RULES CARD
🟨 Proficiency · 🟩 Ability · 🟦 Boost · 🟪 Difficulty · 🟥 Challenge · ⬛ Setback. Star Wars RPG dice are drop-in (symbols map 1:1; ignore the white Force die).
Rolling
- Pool next to the skill + GM's purple (🟪🟪 = average). Count symbols.
- Successes vs Failures → did it work. Advantages vs Threats → what ELSE happened (independent).
- Triumph = success + something great, player narrates. Despair = something awful.
- Describe it nicely → 🟦. Headline table rule.
Combat in 20 seconds (simplified on purpose)
- Turns: players act, then the GM's side. Turn = move + one action.
- Attacks are skill checks: Brawl/Melee 🟪🟪 · Ranged 🟪 / 🟪🟪 / 🟪🟪🟪 by distance.
- Damage = weapon + net Successes − soak (Brawn). Stun 6 (strain) · improvised Brawn+2 · rare slugthrower 6.
- Down = threshold hit: unconscious and carried, never dead.
- Minions: groups of 3–4, one pool; any solid hit drops one; last one flees/surrenders. Talking is a combat action (Charm/Coercion 🟪🟪 vs scared groups).
- Crits: Triumph on an attack — minions drop; a PC takes a lingering ⬛ until treated (Medicine 🟪🟪).
Advantage menu
- 1: recover 1 strain · ally gets 🟦 · notice a useful detail
- 2: free maneuver · enemy takes ⬛
- 3: the environment gifts you something (door, cover, distraction, overheard code)
- TRIUMPH: upgrade a future check · break something important · a named NPC hesitates
Threat menu (GM)
- 1–2: lose strain · drop something / gear glitch · make noise
- 3 / DESPAIR: the Clock ticks · reinforcements · the wrong person notices you
Difficulty cheat sheet
- Easy 🟪 · Average 🟪🟪 · Hard 🟪🟪🟪. ⬛ for bad conditions; 🟦 for good ideas/gear/descriptions. When unsure: 🟪🟪.
- Escalation rule: social difficulty +1 step at Clock 3+ — everyone is past reasoning.