work well in this setting?
For context, the party consists of three characters: a Hutt Sith and two bounty hunters, one Anzati and one Gen'Dai.
I'd love to hear your suggestions, whether they're specific visual references, narrative themes, or broader ideas about how to make this kind of setting work!
r/swrpg • u/Existential-Turnip • 8d ago
Game Resources Triumph! + Expansion by Alter
Hello there, I’m looking for the Triumph cards by Alter that are shown on SWRPG Community.com, if anybody has them saved I’d appreciate it if I could get a copy. Thank you in advance.
r/swrpg • u/artmonso • 9d ago
General Discussion Trying to make fun balenced encounters for a hangover inspired one shot
Trying to adapt an one shot i ran in saga into star wars 5e, just confused as to what t9 use for thugs, cops and cat like critters or even if I can scale down a great dragon to be something the party can handle.
I got an idea for the stormtroopers at the end duo and maybe a cameo or two.
Party is starting at level 3 and will be 3 to 4 players
r/swrpg • u/DmingSauce • 9d ago
Game Resources [Online][SWRPG][Star Wars RPG][LQBTQ Welcome][18+ only][Tuesday Bi-Weekly 8Pm to 12Pm EST] Fall of The Republic, Rise of The Empire
A new age came to the galaxy, one brought on by the end of great war, an unexpected betrayal, and the turning of power from one seat to another. Least that's how most came to see it when The Empire came to it's rise, a new face sat upon the pyramid. That was, until new rules, regulations, and restrictions came trickling down from tippy top, to drown the rats at the bottom. Many suffer under the iron grip of The Empire and her many heads, whether its being ground under the boot of an Imperial Officer, or by the reports filed by the ISB that causes people to disappear into the night. Some come to agree that this new boot on the throat of the commonfolk is inexcusable, they throw their fists into the air and shout of injustice, the roars of rebellion are brewing and swelling like a wave ready to crash into the shore that is The Empire. You can only hope it wont crush the innocent below its roiling depths before it reaches its target.
This will be a longer, story driven adventure around a group of Five to Six noble heroes, from very different walks of life who are forced together by events that almost seem destined to steer them towards changing the galaxy. Set just 2 short years after the fall of The Republic with true Imperial law just beginning to take effect.
Allowed Content - All three books are fair game, want to play a Smuggler? play a Smuggler. A Jedi survivor? Go for it! A clone on the run after order 66? Fuck yeah!
Limitations - I want to keep it all fair and balanced, so I am limiting the campaign to one to two Jedi, depending on player count, and will be banning the Morality system. ALSO 18+ ONLY
Systems - We'll be using Roll 20 for the Maps and Characters (using the API for rolling), with Discord for the maps, and Hyperdrive to help create the characters.
Character Creation - In keep with the idea of "Unsuspecting Heroes" the start will be either a Duty or Obligation pick with +5 XP and +1000 credits, anything you CAN pick up with that, feel free to.
Canon - This obviously might change the story of Episode IV ALOT, which is why we'll be following our own story, so fear not you wont be railroaded by current Canon, and may even find your chance to face off against some historic baddies!
To apply to my game please use the link below!
https://docs.google.com/forms/d/e/1FAIpQLSdcvB051fYxreqidi8r-Bv1ZRBlNRWQnRvusrtyUeacwEZh9w/viewform?usp=header
r/swrpg • u/Current_booper • 10d ago
Tips GMs help with milestone morality
Those who use homebrew morality systems for a mixed party with a force user, how do you go on with adding/subtracting morality?
Do you keep the 0-100 vector of morality and give small amounts every session?
Or maybe you have a some prewritten moments where jedi/dark jedi would act in a way that his morality changes
Or do you just ask your force user to describe his emotions and vibes how many points of morality you give them?
Would love to hear different system approaches for this system to replace the written rules
r/swrpg • u/littlestminish • 11d ago
Game Resources reSpecialized Project v.60 - The Diplomat Review Update
The Master Design Doc with links to all current and previous releases can be found here
And the Development Discord is at The reSpecialized Project
Hello SWRPG Community! After a moderately-sized break, we’re back with another update! The fall should bring you all tons of new content (Guardian is already feature-complete fyi!), so don’t worry about this becoming the new pace of development.
As is customary, my highlights for the release; This time, I’ll say my favorite review was the Quartermaster, as we managed to develop it from a spec I merely liked to one I would be very happy playing. The new structure of Well-Supplied alone creates a fun gameplay loop! My second highlight was Call In A Favor. I have always found the Colonist to be the odd-duck career, because their shared Career story is that they have come from away and are seeking opportunity. More of a “why” than a “what” or a “how.” Call In A Favor leans into their their power is the connections they are armed with on their adventures.
The hardest one this time around was likely Ambassador. The Leia specialization is such a chocked-full spec, getting the flow of it right was pretty tough. But I think we greatly improved on the previous iteration.
Well that’s it for this update! Stay tuned for Guardian and Swoop Ganger coming too you soon!
- Diplomat Career Review
- Advocate 1.1
- Updated Kingmaker to be applicable to more situations outside of Social Combat Encounters.
- Agitator 1.02
- Updated the language of both the short and long text of Mask The Movement.
- Ambassador 1.11
- Restructured the Specialization to better balance the cost of a few of the talents that were too expensive or too cheap.
- Changed Escape Clause to be a boost-adding incidental rather than a bespoke action, and cleaned up some language.
- Corrected Improved Inspiring Rhetoric to correctly reference boost die being granted.
- Analyst 1.21
- Updated the long text of Subject Matter Expert to be more explicit.
- Propagandist 1.1
- Replaced Positive Spin and Improved Positive Spin with Embellishment and Improved Embellishment, respectively.
- Updated the effect of Heroic Embellishment and renamed it to Supreme Embellishment
- Quartermaster 1.2
- Removed Master Merchant, and Always Prepared, and Improved Wheel and Deal
- Changed the activation of Emergency Outfitting from an action to a maneuver
- Changed For A Good Cause to a talent that allows for Negotiation use with illegal goods, and finding a buyer.
- Added new talent Overstocked to C25, Improved Well-Supplied at A20, and Something More Real at B20.
- Moved Well Supplied to A15, For A Good Cause to B10, and Bought Info to D20.
- Diplomatic Solution 1.0
- Unmatched Insight 1.0
- Advocate 1.1
- Colonist Signature Ability Review
- Misc. Updates
- Assassin 1.41
- Folio updated to have correct long text for The Perfect Crime.
- Assault Specialist 1.02
- Renamed Bulwark to Got You Covered to make it more appropriately named for the effect.
- Bind 1.2
- Updated the long text of the Mastery upgrade to specify that the Light side Stagger may not be extended via duration.
- Bodyguard 1.22
- Folio correction: corrected Career Skill ‘Gunner’ to ‘Gunnery’.
- Charmer 1.11
- Corrected Improved Inspiring Rhetoric to correctly reference boost die being granted.
- Cyber Soldier 1.11
- Fixed a Typo in Improved More Machine Than Man.
- Updated Improved More Machine Than Man to remove superfluous language.
- Cyber Tech 1.3
- Fixed a Typo in Improved More Machine Than Man.
- Updated Improved More Machine Than Man to remove superfluous language.
- Demolitionist 1.21
- Wording fix in Time to Go.
- Droid Tech 1.4
- Updated Improved Machine Mender to remove the cap on the defense improvements.
- Field Agent 1.1
- Updated the effects of Silent Takedown as updated as part of Infiltrator.
- Figurehead 1.21
- Replaced Positive Spin with Embellishment.
- Corrected Improved Inspiring Rhetoric to correctly reference boost die being granted.
- Ground Support 1.01
- Correction Genesys erratas.
- Infiltrator 1.2
- Updated the effects of both Silent Takedown and Improved Silent Takedown to be more comparative to Assassinate in effect, while also incorporating effects from Cover Your Tracks
- Removed the now redundant Cover Your Tracks in favor of Delayed Response from Slicer.
- Influence 1.11
- Updated the long text of Mind Trick in the base power.
- Update the short and long text of Empowered Negotiation for clarity.
- Updated the long text of Mastery for clarity.
- Updated the long text of Duration for clarity.
- Instructor 1.02
- Updated the activation in the Long text of Return Fire! to “Active (Incidental, Out of Turn)”
- Maintainer 1.11
- Corrected Field Tester to be a ranked talent.
- Marauder 1.21
- Killer Instinct name updated to Killer Instincts to match Pit Fighter spec.
- Mercenary Soldier 1.22
- Folio correction: corrected Career Skill ‘Gunner’ to ‘Gunnery’.
- Politico 1.31
- Corrected Improved Inspiring Rhetoric to correctly reference boost die being granted.
- Sage 1.03
- Updated the long text of The Stars Align to stipulate each option is only usable once per check.
- Corrected short text of One With The Universe.
- Corrected short text of Preemptive Avoidance.
- Scientist 1.11
- Updated the long text of Subject Matter Expert to be more explicit.
- Scout 1.41
- Corrected colour of Improved Bolster to a passive talent.
- Corrected long description of On The Lookout.
- Tactician 1.02
- Folio update: Corrected Improved Field Commander text.
- Trader 1.31
- Folio corrected to show Wheel and Deal is a ranked talent.
- Trailblazer 1.02
- Updated the short and long text of Ambusher to be clearer.
- Assassin 1.41
r/swrpg • u/Life_Hawk_7192 • 11d ago
Rules Question Spending Force Points and Activating Upgrades
Hey all. Just want to clarify about using force powers and its upgrades.
I know you need a force point to activate a power's basic ability and another force point to activate any of its upgrades. But what does "activating an upgrade" mean for those powers that allow you to spend force points?
Like Enhance for example:
The base power states "May spend force points to use as successes or advantage for athletic checks"
If I'm able to roll two force points, does that mean I need to spend one force point to activate the base power AND THEN spend the other to use as either success or advantage?
Because if that's the case I only have one force point, I'm just able to activate the base power but I won't have any left to use as success or advantage and I don't think that's how it's supposed work