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Stars Without Number: Revised Edition
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Stars Without Number: Revised Edition

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Welcome to the Sci-fi sale! From now through May 16th, this digital title has been marked down by up to 33%! For more values, visit our Sci-fi sale page.

The year is 3200 and mankind's empire lies in ashes.

The Jump Gates fell six hundred years ago, severing the links between the myriad worlds of the human diaspora.

Now, the long isolation of the Silence falls away as men and women return to the skies above their scattered worlds.

Will you be among them once more?

Stars Without Number: Revised Edition is an old-school-inspired game of sci-fi adventure, one built from the ground up to encourage sandbox play and simplify a GM's job in providing it. Familiar mechanics are employed to forge new worlds and explore new possibilities, guidelines built on long experience used to help a group venture in wholly new directions. Within the full-color pages of Stars Without Number: Revised Edition, you'll find… .

  • Backwards compatibility, as the Revised Edition is built to work cleanly with existing Stars Without Number supplements and materials. The new systems slot in smoothly, and you can take or leave them individually as your group prefers.
  • Expanded character creation, with PCs now customized by special talents and character foci, new options for psychic characters, and new ways to make your hero mechanically distinct. Yet the process is still smooth and quick, with a special quick generator spread to create a hero from nothing more than a half-dozen die rolls.
  • Refined psionics, with more options to distinguish your psychic hero's powers and more flexible choices for their abilities. Tailor your psychic to your concept, whether as a cynical gunslinging brainguard or an ascetic psychic healer from a world of austere psionic scholars.
  • Improved starship combat, with decisive roles for every member of the party. Build your own starships with the included system and employ new hardware and new starship mods to make your ungainly crate the fastest contraband runner this side of the Veil Nebula.
  • New systems to support additional types of play, including rules for hacking, remote drones, and expert technical modification of gear and starships.
  • Upgraded tools for sandbox sector creation, with forty new world tags to help define a GM's stellar creations, guides for adding additional system points of interest, and material to help a GM define the interesting traits of the worlds they create. These tools aren't just a clump of random tables, they're a framework to boost your own creativity and help you make fast, good, playable material for your game.
  • Augmented adventure creation guidelines. Aside from a hundred piping-hot adventure seeds that mesh smoothly with the world creation tools, Stars Without Number: Revised Edition also includes content to help you turn your vague ideas into a playable evening's adventure. Guidelines on challenges, rewards, and complications in play are all aimed toward the working GM, the man or woman who's not just theorizing their adventures, but actually responsible for making something fun for the whole group.
  • Tools for creating aliens, Virtual Intelligences, and hostile human foes, with guidelines for handling potentially-hostile encounters and creating the kind of fearsome xenobeasts that can challenge the doughtiest explorer. Or perhaps you want to be an alien or robot? You'll find the tools for that in Stars Without Number: Revised Edition.
  • Faction rules, for handling the background warring and intrigues of hostile groups. Need to add life and motion to your stellar sectors? Sprinkle in a few factions to make news for the PCs to respond to, or use these rules to handle the colonies, spy agencies, mercenary companies, or other enterprises your heroes establish.

And these things? They're all in the free version. Yes, just like the original edition, Stars Without Number: Revised Edition has a free PDF edition to share with your friends and pass around to interested parties. Those daring stellar freebooters who purchase this deluxe version will get...

  • Transhuman tech, with rules for bodyswapping, digital identities, post-scarcity economics, and just as importantly, GM guidelines on making exciting adventures when all the old pillars of familiarity have fallen away.
  • True AIs, the vast and terrible intellects that can bring forth wonders and ruin in equal measure. Playing a synthetic VI or aspiring organic godmind? Learn how your PC can accumulate the tech they need to ascend to this new plane of being.
  • Mechs, for those GMs who relish the thunder of steel titans on their far-future battlefields.
  • Heroic PCs, for groups that want to trade the gritty, lethal tone of a standard campaign for classic space opera, with larger-than-life heroes and superhuman skills.
  • Society creation, customizing a world or a hab with its own culture and history, pre-designed with fault lines and conflicts to engage your heroes. You'll get more than a dry recounting of details; you'll get the information you need to build adventures that fit with this world's smouldering tensions.
  • Space Magic, with rules and guidelines for introducing sorcerous powers and old-school magic into your starfaring adventurers, with sagacious Magisters, versatile Arcanists, and Adepts graced with supernatural powers.

So leap forward, brave adventurer! The stars await you, and the wild glories of an untamed sky!

 Customers Who Bought this Title also Purchased
Reviews (31)
Discussions (60)
Customer avatar
Brad E May 04, 2021 8:44 pm UTC
Quick question based on comments on Worlds Without the premium color worth the extra cost over the standard? My standard WWN looks fine.
Customer avatar
Ryan S February 04, 2021 11:23 pm UTC
I have been playing this for a few weeks now; my group loves it. Great amount of material in one book; very dense.
Customer avatar
Robert R January 13, 2021 4:41 am UTC
The "full sized preview" is a single blank supplemental page for equipment fluff and completely useless for "previewing" anything of the system, even character attributes and formatting.
Since it's simply listed in "Old School Revival (OSR)" people are going to assume it's a version of D&D.
Your descriptive text also tells you nothing substantive about the system itself.
From other posters comments, I've determined it as a 2d6 (aka Traveller) based game.
Please update both your description of the game system, and the full sized preview to actually be something useful for prospective purchasers.
Personally I want SWN-RE, but then again, I've got a friend that told me about SWN to begin with, which isn't true of most people browsing DTRPG.
Thanks, and I hope these issues are dealt with :)
Customer avatar
Robert R January 13, 2021 5:11 am UTC
I'm wrong. I downloaded the free version, and it does seem to be a D&D variant on first glance, but I've only seen a small part of it so far. I'm rather confused as to why my friend told me it was a Traveller, or 2d6 system variant.
Is it one of those games where there have been multiple systems used, it depends on which you get?
Sorry about my error, but it does highlight the issue with regards to the vagueness and lack of information on this page and the "preview".
Customer avatar
Sam S January 14, 2021 3:18 pm UTC
I agree about the preview's clarity, but the free version can act as a preview really (although I also have issues with how the book is laid out). A d20 is used for attack rolls and saving throws, but 2d6 is used for skill checks, and 3d6 is used for attributes.
Customer avatar
Ben R November 29, 2020 10:57 am UTC
I absolutely love the game! It's OSR mechanic is easy to use and the setting (or lack thereof) is simple and genius. I dig Traveller but I always felt hemmed in by its intimidatingly complex setting. Some like a rich setting but I prefer Mr. Crawford's concept of filling in the blanks myself. I'm a very late reviewer so this is like "Liking" a YouTube with a million Likes (drop in the bucket).

What I'd like to know is, will the hardcover ever go on sale? I was disappointed there wasn't a Black Friday sale. I'd definitely buy this if it was in the $40 range. Maybe once Mr. Crawford's Worlds Without Number comes out it'll drop in price a hair... please?
Customer avatar
Tim O September 25, 2020 6:12 pm UTC
Don't know if this is the place to ask rules questions, because I just got the deluxe book and need something clarified.

When choosing a background, it says you get a free skill, then either choose 2 skills from the Learning list, or roll 3 times between Learning and Growth list. It also gives the option to choose 3 pre-determined "Quick Skills"

So, if you choose to either roll 3, or pick Quick Skills, do you still get that free skill, or does these options replace it?

For example: If you chose the Criminal background, and decide to go with the Quick Skills, do you first get Sneak 0 Free, then get Sneak (again) bringing it to Sneak 1, Connect 0, and Talk 0?. Or do you only get those 3 skills at 0?
Customer avatar
Kevin C September 27, 2020 7:27 am UTC
Those options replace it; you only get those three skills at zero.
Customer avatar
Tim O October 10, 2020 9:38 pm UTC
And the same with Rolling?
Customer avatar
Jeff S October 18, 2020 5:51 pm UTC
As I understand it, your options are:
1. Quick skills: take the 3 listed skills at 0 (one of those is the free skill).
2. Take the free skill at 0, then roll 3 times on the tables of your choosing.
3. Take the free skill at 0, and two other skills from the Learning table.

You always get the free skill, regardless. Quick skills is basically option #3 with typical picks for the background already chosen for you.
Customer avatar
Thomas M September 16, 2020 12:17 am UTC
Spent the big bucks and got the premium hardcover. Nice. Very nice! The system also seems very good for the Space campaign I have in mind.
Customer avatar
Jeffrey L July 29, 2020 4:54 am UTC
Just wanted to verify that this runs off of the Dungeons and Dragons 5th Edition base ruleset since i found it in the Dungeons and Dragons System category?
Customer avatar
STEVEN R August 07, 2020 3:08 am UTC
No, it does *not* run off of D&D 5e - look more carefully at the rules system and it says OSR. It runs off of a base engine that's similar to older versions of D&D, but is definitely its own thing.
Customer avatar
Scott S May 29, 2020 11:28 am UTC
I bought the revised edition hardback 2 years ago. After normal usage, the binding failed. I'd like to order a second hardback copy but $60 dollars is insane especially since I already own both the PDF and hardback. Otherwise 10/10 would recommend to anyone!
Customer avatar
Chris T May 13, 2020 7:17 pm UTC
Wow. The content of the book might be good but damn the standard color hardback that cost me $84 CAD is not worth it. If I had seen this book in a shop I would have laughed and put it back. This is maybe worth $30 and even then it wouldn't be a sure thing.
Customer avatar
Jack H May 03, 2020 8:13 pm UTC
What is the difference between the two hardcovers except price?
Customer avatar
Andrew B April 18, 2020 8:34 pm UTC
Might be a good idea to put a note on the free version's product page noting what is not in that edition.
Customer avatar
James W March 07, 2020 6:37 pm UTC
Does anyone know where to find pictures of the differences of the premium and standard quality hard covers? I've seen mixed reviews, some people say they can't tell the difference, some say the standard looks washed out.
Customer avatar
November 26, 2019 7:46 pm UTC
Are there ePub and mobi versions included with the PDF version?
Customer avatar
John L November 29, 2019 7:03 pm UTC
Customer avatar
Neil J October 02, 2019 1:24 am UTC
Ah, I bought the original version as a print book but this version looks so much more enticing. I'll have to consider getting it one day if I start doing more sci do again. Any chance of a discounted PDF for people who bought the original down the line? Or sales coming?
Customer avatar
Hunter S July 13, 2019 9:58 pm UTC
What's difference between this and free version?
Customer avatar
Paul S July 15, 2019 1:40 am UTC
The differences are listed immediately below the free version's Table of Contents.
Customer avatar
Scott H February 28, 2020 9:55 pm UTC
"What does the paid version add? It includes transhuman campaign rules for body-swapping post-scarcity adventures, OSR-compatible “space magic” for GMs who like a little more fantasy in their sci-fi, heroic PC rules for star-striding space operatic protagonists, True AI rules for playing the half-embodied godminds of the far future, planetary society guidelines for building interesting new cultures, and mech rules for campaigns that like a little humanoid armored vehicle spice to their play. All told, it’s more than sixty pages of piping-hot content."
Customer avatar
John S June 01, 2019 5:13 pm UTC
Maybe someone can help me with this, but reading the below paragraph makes it seem as if having a dump stat makes it easier to pass saving throws than not. Is this an artifact from the first edition where checks were roll under?

PG 46 Saving Throws
“Your character’s saving throw scores start at 15, and decrease by one point each time you advance a level. Each saving throw is modified by the best modifier of two different attributes: Physical by the better of Strength or Constitution, Evasion by the better of Dexterity or Intelligence, and Mental by the better of Charisma or Wisdom. Thus, a first-level PC with a Strength of 5 and a Constitution of 14 would have a Physical save of 14. To make a save, roll 1d20 and try to equal or beat the appropriate saving throw score. On a success, you evade or mitigate the peril, while on a failure it takes full effect. A natural roll of 1 is always a failure, and a natural roll of 20 is always a success.”

Shouldn’t a PC have a harder time...See more
Customer avatar
John S June 01, 2019 5:55 pm UTC
I should clarify my question a bit better with the math I "see."

Start at save needing 15 or better for LVL 1 PC.

Enter two characters, Boberto with Str 5(-1), and Grognax with Str 18(+2)

Bob had a STR of 5, he'd only have to roll a 14 or better.

Versus Grognax who at Level 1 has a STR of 18, but has to roll a STR Saving Throw of 17 or better!
Customer avatar
Jonathon P June 02, 2019 4:26 pm UTC
Boberto would have a save at 16 (15 - (-1))
Grognax would have a save at 13 (15 - 2)
15 minus the modifier.
Customer avatar
Alexander M June 03, 2019 9:21 am UTC
It's quite poorly worded but I'm pretty sure that it means that the modifier is applied to the *roll* rather than the *target*.

So Boberto, as a starting character, needs a 15+. He rolls a D20 and applies his Strength modifier of -1. His modified roll is equal to the target number on an unmodified score of 16 or more. Grognax, meanwhile, adds +2 to his roll, so he saves on a 13 or more (13+2=15).
Customer avatar
John S June 04, 2019 1:16 pm UTC
Oh, see now that makes so much sense! When reading I immediately honed in on the "Thus, a first-level PC with a Strength of 5" and not the "and a Constitution of 14 would have a Physical save of 14."

In which the math makes more sense.

My brain hurts less now that you did the math. Thanks Jonathon!
Customer avatar
John S June 04, 2019 1:18 pm UTC
Alexander, I prefer your interpretation. I agree the verbiage there is a bit tough to chew. It could've been explained a tad bit better.

Its my only gripe about this book though, the whole library of SWN is insanely good. Thank you for your help.
Customer avatar
Tom M December 22, 2019 9:50 pm UTC
Given the values, it looks like you need to roll at or above the listed save value. It's a "match or beat the DC save", similar to an attack vs AC.

Yep, I just looked in the book, and the rules are on page 46. "To make a save, roll 1d20 and try to equal or beat the appropriate saving throw score. On a success, you evade or mitigate the peril, while on a failure it takes full effect. A natural roll of 1 is always a failure, and a natural roll of 20 is always a success"
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File Last Updated:
January 14, 2018
This title was added to our catalog on December 29, 2017.