SWURPG

Changelog

Recent updates to SWURPG — new content, rule changes, character-builder improvements, and site features. Newest first. The whole project is solo-maintained and ships iteratively; expect this page to grow steadily.


2026-06-26 · Core Rulebook PDF — v1.9

Refreshed the free Core Rulebook PDF to v1.9 (75 pages). It folds in the two corrections shipped since v1.8: the cleaner Starship Initiative rule (no more +20 offset — ship and ground combat resolve on separate tracks) and the droid consistency pass (Strength-for-Constitution saves, ion and immunity fixes). Grab it from the rules hub.


2026-06-26 · Rules fix — cleaner starship initiative

Starship combat now runs on its own initiative order, tracked separately from ground combat — the way the section already described it. We dropped the stray +20 from the Starship Initiative formula: it was a clumsy way to force "ships act first," and it didn't even hold up once a nimble ground combatant rolled high. The formula is now simply d20 + Pilot's Initiative Bonus + Ship Handling Bonus. When a scene mixes a deck fight and a dogfight, resolve them as alternating blocks rather than one merged count. Details on the Starship Combat page.


A short, hand-picked list of third-party TTRPG tools and Star Wars communities worth your time — virtual tabletops, map makers, other free Star Wars systems, and active forums — now at Recommended Tools & Communities. Vetted and honest, not a link dump; if you run something worth adding, there's a link to the request form.


2026-06-26 · Builder polish: search-box icon + a clearer Feedback tab

Two small touch-ups in the Character Builder. The magnifying-glass icon in the search boxes no longer overlaps the placeholder text — a stray padding rule was winning the cascade and sliding the text under the icon. And on desktop the Feedback button is now a gold tab anchored to the right edge instead of an easy-to-miss pill in the corner; mobile keeps the corner button.


2026-06-26 · New blog post — What If? Order 66 Failed

This week's What If? asks the bright-mirror of the last two: What If? Order 66 Failed. The chips misfire, the warning gets through, the Jedi survive the night — and the cruel joke is that surviving doesn't save them. Palpatine is still Chancellor, the army still mostly obeys him, and to stop a Sith nobody can see, the Order has to march on Coruscant and depose a sitting Chancellor by force — which makes his lie come true. The post breaks down the four factions of the morning after and four ways to run it at your table, wired to the Galactic Republic bestiary, the Force rules, and the Character Builder.


2026-06-26 · Character Builder: bug fixes + a feedback button

A handful of fixes from watching real builder sessions. Clicking an item in the Summary's "incomplete steps" list now jumps you straight to that tab. Starting credits are correctly filed under Gear instead of Class. At level 1 the Hit Points panel shows a single Set HP button — since level-1 HP is always your max hit die plus your modifier — instead of three buttons that all did the same thing. And lowering your level now clears any advanced path or higher-level Force power you'd picked further up, instead of leaving it stuck on the sheet. There's also a new 💬 Feedback button in the builder: hit a bug or have an idea, and you can send it in one click.


2026-06-25 · Species trait fixes + lore tidy-up

A small canon pass on a few species' game traits. Parwans finally get their signature bioelectric shock — a 1d8 Electric natural attack, the trick Derrown used to walk straight through a ray shield. Togruta gain Montral Awareness, the passive echolocation that lets them feel nearby movement even when they can't see it. Kyuzo now carry the breath-mask dependency their thin-air lungs demand offworld. Weequay swap a baseless "not perceptive" penalty for the pheromone language and keen sense of smell they actually have in canon. And the Sluissi trait that read them as aloof is reframed to fit a people who are famously easygoing. No stat-line changes beyond those traits. While I was in there I also cleared out a few stray editor's notes that had slipped into some species' lore during the big enrichment pass.


2026-06-25 · Deeper lore across the whole species catalog

We went back through the species roster and rewrote every page that was running thin — 87 of them in this pass — so each one leads with what actually makes the species memorable instead of a generic intro. Wookiees open on Chewbacca, Zabraks on Darth Maul, Togruta on Ahsoka Tano, Chiss on Grand Admiral Thrawn, Anzellans on Babu Frik, Bith on the Mos Eisley cantina band, Trandoshans on Bossk and the Scorekeeper's hunt. Every rewrite draws on canon and Legends, opens with a concrete hook, and cuts the filler — and the same opening line now feeds both the catalog blurb and the page's "What is a ___?" answer. Stats and traits are untouched; this is purely richer reading on the species pages, and it brings essentially the whole catalog up to the same bar.


2026-06-25 · Eight species: richer lore, trait fixes + cleaner page openers

Deeper, canon-accurate lore for Hutt, Kaminoan, Togorian, Miraluka, Fosh, Cerean, Kel Dor, and Muun, each leading with its most iconic figure or feature. We also audited their game traits against canon and fixed what didn't fit — Kel Dor gained their signature dark-adapted vision (replacing a non-canon trait), Kaminoans gained ultraviolet sight, the Cerean binary brain got a real upgrade, and the Fosh write-up and a fabricated homeworld were corrected. Across the catalog, species / weapon / armor / starship pages now open with their own description instead of a stiff boilerplate line.


2026-06-25 · Fix: opening a saved character from "My Characters"

Clicking Open on a saved character now loads it straight into the builder again, instead of stopping at the Quick Build / Standard method-picker screen. The deep-link that opens a saved character had been getting caught by the method chooser.


2026-06-25 · Deeper lore on eight species pages

We substantially rewrote the lore on eight popular species pages — Kaleesh, Zygerrian, Gamorrean, Dug, Arkanian, Neti, Iktotchi, and Codru-Ji — each now leading with its most iconic figure or feature (General Grievous, the Zygerrian Slave Empire, Sebulba, Jedi Master Saesee Tiin, the four-armed Codru-Ji and their Wyrwulf young, and more), with denser canon + Legends detail and tighter writing. A couple of long-standing errors were fixed along the way, including the Iktotchi page's famous-Jedi credit.


Every species page now closes with a Frequently Asked Questions section — what the species is, its ability modifiers and traits, whether you can play it, and example names — generated straight from the species data. Sharing a /species/... link now shows a proper preview too (the species name, description, and portrait on Discord, Facebook, and X instead of the generic site card), and the pages expose FAQ structured data for search engines and AI answer tools.


2026-06-24 · Fix: malformed Chiss name in the generator

Repaired two corrupted entries in the Chiss name bank that rendered as raw text instead of a name.


2026-06-24 · Name generator now distinguishes male & female across the roster

The Star Wars Name Generator now produces proper male and female names for 84 species — pick a gender (or "Any") and the results draw from gender-specific pools that respect each species' naming conventions: Bothan clan-names shared across a family, Chiss three-part core-names, Ugnaught glottal forms, and more. Species without a real gender distinction — droids, clone troopers, Hutts, and a handful of non-humanoid peoples — stay unisex by design. We also cleaned up duplicate entries that had crept into several older name banks.


2026-06-24 · Mirialan — a new playable species

The Mirialan join the playable roster — the disciplined, tattooed, deeply spiritual near-humans of the cold desert world Mirial, and one of the galaxy's great Jedi peoples (Luminara Unduli, Barriss Offee, Vernestra Rwoh). Build one now in the Character Builder.

A Medium species (DEX +1 / WIS +1) built around control and Force-discipline. Disciplined Certainty lets you treat a d20 as a 10 once per long rest — a fated, reliable result instead of a gamble; Meditative Focus gives Advantage on concentration saving throws; and Acrobatic Grace grants Advantage on Acrobatics. True to their forthright nature, Mirialans make poor liars and worse intel-gatherers (Disadvantage on Deception and Investigation). The species page carries a full lore write-up — the meaning of the geometric achievement-tattoos, the Force-as-fate belief, the Jedi tradition, and the homeworld Mirial.

The character-builder name generator now produces lore-accurate Mirialan names.


2026-06-23 · DUM-11 joins the Pre-Made characters + Character of the Week

A new Pre-Made character is ready to load straight into the Character Builder: DUM-11 ("Dumii"), a level 4 Pit Droid Scoundrel on the Assassin track — a fold-up podracing maintenance droid that everyone in the room reads as a tool, right up until it reaches the one part that matters. It opens with a concealed wrist blaster nobody clocked as a weapon, finishes low and close with a blade, and folds into a one-foot cube when it's time to disappear. It's also this week's Character of the Week.

The downloadable character sheet (PDF) got a refresh along the way, too: the portrait now sits beside the combat stats (and larger), Heroic Surge tracks Max / Current like HP, the skill-marker legend uses clearer symbols, and a few layout tweaks keep a typical sheet to a single page.


2026-06-23 · Droids — saving throws, ion, and chassis fixes

A consistency pass on droid characters, driven by a full audit of how droid rules are applied across the builder, the rules text, and the exports:

  • Constitution saves now actually work. A droid has no Constitution score, so — exactly like its HP — it makes Constitution saving throws with its Strength modifier. That substitution wasn't being computed for saves, so droids were silently saving at +0. It's fixed in the engine, and the value now appears on the character summary, the PDF, and shared builds as a "CON (uses STR)" row.
  • Ion is a Strength save. Resisting an ion surge is about raw chassis stability — it's just a Constitution-type save, which droids make with Strength — and the disruption you suffer depends on your model: Stunned, Confused, Restrained, Speed halved, lost Reaction, and so on. The Droids rules now line up with each droid's Ion Sensitivity trait, and clarify that a droid immune to a Stun bolt can still be locked down by Ion (they're separate tracks).
  • Chassis Upgrades on the sheet. Droids now get a Chassis Upgrades panel in the Summary tab and on shared character pages — the same surface organics get for Bio-Implants.
  • Smaller fixes: the public share sheet no longer shows a phantom Constitution score for droids; the full droid immunity list (vacuum, radiation, hostile atmospheres) is spelled out on the chassis; and the BD-Series' lack of manipulator hands is now its own clear trait instead of being bundled into its non-verbal note.

2026-06-22 · Force Powers — big expansion + a unified telekinesis system

The Force Powers catalog grew from 83 to 98 powers, aimed squarely at the gaps:

  • Sense finally has depth. It was down to a single power; it now holds Precognition, Combat Precognition (danger sense), Farseeing, Sense Surroundings (blind-fighting), Shatterpoint, and Empathy — and the sense-flavored powers that had been filed under Mind (Farsight, Feel the Force, Force Perception, and the Force Echo psychometry pair) moved home to Sense.
  • New light-side utility: Detoxify, Force Deflection, Mind Shield, Plant Surge, and Beast Bond.
  • New dark-side powers any Force user can reach for: Force Rage, Force Scream, Drain Knowledge, and Sever Force — plus Force Light to answer them.
  • Telekinesis is now one thing. Force Push and Force Pull have merged into a single Move Object power — push, pull, lift, move, or hurl anything. There's no "objects vs creatures" split: creatures resist with a Strength save, objects are gated by a size-based Use-the-Force DC (no level cap — a Padawan strong in the Force can heave a heavy load on a good roll), and a hurled object deals damage by its size. Saved characters that knew Push or Pull are migrated automatically.
  • Every power now carries a Light / Dark / Universal tag in the catalog — a descriptive label for browsing and filtering, with no mechanical alignment (the dark-side slide stays a GM call).
  • Every power page now teaches and inspires. Each one carries an At the Table example of using it in play, and an In the Lore note grounding it in Star Wars canon or Legends. The catalog labels also got a readability pass (bigger, higher-contrast tags), and the telekinesis rule + a shared thrown-object damage table now link inline from the power pages.

Browse it all in the Force Powers catalog, or add the new powers in the Character Builder. The downloadable Core Rulebook PDF is regenerated as v1.8 with the full updated Force-power set.


2026-06-21 · New guide — Knights of the Old Republic RPG

A new Knights of the Old Republic RPG landing guide is live for anyone who wants to run a KOTOR-style Old Republic campaign at the table. It lays out the era, makes the case that SWURPG is the closest living tabletop cousin to KOTOR's own rules — KOTOR ran on the d20 Star Wars RPG, which became Saga Edition, and Saga is half of SWURPG's DNA — and maps the games' archetypes (Jedi, Sith / Force Adepts, Mandalorian Soldiers, scoundrels, HK-style droids) onto SWURPG classes. It also points to the KOTOR systems already in the catalog: lightsaber crystals & upgrades, weapon mods, and bio-implants. Build your party in the Character Builder.


2026-06-21 · New guide — Lightsaber Forms

A complete Lightsaber Forms guide is live: the seven classic forms — Shii-Cho, Makashi, Soresu, Ataru, Shien/Djem So, Niman, and Juyo/Vaapad — plus the expanded techniques (Jar'Kai, Sokan, Tràkata). Each one pairs canon + Legends lore and its notable masters with the live SWURPG mechanics pulled straight from the Force Powers catalog, so the rules never drift, and explains how forms actually play — the Jedi Padawan's Lightsaber Form Basics and Mastery, and which Jedi subclass leans into which form. Build one in the Character Builder.


2026-06-19 · New tool — Star Wars Name Generator

A free, standalone Star Wars Name Generator is live. Pick from 100+ playable species — plus dedicated Jedi and Sith modes — and generate lore-accurate, original names in a click (gender-aware where a species uses gendered names). It draws on the same per-species naming patterns the Character Builder uses, runs entirely in your browser (no signup, no limit), and links straight into the Character Builder so you can name and build a character in one sitting.


2026-06-19 · New blog post — What If? Yoda Beat Palpatine

A new entry in the What If? series: What If? Yoda Beat Palpatine. We run the Senate duel the other way — Yoda wins — and find the cruel twist: beating Sidious comes too late to save anything. Order 66 has already fired, Anakin is already burning on Mustafar with no master left to come for him, and killing the Emperor just decapitates every power in the galaxy at once. The post maps the power-vacuum sandbox that's left — the Fractured Senate, the hunted Jedi, the clone Warlords, and the Leaderless Machine of masterless droid armies — with adventure seeds and links into the Galactic Republic bestiary, the Force rules, and the Character Builder.


2026-06-19 · Nightsisters — bestiary stat-block pass + ichor-weapon magick rule

The nine Nightsisters of Dathomir stat blocks got a full balance and quality pass. Proficiency bonuses are re-derived by Threat Rating, the witch-casters gained dedicated Force Powers sections drawn from the Nightsister Magick set (Ichor Bolt, Hex, Wrath of the Ancestors, Reanimation, and more), traits and reactions now scale with TR, and weapon damage was corrected — ranged weapons add no ability modifier.

There's also a new player-facing rule: ichor-forged Nightsister weapons — the Ichor Blade, Ichor Goad, War Pike, and Chain Sickle — draw their bite from dark-side magick, so a wielder who channels Dathomir's magick uses their Wisdom modifier in place of Strength for the weapon's damage. It's live in the Character Builder: equip one of these blades and the sheet computes its damage from Wisdom automatically.


2026-06-19 · Builders — at-a-glance intro + FAQ, now search-discoverable

The Character Builder and Starship Builder now carry a short intro and FAQ below the tool — a plain-language description of what each builder does, how to start, and answers to the questions newcomers ask most. Both pages are now discoverable in search as well (the Map Builder already was). The tools themselves are unchanged — this only adds the explainer section underneath and lets people find the builders from a search engine instead of only from inside the site.


2026-06-18 · Bestiary — the Galactic Republic (clone NPCs)

The Galactic Republic marches into the Monsters & NPCs bank — 11 new stat blocks for the Grand Army of the Republic, written to run as the party's allies as readily as its opposition:

  • Clone Trooper, ARF Trooper, Clone Sharpshooter, Clone Heavy Trooper (Z-6), Clone Medic, and Clone Pilot — the rank-and-file across line, scout, marksman, heavy-weapons, support, and cockpit roles (TR 1–3).
  • Coruscant Shock Trooper (security / police), Clone Commando (Katarn-class armor + DC-17m), ARC Trooper, and a Clone Commander — the elites and leadership (TR 3–6).
  • A generic, reskinnable Jedi General (TR 8) to lead them — a front-line Force-user you can dress as your own character.

All ten clones share one Jango-Fett baseline with specialty bumps, traits and action-economy that scale with Threat Rating, realistic loadouts (grenades, medpacs, sidearms), and a rich write-up framing each as an ally or adversary by campaign (including the Order 66 turn). The faction has a full lore intro at /resources/monsters/galactic-republic, and the bestiary now holds 120 stat blocks.

To arm them, the weapon catalog gains the clone army's DC-series blasters (→ 235 weapons): the DC-15A rifle, DC-15S carbine, DC-15x sniper, DC-17 hand blaster, the commando DC-17m, and the Z-6 rotary cannon — plus Clone Trooper Armor in the armor catalog (→ 77 armors).


2026-06-18 · Vaela joins the Pre-Made characters + a Force Warrior fix

A new Pre-Made character is ready to load straight into the Character Builder: Vaela, a level 5 Nightsister Force Warrior — a witch who walked away from her Dathomir coven and fights with an ichor blade in one hand and a self-taught Force in the other. She's also this week's Character of the Week.

Fix: the Force Warrior's Force Strike (and the Bounty Hunter's Aurra Sing path) was adding its bonus damage die to the wrong weapons — Force Strike now applies only to melee strikes as written ("on a melee or unarmed hit"), and Aurra Sing's bonus only to ranged attacks. Energy bows and blasters no longer show a melee-only rider. Weapon-damage riders also read more clearly now: they name their source trait and how often it fires (e.g. Force Strike, once per short rest) instead of reciting the full activation clause.


2026-06-17 · Equipment — Nightsister weapons

The Witches of Dathomir bring their arsenal to the weapon catalog6 new weapons (bringing the total to 229):

  • Nightsister War Pike (Exotic, Rare) — 1d12; its ichor edge ignores resistance/immunity to Kinetic damage.
  • Ichor Goad (Exotic, Rare) — 1d10, reach, stun; the Beastwarden's beast-driving staff.
  • Ichor Blade (Advanced, Uncommon) — 1d8 Slashing and Energy (beats single-type blades against resistance); the basic enchanted blade of the coven.
  • Nightsister Chain Sickle (Advanced, Uncommon) — 1d8, reach, pulls its target.
  • Nightsister Poison Dart (Exotic, Uncommon) — thrown; CON save or Poisoned.
  • Bolas (Light, Uncommon) — thrown; STR save or Restrained.

The Nightsister species now starts proficient with her two basics (the Energy Bow and the Ichor Blade) via a new Coven Arms trait — which replaces Witch's Brews. The Nightsister bestiary stat blocks were retuned to match the new catalog values.


2026-06-17 · Bestiary — the Nightsisters faction (9 stat blocks)

GMs can now field a coven. A new Nightsisters faction joins the bestiary with 9 stat blocks spanning TR 0.5 → 7, bringing the catalog to 109 enemies:

  • Great Mother (TR 7) — witch-queen boss: AoE ichor, the Blade of Talzin, and mass reanimation.
  • Clan Mother (TR 5) — coven leader: grants invisibility, heals, hexes, raises the dead.
  • Beastwarden (TR 5) — rancor-tamer who commands a bonded beast (pair her with the Rancor).
  • Shadow Killer (TR 4) — invisible assassin with poisoned blades.
  • Spell Weaver (TR 4) — artillery caster: ichor bolts, hexes, concealing shrouds.
  • Nightsister Warrior (TR 3) — armor-shearing magick pike, ichor-hardened.
  • Nightsister Hunter (TR 2) — energy-bow skirmisher and blood-tracker.
  • Nightsister Acolyte (TR 1) — swarming initiate.
  • Nightsister Zombie (TR ½) — risen-dead fodder that collapses the instant the witch who raised it dies (a canon rule, and the intended way to end a horde).

Names and roles follow canon + Legends (Hunter / Warrior / Shadow Killer are the three classic specializations), and the units' magick echoes the player-facing Dathomir Magick so a coven encounter feels like one tradition. This completes the Nightsister content arc. Each unit has full lore, GM tactics, and three adventure hooks.


2026-06-16 · New — Nightsister Magick (gated dark-side powers)

The Witches of Dathomir get their signature magick: 20 new Nightsister Magick Force powers — ichor bolts and storms, hexes and curses, alchemy and poisons, spirit summoning and reanimation, shadow-step teleportation, and pain-wracking — bringing the Force Powers catalog to 83 total.

Unlike every other power, Nightsister Magick is gated — Jedi and other Force users can't simply pick it from the open bank:

  • A Force-using Nightsister can choose Magick powers as part of her normal Force-power selection — it's her birthright (new Magick of the Coven trait).
  • Anyone else needs the new Dathomir Witchcraft trait (Abilities → Alt Trait), available to any Force class. It grants a separate pool of 1 + WIS Magick-only picks and is repeatable — take it again at later ability-score levels for more.

Magick picks save/load with your character and print on the PDF and summary sheet, tagged (magick). The powers are documented openly on the rules page; the gate applies to character-builder selection.


2026-06-16 · New species — Nightsister (Witch of Dathomir)

The first playable witch of Dathomir joins the catalog: the Nightsister, the magick-wielding counterpart to the existing Nightbrother. A WIS-focused dark-side mystic (WIS +2, CHA +1, STR −2, CON −1; proficient in Survival), she comes with five traits: Daughters of Dathomir (+1 Use the Force if a Force class), Coven Arms (proficient with the Energy Bow and Ichor Blade), Marked by the Dark (feared when recognized), Witch's Veil — if you're a Force-using class, you know the Witch's Veil magick innately — and Magick of the Coven, which opens the Nightsister Magick powers to a Force-using Nightsister. Build one in the Character Builder; the name generator spins up original Dathomirian-witch names.

Two builder touches shipped alongside: the sex selector now respects single-sex species — Nightsisters are women, Nightbrothers are men (Non-binary stays available for both) — and innate species Force powers now print on the downloadable PDF (so the Nightsister's innate magick shows on the sheet).


2026-06-16 · Character Builder — mobile overhaul + smarter basics

A round of Character Builder improvements, focused on making it genuinely usable on a phone:

  • Always-visible creation steps. On mobile the step tabs (Species → Basic Info → … → Summary) are now a sticky pill strip instead of being hidden behind a menu, so you always know where you are and what's next.
  • Next / Back buttons at the top and bottom of every tab — no more guessing how to advance.
  • Compact ⋯ File menu. Save / Save As / Load / Share / Reset / Blank Sheet collapse behind a single menu on mobile so the creation steps get the screen.
  • Lands on the content. Opening a tab — or picking a species — now scrolls you to the right place instead of leaving you stranded mid-page.
  • Species portrait up top. The selected-species panel now shows the portrait first, with stats beside it on desktop and full-width on mobile.
  • Smarter Age / Height / Weight hints. The placeholder text now suggests species-appropriate ranges (and a service-life hint for droids) instead of a generic example.
  • Skills as tap-friendly cards on mobile. The wide skills table reflows into stacked cards so the proficiency and expertise checkboxes are always on-screen — no more horizontal scrolling to find them.
  • Add Armor layout fix so the search box and Light/Medium/Heavy filters no longer run off the edge on mobile.
  • Unarmed Attack removed from the weapon picker — it's an innate attack, not a piece of equipment, so it no longer clutters the searchable weapon list. It still appears in your attacks list automatically.

2026-06-13 · New — Quick Build & the builder method chooser

The Character Builder has a friendlier front door. Choose how you want to start: Quick Build, the full Standard Builder, or a Pre-Made hero. Quick Build is a guided, visual flow — pick a species and a class from illustrated cards, name your hero (or hit 🎲 Random Hero), and we roll up a complete, ready-to-play level-1 character: ability scores, max HP, starting gear, credits, skills, and Force powers all filled in. Then you land on the full character sheet to tweak, save, and export a PDF. Twelve iconic species with male and female portraits, all six starting classes, and a portrait reroll. Built for mobile and first-time players — the full builder is always one tap away.


2026-06-13 · Rules — Soldier level 1 / level 2 trait swap

The Soldier's first two signature traits have swapped levels. Weapon Discipline — once per turn, reroll a 1 on a weapon damage die (Proficiency Bonus times per long rest) — is now gained at level 1. Weapon Familiarity — +1 to attack rolls with your chosen Melee or Ranged category — moves to level 2. Level-1 Soldiers now get an always-on benefit instead of a creation-time pick, so first-level character creation needs no extra choices. A level-2-or-higher Soldier still has both traits, so nothing is lost.


2026-06-12 · New blog post — What If? Mace Windu Survived

The first entry in our new weekly What If? series: What If? Mace Windu Survived. Star Wars never showed a body — so we make the case that the scarred, cybernetic-handed Jedi Master is still out there in exile, reread his voice in Rey's Exegol chorus as a living call rather than a ghost, and lay out how you'd bring a survivor like him to your table (most likely a Jedi Guardian with Vaapad, and you can even stat his lost hand with a cybernetic-arm bio-implant). Build your own Jedi in the Character Builder.


2026-06-11 · New blog post — Character of the Week: Yennasha

Kicking off a new Character of the Week series. First up: Yennasha, a level 4 Gamorrean Vanguard built in the Character Builder — a clan-born axe-fighter with a looted arg'garok (+7 / 2d6+4), Expertise in Athletics and Endurance, and a story that runs from the frozen clans of Gamorr to freelance Outer-Rim muscle. Her downloadable character sheet is included.


2026-06-09 · Fix — species weapon proficiencies that weren't applying

Two species granted a signature weapon proficiency that the Character Builder silently ignored, leaving the weapon marked non-proficient (−5 to hit): the Gamorrean (Arg'garok — stored as unreadable free text, and misspelled "Aggrok") and the B1 Battle Droid (Blaster Rifle — stored in the wrong field shape). Both are now granted correctly. A full audit of all 104 species confirmed no others were affected.


2026-06-09 · G9 Rigger — added the Twilight

The G9 Rigger Light Freighter now lists the Twilight — Anakin Skywalker's battered Rigger from The Clone Wars — alongside Dengar's Punishing One, with a lore nod to its escape from Teth.


2026-06-09 · Fix — species save modifiers now name the ability

The Character Builder's species "Active Effects" panel showed a vague "saving throws" for save advantages/disadvantages tied to a specific ability. It now names the ability — e.g. the Gamorrean reads WIS saves instead of "saving throws." Corrects the display for 11 species (Chadra-Fan, Dowutin, Gamorrean, Gen'Dai, Gungan, Herglic, Kaminoan, Mrlssi, Parwan, Wookiee, Zygerrian).


2026-06-09 · Fix — Ikkrukkian size corrected to Medium

The Ikkrukkian was mistakenly listed as Large despite its human-scale height (1.7–1.9 m) and its Powerful Build trait (which only makes sense on a Medium creature). Corrected to Medium size with a standard 30 ft speed, fixing its Armor Class and carrying-capacity math in the Character Builder.


2026-06-09 · Character Builder — species portraits in the picker

Picking a species is now a visual experience. The species picker in the Character Builder shows a portrait on every card, so you can browse all 100+ playable species by face instead of by name — much faster to scan, much easier to choose.


2026-06-09 · New blog post — seven new starships

Seven New Starships Just Landed in SWURPG rounds up the latest fleet drop — Darth Maul's cloaked Scimitar, Kay Vess's durasteel Trailblazer, the up-gunned YT-2000, a sleek Kazellis flying-wing, a Corellian Barloz workhorse, a diplomatic GX1 shuttle, and a gloriously unreliable KOTOR-era junker. It opens with a swipeable gallery of all seven and a build link for each, straight into the Starship Builder.


2026-06-09 · Two more starships — Kazellis-class & Barloz-class

Two more freighters dock in the catalog (28 playable now): the Kazellis-class Light Freighter — a rare, sleek flying-wing that's fast, well-shielded, and smuggler-ready off the lot, with a quad laser cannon and a self-sufficient interior (machine shop, med bay, armory); and the Barloz-class Medium Freighter, Corellian Engineering's old wedge-shaped workhorse — cheap, roomy, and dependable, the independent merchant's bread and butter. Both are playable in the Starship Builder.


2026-06-09 · Four new starships — EML-850, GX1, YT-2000 & 578-R

Four more chassis join the catalog (26 playable now): the durasteel-armored EML-850 Light Freighter — Kay Vess's Trailblazer from Outlaws, tough enough for the underworld; the GX1 Short Hauler, the Republic's Phoenix/Valorous diplomatic shuttle with a built-in escape pod; the up-gunned YT-2000 Light Freighter, a beefier cousin of the Falcon with a break-away cockpit lifeboat; and — our first Legends entry — the 578-R Space Transport, the unreliable-but-endlessly-moddable KOTOR-era junk hauler. All four are playable, with full stat blocks, lore, and "Build this ship" links to the Starship Builder.


2026-06-09 · New starship — the Scimitar (Sith Infiltrator)

Darth Maul's Scimitar joins the catalog as a playable chassis — the cloak-equipped Sith Infiltrator, secretly rebuilt from a Republic Sienar Systems Star Courier and armed far beyond its size. It flies like an assassin: very fast, agile, six concealed laser cannons and a proton torpedo, with a once-per-encounter stygium cloak that drops the moment it fires. The trade-off is paper-thin shields — strike from the dark and vanish, because it folds in a slugging match. Stat block, lore, and a "Build this ship" link to the Starship Builder are live now.


2026-06-08 · New blog post — what if Grogu chose the Jedi path?

A new "what if" post imagines the road Grogu didn't take: What If Grogu Chose the Jedi Path?. He reached for Din's armor over Yoda's lightsaber — but if he'd taken the saber, SWURPG's Tridactyl — "Yoda's species" — is built for exactly that path: +2 Wisdom, Force-attuned, light on its feet, hopeless with a heavy weapon. The post builds him as a Jedi Consular in the Character Builder, pulls his Force powers straight from the films (the mudhorn lift = Force Pull), features older-Grogu fan art by Jason Pastrana, and closes with a campaign seed: Knight Grogu, sent by Luke to find his lost homeworld and recruit his own near-vanished kind.


The Character Builder's toolbar (Save / Load / Share / …) now sits on one tidy scrollable row on phones instead of stacking three deep, so you reach your character faster. And species pages now accept common spelling variants — e.g. /species/twi-lek redirects to the canonical page instead of dead-ending.


2026-06-05 · Easier sign-in to save your builds

Signing in to save a character, ship, or map is smoother now. Clicking Save while signed out takes you straight to sign-in (and right back to your build afterward) instead of asking you to hunt for a link. The sign-in screen leads with one-tap Google and Discord — which keep you in the same browser so an in-progress build never gets lost — with email sign-in as a fallback.


2026-06-05 · Shared starships — full weapon loadout + hardpoint usage

Community-shared starship pages now show the complete weapon loadout, including the chassis's stock weapons (tagged "Stock") that ship with the hull — previously only player-installed weapons appeared, so a ship's default cannons went missing. The Hardpoints panel now reads used / total per mount type (e.g. Fixed 1 / 2) instead of bare capacity, matching the Starship Builder.


2026-06-05 · UI polish — clearer borders, bigger ship art, summary skill markers

A small batch of interface fixes: outline buttons across the whole site (builder headers, the nav builder pills, secondary actions on detail pages, and the map/starship builder controls) now have a clearly visible border instead of a barely-there one. Community-shared ship pages show a larger ship portrait that fills the Identity card. And the Character Builder's Summary tab now shows the ▲ advantage / ▼ disadvantage markers on skills, matching the Skills tab.


2026-06-05 · New blog post — build your own Razor Crest

A new post rides the Mandalorian & Grogu wave into the Starship Builder: Build Your Own Razor Crest. It frames Din Djarin's gunship as SWURPG's ST-70 Assault Ship, shows off Last Chance — a custom black-and-red ST-70 — and walks through picking a chassis, arming the hardpoints, upgrades, traits, and the printable ship sheet.


2026-06-05 · New blog post — a free, printable battle map maker

A new post makes the case for the Map Builder as SWURPG's most broadly useful tool: A Free, Printable Battle Map Maker for Any Tabletop RPG. No signup to start, no paywalled exports, and it prints to a tiled PDF at true miniature scale (5 ft = 1 inch). Features the community-shared Kessuria Ravine showcase map and walks through terrain, objects, tokens, zones, and multi-floor maps — anchored in SWURPG, usable in any grid-based system.


2026-06-04 · The Blog gets a front door

The Blog is now in the primary navigation — top header (after Resources) and the mobile menu — instead of being tucked away in the footer and Resources hub. The homepage also gains a Latest from the Blog strip showing the three most recent posts, so new writing is one glance from the landing page.


2026-06-04 · New blog post — the GM Screen, panel by panel

A new post walks through the new download: I Built a SWURPG GM Screen — Every Table You Need, One Free Download. What's on each of the three panels — the combat math that settles table arguments, the 13 damage types and full conditions list, area templates with an original cone/burst/line diagram, the 19 skills, and the Force and GM-tool tables — plus the double-sided art trick and exactly how to print it (duplex, flip on the long edge). Grab the GM Screen PDF and run a game behind it.


2026-06-03 · New download — printable GM Screen

A 3-panel landscape GM Screen joins the Resources hub. It packs the most-used tables — combat, the common-actions list, attack/cover/range rules, the 13 damage types and the full conditions list, area templates (cone/burst/line) and area damage, all 19 skills with DC bands, basic Force powers, and GM tools (rests, medpacs, death saves, Force Points, and encounter building by Threat Rating) — onto one foldable reference. Double-sided: print on both sides (flip on the long edge) for art facing the players and rules facing you.


2026-06-01 · Core Rulebook PDF refreshed to v1.7

The downloadable Core Rulebook PDF is regenerated as v1.7 (now 68 pages), catching the print-ready download up to every rules change since v1.6: the Difficulty Rating → Threat Rating rename, droids using STR for HP per level, the published multiclassing rule, Diminutive AC +3, the off-hand-damage and carry-capacity corrections, grenade AoE saves, the Force Push / Force Surge updates, and the starship weapon-accuracy cap. The web rules pages were already current — this brings the PDF in line.


2026-06-01 · New blog post — KOTOR, and the systems it gave SWURPG

A new post is up: The KOTOR Remake Is Still "In Development" — So I Built Its Best Ideas Into SWURPG. Where the long-delayed remake actually stands, the surprise of Fate of the Old Republic (a spiritual successor from the original KOTOR director), and how much of Knights of the Old Republic already lives in SWURPG — the lightsaber crystals and upgrade slots, the weapon mods, and the d20-to-Saga-Edition rules lineage the two share.


2026-05-30 · First blog post — The Mandalorian & Grogu

The blog's inaugural post is live: a spoiler-tagged review of The Mandalorian & Grogu at /blog/mandalorian-grogu. It's a fan's take on the first Star Wars film in years — and a GM's deep-cut treasure map. Every Easter egg maps to something you can drop on the table: play live-action Zeb as a Lasat, put a Hutt patron on Nal Hutta, send the party into the palace pits against a reskinned dragonsnake, run the Dejarik arena as an eight-creature gauntlet, throw a Droid Gotra cell at them, and fly it all in the Razor Crest — a.k.a. the ST-70 Assault Ship you can build in the Starship Builder.


2026-05-30 · New surface — Blog launches at /blog

A new content surface joins the site: the SWURPG Blog at /blog. It's a place for notes on what's happening across the Star Wars universe — new films, episodes, characters, comics — translated into SWURPG content you can drop into your next session. Reviews, reactions, and concrete game tie-ins (which species to play, which factions to fight, which ships to build, which encounters to drop in).

The infrastructure ships first; the first post lands shortly. Detail pages emit BlogPosting JSON-LD with proper datePublished + dateModified for AI-search freshness signaling; each post gets a custom OpenGraph image. The hub uses a magazine-card layout with cover-image strips so posts read at-a-glance.

Reachable from the Resources hub, the footer, and the site search box. Sitemap-indexed at priority 0.7 (hub) + 0.6 (per post); included in llms.txt and llms-full.txt so AI assistants can ground answers off blog content too.


2026-05-25 · New playable species — Yuzzem (Legends ape-like brawler)

The catalog gains its 104th playable species: the Yuzzem, a powerful, furred, gorilla-like sapient race native to the Mid Rim arboreal world Ragna III. Yuzzem debuted in Alan Dean Foster's Splinter of the Mind's Eye (1978) through the iconic Yuzzem characters Hin and Kee — drunken, gregarious, fiercely loyal companions who fought alongside Luke Skywalker on Mimban. The species is strictly Legends material (not Disney canon post-2014), and the SWURPG catalog includes it under the locked content rule that accepts canon AND Legends as valid source material when sourced honestly and flagged.

Stats: Large, Speed 30, STR +4 / DEX 0 / CON 0 / INT -2 / WIS 0 / CHA -2 (net 0). Differentiates from the Wookiee (STR +4 / DEX -2 / CON +2 / INT -2 / CHA -2): equal raw strength, but Yuzzem are leaner — they give up Wookiee's heavier CON tankiness and escape Wookiee's arboreal DEX penalty. First-strike strikers rather than damage soaks.

Skill proficiencies: Athletics + Intimidation.

Six traits, encoding canon Hin-and-Kee characterization:

  1. Yuzzem Claws — natural-weapon unarmed strike, 1d6 slashing, melee 5 ft. Always proficient; can't be disarmed.
  2. Expert Climber — climbing speed equals walking speed; Advantage on Athletics to climb. Arboreal Ragna III heritage.
  3. Intimidating Bulk — use STR mod instead of CHA for Intimidation checks (parses via the engine's existing parseSpeciesSkillOverrides regex).
  4. Fierce Selflessness in Battle — when an ally within 5 ft is hit, Reaction-redirect the attack to yourself; you take the damage instead. Once per short rest.
  5. Intense Rebellion Against Injustice — when you witness a creature acting against your party or honor-debt, gain Advantage on your next attack roll against the offender. Once per long rest. A single-strike fury, not a sustained buff.
  6. Susceptibility to Overindulgence — Disadvantage on WIS saves vs intoxication, charm, or coercion via food/drink/pleasure. Hin and Kee's defining flaw, rendered as a roleplay-flavor descriptive trait.

Lore covers 4 paragraphs spanning Ragna III geography, Hin and Kee's debut narrative, the species' honor-debt cultural code + history of off-world slavery, and PC archetype framing (refugee, mercenary, drunken brawler with secret nobility, lone honor-debt hunter). The pre-Disney Legends sourcing is flagged explicitly with an (Assumption: ...) marker per the species-lore content rule.

Name patterns file at web/src/data/name-patterns/yuzzem.json — 50 entries in neutral_bank, gender-neutral (canon doesn't distinguish), Yuzz-phonetic guttural single-syllable names (Brrak, Grol, Hath, Mor, Tarr, Vekk, etc.) with hard consonant clusters and doubled-consonant endings.


2026-05-25 · Dejarik creatures live — 8 holomonsters land in the creatures-and-wildlife faction (TR 0.5-5)

The eight holographic pieces of Dejarik — the holochess game played on the Millennium Falcon and elsewhere across the galaxy — are now full enemy stat blocks in the catalog. The Mandalorian and Grogu (2026) confirmed that the holo-pieces are projections of REAL galactic creatures (the Shakari Pits arena scene features them as live gladiators), and the SWURPG catalog now treats them that way. The creatures-and-wildlife faction grows from 19 to 27 entries.

CreatureTRSizeSapienceSignature trait
Ghhhk0.5SmallAnimalPack Tactics (Adv on attack if pack-mate adjacent)
K'lor'slug1SmallAnimalVenomous bite (CON save DC 12 or Poisoned 1 min) + Brood Spawning (juvenile reinforcements)
Houjix1.5SmallAnimalElectric Jolt (Recharge 5-6 — DEX save DC 13 or 2d8 lightning + Stunned) + Loyal Guard reaction
Monnok2MediumSapientTactical Hunter (Bonus Action designate quarry → Adv on attacks vs that target)
Kintan Strider3LargeSemi-sapientSilicon-Based Regeneration 5/turn (halted by acid/fire)
Molator4LargeAnimalIndestructible Plating (DR 5 vs ALL damage, immune to crits, lightsabers + structural collapses bypass) + Legendary Resilience
Ng'ok4LargeAnimalFrenzy (below ½ HP: +2 attack/damage + 2 attacks/turn)
Mantellian Savrip5HugeSapientApex Brawler Multiattack (3 attacks/turn) + Horned Headbutt + Powerful Bite Grapple

Two firsts in this batch:

  • First sapient creatures in the catalog as Beast type. Monnok and Mantellian Savrip are flagged with the Sapient — Intelligent Foe trait that signals to GMs: this is a PERSON, not an animal. Negotiation, parley, ransom, and faction-vendetta consequences all apply. Killing a Mantellian Savrip without parley generates real political fallout with Ord Mantell's Savrip population.
  • First creature with cross-damage-type DR. The Molator's Indestructible Plating reduces ALL incoming damage by 5 — physical, energy, fire, acid, lightning, all of it — and the creature is immune to critical hits. Lightsabers and structural collapses (drop a ceiling on it) bypass the resistance. The legend honors the Force.

Several entries flag (Assumption: ...) markers in their lore for areas where canon is genuinely thin (Molator's status as living-vs-mythological, Ng'ok's homeworld, Monnok cultural framing). These flags are deliberate — the SWURPG content rule is to source from canon AND Legends with assumptions called out explicitly, never inventing facts silently.


2026-05-25 · New faction — Droid Gotra (6 enemies, TR 0.5-5)

A 9th enemy faction joins the catalog: the Droid Gotra, a criminal syndicate composed of repurposed Separatist droids who refused to be scrapped after the Clone Wars and now run protection rackets, gunrunning, and droid-chop-shop operations on Coruscant's lower levels. Canonically introduced in The Mandalorian and Grogu (2026), serving as criminal muscle for the Crymorah Syndicate and contracting to the Hutt Cartel.

The faction ships with 6 archetypes spanning a mook → boss ladder:

  • Gotra Mob Runner (TR 0.5, repurposed B1) — mooks with the autonomous targeting AI stripped out and a tight network uplink to the Overlord. Silent, coordinated, expendable.
  • Gotra Wrecking Crew (TR 2, repurposed B2 super) — front-line bruisers with a "kill confirmed" broadcast that buffs every Gotra unit's next attack.
  • Gotra Tactical Coordinator (TR 3, Separatist T-series — fresh chassis to the catalog) — squad commanders running a +1 attack/AC Battle Network aura + reinforcement-on-demand.
  • Gotra Knee-Breaker (TR 3.5, KX-base with criminal interrogation programming) — lieutenant tier with Imposing Presence (forced Frightened save) and interrogator-focused Stunned melee.
  • Gotra IG-86 Enforcer (TR 4, IG-86 assassin — fresh, distinct from MagnaGuard's IG-100) — Multiattack 3/turn with a targeting computer reroll. Professional contract killer.
  • Gotra Overlord (TR 5, bespoke Gotra-built command droid) — the boss tier. Distributed Backup means destroying the Overlord's chassis transfers its consciousness to the nearest Gotra droid; the boss IS the network, not the chassis. The party has to clear the squad to land the killing blow.

The three Gotra-variant archetypes that share a base chassis with existing catalog droids (Mob Runner ← B1, Wrecking Crew ← B2, Knee-Breaker ← KX) are explicitly differentiated from their factory counterparts in their lore paragraph 1 — they ARE criminal retrofits, not duplicates. The standard B1 / B2 / KX-Series entries in droid-enemies remain in place; the Gotra-variant entries are their underworld-coded cousins.

New monster-faction intro at /resources/monsters/droid-gotra covers how the Gotra fights, when to drop them into adventures, and their threat-rating ladder. Faction registered in the canonical FACTION_LABELS + FACTION_ORDER lists in lib/enemies.ts.


2026-05-25 · Balance — Droids now use STR modifier for HP per level

New canonical rule for droid Hit Points: droids substitute their Strength modifier for Constitution modifier when computing HP per level. STR is the canon proxy for chassis durability — a reinforced battle-droid frame is a strong frame; a tiny surveillance unit is a weak frame — so HP now scales with chassis weight in a way that mirrors the organic CON rule shape exactly. Rule documented in /rules/droids with a worked example.

Concrete impact across the 11 playable droids:

  • +2 HP/level: KX-series Imperial Security (STR +2 mod)
  • +1 HP/level: IG-RM Enforcer (STR +1 mod), MagnaGuard (STR +1 mod after retrofit — see below)
  • No change: 2-1B Surgical, HK-Series Assassin
  • −1 HP/level: EV-Series Supervisor, RA-7 Protocol, B1 Battle Droid
  • −2 HP/level: ID9 Seeker
  • −3 HP/level: BD-Series Supporter, Pit Droid (DUM-series)

Two species rebalanced in the same change so the rule lands on a coherent roster:

  • MagnaGuard bumped from STR 0 to STR +2 (final mod +1). Grievous's elite Jedi-killing bodyguards in canon had no business reading the same chassis HP as a 2-1B medic — the retrofit also lifts them into the small-bonus tank tier where they belong.
  • Pit Droid (DUM-series) dropped from STR -4 to STR -6 (final mod -3). Matches BD-Series at the same Diminutive size/penalty tier — both are tiny utility droids and the canon flavor wants them paired.

For existing droid PCs: your stored HP value (whether rolled, averaged, or maxed) is a snapshot — it stays put until you re-roll or hit "Use Average" / "Max", at which point the new math applies. The Class tab's Hit Points card now reads STR modifier: +N for droid characters instead of the prior placeholder; the math is otherwise identical to the organic flow.


2026-05-24 · Species — ID9 Seeker Droid playable

The eleventh playable droid joins the roster: the ID9 Seeker Droid — Arakyd Industries' compact hovering surveillance and tracking unit, introduced in Star Wars Rebels Season 2 as the personal scout-droid network of the Seventh Sister Inquisitor. Browse the entry at /species/id9-seeker-droid and pick it in the Character Builder under the droid options.

Stats: Tiny size · Speed 30 · DEX +2 · STR −4 · base_plating 0 (AC = 10 + DEX +2 + size +2 + plating 0 = 14 baseline). Skill proficiencies: Perception + Stealth (Tiny-size Stealth advantage stacks). Five traits ship in the box: Droid Chassis (standard immunities), Hover Locomotion (Free-Action toggle between hover + crawl modes), Vocal Mimicry (audio-synthesizer impersonation of any observed droid model), Integrated Photoreceptor Blaster (chassis-mounted 1d6 Energy / 30 ft range — the first ranged natural weapon in the catalog), and Ion Sensitivity (failed STR save = Blinded until end of next turn, matching the sensor-cluster vulnerability).

The integrated blaster is the first species to use ranged natural-weapon mechanics. The engine's natural_weapon parser was extended in the same change to support optional range_ft, attack_ability, and category fields — backward compatible with every existing melee natural weapon (Barabel claws/bite/tail, Trandoshan claws, Defel claws, etc.) and forward-compatible with future species that ship with integrated ranged armaments. The name generator emits ID9-style designations (ID9-71, ID9-Echo-Seven, ID9-Argus, etc.) — a mix of Imperial serials, phonetic-alphabet callsigns, and one-word designators a refurbished PC might choose.


2026-05-24 · Battle maps — enemy tokens off the player-facing surface

Every public adventure battle map (Foundling Contract ×4, Signal from Tellan ×3) now ships without enemy tokens or encounter-coded zones on the published map data + the downloadable tile PDF. GMs place enemy figures on the printed tile at scene-open (or at the reveal moment for ambush encounters) per the map's GM-only footnote — keeping ambush stakes intact and not spoiling enemy positions on a surface players can see.

What's still on the map: terrain, walls, doors, props, parked starships, allied NPCs the party is WITH at scene-open (Vance, Tira, Bask, Sevren, the safehouse Contact), the green Party Start zone, tactical/navigation zones (Cover, Difficult Terrain, Bypass Exit, Central Junction). What moved to the footnote: enemy roster + opening positions + tactical role. Tile PDFs regenerated for all 7 maps.

Bonus fix in the same pass: Foundling 1.3 (the Crimson Spurs encounter) had a spatial layout that broke its own scene — party started at the ship's ramp with the Spurs south-east of the ship, so the "stealth past" and "talk-them-down" branches were incoherent (the party was already at the goal). Reworked: party now starts at the bay's south entrance, the Spurs' triangle blocks the middle of the bay, and the ship is on the far side. The Spurs' bodies are the actual obstacle — all three resolution branches now have geographic stakes.


2026-05-23 · Balance — Stealth Attack now uses DEX for finesse melee damage

Assassin and Jedi Sentinel Stealth Attack traits get a small but meaningful upgrade: when the trigger attack is made with a finesse melee weapon, you may use your Dexterity modifier in place of Strength for the damage roll on that strike. The rest of Stealth Attack works as before — same dice, same scaling, same "while hidden" trigger.

Why: the SWURPG rule that melee damage uses STR (combat.mdx) created a mechanics-vs-flavor gap for these classes. Both are DEX-primary stealth strikers whose iconography is "blade in the dark," but a typical DEX 16 / STR 10 build was getting +0 to melee damage while the same character's ranged shot also got +0 — so there was no real reason to take the positional risk of closing into melee. The fix is scoped tightly: the substitution only applies on attacks that trigger Stealth Attack, only on finesse melee weapons, only for these two classes. General melee combat math is untouched.

A DEX-16 STR-10 Assassin's vibroknife stealth strike goes from 1d6 to 1d6 + 3. Same lift for a Jedi Sentinel's lightsaber stealth strike. The change applies retroactively to existing characters at the table — no rebuild required.


2026-05-23 · Map Builder Phase 7 — touch, onboarding, Help, shortcuts, launch

Last phase of the Map Builder roadmap. The tool is officially out of BETA.

  • Pinch-to-zoom on touch + zoom controls on desktop. The canvas now supports 2-finger pinch on tablets/phones, and a floating zoom widget (top-right of the canvas, sticks while you scroll) lets desktop users zoom from 25% to 300% and snap back to 100% (LEGO scale) with one click. Single-finger drag keeps doing what it always did.
  • First-visit onboarding overlay. New users land on a 3-step intro (pick a tool → click to place → save/share/print). Dismissable + remembered in localStorage so it never nags returning users.
  • "How to Use" help modal opened from the ? button in the header. 11-question accordion covering tools, multi-panel maps, save / share / print, keyboard shortcuts, forking, mobile use. FAQ JSON-LD emitted on the page for AI-search citation.
  • Full keyboard shortcuts: Ctrl/Cmd+S save, Ctrl/Cmd+O load, Ctrl/Cmd+N reset, 1-7 instant tool switch (Select / Terrain / Wall / Token / Object / Zone / Connection). Plus all the existing ones (Z/Shift+Z undo/redo, D duplicate, Delete, arrows, Esc).
  • Compare-page rows added across every /compare/* page noting SWURPG's tactical map builder is exclusive vs. each competitor (no other Star Wars RPG and no major TTRPG has a free browser-native authoring tool with LEGO-scale print export).

2026-05-23 · Automated wordlist scan at publish time — auto-approve on pass

Publishing a character / starship / map to the community hub now runs through a local profanity wordlist before the row goes public. If any text field (name, backstory, NPC dialogue, map title, panel labels, etc.) contains blocked language, the publish is refused and you're told exactly which field + word triggered so you can edit and retry. Wordlist pass → instant approval; content goes live on /community immediately. No human-review step at current volume.

The manual moderation queue infrastructure (/admin/community-moderation) and trusted-author shortcut stay in place but aren't gating anything right now. Easy to re-activate if community volume picks up.


2026-05-23 · Community remix + moderation — Phase 6 ships

The community layer just got its second half. You can now fork any public character, starship, or battle map into your own account with one click — the source's data is cloned, attribution is preserved, and the fork lands in your builder ready to edit. Forks start private; you decide when (or if) to re-share your remix under your own name.

Fork attribution chain. Every shared page that originated as a fork shows a small "Forked from @originalUser's original" line under the owner badge, linking back to the source when the source is still public. Forking a fork preserves the chain — the lineage stays visible.

Moderation gate on /community. New publications now go through a one-time review at /admin/community-moderation (owner-only) before they appear on the community hub or in player profiles. Existing public content is grandfathered (everything already on /community stays). Trusted authors auto-bypass moderation — once you have 3 approved items across any combination of characters/ships/maps, every future publication shows up on /community immediately. Share-link discovery (direct URLs you paste in Discord) is unaffected by moderation — only the browseable hub + profile listings filter by approval state.

On your My X pages, every published item now shows whether it's "Approved for /community" or "Pending moderator review" so you know its discoverability state at a glance.


2026-05-22 · Map Builder polish — panel tabs in header, crystal colors, connection rope, per-panel names

  • Panel tabs moved into the header — they used to live below the canvas; now they sit on the same row as the action buttons (Save / Load / Share / Tile PDF / Reset), filling the previously-empty strip.
  • Crystal terrain has color options. When a crystal cell is selected, the Properties panel exposes a Crystal Color picker: Violet (default) · Red · Blue · Green · Orange · White. Each renders with its own faceted hue + edge stroke.
  • Connections no longer paint over the cell. Connection cells now show a dashed amber border ring around the perimeter + a small corner badge with the kind glyph, leaving the underlying terrain fully visible. Previously the big yellow rect occluded everything in the cell.
  • rope is a valid connection kind — alongside door / stairs-up / stairs-down / ladder / lift / opening. Useful for cliffside descents or vertical shafts that aren't a ladder.
  • Per-panel name field in the header — the existing map title remains the name for the whole map. A new "Panel name" input sits next to it and edits the currently-active panel's label (Ground Floor, Upper Floor, etc.). The same rename still works via double-click on a panel tab.

2026-05-22 · Map Builder Phase 4 — multi-panel maps + cross-panel connections

The Map Builder now supports multi-panel maps — a single map can hold a Ground Floor + Upper Floor side-by-side, or a 3-room cantina, or a ship cross-section with engine + crew + cockpit. The data model has always supported it; this lands the editor UI.

  • Panel tabs at the bottom of the canvas. Click to switch which panel you're editing. Double-click a tab to rename. + Panel adds a new one (clones grid size + background from the active panel). Per-tab × deletes (cascade-removes the tokens, objects, zones, and connections that lived on the deleted panel).
  • Layout selector appears in the header once you have ≥2 panels: Horizontal · Vertical · Grid 2-col · Grid 3-col. Controls how panels stack in the rendered output and the auto-legend.
  • Connection tool (new entry in the tool palette, the icon). Click a cell on Panel A → switch to Panel B via the tabs → click a cell on B → modal asks for connection kind (door, stairs-up, stairs-down, ladder, lift, opening) + optional label. The connection renders on both panels' cells and in the auto-generated panel-connection diagram below the canvas.

Tile PDF, share links, attribution, and the Community Hub all work unchanged with multi-panel maps.


2026-05-22 · Player profile pages + Tile PDF reworked (browser-native print)

  • /players/<username> — every player now has a public profile listing all their shared characters, starships, and maps in one place. Discoverable from every Community Hub card (click the "by @username" link) and from the dropdown in the top-right (now labeled "My Public Page"). Shareable as a single link, e.g. swurpg.com/players/janedoe.
  • Tile PDF now works exactly like the adventure-map print URLs. Click Tile PDF in the Map Builder (or on any public-share map page) — a new tab opens with the full multi-page tile layout, and the browser's print dialog pops automatically. Pick "Save as PDF" as the destination, 100% / Actual Size, Letter portrait, and you get a PDF identical to what npm run pdf:battlemaps produces for the bundled adventure maps. No more runtime puppeteer, no 404s, no chromium-binary downloads — your browser does all the work.
  • Removed Quick Print buttons in the Map Builder and on the public-share map page — Tile PDF is the only print option that makes sense for tactical battle maps (correct 1"-per-cell scale, multi-page tile breakdown).

2026-05-22 · Tile-PDF for user maps + author attribution on community-shared content

Two upgrades to yesterday's sharing layer.

Every community-shared item now shows who shared it. Character / starship / map share pages and the Community Hub cards now display "Shared by @username" — the display name from the user's profile, with their handle underneath. No more anonymous community content.

On-demand tile-PDF export for user maps. The same multi-page LEGO-scale tile-PDF pipeline that powers the published adventure maps now runs on-demand against any user-authored map. New Tile PDF button in the Map Builder header (renders your current canvas) and on every public-share map page (renders the shared map). Output matches the adventure-map PDFs exactly: cover page with map facts + tile grid + assembly instructions, one Letter-portrait page per tile at true 1"-per-cell scale, registration crosses at every corner for taping together. ~5–15 seconds to generate depending on map size. Print at 100% / Actual Size to keep the LEGO scale.


Big update. SWURPG now has a community sharing layer across all three builders.

Share any build, anywhere. The Character / Starship / Map Builders all gained a Share button in the header. One click flips the build public and gives you a copyable link anyone can open without signing in. Flip it off and the link 404s — you own the toggle, always.

Full read-only sheets, not just summaries. Public character pages render the full sheet — abilities, saves, skills, weapons, force powers, languages, inventory, traits, ideals, bonds, backstory. Public starship pages compute the live AC/HP/shields/hardpoints from the chassis + installed upgrades and show the full weapon loadout. Maps render the same SVG the published adventure maps use.

Community Hub. Browse every shared character, starship, and battle map across the SWURPG community in one place. No sign-in needed to look.

Per-user management. Three new account pages — My Characters, My Starships, My Maps — list every saved build with one-click Open / Share / Unshare / Delete. Linked from the username dropdown in the top-right.

Print / Save as PDF. Every public-share page has a Print button that opens the browser's native print dialog (with paper-friendly CSS). The Map Builder header gained a matching Print button too — print a map straight from the canvas while you're authoring.

Tidy-up: removed Import JSON / Download JSON from the Map Builder header (dev-facing surfaces, not user-facing). The Resources page now lists Character Builder, Starship Builder, and Community Hub alongside Map Builder.


2026-05-21 · Signal from Tellan-7: new Scene 1.3 landing-zone map + narrative-map fidelity fixes

Map-coverage sweep for The Signal from Tellan-7, the same pass we did on The Foundling Contract earlier today. Two changes:

  • New map: Scene 1.3 — The Landing Zone. The rockmaws teaching combat (the adventure's first fight) now has a tactical map showing the party's ship parked center-south, the broken-basalt cover cluster to the west, and three pack-ambusher rockmaws emerging from the rocks. Half-cover terrain (+2 AC for PCs behind boulders; rockmaws ignore it because they climb) is rendered explicitly so first-time GMs can point at the cells while teaching the cover rule.
  • Scene 2.2 narrative-map fidelity fix. The ReadAloud says Hadia Verel "calls out from around the bend" before the party can see her — but the map had her token standing inside the crew-quarters wing already. Moved Hadia to the corridor approach east of the wing's doorway so the spatial framing matches the prose: she IS the one around the corner.

Three Signal maps total now (Landing Zone, Outer Compound, The Stand) — covering every combat scene in the adventure. The Foundling Contract continues to carry four maps for its four combat scenes. Both adventure PDFs regenerated to embed the new map inline.


2026-05-21 · Battle maps go live — inline in adventures, browsable hub, individual map pages, printable tiles

Phase 3 of the battlemap work — the maps are now wired into the site. Previously the data + the tiled-print PDF pipeline existed but nothing on the live site linked to them. Now every shipped combat scene that has a tactical map renders the full SVG inline in the GM document, every map has its own browsable detail page, there's a public hub grouped by adventure, and the printable-tile PDFs are one click away from anywhere.

What landed:

  • Battle Maps hub at /battle-maps — sections grouped by adventure, with a sticky jump-nav at the top for skipping to a specific adventure. Each map card shows the title, scene reference, summary, and a tag indicating the printable-tile PDF is available.
  • Per-map detail pages at /battle-maps/<id> — every map has a CreativeWork JSON-LD entry, BreadcrumbList nav, "Used in: [adventure scene]" cross-link that jumps back to the gm.mdx scene anchor, the full SVG render, grid dimensions ("20×15 cells · 100 ft × 75 ft"), and prev/next sibling navigation through the maps in the same adventure. Per-map Open Graph images render for social-share previews.
  • Inline in the GM document<AdventureMap mapId="..."> JSX inserts the full map below each combat scene in the Foundling Contract (Scenes 1.3, 2.2, 4.2, Branch A) and Signal from Tellan (Scene 2 outer compound, Scene 3.2A The Stand) GM docs. The same data file feeds the web GM page, the adventure PDF (as a shrunk-to-fit reference image with the figcaption hidden via print CSS), and the standalone tile PDF.
  • SEO — sitemap entries for the hub + every detail page, search-index entries indexing each map's token names + terrain kinds (search "Yorra", "Crovath", "boulder", "forest" — all surface the relevant map), /llms.txt URL index updated, /llms-full.txt now carries a full "Tactical battle maps" section with per-map summaries grouped by adventure for AI grounding.
  • Discoverability — Tactical Battle Maps card added to /resources, footer link added next to Monsters & Adventures.
  • Cleanup — the Phase-1 /battle-map-preview route + the imperial-outpost-2-floor design demo were retired. The component pattern is proven; the preview was only ever the user-facing checkpoint for evaluating Phase 1. The 6 adventure maps are now the canonical set.

Player-spoiler note: the user explicitly chose to keep map detail pages public (no robots: noindex) on the bet that players won't peek at maps mid-campaign. If that turns out wrong, the maps can be flipped to noindex without losing any of the GM-side wiring.


2026-05-20 · 5 new playable droid species — Saga Edition Droid Handbook insights

102 species total (97 + 5). Five new playable droids added — the existing 5-droid roster (2-1B, BD-Series, EV-Series, IG-RM, RA-7) skewed heavily toward 3rd-degree protocol/companion roles; this batch fills out 4th-degree battle variety + the previously-empty 2nd-degree engineering slot. Inspired by tsuyoshikentsu's Saga Edition Droid Handbook community thread.

  • HK-Series Assassin Droid (4th-degree) — DEX +2 / INT +1 / CHA −2 / WIS −1. Stealth-coded. The KOTOR-iconic chassis. Built Free (restraining-bolt immunity), Tactical Analysis (Bonus Action target marking with Advantage on first attack), Ion Sensitivity (failed STR save = Disadvantage on attacks), and the Meatbag Translator downside (Persuasion Disadvantage — HK-47's signature framing). Deliberately kept free of sneak-attack-style mechanics so the Assassin class line owns that space.
  • B1 Battle Droid (4th-degree) — DEX +1 / STR −2 / INT 0 / WIS −2. The canon CIS mass-produced infantry. Squad Tactics (+1 attack when allies flank), Programmed Drill (Blaster Rifle proficiency), Clumsy Servos (natural-1 melee attack triggers a 1d6 Clumsiness Table — 3 negative outcomes + 3 positive outcomes, the latter capturing the absurd-comedy moments where flailing accidentally works), Ion Sensitivity (failed STR save = Stunned), and the Vocal Folly downside (Deception Disadvantage — that unmistakable "Roger, roger!" vocalizer).
  • KX-series Imperial Security Droid (4th-degree) — STR +4 / WIS −2 / CHA −2. The Rogue One-iconic chassis (K-2SO is the famous canon unit). Imposing Frame (+2 Intimidation), Reinforced Security Build (+1 AC on top of base_plating 2), Ion Sensitivity (Speed halved on a failed save), and the Heavy Frame downside (Stealth Disadvantage — tall lanky chassis sets off motion sensors).
  • MagnaGuard (IG-100) (4th-degree) — DEX +2 / CHA −2 / WIS −1. Grievous's elite electrostaff-wielding bodyguards. Electrostaff Specialist (+1 attack/damage with the canonical signature weapon), Photoreceptor Cloak (Darkvision 30 ft — first playable droid with it), Tactical Bodyguard (Reaction-based ally-attack Disadvantage, 1/Short Rest — the canonical "die for the General" pattern), Ion Sensitivity (lose your Reaction on a failed save).
  • Pit Droid (DUM-series) (2nd-degree) — Diminutive, Speed 15, INT +2 / DEX +1 / STR −4 / CHA −2. The prequel-iconic wrench-monkey, fills the previously-empty engineering slot. Folding Frame (Free Action to fold into a 1-ft cube — Stealth Advantage + hide in spaces too small for Medium creatures + Resistance to crush damage), Pit Crew Specialist (+2 Mechanics), Pack Mule (carry as if one size category larger despite the Diminutive frame), Ion Sensitivity (Restrained on a failed save — the multi-jointed limbs lock up).

All 5 ship with the standard Droid Chassis trait (is_droid + the 4 condition immunities). All 5 carry an Ion Sensitivity trait flavored to their mechanical niche (precision-loss for HK, full-stun for B1, speed-halved for KX, lose-Reaction for MagnaGuard, restrained for Pit Droid). Each species also gets an alphanumeric-serial name generator with 44-49 original designators in the canonical formats: HK-40 through HK-99, B1-XXX (3-digit) with OOM-/OAS-/TC- variant prefixes, K-XYZ (digit + 2 alphanumeric), IG-100 through IG-199, and DUM-1 through DUM-99.

Portraits ship in follow-up commits as the user generates them; the species pages render a silhouette fallback in the meantime.


2026-05-20 · Character Builder: species picker sorted alphabetically + Droid pill on droid cards

Small UX cleanup in the Character Builder's Species tab. The species picker grid was previously showing entries in file-order (which put the 6 droid chassis at the top of the list, before the alphabetical biological species), making the list feel non-discoverable as it grew past 90 entries.

Now: the picker grid is sorted alphabetically by name, and droid chassis cards carry a small DROID pill in the card header so a player scanning the list can still spot them at a glance. The pill uses the same accent-dim color the Selected-species panel already uses for its 🤖 Droid badge, so the visual language is consistent.

No mechanical changes — droid stat shape, the is_droid effect flag, and the builder's per-chassis behavior all unchanged.


2026-05-21 · Battle maps: tiled-print PDF pipeline (still no adventure integration)

Authoring-internal addition. Phase 2 of the battlemap work — the multi-page tiled-print pipeline. Given any registered battle map, the new npm run pdf:battlemaps script generates a standalone printable PDF at full LEGO-minifig scale (1 inch = 5 ft = 1 grid cell). The PDF contains a cover page (title, source, per-panel thumbnail, tile-grid diagram, assembly instructions, full token + object legend) followed by N tile pages, each one a Letter sheet showing a clipped 8" × 10.5" viewport into the full-size map with registration crosses at the corners + tile-index labels (A1, A2, ... B1, B2, ...). Tiles share a 0.25" overlap zone so the GM can align adjacent sheets via the crosses.

The pipeline lives at three new touch points:

  • web/src/data/battle-maps/<id>.ts — one TS module per battle map exporting the BattleMapProps. The Foundling 4.2 Landing Zone demo and the hypothetical 2-floor Imperial outpost are the initial registered maps.
  • web/src/app/battle-maps/[mapId]/print/page.tsx — the print-ready route that puppeteer renders. Cover + tiles, all in one HTML document with @page + page-break CSS for clean pagination.
  • web/scripts/generate-battlemap-pdfs.mjs — the puppeteer pipeline. Same pattern as the existing adventure/rulebook PDF scripts. Outputs to web/public/battle-maps/<id>.pdf.

The /battle-map-preview page now exposes Download links to the generated PDFs alongside each demo. Foundling 4.2 (20×15 single panel) → 1 cover + 6 tile pages. Imperial outpost (two 12×10 panels) → 1 cover + 2 panels × 2 tiles per panel.

Adventure integration is still parked. Per the original user direction the tiled-print pipeline ships first; integrating <BattleMap> JSX into the actual Foundling Contract / Signal from Tellan gm.mdx files is the next phase, after the user reviews the printable output. Phase 3 (after that): /swurpg-build-battlemap skill encapsulating the authoring workflow.


2026-05-20 · Battle maps: <BattleMap> component + preview page (no adventure integration yet)

Authoring-internal addition. A new <BattleMap> MDX component for tactical grid maps in adventure encounters — data-driven SVG with multi-panel support (multi-floor / multi-room scenarios), terrain features (walls, cover, difficult terrain, hazards, doors with open/closed/locked/broken states, water, forest, rocks, light, plus a custom escape hatch), colored-circle-with-letter tokens, multi-cell objects (vehicles, starships, large equipment), zones, and cross-panel connections (stairs / doors / lifts / ladders). Grid is locked to 5 ft per cell in-fiction AND 1 inch per cell on printed output — the LEGO-minifigure 3×3 stud footprint.

Available for review at /battle-map-preview (unlinked from site nav) with two demos: the Foundling Contract 4.2 Landing Zone (single-panel) and a hypothetical 2-floor Imperial outpost (multi-panel) — together exercising every component feature including the new object primitive, the door states, and the panel-connection diagram.

No adventure encounters use this component yet. Phase 2 (after preview approval) will integrate maps into selected combat encounters across both shipped adventures, plus build the tiled-print pipeline for tabletop play (full 1"-per-cell physical size, multi-page tiling with registration marks for cut-and-tape assembly). Phase 3 ships the /swurpg-build-battlemap skill that codifies the authoring workflow.


2026-05-20 · Clawdite species — Zolanese shape-shifters with the social-deception edge

Player-requested addition: Clawdite — the canonical reptilian shape-shifters from Zolan, famous as bounty hunters and spies (Zam Wesell, Cato Parasitti). 97 species total. Medium, Speed 30, DEX +1 / CHA +1 / STR −2 / WIS −1, proficient in Deception + Stealth. Browse at /species/clawdite. Three traits:

  • Changeling's Mask — unconditional Advantage on Deception plus a +2 bonus to Persuasion. Shape-shifting is encoded as a passive social edge rather than a literal transformation ability, since the engine has no shape-shift effect type and adding one for a single species wasn't worth the lift. The canonical downsides are baked in: when you take damage exceeding ½ your max HP in a single hit, or fall unconscious or die, you revert to your true Clawdite form; while wearing Heavy armor the chromatophore network is disabled and you lose the trait's benefits entirely. Unconditional Deception advantage was unclaimed by any species — Twi'lek owns Persuasion advantage, Devaronian owns Intimidation advantage; Clawdite takes Deception.
  • Predator's Read — +1 to Insight. Clawdites are good at deception AND good at catching it.
  • Mistrusted by All (downside) — creatures aware that you are a Clawdite gain Advantage on Insight checks made to read your intentions, and you have Disadvantage on Persuasion checks made to gain their goodwill. Does not apply while your species is concealed. Direct parallel to the Bothan Wrendui pattern (known-species reputation imposes a social tax) — creates a meaningful campaign-level choice about when to reveal what you are.

Name patterns: short and sharp (1–2 syllables), sibilants and stops (Z, X, S, B, C, K) anchor the openings, occasional hyphenated firsts (~10%, like the canon Zae-Brii). 49 original names in the generator pool; canon examples (Zam Wesell, Cato Parasitti, Bargu, Braxus Lyn, Rolsat Noviee, Zae-Brii, Mem, Nuri) are reference-only.


2026-05-20 · Adventure PDFs: Table of Contents now shows page numbers

The auto-generated Table of Contents on page 2 of each adventure PDF (The Foundling Contract, The Signal from Tellan-7) was shipping with section titles + dotted leader but no page numbers — explicitly deferred as a v1 limitation when the cover/ToC infrastructure was first added, since picking up real page numbers requires a two-pass render (first pass to determine where each heading lands, second pass to inject the numbers).

Now implemented: the script renders a temp PDF, parses per-page text via pdftotext (poppler-utils), builds a heading→page map (with unicode-tolerant normalization so em-dashes, arrows, smart quotes, and the multiplication sign all match cleanly between DOM and PDF text), then re-renders the final PDF with each ToC entry getting its proper page reference. Mapping rate: 28/28 headings for Foundling, 38/38 for Signal — every entry now lands. Falls back gracefully (ships without numbers) on systems where pdftotext isn't available.

Both adventure PDFs regenerated with the new ToC.


2026-05-20 · Adventure authoring: NPC opener ReadAlouds added across both adventures

Caught during a Foundling Contract playtest: when the party first encounters a speaking NPC (Lyn Ka'Tal at the cantina, Tashka Vren of the Crimson Spurs), the GM doc had the setting read-aloud and the NPC reference card but no quoted opening line for the GM to read aloud and launch the conversation. GMs were having to invent each NPC's first words from cold context. Standardized the pattern Vex Krell already used in Signal as the canonical scene flow: setting → NPCCard → opener.

5 new opener <ReadAloud> blocks shipped — 4 in Foundling (Lyn Ka'Tal, Tashka Vren, Mev, Doctor Reesa Quill) + 1 in Signal (Thessa Vaas). Each opener is 2-4 sentences in the NPC's voice, establishing tone + motivation hook + a concrete grounding detail. Pure dialogue, no narration.

Audit verified all other NPCs in both adventures already had their openings covered — either embedded in the preceding setting block (Vex Krell pattern), placed after a chain of NPCCards (Vance + Tira in Foundling, Hadia + Pell + Brakk in Signal), or via pre-existing opener blocks (Crovath, Sevren). Tira (mute), Yorra (ultimatum precedes the card), and all stat-block crew members (Bren, Eska, Pell, Brakk, Brel, Tann) correctly stay without solo openers.

Skill spec update: swurpg-build-adventure skill at ~/.claude/skills/swurpg-build-adventure/SKILL.md gained a new "NPC opener ReadAloud — required for every first-time speaking NPC" sub-section under the <NPCCard> component spec, with two working examples (Vex Krell + Lyn Ka'Tal). Future adventures authored via the skill inherit the pattern.

Both adventure PDFs regenerated.


2026-05-19 · Givin species — mathematocrat starbuilders of Yag'Dhul

Player-requested addition: Givin — the skeletal-appearing vacuum-adapted mathematical-prodigy species from Yag'Dhul. 96 species total. Medium, Speed 30, INT +2 / STR −1 / CHA −1, proficient in Knowledge: Sciences. Browse at /species/givin. Three traits:

  • Vacuum-Adapted — survive vacuum for up to 24 standard hours without protective gear; hold breath in any hostile atmosphere for 1 hour. The first species in the catalog to claim this signature canon trait — turns the party's ship into a battlefield where the Givin has a permanent positional advantage.
  • Sealed Carapace — Resistance to Cold damage and Radiation damage. Same sealed body that enables vacuum survival.
  • Living Calculator — +2 to Pilot. Canon: Givin calculate hyperspace routes mentally; Givin starships often ship without nav computers because their pilots ARE the nav computer.

Name patterns: hard-consonant, vowel-rich, vaguely classical phoneme set. About 80% of Givin carry first + last names per canon (Lersia Narth, Daggibus Scoritoles); a minority go by single names. Hyphenated first names (Na-Soth, Te-Var) are a notable Givin convention representing mathematical-pause notation. 49 original names in the generator pool; canon examples (Lersia Narth, Na-Soth Larr, Nisil Alarin, Daggibus Scoritoles, Sladru Nalas) are reference-only.


2026-05-19 · Verpine species + new damage_vulnerability effect type

Player-requested addition: Verpine — the canonical Roche-asteroid insectoid engineer-species. 95 species total. Medium, Speed 30, INT +2 / DEX +1 / STR −2 / CHA −1, proficient in Mechanics + Use Computer. Browse at /species/verpine. Four traits:

  • Carahide — +1 AC from the hardened green chitinous carapace.
  • Microscopic Vision — +2 Perception from the large compound eyes.
  • Radio Communication — silent telepathic-feeling radio comms with other Verpine within 100 km, plus comlink/wireless interface within line of sight. Suppressed when both antennae are disabled.
  • Brittle Carapace (downside) — Vulnerability to bludgeoning damage while not wearing worn armor. The carapace deflects blades and blaster bolts but cracks under concussive impact. Any armor (Light, Medium, or Heavy) closes the gap.

Engine addition — new damage_vulnerability effect type. SWURPG previously had damage_resistance and damage_immunity as structured effects but no symmetrical vulnerability type; three species (Neti, Parwan, Hysalrian) had been using narrative special notes for their fire vulnerabilities. Verpine's Brittle Carapace became the forcing function — added the structured form now and migrated Neti's Barkhide fire vulnerability + Parwan's Heat vulnerability to use it. The Species tab now renders a "Damage Vulnerability" line in danger-red alongside resistances and immunities, with any condition (like "while not wearing worn armor") surfaced inline. Hysalrian's 1.5× fire vulnerability stays narrative for now — the structured shape is binary (vulnerable = double damage), and a non-canonical multiplier doesn't fit cleanly.

Name patterns: sibilant, glottal-stop-heavy, predominantly gender-neutral. About 30% of Verpine carry a second name from a clan/hive marker (apostrophe-suffix patterns like Ned'lx, Sahdett, Niskooen). 49 original names in the generator pool; canon examples (Moegid, Zix, Suskafoo, Beyghor Sahdett, Zraii) are reference-only.


2026-05-18 · Bestiary "Difficulty Rating" renamed to "Threat Rating" (breaking change for /data/enemies.json integrators)

The bestiary's per-enemy danger scalar has been renamed: Difficulty Rating (DR) → Threat Rating (TR). Two reasons:

  1. "DR" collides with D&D's "Damage Reduction", which SWURPG doesn't have — caught when I conflated the two in an adventure note and the rule turned out to disagree. Renaming removes the trap.
  2. The starships catalog has always called this concept "Threat Rating" (enemy ship entries). Unifying enemy + starship catalogs under one term eliminates a parallel concept the system was carrying for no reason.

What changed:

  • Bestiary pages now show "TR 6" pills (was "DR 6"). All ~86 enemy stat blocks updated.
  • The bestiary intro section "Difficulty Rating (DR) for GMs" is now "Threat Rating (TR) for GMs" with the same content + rebanded scale.
  • The 8 per-faction intro pages (Black Sun, Hutt Cartel, Imperial, Nihil, Pyke, Underworld, Droids, Creatures) all use the new term in their "TR Bands" sections.
  • Bestiary filter chips ("Trash · Easy · Mid · Hard · Boss") still work — just relabeled.
  • The two adventures (Signal from Tellan, Foundling Contract) use the new term in every stat-block reference. PDFs regenerate on the next build.
  • The <Encounter> MDX component still accepts dr="..." as a deprecated alias (so legacy MDX in archive branches doesn't break) but renders the new "TR" label either way. New content should use tr= going forward.

⚠ Breaking change for integrators:

The JSON field name on /data/enemies.json is now tr (was dr). This is the first breaking schema change since the Integrations & Data page launched. If you're consuming the bestiary JSON in a VTT extension or companion app:

// before
const danger = enemy.dr;

// after
const danger = enemy.tr;

Field type and semantics are unchanged (number | null, 0.25 = minion / 6+ = boss). If you'd rather not update right now, drop a note in Discord — I can add a deprecation period where both fields are emitted in parallel.


2026-05-18 · Grenades fixed in the builder + Grenadier trait rebalanced

Grenades have always been an AoE save-mechanic weapon per the rules — designate a 10-ft radius blast zone, every creature inside makes a DEX save, failures take full damage, successes take half. The Character Builder was treating them as ordinary attack-roll weapons (computing a to-hit bonus, adding DEX to damage, etc.). Closed today across the engine, sheet, PDF, rule, and Grenadier trait:

  • Engine — weapon rows tagged weapon_type: grenades now render as AoE saves, not attack rolls. No to-hit bonus, no ability mod added to damage, no proficiency required. The builder shows an "AoE · DEX save" pill on the row; the tooltip surfaces the default DC for GM reference. Damage shows as the weapon's raw dice plus any class-trait + upgrade flat bonus.
  • Rules clarification (/rules/combat#grenades-and-explosives) — explicit base DC 13 for the DEX save, character-independent. No proficiency needed to throw. Grenadier line adjusts the DC.
  • Grenadier (Tech Specialist L3 / L7 / L13 / L17) rebalanced:
    • L3: +1 to the grenade DC, +1 to grenade damage. (Previously authored as +1/+1 but the JSON had the values frozen at +1 across all tiers — a latent bug from the original implementation; now the values actually ramp.)
    • L7: +2 DC, +2 damage, add INT modifier to grenade damage rolls.
    • L13: +3 DC, +3 damage, INT to damage, and (new) targets save with Disadvantage + the existing allies-half-on-save buff. The disadvantage clause balances against DEX-strong classes (Scoundrel, Marksman) that were trivializing grenades with native save bonuses.
    • L17: +4 DC, +4 damage, all above + extra damage die.
    • The "gain proficiency with grenades" clause is dropped from every tier — grenades require no proficiency per the new rules, so the clause was dead text.
  • Catalog fix — Thermal Detonator was missing the weapon_type: grenades tag, so the engine was treating it as a normal Ranged (Light) weapon. Tagged now.

Net player-side: grenadiers are noticeably more dangerous against the agile-but-no-CON enemies they were under-performing against, and the math on the sheet finally matches what the rule says is supposed to happen at the table.


2026-05-18 · New adventure: "The Foundling Contract" (Lv 3 bounty hunt with starship combat)

A new adventure module is live. The Foundling Contract is a 5-session bounty hunt for a Lv 3 party that has a starship of their own — the natural follow-up to Signal from Tellan-7. Themes: bounty hunt, moral choice, factional intrigue, starship combat.

The hook: a Bothan broker hires the party to track and recover a defected Imperial xenobiology researcher and the "asset" she's hiding. Three systems later, the party finds out the asset is a Force-sensitive child the Inquisitorius was conditioning, and they decide what their conscience can cash. Hunter → Protector flip arc structure, three resolution branches (protect / walk away / deliver), Mandalorian S1 emotional beats, executed in SWURPG's voice.

Mechanically new:

  • Two ship-combat encounters — an Act 2 intercept (teaching encounter, Imperial Customs Cutter solo) and an Act 4 blockade run (full crew-station workout vs. 2 TIE Interceptors + Imperial Customs Corvette). The party's starship matters in every act.
  • Yorra scaling table — the climax villain (Inquisitor Tev Yorra) scales with party size from "Acolyte" (2 PCs, HP 65 AC 17) through "Senior Inquisitor" (6 PCs, HP 120 AC 19). Single bestiary entry, per-party HP / AC / escort overrides spelled out in the GM doc.
  • Tira's Force Surge — a GM-only dramatic-save mechanic for the protected child, gated behind genuine TPK-imminent conditions, fires once per adventure. Converts the "you're protecting a McGuffin" framing into "the McGuffin saves you" when the dice go wrong.
  • Era-flexibility adapters — default era is Galactic Civil War (Inquisitorius hunting Force-sensitive children fits the period perfectly), with adapter callouts in every act for High Republic, Clone Wars, and First Order swaps.
  • Sequel hook seeded — Tira is one of seven children; the data on the other six is in her pendant. A future Lv 5-7 adventure recovers them.

The PDF is ~28 pages, Letter-format, downloadable from the adventure landing page. The hub now lists both adventures side by side (Lv 1 starter → Lv 3 follow-up).


2026-05-18 · Multiclassing rules published — builder support gated on community demand

The multiclassing rule has been parked behind a _ filename prefix since it was drafted — fully designed but hidden because the Character Builder doesn't compute multiclass characters yet, and an inconsistent "rule exists, builder doesn't enforce it" experience felt worse than the rule not being there.

Resolved by publishing the rule with an explicit Builder support callout up top: the rule is fully playable at the table on the printable blank character sheet, and the Character Builder remains single-class only. A new Help-tab FAQ entry on the builder routes players to the rule page. If multiclassing in the builder is something enough people want, hop into Discord — community demand is what drives the roadmap, and a multiclass overhaul is a meaningful engine investment.

Page is now live at /rules/multiclassing.


2026-05-18 · Trait engine audit: 5 long-standing gaps closed

A pass through every species and class trait surfaced several mechanically-active effects that were authored but silently ignored by the engine. The dead-code traits now actually fire on the character sheet:

  • Tactical Insight (Leader L1) — "Add your Intelligence modifier to all Initiative rolls" was an unparsed special note. New initiative_ability_mod effect type fixes it; the initiative breakdown's "Class trait" line now picks up live INT mod, scaling with ASIs automatically.
  • Crit range tracking — 5 features ramped crit range to 19-20 but only as freeform text. New crit_range_bonus effect type drives a "crit 19-20" indicator on each weapon row (and in the PDF notes column). Covers Jedi Guardian Lightsaber Discipline L15+, Force Warrior Melee Mastery L19, and Vanguard Commando Mastery L19. Player-choice ones (Bounty Hunter Weapon Expertise, Smuggler Pistoleer) and conditional ones (Sentinel/Assassin Stealth Attack crit) remain as descriptive text — they require pick-time tracking the engine doesn't model yet.
  • Damage-die riders — 23 class effects added bonus damage dice (Stealth Attack 1d6/2d6/3d6 from stealth, Force Warrior unarmed dice, Force Strike, Flanking Expert, Miracle Shot, etc.) but used a damage_bonus shape the engine couldn't read. New damage_dice_bonus effect type renders each rider on its weapon row with its trigger condition in parens — e.g. "1d8 energy +1d6 (when attacking from stealth)" — so the player rolls the rider exactly when it applies.
  • Aloxian "Born Strong" — "count as one size larger for carrying capacity" was display-only narrative. New carry_size_bonus effect type shifts the carry-size lookup, so the Aloxian's carry cap is properly Medium-sized instead of Small.
  • Per-ability save advantage/disadvantage — 11 species traits with blanket-ability save advantages (Gen'Dai Unshakable Vigor, Gungan Slippery Reflexes, Herglic Iron Constitution, Mrlssi Quickstep Dexterity, Parwan Gentle Drift, Zygerrian Predatory Reflexes) or disadvantages (Chadra-Fan, Dowutin, Gamorrean, Kaminoan, Wookiee) migrated from special text to structured saving_throw_advantage/disadvantage. The Saving Throws table on the Summary tab now shows ADV / DIS chips next to the relevant saves, matching how the PDF already rendered them.

Net effect: the character sheet now derives more of what the trait text promises, and a class of bug ("the rules say X but the builder shows Y") gets harder to repeat — adding a new mechanic is now a structured-effect edit, not a regex update.


2026-05-18 · Integrations & Data page — public JSON catalogs under CC BY 4.0

A new developer-facing page at /integrations for anyone building a SWURPG VTT extension (Owlbear Rodeo, Roll20, Foundry), companion app, character-builder mod, or AI assistant.

Every catalog the site uses is now mirrored as a stable JSON endpoint at swurpg.com/data/*.json — species, classes, weapons, armor, gear, medpacs, force powers, monsters/NPCs, starships (chassis + weapons + upgrades + traits), and all upgrade categories. Eighteen files total, regenerated on every site deploy from the canonical catalogs. CORS-open, no API key, no rate limit, served from Vercel's CDN.

License: original SWURPG content is published under Creative Commons Attribution 4.0 International (CC BY 4.0) — copy, remix, redistribute, build on it as long as you credit SWURPG (swurpg.com) somewhere visible. Star Wars trademarks and franchise IP belong to Lucasfilm / Disney and aren't ours to license; that risk model is on the integrator, the same way it is on SWURPG itself.

This formalizes what was already de-facto policy: SWURPG content has always been free to copy and build on. The new page just makes the contract explicit so integrators don't have to ask. The repository itself is private; the /data/*.json URLs are the public integration surface.


2026-05-18 · New ship: ST-70 Assault Ship (Razor Crest class)

Corellian Engineering Corporation pre-Imperial gunship. Best-known example: the Razor Crest, Din Djarin's ship in The Mandalorian. Small-size combat craft: AC 17, 105 HP, 35 shields, +2 Handling, +3 SIB, Fast speed, Class-3 hyperdrive. Single pilot (no dedicated gunner — pilot fires the fixed forward Twin Heavy Laser Cannons directly, 3d10 energy at +2 accuracy). 4 passengers, ~35t cargo, 1 missile hardpoint open for the carbonite-chamber / concussion-missile modifications canon Razor Crest used. 90,000 cr.

Era-flexible: predates the Empire (in service by 19 BBY) but stayed in circulation through the New Republic era. Player crews who lean bounty hunter, frontier marshal, or "we picked this up at a Corellian surplus auction" gravitate to the chassis. Browse →


2026-05-18 · Printable blank character + starship sheets

Two new static PDFs for tables that prefer paper, GMs prepping NPCs offline, or anyone introducing a friend to SWURPG without a laptop:

  • Blank Character Sheet — 2-page Letter format. Empty stat tiles, skills, weapons, inventory, plus dedicated sections for species traits, class traits, and Force powers with handwriting room.
  • Blank Starship Sheet — 2-page Letter format. Empty hull/shields/AC tiles, crew stations, weapons, upgrades/traits, and cargo manifest.

Three download surfaces:

  • Resources page has a new "Printable Blank Sheets" section with both downloads.
  • Character Builder header — new "Blank Sheet" button next to Save / Load / Reset All.
  • Starship Builder header — same.

These are paper templates: print one, hand a player a pen, walk through character creation at the kitchen table. The digital Character Builder remains the canonical authoring tool — these sheets exist for the players who'd rather start on paper.


2026-05-18 · Starship weapons: accuracy cap +2, normalized by mount class

A 120-weapon rebalance across all 40 ships in the catalog. The old accuracy_modifier ranged 0 to +5 and was inconsistent — Twin Laser Cannons on the U-Wing were +5, Quad Laser Turrets on the YT-1300 were +4, identical-looking ion cannons on different ships ranged +2 to +3. Stacked with full Proficiency Bonus + DEX modifier, high-level gunners were auto-hitting against typical targets (95%+ hit rate at L15 with a +5 weapon vs AC 17).

The new rule: accuracy caps at +2 and is derived from mount class, not weapon name. Full table in /rules/starship-combat:

  • +0 — Fixed single hand-aimed; dumb-fire missile racks/tubes/bays
  • +1 — Fixed multi-barrel/linked; light turrets; guided missile launchers; fixed heavy single-barrel
  • +2 — Heavy/capital turrets; tractor beams; anti-fighter batteries; heavy ion cannons; fixed heavy multi-barrel

Net effect: hit rates at L15 with the best gun drop from ~95% to ~80% against typical AC — miss tension preserved. Low-level (L1-3) hit rates stay in the 55-65% range so ship combat doesn't become punishingly hard at the bottom either. The cap is intentional — accuracy is now a measure of mount/targeting hardware, not weapon quality. A Light Laser Cannon and a Heavy Turbolaser can both hit at +1 if they share the same mount class; what changes is damage and range, not to-hit.

119 of 120 weapons modified (one tractor beam stayed unchanged). Two weapons increased (YV-666 and Nihil Stormship tractor beams were at +0 and should have been +2). Catalog auto-syncs; no save-format change.


2026-05-18 · New ship: U-Wing UT-60S Scout Transport

Smaller variant of the UT-60D, dialed down for scouts and pathfinders. One size class smaller (Small instead of Medium), +1 Handling, 95 HP / 30 shields (vs UT-60D's 130 / 45), 4 passengers (vs 8), 25t cargo (vs 50t). No dedicated gunner — fixed-mount Twin Lasers are pilot-fired. Net AC 17 vs UT-60D's 14 — harder to hit but less HP to absorb landing shots. 80,000 cr, Galactic Civil War era.

Same Incom DNA — same Class-2 hyperdrive, same Twin Laser Cannons, same retractable wings. Different mission: insertion and recon rather than full-squad deployment. SWURPG-original variant (not Star Wars film canon). Browse →


2026-05-17 · Diminutive size: AC bonus bumped +2 → +3

Diminutive creatures (BD-Series Supporter Droid, Anzellan, Sakavian) now get +3 AC from size instead of +2. The size-AC ladder now reads: Diminutive +3 / Tiny +2 / Small +1 / Medium 0 / Large −1 / Huge −2 / Gargantuan −3 — Diminutive gets its own band instead of sharing with Tiny. Reflects how absurdly hard a palm-sized target is to hit with a rifle.

Affects the Character Builder AC calculation (Diminutive characters' AC goes up by 1) and the worked example in /rules/droids (Lv 1 BD-Series base AC is now 15, not 14; with Plasteel Plating Mk I it's 17).


2026-05-17 · Rules tuning: carry capacity quadratic, Assassin Stealth Attack hidden-only

Two balance fixes shipped together — both player-visible numbers will change once you reload.

Carrying capacity formula corrected. The published rule was 15 × STR × size_mult and labeled as kg, but 15 is the 5e lbs-per-STR value — kg displays were ~2.2× too high (a STR 8 Small character was carrying 120 kg / 265 lbs, which is absurd). The canonical SWURPG formula is (STR² ÷ 2) × size_multiplier in kg — quadratic scaling, so strong characters carry dramatically more than average ones (STR 18 Medium = 162 kg, vs STR 10 Medium = 50 kg). Size multipliers also updated: Small is now 0.75 (was 1.0, identical to Medium). Diminutive 0.25 / Tiny 0.5 / Small 0.75 / Medium 1.0 / Large 2.0 / Huge 4.0 / Gargantuan 8.0. Rules page + worked examples in /rules/equipment-rules updated.

Assassin Stealth Attack trigger narrowed. Previously triggered "while hidden or before the target acts in combat" — the second clause meant the Assassin got bonus damage on basically every first-round attack they outpaced, regardless of stealth setup. New trigger: hidden only. Aligns with Jedi Sentinel's version of the same trait, and fits the rest of the Assassin kit (Ambush Savant L9 already gives initiative advantage when hidden; Shadow Execution L11 / Strike and Fade L14 / Ghost Veil L19 are explicit re-stealth tools). The Assassin still has Rapid Attack (L6) for non-stealth damage and Slit Throat (L15) / Death's Horizon (L20) for explicit burst capstones.


2026-05-17 · Force Surge — spend extra FP for amplified Force powers (pilot rule, 4 powers)

A new optional rule lets Force users spend up to +3 additional Force Points on a single cast to amplify the power. The first wave covers four powers:

  • Force Push (Kinetic, L1) — base reach changed to (PB+WIS)×5 ft (was 20 ft, now matches Force Pull); +1 FP extends reach by WIS×5 ft and rolls the target's save at disadvantage; +2 FP is max single-target reach; +3 FP converts to a 30 ft cone. Push damage = 1d4 per 10 ft of actual push on save fail, halved on save success, with auto-Prone on save fail.
  • Force Pull (Kinetic, L1) — same reach-scaling shape as Push; pull itself does NO damage (Pull is now a positioning spell, not a damage spell); collision into objects still does 1d6 + Prone; +3 FP rider lets you use your Bonus Action this turn for one melee attack against the pulled target if it ends up adjacent — combo enabler for melee Force users.
  • Mind Trick (Mind, L1) — +1 FP: pick longer duration OR extra target; +2 FP: both; +3 FP: +2 rounds AND +1 extra target.
  • Force Barrier (Energy, L1) — range narrowed to 20 ft (was 30 ft); player allocates up to +3 FP across two vectors (width: +5 ft per side per FP, max 25×25; duration: +1 round per FP, max 4 rounds).

Mutually exclusive with class-trait FP-burns on the same cast — if a class trait says "spend N extra FP to enhance," you can't also Surge the underlying power.

The 4 Surge-eligible powers carry a Force Surge callout on their catalog pages. The full mechanic is documented in /rules/the-force#force-surge. High-tier powers (L10+) and Lightsaber Forms are deliberately excluded — they're already at their damage / control ceilings for their level bracket.

Pilot scope. Discord feedback welcome. If the math feels off at your table, ping me — the per-FP increment formulas, damage dice, and tier caps are all tunable based on real play.


2026-05-16 · Site search: full results page + mobile fixes + class "Traits" rename

Two search bugs and one terminology cleanup.

Site search — when a player typed in the header search modal and pressed Enter without picking a suggestion, nothing happened (the modal silently jumped to the first result if one existed; otherwise dead key). On mobile, the autocomplete suggestions sometimes didn't render under the soft keyboard. Both fixed:

  • New full results page at /search — Enter now always goes there with the query in the URL (?q=...). All ranked matches, grouped by type, no per-section cap.
  • Mobile modal layout rewritten with 100dvh so the soft keyboard shrinks the modal instead of pushing the results pane off-screen. Browser autosuggestion overlay disabled (autoComplete="off") so iOS doesn't cover our dropdown with history strips. Added a "See all results →" footer in the dropdown for an explicit jump to the full page.
  • Shared ranking module at web/src/lib/search-ranker.ts so the modal and the /search page share scoring logic and stay in sync forever.

Class "Features" → "Traits" — every player-facing surface that called class abilities "Features" now calls them "Traits" to match the term the Character Builder has been using all along. Touched 12 files (class detail pages, rules MDX, compare pages, beginner adventure, summary panel labels). Pure terminology — no rules changes; JSON keys stay as-is internally.


2026-05-16 · Droid chassis: Reinforced Plating Mk I/II/III (closes part of the CON-mod HP gap)

Droids skip Constitution entirely (rules §13.7), so they miss the per-level CON-mod HP bonus flesh characters get — about a 25–30 HP gap at L10 versus a +3 CON peer. The compensation was supposed to come from chassis upgrades, but the catalog had zero upgrades that increased max HP (only temp HP from Energy Shields and healing actions from Stim-Injectors / Self-Repair).

Three new chassis upgrades fill that hole as a replacement-ladder, same shape as the existing Energy Shield Mk I/II/III:

  • Reinforced Plating Mk I — L1, 700 cr, +1 AC, +5 Max HP
  • Reinforced Plating Mk II — L5, 3,000 cr, +2 AC, +10 Max HP
  • Reinforced Plating Mk III — L10, 7,500 cr, +3 AC, +15 Max HP

Only one Mk tier is active at a time (highest-wins, like regeneration upgrades). This half-closes the CON-mod gap at L10 (15 of ~30 HP) — deliberately not the full gap, because playing a droid is meant to be a different kind of challenge (no FP, no healing magic, no organic poisons, but immunities + damage-resistant plating + shields stacking on top). The Character Builder reads the new effect and surfaces a +N Max HP badge alongside the AC badge on the Chassis Upgrades tab.


2026-05-16 · Site-wide lore audit + Core Rulebook PDF v1.6

A reader on r/swrpg caught a canon error — "a droid can't be Force-pushed" — when Qui-Gon literally Force-pushes battle droids in The Phantom Menace. Errors of that kind rarely travel alone, so the rest of the site got a full audit. 30 findings shipped today across four passes:

  • Live counts everywhere. 90+ species / 60+ Force powers / 18 advanced subclasses were drifted hardcodes in 7+ places. All TSX surfaces (homepage, /about, /rules, /classes, all three /compare pages) now pull live counts from the same JSON loaders the catalog pages use. /llms.txt is now a route handler instead of a static file — counts stay in sync forever.
  • Species-fact corrections. Wookiee ability spread (now correctly +4 STR / +2 CON with offsetting penalties, not +2/+1), Kel Dor signature trait (Baran Do Foresight, not depth perception), Twi'lek worked example (+2 DEX / +2 CHA / −2 CON, not +2 CHA / +1 INT), and removed two species from intros that weren't actually in the roster (Cathar, Mirialan).
  • Rules-text cleanup. Added the missing Sense category to the Force Powers table. Added Jedi Padawan and Force Adept to the Force-sensitive classes list. Normalized Force Lightning damage type to "electric" across all surfaces. Fixed enemy count (77 → 86) and updated faction lists to the actual 8-faction split. Removed the Cerean Sith Duelist terminology that contradicted /rules/the-force, replaced with "fallen Cerean Jedi." Tightened droid CON-save substitution language. Added Mind Trick droid-immunity callout. Softened tone overclaims that the r/rpg crowd flags.

Core Rulebook PDF regenerated as v1.6 — the cover stamp tells you which iteration a printed copy is. Same URL: /swurpg-core-rulebook.pdf. 62 pages, all the rule-text fixes baked in.

If you spot another canon nit, Discord link is in the site footer. The careful read is the most useful feedback.


2026-05-16 · Core Rulebook PDF — print-ready, free download

The complete SWURPG rules are now downloadable as a single print-ready PDF: SWURPG Core Rulebook. 62 pages, Letter format, ~1.5 MB. Includes the intro foreword, every rules topic (Character Creation, Combat, the Force, Heroic Surge, Leveling, Equipment Rules, Rests and Medpacs, Droids, Starship Combat), and a Force Powers appendix covering all 63 powers across the five categories (Energy, Kinetic, Mind, Sense, Lightsaber Forms) with their FP cost, activation, range, prerequisites, and full effect text.

Print it, three-hole-punch it, drop it in a binder. Read it on a tablet at the table. Whatever fits your group.

The PDF is generated from the same MDX source as the per-topic web pages at /rules, via the existing puppeteer pipeline that already produces adventure PDFs. Cover page auto-stamps the version date from the most recently updated rule, so a printed copy stays identifiable as new revisions ship. The download button lives on the /rules hub.

Excluded from the v1 PDF: the multiclassing rule. The Character Builder doesn't support multiclassing yet, and shipping a printed rule the canonical tool can't enforce would mislead players. The multiclassing page stays on the web until the builder catches up.

The pdf:rulebook npm script regenerates the PDF against a running dev or production server — cd web && npm run pdf:rulebook is the whole workflow.


2026-05-16 · Bothans — the Spynet joins the species catalog

Bothan is now a playable species. Furred mammalian humanoids from Bothawui, master politicians and spies, proprietors of the legendary Bothan Spynet — "many Bothans died to bring us this information." The species page is live at /species/bothan, and Bothan is selectable in the Character Builder species tab.

Stats: Medium, Speed 30. DEX +2 / CHA +1 / CON −2 / STR −1 — agile and persuasive, not built for direct confrontation. Trained Stealth + Deception out of the gate.

Traits:

  • Information Network — Advantage on Investigation checks when gathering rumors, intelligence, contacts, or political knowledge.
  • Plot Within Plots — once per Long Rest, reroll a failed Deception, Persuasion, or Intimidation check (declare before the outcome is revealed).
  • Bothan Cunning — proficiency in Knowledge: Galactic Lore.
  • Wrendui (Mood-Fur) — your fur ripples with your emotional state. Creatures aware of Bothan physiology have Advantage on Insight checks to read your intentions in delicate negotiations or interrogations.

The name generator on the Character Builder ships with Bothan patterns too — apostrophe-segmented family names (Fey'lya, Kre'fey, Sei'lar) plus a minority of single-segment older-lineage surnames. Original non-canon names only; the generator skips canonical Bothans.


2026-05-15 · Bio-Implants — cybernetics for the Character Builder

A new equipment surface for non-droid characters: Bio-Implants — cybernetics, prosthetics, and biomods, organized as a sibling of the existing weapon, armor, and droid-chassis upgrade catalogs. Browse the catalog at /equipment/upgrades/bio-implants — 34 entries across three categories (Sensory, Neural, Physical) covering replacement eyes/ears/voice, neural reflex boosters, prosthetic limbs, subdermal armor, replacement organs, and a couple of restricted Sith-Imperial pieces for high-level characters.

In the Character Builder, the new Bio-Implants tab appears for any organic species (hidden for droids — they already have the Chassis Upgrades tab) and lets you install / uninstall entries on the fly. Effects are aggregated live into your sheet: AC, HP, initiative, speed, melee / ranged attack bonuses, ability and skill bonuses. Three hard mutual-exclusion pairs surface a warning banner when both are installed (Subdermal Heavy supersedes Light; Neural Accelerator supersedes Reaction Time Booster; Hydraulic and Servo-Powered leg augments are opposing paradigms — pick one). The builder also enforces a per-ability ±2 cap on bio-implant-sourced bonuses, so a stack of homebrew +1 STR implants can't outclass ASIs or species traits.

A "+ Add custom bio-implant" form at the bottom of the tab lets you author GM-approved homebrew entries — they feed through the same effect parser as catalog entries, so phrasings like +1 to Strength or +2 to Perception checks apply mechanically; everything else is preserved as a GM-tracked note.

Operative class consistency: the existing Lv 10 / 17 Bio-Implant class feature has been rewired so its four options (Neural Accelerator, Muscle Fiber Reinforcement, Adrenal Surge Regulator, Optical Targeting Array) all exist in the public catalog with identical effect text — a single source of truth. Operatives still receive one free at Lv 10 and a second at Lv 17; everyone else pays catalog price.


2026-05-14 · Rules note — falling to the dark side

The Force rules page now spells out how a character falls to the dark side. Short version, unchanged from how SWURPG always worked: there's no Sith class — it's a GM call, made from the story, and once a Force user has truly fallen the GM carves a custom progression for them instead of the standard Jedi tradition tracks. The Jedi Padawan page now points there too.


2026-05-14 · Request a species or starship

The species and starship catalogs grow from player requests — and now there's a proper way to make one. The new Request a Species or Starship page lets signed-in players suggest a Star Wars species or starship chassis to add to SWURPG. Submissions go straight to the project's Discord for review, so nothing gets lost.

You'll find "Request a species/starship" links at the bottom of the Species and Starships catalogs and in the site footer. Sign-in is required (one click with Google or Discord) — it keeps the channel spam-free and lets us follow up.


2026-05-14 · New species — the Neti

By player request: the Neti join the species roster — the ancient, shapeshifting sentient-plant people of Tales of the Jedi, home of Jedi Masters like Ood Bnar and T'ra Saa. Neti are hardy and wise but slow (CON +2, WIS +1, DEX -3), Medium-sized, and built around four traits:

  • Force-Born — every Neti is born to the Force; a Neti in a Force-using class gets +2 to Use the Force (this applies live in the Character Builder).
  • Metamorph — shift as an Action into a hulking bark-plated arboreal form: slower and clumsier, but immovable and hard-hitting.
  • Photosynthesis — you feed on light, not food; prolonged darkness makes you wither.
  • Barkhide — shrug off toxins, but catch fire easily.

Full lore, stat block, and naming notes on the Neti species page; pick them in the Character Builder.


2026-05-14 · Starship Builder — new "How to Use" tab

The Starship Builder now has a How to Use tab too — matching the one added to the Character Builder. It answers the orientation questions: what order to build in, where your ship's full stats come together, what hardpoints are, the difference between upgrades and traits, why credit prices are reference-only, how saving and PDF export work, and how to start a build from a chassis in the Starships catalog. It sits at the bottom of the tab list, set apart from the Chassis → … → Summary workflow, so it reads as a reference rather than a build step.


2026-05-14 · Character Builder — new "How to Use" tab

The Character Builder has a new How to Use tab — a quick, player-facing orientation guide. It answers the questions new players actually hit: what order to fill out the tabs, what the live character sheet on the right is doing, whether you need an account, how Save / Save As / Load and PDF export work, why the Force Powers and ASI tabs only show up later, and how building a droid differs. It sits at the bottom of the tab list, set apart from the Species → … → Summary workflow, so it reads as a reference you consult rather than a step.

If you're brand new to tabletop RPGs, the tab also points you to the Rules guide for the dice-and-checks basics first.


2026-05-12 · Rules fix — starship Pilot checks are vs. GM-set DC, not enemy AC

A reader-spotted error: the Starship Combat rules previously described Evasive Maneuvers and Range changes as "Pilot check + Handling vs. enemy AC." That's wrong — those checks compare to a difficulty number the GM picks based on the encounter, NOT to the target ship's Armor Class. (Gunner attacks DO use the target's AC — those are a different check.) The action table, result table, and both worked examples have been corrected. Space and vehicle hazard tables have also been clarified: the printed DC numbers (DC 14, 15, 16, 18) are gone in favor of "DCs are GM-set" with suggested ranges. Plus, chassis detail pages now spell out Structural Integrity Bonus (SIB) on first use so the abbreviation isn't a mystery to new readers.


2026-05-13 · Starships catalog — 20 GM-side enemy ship stat blocks

The starship catalog grows from 19 to 39 chassis with the addition of 20 GM-side enemy stat blocks for ship-combat encounters. Each enemy entry is a complete chassis — HP, Shields, AC, hardpoints, weapons, default loadout — plus three GM-only fields: Threat Rating, GM Tactical Notes (how to fly the ship in canon doctrine, what it's vulnerable to, when to retreat), and Adventure Hooks (2-3 campaign seeds per ship).

Roster spans every era and every size class:

  • Tiny fighters (5): TIE/ln Starfighter, TIE Interceptor, Vulture-class Droid Fighter, Z-95 Headhunter, Nihil Strikeship.
  • Small fighters and bombers (5): TIE/sa Bomber, Hyena-class Bomber, Skipray Blastboat, Mandalorian Fang Fighter, TIE/sf Special Forces Fighter.
  • Medium patrol craft / transports (5): Imperial Customs Cutter, Mandalorian Kom'rk-class Transport, Gozanti-class Assault Carrier, Black Sun Marauder Cruiser, Hutt Cartel Patrol Cruiser.
  • Large corvettes / frigates (3): CR-90 Corellian Corvette (Tantive IV), Munificent-class Star Frigate, Nebulon-B Frigate.
  • Huge capital warships (2): Imperial-class Star Destroyer, Lucrehulk-class Battleship.

The catalog filter on Starships now includes a Playable / Enemy toggle. Enemy chassis show a GM badge and Threat Rating on their cards and detail pages; they're filtered out of the Starship Builder so they never appear as player options. Pair these stat blocks with the Starship Combat rules to run dogfights, blockade runs, and capital-fleet engagements at the table.


2026-05-13 · Starship Builder — 17 new upgrades (shields · armor · engines · hyperdrive)

The upgrade catalog grows from 31 → 48 entries, focused on the four categories that previously felt thin. Highlights:

Shields (4 new) — Particle and Ray shield reinforcements (damage-type Resistance while shields are up); Shield Capacitor Banks (1/encounter Engineer Reaction to restore 1d10 shields); Triple- Redundant Generator (immunity to single-hit ion shield-disable).

Armor (5 new) — Industrial Hull Reinforcement (the cheap +5 hp baseline); Cortosis Plating (Resistance to lightsaber + energy damage — for parties expecting saber-wielding enemies); Phrik- Composite Armor (the elite +10 hp / +1 SIB / choose-a-resistance top-tier plate); Ablative Layer (1/encounter ignore one hit); Sensor- Diffusing Stealth Coating (Disadvantage on enemy targeting at Long range until you fire).

Engines (4 new) — Cluster Thruster Array (+1 Handling / +1 speed band — the pragmatic Combat Thrusters alternative); Inertial Compensator (Advantage on hard-maneuver Pilot checks); Repulsorlift Boost Coils (atmosphere-only gains for canyon-skim campaigns); Smuggler's Burn Cell (1/encounter +2 speed bands for one round — the canonical Corellian escape trick).

Hyperdrive (4 new)Mil-Spec Hyperdrive Class 0.3 (the top-tier refit, stacks atop Class 0.5); Hyperjump Calibrator (Advantage on jump-calc checks); Black Sun Smuggler Routes (Advantage on hyperspace evasion, illegal in Core sectors); Microjump Drive (1/encounter combat repositioning hop).

Restricted upgrades (Cortosis, Phrik, Class 0.3, Smuggler Routes) carry narrative gates — paramilitary quartermasters, Mandalorian contacts, black-market fences. Browse the full list in the Starship Builder's Shields & Armor / Engines & Hyperdrive tabs.


2026-05-13 · Starship Builder — Download PDF + cloud Save / Save As / Load

Two major Starship Builder additions:

  • Download PDF on the Summary tab. Lazy-loaded pdfmake generator produces a printable A4 ship sheet matching the on-screen layout (Identity row · Defense block with derived AC · HP/Shields with Max/Current/Temp cells · Weapons table · Systems & Features · Special Conditions panel · Installed Upgrades · Applied Traits · Notes · Total reference value). Filename mirrors the JSON export convention: <ShipName>-<ChassisShortName>.pdf. Renders in 1-2 pages depending on how customized the ship is.
  • Cloud Save / Save As / Load — three new header buttons in the builder. Signed-in users keep multiple ships in their account; cross-device round-trip works. New Supabase starships table with owner-only RLS; three API routes (/api/save-starship, /api/list-starships, /api/load-starship); Load modal mirrors the Character Builder's pattern. Signed-out users see a Sign-in CTA in the modal.

The Starship Builder is now at full feature parity with the Character Builder.


2026-05-13 · Starships catalog expands to 19 chassis — broader era coverage

9 new canonical Star Wars chassis added, spanning four new era brackets beyond the original 10's Civil-War lean:

Galactic Civil War / Rebel Era

  • U-Wing UT-60D Combat Transport — Rebel troop transport with twin forward lasers and an 8-trooper drop bay.
  • Sentinel-class Landing Craft — heavily armored Imperial assault Lambda variant. Drops a stormtrooper platoon under fire.

Rise of the Empire / Prequel Era

  • Naboo Royal Starship (J-type 327 Nubian) — Padmé Amidala's chrome-plated diplomatic yacht. Unarmed, fast, heavily shielded.
  • Sheathipede-class Transport Shuttle — the cheap, ubiquitous civilian shuttle in widespread Trade Federation and post-Federation use.
  • Eta-class Shuttle — Republic utility shuttle (Anakin Skywalker's Twilight was a heavily-modified Eta variant).

Sequel / Resistance Era

  • Quadrijet Transfer Spacetug ("Quadjumper") — Rey's first ship on Jakku before commandeering the Falcon. Solo-pilot speedster.

Multi-era civilian / fringe

  • Baudo-class Star Yacht — luxury yacht of fringe nobility. Unarmed factory configuration; signature smuggler aftermarket.

High Republic Era (new era added)

  • T-1 Shuttle (Jedi Order) — Slayn & Korpil-built Jedi shuttle from the Light of the Jedi publishing initiative. Unarmed by canon, with the highest SIB-per-size in the catalog (the hull "remains mostly intact in the event of a crash").
  • Nihil Stormship (Marauder-class) — High Republic pirate raider. Modular scavenged construction, factory tractor beam for boarding, and a unique Path Engine special condition (1/encounter, vanish from combat into a Nihil-coded hyperspace shortcut at low HP).

Registry generator updated with High Republic Era support — two sub-styles per chassis: Republic Defense Coalition codes (RDC-, JOR-, RPCC-) for Jedi-affiliated ships, Nihil pirate codes (NHL-Strom-, Tempest-, Path-Marauder-) for Nihil-affiliated.

Build any of the 22 in the Starship Builder.


2026-05-12 · Starships catalog is live — 10 canonical chassis with full stat blocks

A new section of the site went up tonight: Starships — a filterable catalog of 10 real Star Wars light transports that players can fly in their campaigns. Browse stats, default weapons, hyperdrive class, hardpoints, and crew stations on each chassis detail page. The first batch:

  • YT-1300 Light Freighter (Millennium Falcon)
  • YT-2400 Light Freighter (Outrider)
  • VCX-100 Light Freighter (Ghost)
  • HWK-290 Light Freighter (Moldy Crow)
  • Ghtroc 720 Light Freighter (common civilian hauler)
  • G9 Rigger Light Freighter (Punishing One)
  • YV-666 Light Freighter (Hound's Tooth)
  • Firespray-31 Patrol Craft (Slave I)
  • Lambda-class T-4a Shuttle (Imperial command shuttle)
  • Wayfarer-class Medium Transport (cargo hauler)

Each detail page renders a full derived stat block (AC = 10 + Handling + Size Mod + SIB), the default weapon loadout, hardpoint caps, and a cross-link to the Starship Combat rules. New top-nav slot Starships sits between Equipment and Resources.

The Starship Builder itself (where players customize ships with upgrades and traits the same way they build characters) is the next wave.


2026-05-12 · Starship Builder groundwork — rules section + 10 canonical chassis catalog

Foundation for the upcoming Starship Builder. The Starship Combat rules page gains a new "Building and Upgrading Ships" section covering chassis, hardpoints, upgrades, traits, prices as GM-reference (no credit pool), and custom-equipment rules. Behind the scenes, 10 real Star Wars light transports are now catalogued internally (YT-1300, YT-2400, VCX-100, HWK-290, Ghtroc 720, G9 Rigger, YV-666, Firespray-31, Lambda T-4a Shuttle, Wayfarer) alongside 13 ship-scale weapons, 27 constructive upgrades, and 12 narrative traits (including the Jury-Rigged example). The public chassis catalog page and the builder itself are still coming; this is the rules + data foundation they'll be built on.


2026-05-12 · Twi'lek name generator rebuilt + Lekku sign language added

Two updates to Twi'lek characters:

  • Name generator rebuilt with canonical Ryl morphemes — 41 male given names, 28 female given names, and 49 clan names from canon now feed the generator. The format is Given Clan (e.g., Aayla Secura, Bib Fortuna), with about 15% single-name forms (Oola). New sample names: Brin Tarkona, Lyra Secura, Cazne Doneeta, Nilea Syndulla.
  • Auto-languages now include Lekku (Twi'lek sign) alongside Ryl and Galactic Basic — Twi'leks are trilingual per canon. Lekku is the head-tail sign language used in tandem with spoken Ryl. New Twi'lek characters created in the builder get all three languages automatically.

2026-05-12 · Chiss + Wookiee name generators fixed

Two bugs in the name generator caught and fixed:

  • Chiss was producing incorrect "short" forms — outputting just the middle segment (Mitth'vak'strenado → Vak) instead of the canonical 3-segment contraction (Mitth'raw'nuruodo → Thrawn = th + raw + n). New bank now produces correct core names like Thkrand, Voskarul, Athdvenes.
  • Wookiee was generating apostrophe-laden Chiss-style names (Graakorrin'wul'tash) which are completely wrong for Wookiee canon. Wookiee names are compound words (Chewbacca, Mallatobuck, Tarfful). New bank produces correct compound names like Chewrarr, Kerritobuck, Grozznik with nicknames like Chewr, Kerri, Grozz.

If you've previously generated a Chiss or Wookiee character, re-roll the name in the Character Builder to get the corrected format.


2026-05-12 · Directory submission sweep

Listed SWURPG on Itch.io and Disboard (the Discord server directory), plus submitted to RPGGeek (awaiting moderator approval) and a major TTRPG awesome-list on GitHub. Foundation for sustained inbound discovery beyond direct search is now in place. Find SWURPG at: Itch.io · Disboard · Discord


2026-05-12 · Species stat formatting unified

Audited all 93 species and normalized the height, weight, and age-of-adulthood fields to a strict numeric format. Out: prose like "Adult Selonians generally stand between 1.8 and 2.2 meters tall…" and parenthetical annotations like "(but live longer than humans)." In: clean ranges like "1.8 to 2.2 meters." 81 field updates across 56 species. Browse species →


2026-05-11 · Species balance audit + Azumel rebalance

Quantitative pass on all 93 species. Azumel had a uniquely stacked package (Advantage on Initiative + Perception + Investigation + 1 natural AC + +2 net ability mods) — dropped the +1 AC trait to bring it in line with peer "perceptive-observer" species. Three under-tuned species also got targeted buffs: Kaminoan Frailty loosened (was blocking medium/heavy armor entirely), Rodian gained Survival proficiency, Codru-Ji gained Athletics proficiency. See the species browser →


2026-05-11 · 9 new droid enemies (DR 1.5 – 8)

The bestiary's droid faction grew from 6 to 15 stat blocks. The previously empty DR 1.5–8 combat tier is now filled. New entries:

  • B2 Super Battle Droid (DR 1.5)
  • BX Commando Droid (DR 2.5)
  • KX-Series Security Droid (DR 3)
  • IG-Series Assassin Droid (DR 3.5)
  • Droideka (DR 4.5)
  • IG-100 MagnaGuard (DR 4.5)
  • HK-Series Hunter (DR 5)
  • Dark Trooper Phase II (DR 6)
  • Dark Trooper Phase III (DR 8, apex boss)

Each ships with full lore, in-play tactical notes, and 3-4 adventure hooks. Also: the StatBlock UI now omits the Constitution column for droids (they don't have a CON ability score per SWURPG canon) — affects all 15 droid detail pages. Browse droids →


2026-05-11 · LEGO play guide — visual overhaul

The LEGO play guide gained 24 build photos: minifig character examples (Duros Commando, Trandoshan Vanguard, Cerean Sith Duelist, Ithorian Jedi), a new "Weapon Loadouts" section with lightsaber + melee + ranged builds across 13 photos, the 3×3-stud scale reference, and two cliff/ambush encounter setups. Page also gained an above-the-fold "Build a Character in 5 Minutes" CTA so visitors arriving from external LEGO communities have a clear next-click. LEGO play guide →


New dedicated DMCA & Takedown Procedure page covering the formal notice procedure, counter-notification process, 48-hour acknowledgment commitment, and Star Wars trademark concerns. Terms of Use § 3 gained explicit user-generated-content provisions covering no-pre-review, AI-assisted backstories, and how to report infringing user content.


2026-05-11 · 3 new comparison pages

Side-by-side comparisons of SWURPG against the three TTRPGs players most often evaluate it against — covering mechanics, tools, cost, and a clear "which one is right for your table" verdict:

All three include FAQ schema and answer the most common evaluation questions. Browse all comparisons →


2026-05-11 · /rules FAQ + site-wide Game schema

The Rules hub gained a "Frequently asked questions" section with 8 questions covering dice, action economy, the Force, leveling, droids, session length, era flexibility, and how SWURPG compares to other systems. Also added a Game JSON-LD schema site-wide so AI search engines can entity-resolve SWURPG as a TTRPG system, separate from the Character Builder tool.


2026-05-11 · Branded site icon

Replaced the default Next.js favicon. Browser tabs now show a gold "S" on a dark gradient; iOS home-screen saves show the full SWURPG wordmark at 180×180. Both are generated dynamically at build time so they always match the site's branding.


Want to follow updates?

The fastest way to hear about new content, rules changes, and adventures is the Discord. Major changes also get announced there before they land on this page.