An Age of Rebellion

The bunker doors sealed shut as Alderaan died on the viewscreens. A million voices silenced in Imperial fire. The general’s words fell on stunned ears – the mission would proceed as planned. The Death Star had changed everything and nothing...

Dawn broke over the rebel outpost on Dantooine. A Bothan scout returned with Imperial patrol patterns. A Human medic inventoried dwindling supplies. In the command center, your team studied the facility blueprints – a communications array whose destruction would blind Imperial forces across three sectors.

The Pathfinders would create the diversion. Your squad would plant the charges. The risks calculated, acceptable. Some would not return. You’d seen it before – the empty seats in the mess hall, the personal effects packed away, the names added to the memorial wall. Fear lingered at the edges, not of death but of failure.

As your U-wing lifted off, the rebel base shrinking beneath you, each member of your squad carried their own reasons for fighting – homeworlds occupied, families disappeared, principles that couldn’t bend to tyranny. The galaxy had become simple: survive, resist, overcome. Everything else was luxury.

“They have fleets. We have purpose. They have control. We have hope. The Empire’s greatest failure was giving us something worth dying for.”

Commander Jessa Taryn
The Dawn Spark Speech

The Galactic Civil War: A Desperate Time

The Battle of Yavin marked the Rebellion’s first major victory – the Death Star destroyed, the Empire’s invulnerability myth shattered. But one battle doesn’t win a war. The Emperor’s retribution is swift and merciless. Entire systems suffer for the Rebellion’s success.

This is the Star Wars era you know and love: X-Wings and TIE Fighters locked in desperate space battles, Star Destroyers looming over occupied worlds, stormtroopers patrolling city streets. The Empire’s resources seem infinite, while the Rebellion survives on courage, ingenuity, and stolen supplies.

As operatives of the Alliance, you navigate a galaxy where Imperial propaganda paints you as terrorists, where sympathizers risk execution, and where every mission balances military objectives against moral compromises. How far will you go to defeat tyranny? Will your methods reflect the freedom you fight for, or mirror the enemy you oppose?

From secretive rebel bases to the shadows of Imperial-controlled worlds, your actions will help determine whether the spark of hope ignites a flame of rebellion across the galaxy or dies in darkness.

“The Imperial need for control is so desperate because it is so unnatural. Tyranny requires constant effort.”

Karis Nemik
The Trail of Political Consciousness

Why This System

  • Cinematic Action

    Unique dice that produce rich storytelling opportunities with every roll. Each check determines not just success or failure, but also unexpected advantages, complications, and rare moments of triumph or despair.

    This creates dynamic scenes where you might fail to slice into the Imperial computer but discover valuable intelligence anyway, or successfully shoot the stormtrooper but alert the entire base in the process.

  • Narrative-First Design

    This system prioritizes cinematic storytelling over rules. Players can influence the world by suggesting elements that might reasonably exist “just off camera.”

    Your character wants to swing across a chasm on a conveniently placed cable? In the movies, those cables appear when needed – so they do in our game too. If it would work in the films, it works here.

  • Easy to Learn, Quick to Play

    Character sheets include your skill tree, minimizing rulebook referencing. Combat moves quickly without complex action economies. An excellent beginner game teaches all mechanics through practical play, rather than rulebook study, while most situations are handled with straightforward skill checks.

    A lightweight and easy to navigate website, rpgsessions.com, tracks character sheets, skill trees, and resolves huge dice pools in seconds.

  • No Rigid Party Roles

    The “balanced party” requirement disappears. A team of all smugglers? All soldiers? A mix of rebel spies and former criminals? All work perfectly fine.

    Healing isn’t dependent on dedicated healers, and skill gaps can be overcome through creativity rather than strict role adherence. This freedom allows the party to split up naturally when the situation calls for it.

The Galaxy Needs Heroes...
The Rebellion Needs You

While our campaign primarily features Age of Rebellion characters (soldiers, pilots, spies, and other Rebel operatives), players can also choose Edge of the Empire backgrounds (smugglers, bounty hunters, or criminals drawn into the Rebellion’s cause). For those interested in exploring the mystical side of Star Wars, Force-sensitive characters are also possible but rare in this era. If you’re interested in playing a Jedi, speak to your Game Master. Whatever your path, you’ll find your place in the fight against the Empire.

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