Star Wars RPG (FFG)
The Star Wars Roleplaying Game is a tabletop role-playing game set in the Star Wars universe, written and published for the first time by Fantasy Flight Games (FFG) as of August 2012. It is constituted by three different standalone games, each one conceived to play a particular type of character:
- Star Wars: Edge of the Empire (for playing smugglers, bounty hunters, pirates etc.)
- Star Wars: Age of Rebellion (for playing rebel soldiers and freedom fighters against the evil Galactic Empire)
- Star Wars: Force and Destiny (for playing the last Jedi Knights under the Empire's rule
- Star Wars: The Force Awakens (for playing with the new First Order of Empire vs The Resistance of Rebels)
THE CUSTOM DICE
As in Fantasy Flight Games' edition of Warhammer Fantasy Roleplay the system requires custom polyhedral dice, or dice modified with stickers to play (the beta version came with stickers to convert ordinary dice of the right size to Star Wars dice).
The custom dice enable the dice having results on two axes; how successful the skill check was, and how lucky the attempt was with other factors – and normally only one success on the pass / fail axis is needed to succeed. There are both positive and negative types of dice, and these can be added to represent advantages or extra difficulty in the skill check.
White Die (The Force Die) (12-sided white die with one or two black or white dots per facet) are used to calculate the number of Force Tokens granted at the beginning of the scenario. The Player Characters' party gets some of one color and the game master gets the tokens of the opposing color. White Tokens (The Light Side) are for the Good Guys and Black Tokens (The Dark Side) are for the Bad Guys; the party's affiliation determines which color they get. Every time a token is used by the party or the game master, it is flipped over to change its color and awards either a bonus die (Green or Yellow) for a character's action or a penalty die (Purple or Red) for the opposition. The tokens can also be used to change the situation ("I'm drawing my pistol..." "Did you remember to retrieve your pistol when you fell down that hillside last scene?") or cancel out or re-roll an unfavorable result - like a fatal hit or pivotal skill-check failure.
Green Dice (Ability Die) (8-sided green dice with black markings) are based on the character's Attribute level. They only have Success, Advantage, and blank facets.
Purple Dice (Difficulty Die) (8-sided purple dice with white markings) are based on the Difficulty of the skill roll. They only have Failure, Threat, and blank facets.
Yellow Dice (Proficiency Die) (12-sided yellow dice with black markings) indicate the character's level in a skill. Each level in a skill substitutes a Yellow Die for a Green Die in a skill roll. The Yellow Dice are like the green Ability Dice, except they have a Critical Success result symbol on one of its facets.
Red Dice (Challenge Die) (12-sided red dice with white markings) are used with an opposing skill level or extreme difficulty. Red Dice are like the purple Difficulty Dice except they have a Critical Failure result symbol on one of its facets.
Blue Dice (Boost Die) (6-sided light-blue dice with black markings) are used to aid a skill roll due to advantageous factors. They only have Success, Advantage, and blank facets. Player Characters with equal or greater skill can take an action to aid another Player Character who is using a skill to perform a task by granting them a Blue Die.
Black Dice (Setback Die) (6-sided black dice with white markings) are used to penalize a skill roll due to disadvantageous factors. They only have Failure, Threat, and blank facets.
THE SYSTEM (RULES)
Attributes and Skills
The game's rules assume that all characters have all the listed skills at "zero level" if they do not have a level in it. The character's default Skill level is equal to the skill's governing Attribute score. The Attributes are rated from a minimum of 1 to a maximum of 6. Skills have a maximum of 5.
The Attributes are the usual RPG fare: Brawn (Strength), Agility (Dexterity), Intellect (Intelligence), Cunning (Wisdom), Willpower (Mental Focus), and Presence (Charisma).
The player begins character design by selecting a Racial Template. Each Race has different racial Attribute minimums and maximums. Sometimes they also have a free level in a Racial Skill or have a Racial Talent. As an example, Baseline Humans have a Racial Template that has a score of 2 in all Attributes and can have any two different Skills of the player's choice at the start of play. Characters can also pay points to increase Starting Wealth or Racial Advantages.
The player then picks a Career - which grants Career Skills, then a Specialization - which grants more Career Skills and a Specialization Tree (which grants Specialization-based Talents). Characters cannot buy a new Career but may buy additional Specializations.
An example is the Engineer Career, which narrows to the Mechanic, Saboteur, and Scientist Specializations. If a character wishes to buy another Specialization, it costs less for one under their Career than for one under another Career. For instance, an Engineer - Mechanic who wants to add the Engineer's Scientist Specialization would pay less than if they wanted to add the Technician's Slicer or Ace's Pilot Specialization.
Career Skills grant the first level free during initial character creation (but cost points later on if a newly purchased Career Specialization grants them). They also cost less than regular Skills when buying additional levels in them. The character's Career grants 4 Career Skills from the Career template skill list and their Career Specialization grants 2 more Career Skills from the Specialization template skill list. For instance, an Engineer-Mechanic and Technician-Mechanic have the same Specialization Tree but have different Specialization template Career Skills to choose from to depict their different character concepts.
Talents are what gamers call "crunchy bits": advantages with cool names (like Gear Head or Hold Together, Baby) that add flavor to a character and either grant bonuses, benefit allies, remove penalties during play, or penalize adversaries. They cost character points to buy and must be unlocked in the order they appear on a diagram called a "Specialization Tree" (in video games such as 'Star Wars: The Old Republic). The further down the diagram, the more expensive (and powerful) the Talents are. The player has to follow the Tree's branches to unlock them.
This means sometimes that the player has to buy Talents they do not really want to get to the desired Talents further down the same branch. However, it avoids having the character cherry-pick the more powerful Talents and leaving the rest.
Disadvantages can be taken during character creation to offset point costs. Edge of Empire has Obligations, something the character is forced or compelled to do. Age of Rebellion has Duties, something the character wants to do. The number of Player Characters in the group set the base Disadvantage number because the Game Master rolls at the beginning of play to see which character's Disadvantage will be used during the session. The character can pay off the disadvantage with experience points in later gameplay.
Force and Destiny has Morality, which governs how close to slipping over to the Dark Side the Force using character is. Unlike the other two games Morality is governed by a characters actions during gameplay, with Conflict being generated whenever they choose to perform a morally questionable action or choose to use the Dark Side of the Force in order to power their abilities. Morality cannot be 'bought' with XP, instead a player wanting to change their alignment must actually role play a more aggressive character to turn Dark, or perform acts of compassion to become a paragon of the Light.
Motivation is the character's guiding principle (a Belief, Personal Connection, or Quest). If the player uses the character's Motivation during gameplay, they get an experience point bonus.