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Star Wars RPG Edge of the Empire: Beginner Game
Star Wars RPG Edge of the Empire: Beginner Game

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Gather your friends and prepare for adventure in the Star Wars galaxy!

The Star Wars: Edge of the Empire Beginner Game features a complete, learn-as-you-go adventure. Pre-generated character folios keep rules right at the your fingertips, while custom dice and an exciting narrative gameplay system make every roll into a story. The rules provide hours of entertainment as you tell your own tales of a galaxy far, far away!

Learn the Mechanics as you Play
The abridged and simplified ruleset, which is incorporated into the included adventure, lets you learn as you play; you and your team will navigate the suns-blasted streets of a small Tatooine town in hopes of securing your own spaceship. With plenty of opportunities for combat, social encounters, and more, the included adventure teaches the fundamentals of Edge of the Empire as part of its narrative.

Thrusting players directly into the action, Escape from Mos Shuuta begins with a desperate escape from ruthless thugs, and ratchets up the action from there. All the while, pertinent mechanics are introduced incrementally as part of the exciting narrative.

Character Folios Include Everything You Need to Know
The Star Wars: Edge of the Empire Beginner Game lets you choose one of four pre-generated characters and jump right into the game. Will you be a Wookiee mercenary or a human smuggler? A Droid colonist or a Twi’lek bounty hunter? The choice is yours, and the convenient character folios present all the information you’ll need.

Each eight-page folio includes a background explaining that character’s connection with Teemo the Hutt (the adventure’s villain) and the other heroes, quick reference guides for the game’s core mechanics, and plenty of options for advancement during Escape from Mos Shuuta and into adventures beyond.

Build the Story with Unique Custom Dice
The unique custom dice mechanic provides a wealth of narrative options. Symbols for success, failure, and complications are all printed directly on the dice! Even a successful roll can place you under threat, and even a failure can create some advantage.

Through this system, which takes all narrative conditions into account, players and Game Masters quickly build a dice pool for each task, then they roll and let the dice help guide the growth of the story.

• A modified version of the Star Wars: Edge of the Empire roleplaying game, specifically designed for novice players
• Features a complete, learn-as-you-go adventure perfect for pick-up-and-play
• 4 pre-generated character folios keep the most important rules at a glance and assist players new to the genre in learning the mechanics of character development
• 14 custom dice included to drive narrative gameplay
• Contains poster-size map as setting for adventures

Contents:
* 15 Dice
* A very cool "Read this first: An example of roleplaying" leaflet (written like a script)
* 24 page adventure (you don't need to read rules, just start reading this and playing, the rules will be explained as needed)
* 48 page abridged rules (for when players are ready to explore rules deeper and make their own adventures)
* 4 pre-generated character booklets (when you increase a level, you turn the page, very sweet design).
* 1 doubled-sided poster play-mat (Tatooine town, and the "Krayt Fang" a YT-1300 style freighter).
* 1 Sheet of cardboard counters for optional visual assistance in playing
* FFG will make an additional beginner's game adventure (continuing the adventure included in the box) available for free online, as well as two additional pregen characters.

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36.00 €
Star Wars RPG Edge of the Empire: Beyond the Rim (HC)
Star Wars RPG Edge of the Empire: Beyond the Rim (HC)

The first full-length adventure for the Star Wars: Edge of the Empire Roleplaying Game!

When new rumors add credence to old smugglers’ tales of the long-lost Separatist treasure ship, the Sa Nalaor, it’s time for a handful of intrepid explorers, scrappy smugglers, and adventuresome academics to fire up their hyperdrive and embark upon a fantastic journey to the farthest regions of the Star Wars galaxy!

Beyond the Rim is a full-length adventure in three acts that carries players from the bustling, hub-and-spoke space station known as the Wheel all the way to the surface of a deadly jungle planet at the edge of Wild Space. In this epic tale of exploration, your characters will seek fame, fortune, and opportunities to repay old debts. You’ll dodge Imperials, explore distant worlds, run into rival parties, confront new adversaries, and uncover decades-old secrets from the Clone Wars. The ninety-six pages of Beyond the Rim contain enough material to make veterans out of new characters, or heroes out of veterans, and optional hooks for extended campaigns allow GMs to make further use of the book’s fleshed-out setting and NPCs.

The Edge of the Empire and Beyond...
Characters in Star Wars: Edge of the Empire live on the fringes of galactic society, literally or figuratively. They have their checkered pasts, they owe their debts, and they have their reasons to steer away from agents of Imperial law. They are smugglers, scoundrels, explorers, mercenaries, political refugees, and renegades. By fleshing out a number of frontiers and taking you far beyond the Empire’s reach, Beyond the Rim offers exciting new ways to explore life at the Edge of the Empire.

The events of Beyond the Rim will challenge your characters with a wide range of encounters at the edges of the galaxy, and you and your friends will need to work as a team to survive. You’ll need to make good use of all your characters’ skills and talents as you navigate the jungles of Cholganna, broker deals on Raxus Prime, and encounter the deadly nexu. You’ll also have cause to fend for yourselves in dramatic space battles.

Moreover, Beyond the Rim provides GMs with guidelines for engaging the player characters. These include optional recommended Obligations and Motivations that forge strong connections between new characters and the adventure’s events and NPCs, and a number of potential subplots offer GMs the means to customize the adventure for experienced parties.

Peril and Possibility
Life at the edge of the Empire is rife with both peril and possibility, and producer Katrina Ostrander offers a few more words about the adventures awaiting your characters Beyond the Rim:

In Beyond the Rim, players must journey to the true edge of the Empire: the fringes of Known Space. They’ll be among the first to explore the dense jungles of Cholganna, and come face-to-face with the deadly nexu in its natural habitat. Fans of the Star Wars comics will recognize the Wheel space station, where the Millennium Falcon and the heroes of the Battle of Yavin once fled from the Empire. You’ll even have a chance to explore the junkyard planet and Outer Rim haven, Raxus Prime – if you can get past the Imperial shipyards and TIE fighter patrols.

We made sure that this introductory adventure would reward all specializations and styles of play. While working for the black-market tech company, IsoTech, Smugglers and Technicians will find their piloting and mechanical skills invaluable. Colonists and Explorer characters will have their chances to forge new hyperspace routes, survive savage environments, and pioneer an unsettled world. Finally, Bounty Hunters and Hired Guns can prove their mettle in skirmishes with deadly creatures, rival treasure-hunters, and relentless Imperial forces. To uncover the mystery of the long-lost Confederacy of Independent Systems treasury ship, the Sa Nalaor, the players will have to work together, and everyone will have a chance to shine!

One of the most exciting parts of working on Beyond the Rim was being able to bridge the Clone Wars with the Rebellion era in the adventure’s backstory. We were able to draw from the original trilogy, the prequel movies, and The Clone Wars animated series in order to bring this adventure to life, and it led to some fun and interesting developments. You don’t often get to see B1 battle droids pitted against scout troopers or Imperial Security Bureau agents pursuing Separatist traitors. We even managed to give a nod to the Old Republic, so players should look out for that as they play through the adventure.

What really happened to the Sa Nalaor? You’ll soon have your chance to solve this decades-old mystery as you hunt for lost treasures, explore distant worlds, and enjoy life at the edges of the Star Wars galaxy...

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33.80 €
Star Wars RPG Edge of the Empire: Core Rulebook (HC)
Star Wars RPG Edge of the Empire: Core Rulebook (HC)

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The first of three standalone roleplaying systems, the Edge of the Empire Core Rulebook invites players to experience the thrills and adventures of life on the outskirts and the fringes of the Star Wars galaxy.

Participate in grim and gritty adventures in places where morality is gray and nothing is certain. Ply your trade as a smuggler in the Outer Rim, collect bounties on the scum that live in the shadows of Coruscant, or try to establish a new colony on a planet beneath the Empire’s notice. In Edge of the Empire, every character has a past worth a story, your every step can lead to riches or peril, and you can visit the shadiest and most remote locations in the Star Wars universe...

Grim and Gritty Adventures in the Star Wars Galaxy
Thousands of places across the galaxy exist on the Edge of the Empire where the influence of the Core Worlds’ laws and regulations are dimmed or muted. These places are populated by figures who live on the fringes of both the galaxy and its society. Such shady locations attract shady characters, but they also lure those independent thinkers and insurgents who seek to break free of Imperial law. In an Edge of the Empire campaign, bounty hunters, smugglers, mercenaries, and explorers may find themselves working alongside doctors, politicians, and scholars.

As one might expect, Edge of the Empire allows players to get involved with all the wrong sort of scum and villainy. Characters can incur debts and owe favors to the Hutts. You may have a bounty placed upon your head and seek escape on the desert planet of Tatooine. Then again, your character may get embroiled in the conflicts between rival gangs in the underworld of Corellia, or she may be a doctor that was blackmailed by a powerful merchant on Coruscant. Edge of the Empire isn’t just about adventures on those planets in the Outer Rim, it explores the lives and adventures of all those who live outside the comforts of established civilization.

Life on the outskirts is full of surprises, and your adventures in Edge of the Empire will lead to any number of challenges, from repairing a damaged starship or slicing your way past a security panel, to exchanging blaster fire with hired guns out to collect a bounty. Characters must rely on their innate abilities, trained skills, special talents, and each other to survive.

Living with Old Debts
Everyone has debts to pay. Everyone has secrets, and everyone has the potential to do something great. In Edge of the Empire, your characters will pursue their destinies as they’re thrust into adventure with some of the galaxy’s least likely heroes.

The Core Rulebook contains all the information players and GMs need to create from scratch the memorable characters that will populate their campaigns. At the heart of character creation in Edge of the Empire is the idea that each character enters his or her first adventure with a history, and the baggage of some pre-existing obligations.

What caused your character to enter into the nebulous and dangerous world of Edge of the Empire? Was it a single, traumatic event? Was your character put into an untenable situation from which he had to flee? Is your character racing to pay off old debts before those debtors come calling? Your character’s obligations represent the debts he seeks to avoid or repay. They likely impacted your character’s original decision to seek out adventures and the fame and fortune they always seem to promise. And they can definitely shape the course of your character’s life.

Obligations in Edge of the Empire tie the game’s mechanics to a narrative core and help players to develop characters with rich backgrounds and deep investment in the campaign’s events.

Watch Your Back
Your Edge of the Empire campaign is loaded with potential for rich and exciting stories of heroism, betrayal, redemption, questionable morality, and mercenary greed. Edge of the Empire characters are tough, savvy, and resourceful. They’re likely to know a few tricks, and they’re going to have to know when to use them.

The core mechanic of the game is the skill check, in which characters roll pools of dice to determine whether their actions succeed or fail. If the successes a player rolls outnumber the failures, the action succeeds. However, the situations of Edge of the Empire are rarely simple, and the game’s custom dice do more than determine whether an action succeeds or fails. Even as the dice indicate the outcome of an action, they determine if the character gains any Advantages or suffers any Threats as the result of the attempt.

With Advantages and Threats, each skill check is loaded with myriad dramatic possibilities. Your character may succeed at his chosen task but draw the ire of an observer. He may fail to sweet talk a merchant into offering a discount but notice the cred stick someone else happened to drop. Or he might find that he not only makes the nearly impossible shot to fell a distant Gamorrean, but his shot increases his chances of intimidating the thugs who had been thinking of ganging up on him.

The sheer number of possibilities provides opportunities to narrate truly memorable action sequences and scenes. These layered results move the story along and inspire details and special effects that create action-packed sessions.

Your Place in the Star Wars Universe
If you liked the Star Wars: Edge of the Empire Beginner Game, then you’ll love the Edge of the Empire Core Rulebook! Similarly, players who participated in the Edge of the Empire Beta will be pleased to find that the Core Rulebook improves upon that experience, incorporating all the key rules updates and introducing a wealth of new materials. With fleshed-out rules for character creation and advancement, as well as expanded charts for equipment and vehicles, the 448-page Core Rulebook is your ticket to fantastic and unlimited adventures in the rich and detailed Star Wars galaxy.

The Core Rulebook is the heart and soul of Edge of the Empire and includes everything players and GMs need to start their Star Wars roleplaying campaign: rules for character creation, gear, skills, combat, vehicles, adversaries, advice for storytelling, and a wealth of background information about the galaxy that will help you design your campaigns. It also launches you into your first Star Wars action with a complete introductory adventure.

The Star Wars Universe at Your Fingertips
The heart and soul of Edge of the Empire is the 448-page Core Rulebook. It includes everything players and GMs need to start their Star Wars roleplaying campaign:

* An introduction to roleplaying in the Star Wars universe
* Concise rules allow you to quickly generate and advance all manner of memorable characters
* Clear descriptions of the game’s skills and talents
* Convenient charts of weapons, gear, devices, starships, and vehicles
* Rules for conflict, combat, and Force Sensitive Exiles in an Edge of the Empire campaign
* Extensive background information on the Star Wars universe, its systems, laws, and criminal organizations
* A wealth of advice for GMs on how to create and run an Edge of the Empire campaign
* A complete, introductory adventure to launch players into action!

The Edge of the Empire Core Rulebook is a fully self-contained reference that allows players and GMs to enjoy whole campaigns in the Star Wars galaxy, from the simplest combinations of adventures to vast, sophisticated explorations of life in the Outer Rim and at the fringes of society. You’ll build characters, encounter memorable adversaries, and confront your destinies.

Players looking for more action and adventure will be able to explore even more of the galaxy in upcoming Edge of the Empire supplements. Your campaign will grow with additional adventures. Upcoming books will further explore the game's setting, and players will gain more options for building and advancing their characters.

Expanding Your Star Wars Universe
Edge of the Empire is the first of three standalone, but fully cross-compatible roleplaying systems. Each introduces a unique dimension of the Star Wars play experience, but the core mechanics are fully interchangeable. Players and GMs will have the option to use these materials separately or combine them as they see fit in order to carve out a unique, custom roleplaying experience.

The Core Rulebook for Edge of the Empire allows players to create characters with checkered pasts and deep obligations, and it invites them to experience the thrills and adventures of life on the outskirts and the fringes of the Star Wars galaxy. Coming later, Star Wars: Age of Rebellion will allow players to take the fight to the Galactic Empire as members of the Rebel Alliance, and Star Wars: Force and Destiny will permit players to assume the burden of the last surviving Force users who are hunted by the Empire and must fight for survival even as they seek to uphold the ideals of their forbears – the fabled Jedi.

Meanwhile, players of the Star Wars: Edge of the Empire Beginner Game will find that the Edge of the Empire Core Rulebook unlocks whole new worlds and fantastic opportunities for adventure. Whereas the Beginner Game is designed to introduce players to the most basic concepts of roleplaying in a Star Wars setting, the Edge of the Empire Core Rulebook provides all the materials players and GMs need in order to continue their adventures or begin new ones. The Core Rulebook’s rules for character creation and advancement allow players to invent unique characters to suit their tastes, and its rules for character obligations and motivations add layers of excitement and engender storytelling.

Get ready for life as an outlaw, a scoundrel, a colonist, or another of the many characters who work and travel in the shadiest parts of the galaxy. You’ll need to rely upon your wits, your blaster, and your companions… Action and adventure await those who live at the Edge of the Empire!

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66.50 €
Star Wars RPG Edge of the Empire: Dangerous Covenants (HC)
Star Wars RPG Edge of the Empire: Dangerous Covenants (HC)

A sourcebook for hired guns

Expands the Hired Gun career with specializations, new talents, and more. All players will find new character, vehicle, and equipment options, aiding in their experiences on the fringe. GMs can also find new tools helping them craft memorable and exciting combat encounters.

Hired Guns will find a bounty of information to make sure they are always prepared to shoot first, such as new specializations and talents. All players will find new character, vehicle, and equipment options, aiding in their experiences on the fringe. GMs will gain new tools to help in crafting memorable and exciting combat encounters.

Specializations and Signature Abilities
Dangerous Covenants features new Hired Gun centric Motivations, Obligations, and backgrounds. Just because a character is a fighter doesn’t mean he can’t have a deep and interesting backstory, and this book helps players create that for their characters. Meanwhile, Hired Gun characters (or any character, actually) can pick up one of three new specializations. Enforcers, Demolitionists, and Heavies offer three new choices that add a lot of variety to the Hired Gun career.

In addition, Dangerous Covenants also introduces two new, high level advancement opportunities in the form of the Hired Gun’s signature abilities, recently previewed by developer Sam Stewart. These abilities are career specific talents that a character can only access once they’ve spent a lot of time and experience investing in a specialization. In return, however, they offer Hired Guns some really potent abilities that can change the course of an entire battle.

Of course, no Hired Gun is going to head into battle without a trusty weapon of some sort. Whether you want to deal out destruction with a heavy weapon like a flechette launcher or a plasma missile, or if you’d prefer to dominate a back alley brawl with a pair of vibro-knucklers, Dangerous Covenants has you covered. In addition, the book introduces new ships, ranging from small, single-seat starfighters to full-sized cruisers.

When it comes to GM advice and guidance, Dangerous Covenants has a whole range of suggestions. These range from practical details (if a Hired Gun is actually working as a Hired Gun, how much are jobs like protection, mercenary work, and sabotage going to pay?) to overarching campaign guidance, and everything in between.

Let’s hear from lead developer Sam Stewart on what Dangerous Covenants will be delivering to your gaming table:

A Word From the Developer
In the Star Wars universe, you should always be prepared for violence. From cantinas full of scum to hungry wampas looking for a snack, plenty of things in the galaxy are spoiling for a fight. Sometimes, the only thing you can do is fight back.

Dangerous Covenants is a rules supplement for Edge of the Empire that focuses on helping you fight. New specializations, talents, guns, armor, and vehicles provide a host of new options for players, while GMs are bound to find the advice on themes of cinematic combat and how to organize exciting combat-focused encounters and adventures very useful.

This book features new content for the Hired Gun career, including new Hired Gun centric Motivations, Obligations, and backgrounds. Just because a character is a fighter doesn’t mean he can’t have a deep and interesting backstory, and this book helps players create that for their characters. Meanwhile, Hired Gun characters (or any character, actually) can pick up one of three new specializations. Enforcers, Demolitionists, and Heavies offer three new choices that add a lot of variety to the Hired Gun career.

In addition, Dangerous Covenants also introduces two new, high level advancement opportunities in the form of the Hired Gun’s signature abilities. These abilities are career specific talents that a character can only access once they’ve spent a lot of time and experience investing in a specialization. In return, however, they offer Hired Guns some really potent abilities that can change the course of an entire battle.

Of course, no Hired Gun is going to head into battle without a trusty weapon of some sort. Whether you want to deal out destruction with a heavy weapon like a flechette launcher or a plasma missile, or if you’d prefer to dominate a back alley brawl with a pair of vibro-knucklers, Dangerous Covenants has you covered. In addition, the book introduces some new ships, ranging from small, single-seat starfighters to full-sized cruisers.

When it comes to GM advice and guidance, Dangerous Covenants has a whole range of suggestions. These range from practical details (if a Hired Gun is actually working as a Hired Gun, how much are jobs like protection, mercenary work, and sabotage going to pay?) to overarching campaign guidance, and everything in between.

• Includes new Hired Gun specializations such as the Enforcer and Demolitionist
• Features new options for backgrounds, Obligations, and Motivations, based on the theme of cinematic combat
• Introduces new equipment options useful to all players, such as new weapons, vehicles and more
• A powerful tool for GMs to craft memorable campaigns with a combat theme, and exciting combat-focused encounters or adventures

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33.00 €
Star Wars RPG Edge of the Empire: Enter the Unknown (HC)
Star Wars RPG Edge of the Empire: Enter the Unknown (HC)

A sourcebook for explorers

Already, you have experienced the grim realities of life at the Edge of the Empire. Now, it’s time to go even further into the most dangerous reaches of the galaxy. It’s time to Enter the Unknown.

This first rules supplement for Edge of the Empire expands the Explorer career with specializations, new talents, and more. All players will find new character, vehicle, and equipment options, which will aid in their experiences at the Edge of the Empire. GMs will gain new tools to use in crafting exciting and memorable adventures.

Developer Andrew Fischer gives an introduction of what is to come when you Enter the Unknown.

A Word From the Developer
The galaxy is rife with opportunity for those who are willing to seek it out. From the hostile wilderness of uninhabited worlds to the dangerous shadows of unexplored hyperspace lanes, chances for adventure and profit can be found everywhere.

Enter the Unknown is the first rules supplement for Edge of the Empire, featuring new content for the Explorer career, as well as hosts of new options for any player or game master. It provides tools for making stronger, deeper, and more diversified characters. New gear, droids, and vehicle options will enhance play for any group. Meanwhile, GMs can find advice on incorporating the themes of exploration, trade, and hunting into their campaigns.

Enter the Unknown covers the Explorer career, and gives it some exciting new options. Because of Edge of the Empire’s flexible character advancement system, these options are useful for nearly any character. First and foremost, the career gains three new specializations: the Archeologist, Big Game Hunter, and Driver. Each of these specializations gives new or existing Explorer characters additional choices including several brand-new talents. On top of that, this book adds new options for backgrounds, Obligations, and Motivations, all based on the themes of exploration, hunting, and trade.

Additionally, Enter the Unknown introduces new, powerful advancement opportunities for characters in the form of signature abilities. Signature abilities are career-specific, elite talents only available to experienced characters. They permit tremendous feats that are only made possible with the skill and ability gained over a long and successful career. Signature abilities add new talents to the bottom of one of the character’s existing talent trees, granting further advancement deeper into that character’s area of expertise.

In addition to these character options, this book contains new equipment and vehicles necessary for any character braving the wilder parts of the galaxy. Vehicles such as the the KV swoop help characters journey into the unexplored, while weapons such as the E-11s sniper rifle and the huntsman vibrospear help them survive it. Along with this, a whole suite of gear for any situation makes Enter the Unknown an extremely useful part of any adventurer's collection.

Lastly, Enter the Unknown gives Game Masters a powerful tool to craft exciting and engaging adventures for their players. Whether they are looking to work with themes of exploration in their adventures, better involve Explorer characters in their narrative, or run an entire campaign around the themes of exploration, this book gives them to the tools to do so.

• An “Explorer’s Handbook” for the Edge of the Empire RPG
• Includes new Explorer specializations such as the Archeologist and Driver
• Features new options for backgrounds, Obligations, and Motivations, based on the themes of exploration, hunting, and trade
• Introduces new equipment options useful to all players
• A powerful tool for GMs to use in crafting campaigns with an exploration theme, or to more deeply involve Explorer characters in the narrative of an adventure

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43.10 €
Star Wars RPG Edge of the Empire: Far Horizons (HC)
Star Wars RPG Edge of the Empire: Far Horizons (HC)

A sourcebook for Colonists

...making their living at the galaxy’s fringes in Star Wars: Edge of the Empire. Far Horizons offers new options for Colonists, along with new gear, spaceships, and species that all players (and GMs) will find useful.

A Word From the Developer, Sam Stewart
Colonists really are the unsung heroes of Star Wars. When other fringers get their hands cut off, Colonists patch them up. When confronted with strange and terrifying mysteries, it’s Colonists who cooly assess the situation, solve the problem, and identify the sleazy Hutt behind it all. And when the rest of the heroes get locked up by Imperial stormtroopers, Colonists whip crowds into a raging frenzy to burn down the garrison and free them. Now, Colonists are get the respect they deserve in Far Horizons.

This sourcebook features plenty of new content for the Colonist career. However, it should prove valuable for every character, with plenty of new material and information on making social encounters even more interesting, building your own homestead, and turning your character’s marketable skills into cold, hard cash during periods of downtime. New specializations, species, talents, spaceships, and gear will prove useful to anyone playing Edge of the Empire.

Colonists for Hire
One of the interesting things about Colonist characters is that they have access to the most varied career in Edge of the Empire. Even though they may both be Colonists, a Doctor and a Politico are very different characters. What they share is that each one is a job someone could have in their day to day lives. Colonists are people who lived normal lives and had regular work before something happened that sent them fleeing to the galactic fringe.

The three new specializations in Far Horizons continue that trend. Players gain access to the Entrepreneur, the Performer, and the Marshal.

The Entrepreneur is an interesting specialization, with a focus on making money and spending it in unorthodox ways. Entrepreneurs are characters with plenty of deals going on behind the scenes. They are generally involved in more business ventures than a gunslinger has blasters. They get a steady and significant revenue stream, and then have ways to spend that money to make their lives a lot easier. This might include knowing who to bribe to get some crucial information, or just spending a few credits to take their mind off their current troubles. And of course, few characters are going to be more useful than the Entrepreneur when sitting down at the negotiating table.

The Performer on the other hand, is a specialization designed to encompass all types of entertainers; musicians, actors, acrobats, and even comedians. As is to be expected, they have quite a few talents that mesh with their abilities to charm and deceive. A lot of the Performer’s abilities are all about making him or her the center of attention, whether the audience wants to pay attention or not. They also have a few really flavorful talents. For example, once in a while, NPCs may turn out to be the Performers biggest fan, whether or not the GM expected it. And a portion of the specialization is dedicated to the Performer’s not inconsiderable athletic ability. Quite a few crime lords have ignored or mistreated their entertainers, only to end up with a knife in their back or slave’s chain around their throat.

Finally, we have the Marshal. The Marshal is every inch the embodiment of law on the Outer Rim. He can be good with a blaster, since sometimes justice has to come at the barrel of a gun. However, Marshals are also tough, diligent, and relentless. A Marshal can get up and keep going after a lesser individual would drop to the ground exhausted. In addition, a competent Marshal can be almost impossible to deceive. They’re great at ferreting out the truth from unwilling suspects, and can play good cop or bad cop as circumstances require.

These specializations add even more variety to an already varied career. However, Colonists aren’t the only characters who may want to use them. An Assassin could make use of the Performer specialization to reinforce his coordinated melee combat style and ability to trick his way closer to targets. A Trader might decide that the Entrepreneur is a great advancement to represent his business taking off and making some real money. Finally, a Mercenary Soldier might decide to quit being a soldier of fortune and put his leadership abilities and gun hand to use keeping the peace on a world on the fringes of Wild Space. In the end, your only limit to what characters you can make with these specializations is your imagination.

New Horizons Await
With Far Horizons comes brand new opportunities for Colonists to make a name for themselves at the Edge of the Empire. All players (and GMs) will discover new ships, gear, and more to introduce into their escapades at the galaxy’s fringes.

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33.00 €
Star Wars RPG Edge of the Empire: Fly Casual (HC)
Star Wars RPG Edge of the Empire: Fly Casual (HC)

A sourcebook for smugglers

Risk and opportunity are two sides of the same coin, and in a galaxy riven by war, opportunities abound for those willing to take the risks. Across the stars, smugglers flaunt the Empire’s laws to turn a profit. These daring outlaws, scoundrels, and con artists gamble it all for a shot at getting rich…

Smuggling in the Star Wars galaxy is a high stakes job filled with danger and excitement. However, flying from one planet to another, sneaking past Imperial patrols, and dealing with the scum of the galaxy is not just a job; it is a way of life. For those men and women drawn to this lifestyle, its opportunities, its freedoms, and its thrills, Fly Casual offers a terrific haul of new character options, equipment, ships, modifications, and potential jobs.

Life on the Edge
Smugglers’ lives are full of risk. They’re nearly always in danger of being caught, and they’re often in danger of being cheated, extorted, or betrayed. Still, many of the galaxy’s best smugglers are able to build reputations for themselves; they have developed the skills they need to survive, and they deliver the goods, no matter how harrowing the experience.

Fly Casual allows you to further develop your Smuggler’s skills. Whether you start from scratch with one of the book’s three new playable species or take your veteran Smuggler to all-new heights with one of two new signature abilities, Fly Casual presents you with all the skill, charm, and daring you need to run a profitable career in the galaxy’s shadiest fringes.

Additionally, you’ll be able to train your Smuggler in a range of new talents associated with three new specializations: Charmer, Gambler, and Gunslinger. These specializations and their talents add new dimensions and versatility to the Smuggler career, providing your Smuggler with new ways to refine his talents or branch out into new operations.

Tricks of the Trade
Every Smuggler knows that keeping his cargo safe and his clients happy takes as much preparation as it does luck. You need a fast ship, the right gear for your job, and a blaster in hand whenever a deal goes bad. If you’re constantly gambling on your life and reputation, it pays to stack the odds in your favor, even if doing so may require a fair investment of credits.

Accordingly, the new weapons, gear, vehicles, and starships in Fly Casual are designed for speed, stealth, and skulduggery. From light and concealable blasters to digital lockpicks, and from shadowcloaks to the fast, but temperamental YT-2000, you’ll find a wide range of new tools to help you survive your business with a galaxy full of greedy Hutts, violent thugs, heartless bounty hunters, and other dregs.

Of course, there’s virtually no such thing as a stock smuggler’s vessel, so Fly Casual also introduces more than half a dozen different starship and vehicle modifications. If you want to succeed, make sure you’re prepared.

It’s Just Business
Smuggling plays a large part in many Edge of the Empire campaigns. Although this is obviously likely to be true for parties that include one or more Smuggler characters, any group with its own starship and the need to pay off an Obligation might end up taking on work moving contraband.

At their most basic level, smuggling adventures involve transporting something across the galaxy and either bypassing or overcoming the obstacles that lie in-between the beginning and end of the journey. Usually, the party will haul some illicit cargo, but it could just as easily take on passengers who need to get somewhere quickly and discreetly.

However, there’s often more to a job than just moving goods or passengers, and Fly Casual helps Game Masters liven up their smuggling runs with new rules and information for hyperspace travel, con jobs, heists, gambling, recurring rivals, quick-draw blaster duels, and other important features of smuggling adventures. Additionally, should your players aspire to remove themselves from the daily risks and travails of the smuggler’s lifestyle, they could put their talents to use in the formation of their own smuggling ring. Fly Casual provides enough information about smuggling rings and other syndicates that you could easily create a campaign around a group of characters who would rather run the show than fly back and forth at the behest of others.

Who Doesn’t Like a Good Payoff?
While the rules and information in Fly Casual are geared primarily toward Smugglers and their interests, the book is filled with toys, tricks, and opportunities that are certain to catch the imagination of any Player Character interested in turning a profit at the edge of the Empire. You just have to be willing to accept the risks.

Fly Casual is a 96-page sourcebook for Smugglers in the Star Wars: Edge of the Empire Roleplaying Game. It adds new content for Smuggler characters as well as any other characters interested in pursuing fame, fortune, and glory without bowing to harsh laws or society’s demands. Risk and opportunity are two sides of the same coin, and in a galaxy riven by war, opportunities abound for those willing to take the risks. However, flying from one planet to another, sneaking past Imperial patrols, and dealing with the scum of the galaxy is not just a job; it is a way of life. For those men and women drawn to this lifestyle, its opportunities, its freedoms, and its thrills, Fly Casual offers a terrific haul of new character options, equipment, ships, modifications, and potential jobs.

A "Smuggler's handbook" for the Edge of the Empire RPG:
• A smuggler sourcebook for the Star Wars: Edge of the Empire Roleplaying Game
• Introduces three new Smuggler specializations, two Smuggler signature abilities, and three new playable species
• New equipment, ships, and modifications present a wide range of options for all Edge of the Empire characters
• DMs find valuable rules and advice for incorporating Smugglers and smuggling runs into their campaigns
• Players can now work and create their own smuggling rings

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33.00 €
Star Wars RPG Edge of the Empire: Jewel of Yavin (HC)
Star Wars RPG Edge of the Empire: Jewel of Yavin (HC)

Scrape together a crew and prepare for the heist of a lifetime in The Jewel of Yavin, an extended adventure supplement for Star Wars: Edge of the Empire.

Set in Bespin’s Cloud City, The Jewel of Yavin includes plenty of opportunities for all characters to shine as they work to steal the priceless corusca gem.

Developer Katrina Ostrander gives some insight on the adventures ahead in The Jewel of Yavin.

A Word from the Developer
The Jewel of Yavin was slated from the beginning to be a thrilling, action-packed jewel heist, a sort of “Ocean’s 11 meets Star Wars”. What better place to set the stage for a high-stakes caper than the Cloud City on Bespin?

During the adventure, the Player Characters are hired by a local Pantoran crime boss to steal the “unstealable” Jewel of Yavin, a brilliant corusca gem—not once, but twice. Corusca gems are mined deep in the gas layers of Yavin Prime and are used throughout the galaxy in decorations and heavy industry. Legends say they can also serve as the focusing crystal in lightsabers. Either way, they are worth more than enough to help a down-on-their-luck crew pay down some Obligation or purchase a brand new starship.

In addition to showcasing the skills and talents possessed by Scoundrels, Slicers, and Thieves, we wanted to provide rich social intrigue opportunities, as well as chances for piloting- and combat-focused characters to shine. If your party is missing a crucial role or skill-set, we’ve included half a dozen unique NPCs who can help fill out a crew.

Early on, you’ll have the chance to enter into the Cloud City Grand Prix, a cloud car race that takes you above Bespin’s clouds, with all the fancy flying, vehicle modification, and sabotage that that entails. Later, you’ll need to navigate Cloud City’s upper social strata to manipulate bidders and drive the auction sky-high before slicing in to divert the winning bid to your own accounts. Of course, if complications arise (as they always seem to in the Outer Rim), you’ll be glad you brought along some muscle.

Game Masters will find the Cloud City gazetteer section especially useful, both for running The Jewel of Yavin adventure and for basing their own Edge of the Empire campaigns on the floating city. The section features over a dozen pages of material detailing locations in the plaza district, Port Town, and the industrial levels. Lobot and Lando appear, of course, as do the famous Bespin Wing Guard. Player Characters will have a chance to interact with all of these iconic characters over the course of the adventure, for better or worse!

• A ninety page extended adventure supplement for Edge of the Empire
• Set in Bespin’s Cloud City
• Player characters work to pull off the heist of a priceless gem
• Player characters have the chance to interact with the famous Bespin Wing Guard, and iconic characters like Lando Calrissian.
• Includes a Cloud City Gazetteer with important information for GMs to use while running this adventure, and campaigns set in Cloud City.

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33.00 €
Star Wars RPG Edge of the Empire: Lords of Nal Hutta (HC)
Star Wars RPG Edge of the Empire: Lords of Nal Hutta (HC)

A sourcebook for Hutt space

Allows you and your friends to escape the oppressive rule of the Empire and engage in devious schemes with the galaxy’s slimiest and most notorious gangsters: the Hutts.

Name your vice: gambling, luxury, spice, or beauty, perhaps? Whatever your pleasure, you can find it in abundance in Hutt Space, provided you’re willing to pay. Smugglers, freelancers and mercenaries flock to the galaxy’s many Hutt-controlled hives of scum and villainy to fulfill their depraved desires or make a quick profit. Opportunity is abundant, but it comes at a perilously steep price. Anyone who flies Hutt Space lanes and hauls their questionable cargo must continuously ask themselves how far they’re willing to go in the name of cold, hard credits.

In the 144 pages of Lords of Nal Hutta, Game Masters can find all the information they need to bring the most corrupt and lawless stretch of the galaxy to life. The book places everything you need to base a campaign in this infamous region at your fingertips, including information on over a dozen planets and their history, people and culture, points of interest and plot hooks, as well as local creatures and challenges.

Lead Developer Max Brooke on the Land of the Kajidic
“This book expands considerably on Hutt Space in the Star Wars roleplaying game, giving players and GMs the resources and support to tell countless new stories in locations like Nal Hutta, Nar Shaddaa, Toydaria, Kintan, and more!

“In addition to information about the environments and inhabitants of Hutt Space, Lords of Nal Hutta contains facts about the Hutt kajidics that hold sway there, describing these clans along with their influential members, alliances, rivalries, and histories. The allegiances and squabbles between the various kajidics, as well their interactions with the Galactic Empire and the Rebel Alliance, can make for extremely exciting stories, especially for the smugglers, fringers, and other Edge of the Empire characters who find themselves trapped in the middle! Hutt Space is full of opportunities for an ambitious individual to get incredibly rich—or to lose everything to a Hutt scheme.

“To help bring all of this setting information into your games, Lords of Nal Hutta has a plethora of player resources and a set of modular encounters related to Hutt Space. You’ll find rules for playing four new species native to the region: the rugged and adaptable Nikto, the cybernetic mercenaries known as Ganks, the adept and prideful Sakiyans, and the mighty Hutts themselves. The book also features weapons, equipment, starships, and vehicles from Hutt Space to help the GM and players immerse themselves and their characters in the region. Further, the modular encounters included in this book give GMs ways to easily seed trips to Hutt Space into their adventures or even to run full campaigns within this murky hive of galactic iniquity.”

Residents of the Rim
Along with a detailed overview of the most prominent figures in Hutt Space Lords of Nal Hutta also includes a wealth of new options for character creation.

Players now have four more species options:
* Sakiyans are unparalleled killers in the galaxy. Their predatory skill is unmatched, but protecting and defending their families and prides are their top priorities. While most show little to no interest in leaving their homeworld, Saki, those who do leave quickly become renowned as bounty hunters and assassins, finding their skills in high demand among the Hutt kajidics. Sakiyans are also noted for their distinct lack of humor as well as their intellectual and problem-solving abilities; they rarely take kindly to being proven wrong.
* Niktos are hardy, stoic creatures known for being slaves to the Hutts. Reptilian humanoids with tough, leathery skin and standing roughly the height of an average human, the Niktos are a product of the environment of their harsh home planet, Kintan. All five of the Nikto sub-species are commonly found throughout Hutt Space and the Outer Rim. Most of them operate somewhere between illegal and immoral–doing dirty work for their powerful and devious employers.
* A feared and mysterious species of mercenaries in the employ of the Hutts, the Ganks are among the most bloodthirsty killers in Hutt Space. Fur-laden carnivorous bipeds, they are clad from head to toe in high-tech battle armor, and are rarely seen in the flesh by non-Ganks. At their best as faceless thugs and enforcers, Ganks are almost exclusively bounty hunters, assassins, and bodyguards for Hutts and others willing to pay cold, hard credits for their unseemly services.
* Hutts are large, slow-moving, long-living gastropods with remarkable physical and mental strength. Hutts can be found in nearly any profession, though the most infamous Hutts in the galaxy tend to be gangsters and crime lords. The massive slug-like creatures live for hundreds of years, and though they are slow, they are still physically powerful in their own right. Hutts also retain a great deal of societal power from the influence of the Hutt kajidics.

Black Market Wares
The infamous black markets that litter the seedy underbelly of Hutt Space offer virtually any armaments imaginable, offering everything from the small but powerful blasters of the Hutts to the bizarre tensor rifles of the Sakiyans and the deadly cortosis staves of the Morgukai. Accordingly, Lords of Nal Hutta contains profiles for a wide range of new weapons, armor, and gear, even exotic weapons that spew acid and poison gas.

The wealth of new gear extends far beyond weaponry, though, most notably including some cybernetic favorites of the Ganks. On Nar Shaddaa it is easy to find a back alley doctor willing to replace a limb or implant an artificial device, but only if you’ve got the credits.

Dangerous Opportunities
Lords of Nal Hutta also includes five unique modular encounters that range in length from a thirty minute interlude to a full session’s worth of content. Each is designed to require a minimum of preparation on the part of the Game Master and can be used to help fill out a game with new and exciting locations, prevent disruption in your campaign during an unexpected turn of events, serve as a guide for a one-shot session, or even comprise a series of adventures in their own right.

Engage with the Hutt clans and kajidics as slimy allies or wretched foes, strike a deal with a weapons dealer in Nar Shaddaa, or hunt for spice in the swamps of Toydaria. The options are vast and the choice is yours.

Welcome to Nal Hutta
In Hutt Space, so long as your crew has the guts, the gear, and the luck to pull it off, you can make a lot of quick credits while working for or against the Hutts. The Empire’s limited presence means that once your characters earn their credits, they’ll also find plenty of opportunities to get their hands on some of the most obscure and dangerous gear on this side of the galaxy.

Whether the Hutts become your friends or foes, Lords of Nal Hutta gives you the chance to interact with the slimiest and most devious creatures in this infamous corner of the galaxy.

• A Hutt Space sourcebook for the Star Wars: Edge of the Empire Roleplaying Game
• Provides information on the planets of Hutt Space and their inhabitants
• Introduces four new playable species: Nikto, Ganks, Sakiyans, and Hutts
• Features many interesting items from the galaxy’s black markets, including cybernetics
• Five modular encounters enhance your campaign or serve as the seeds of new adventures

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44.00 €
Star Wars RPG Edge of the Empire: Mask of the Pirate Queen (HC)
Star Wars RPG Edge of the Empire: Mask of the Pirate Queen (HC)

An adventure for the Star Wars: Edge of the Empire roleplaying game!

Explore the jungles of an Outer Rim paradise. Slice into the networks of an interplanetary crime syndicate. Fight your way onto a pirate ship. Battle a seasoned pitfighter while thousands of spectators look on – all in pursuit of the nefarious, cunning, and powerful Pirate Queen. You never know what tough deals you'll make, what underground contacts you'll meet, or what illicit deeds you'll perform in this fast-paced bounty hunting adventure.

Caught in a Criminal Rivalry
The Pirate Queen leads an all-female criminal organization known as the Veiled Sorority that predates the Clone Wars. Non-females of any species can join the sorority, and most of the lower-ranking members are male, but only females can hold leadership positions. The Pirate Queen herself remains anonymous to all but her most intimate counselors, always wearing an ornate, high-tech mask to maintain her anonymity – which is more necessary now that the infamy of the Veiled Sorority is growing.

The trademark criminal practice of the Veiled Sorority unites benevolence with ruthlessness. Preferring to take entire vessels rather than just cargo, a band of Veiled Sorority pirates will board a ship and offer to be merciful if the crew surrenders without a fight. If anyone refuses or offers resistance, then every single person aboard the ship could be executed.

The Zann Consortium, headed by a cunning former protege of Jabba the Hutt, is behind the bounty posted for the Pirate Queen. Having recently become the Veiled Sorority’s favorite target, they have lost too many ships, cargo, and lives not to seek retribution and revenge. Operating primarily in the Outer Rim, the Zann Consortium has made a windfall feeding on the conflict between the Rebel Alliance and Galactic Empire, extorting neutral planetary governments by offering military protection for their worlds. Those worlds that refuse find themselves attacked by domestic terrorists and plagued by corrupt government officials who have been bought by the Consortium.

In agreeing to hunt down the Pirate Queen, you and your companions are willingly becoming pawns in the vicious interplanetary rivalry between these criminal syndicates. Neither organization has the law on its side, and you’ll often have trouble telling the good guys from the bad. You might earn an enormous profit and gain powerful underworld contacts in this dangerous affair, but any mistake you make has the potential to get you killed.

An Outer Rim Oasis
The adventure begins on the planet Saleucami, where days are long, hot, and lazy, and nights filled with licentious and sinister activities. Since it was founded by Pantorans, Saleucami has become a melting pot of different species – Twi’lek, Gran, Weequay, Human – where liberty is highly valued. Its capital city, Taleucema, is a major spaceport, filled with cantinas, gambling dens, merchants, and all forms of rest, relaxation, and crime.

All of Saleucami is covered in expansive meteorite craters. Taleucema occupies the largest crater, most others are now home to lush, diverse jungle ecosystems. In the days of the Republic, scientists from across the galaxy came to investigate the species of the planet, but abandoned their research stations during the Clone Wars. Separatists then came and constructed hidden bases among the thick tropical forests. Now both scientific and military outposts are occupied by independent mercenary and criminal organizations. Animal predators are the least of the troubles that await you in the humid jungles of this Outer Rim world.

A Notorious Shadowport
In the course of your chase you may also visit Ord Mantell, an infamous smugglers’ haven and home to treacherous and lucrative Blockade Runners’ Derby. Fiercely independent, the planet fell under the sway of Darth Maul’s criminal empire during the Clone Wars but resisted both Separatist and Republican occupation. While Mantellians are welcoming and friendly, they are also so mistrustful that they tend to use pseudonyms when dealing with strangers – a side effect of regularly doing business with smugglers, bounty hunters, and other criminals.

The capital of Ord Mantell, Worlport, is a near-lawless enclave where almost anything can be bought and sold, at once seedy and opulent. Outside of the capital, however, the planet isn’t heavily populated. South of the capital runs a shoreline, the Coral Coast, littered with debris, home to scavengers and junk dealers. To the north lie the scraplands, a smog-cloaked field where the galaxy’s garbage has been accumulating for thousands of years. Numerous villages exist in this wasteland, including a settlement of Jawas who somehow relocated from Tatooine. Hidden deep in the ancient detritus there are nevertheless unexpected treasures to be found. With a little luck, you and your companions will unearth some of them.

Join the Hunt
You don’t need a Bounty Hunter in your group to participate in the pursuit that’s at the heart of Mask of the Pirate Queen. Characters of any career, from Smugglers and Technicians to Force-Sensitive Seekers and Spies of the Rebel Alliance, can join in on this lucrative and risky job. Designed primary for Edge of the Empire, the adventure can be easily incorporated into an Age of Rebellion or Force and Destiny campaign.

Mask of the Pirate Queen offers players a chase across the galaxy filled with suspense, dangers, and sudden surprises. For Game Masters, it provides detailed gazetteers on Saleucami and Ord Mantell, numerous new adversaries, and plenty of guidance for what to do when your players inevitably do the unexpected. In this underworld struggle between criminal organizations, it’s impossible to tell who, if anyone, is really on your side.

• A new 96-page adventure book for the Edge of the Empire roleplaying system
• Includes detailed gazetteers of the worlds Ord Mantell and Saleucami
• Helpful Game Mastering tips throughout the adventure
• Numerous full-color illustrations depict the adventure’s exotic locations and characters
• Fully compatible with Star Wars: Age of Rebellion and Star Wars: Force and Destiny systems

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33.00 €
Star Wars RPG Edge of the Empire: No Disintegrations (HC)
Star Wars RPG Edge of the Empire: No Disintegrations (HC)

A sourcebook for bounty hunters

Like the Smugglers you occasionally hunt, you’re a pragmatist who is willing to follow the money wherever it leads. Like the Hired Guns you tend to cross paths with, you’re well-armed and deadly. More than deadly, you’re so ruthless that even Imperial Officers fear you. You’re a Bounty Hunter, holding life and death in your hands, determined to catch your prey, no matter what.

No Disintegrations, an upcoming sourcebook for Star Wars: Edge of the Empire, gives you the tools and talents necessary to succeed in your hunt, and the adventure material that Game Masters need to make that hunt thrilling, suspenseful, and a significant challenge. Within its ninety-six full color pages you’ll find new species, three Bounty Hunter specializations, plenty of sneaky and iconic ships, sophisticated gear, and much more.

Smooth Operators
Whether you're a lone wolf or part of a motley crew, searching the galaxy or a single city’s streets, a good vehicle is going to make chasing your prey a lot easier—and being a good pilot can make you an excellent Bounty Hunter. However, the new Operator specialization, one of three introduced in No Disintegrations, goes beyond equipping you with the skills you’ll need for the hottest pursuits. With new talents like Overwhelm Defenses and Debilitating Shot, it enables you to more easily take down any ship or other vehicle you’re pursuing.

Of course, the hunt doesn’t usually begin with a pursuit. You usually have to first spend time finding your quarry. That becomes exponentially easier with a new Signature Ability, Always Get My Mark. If you’re on the same planet as the person you’re looking for, have two Destiny Points to spare and can pass a hard Streetwise check, you’ll instantly find him. Even more, the Game Master then launches a new encounter beginning when you reach his location.

Sharp Shooters
Even if you don’t take up the Operator specialization, you and any colleagues you've got may be interested in a ship. Perhaps something good at accelerating, like the combat-built Aggressor with its quartet of cannons and a tractor beam? If you prefer to fly solo, you can save a few thousand credits and invest in the Fang Fighter, one of the fastest, most agile ships in the galaxy instead. If you’re partnered with a Smuggler, you might fancy something a little larger and better armored, like the YV-666. It may not be the sleekest of ships, but it will keep your team and any prisoners or contraband safe until you get the job done.

No Disintegrations has much more for you than fancy ships, of course. It introduces to Edge of the Empire a range of tantalizing gear: arm-mounted micro-rockets, rocket boots, precision rifles, inexpensive homing beacons, poisons, and even a holographic disguise matrix for when you want to meet face-to-face with someone, but avoid revealing your actual appearance. A lot of this gear is designed for carrying out dark deeds with no regard for morality or laws, but much of it will nevertheless appeal to Force-sensitives, Rebellion Spies, or anyone with a mission that demands secrecy and stealth.

Private Investigators
For Game Masters specifically, No Disintegrations provides plentiful informaton on types of bounties that your roleplaying group might be contracted for and rewards for hauling those bounties in, dead or alive. It details ways to keep self-interested Bounty Hunters from turning their weapons on each other, and in-adventure ways to integrate Bounty Hunters PCs into a team of characters with a wide variety of Careers.

The book also goes in-depth on the type of adventure Bounty Hunters are best suited for: investigations. They’re not always the easiest type of adventure to craft or to run: you’ve got to create a puzzle and make the clues to its solution possible (but not too easy) for PCs to find. You need to lay obstacles in your PCs' path without over-complicating things, and make the conclusion of the mystery thrilling enough to be worth the effort. No Disintegrations doesn’t only give helpful guidelines for building investigation adventures, it offers Game Masters three sample campaigns that can be easily adapted to your roleplaying, whether or not Bounty Hunters are at the table.

Hunting License
As one of these shrewd, determined, and dangerous individuals, there aren't many guidelines you adhere to, Darth Vader's insistence on "no disintegrations" being one of the rare exceptions. You have a galaxy-wide license to hunt and maybe even kill, if you like. The quarry and the reward are up to your contractor, but all the rest is up to you.

• Full-color, 96-page supplement for the Star Wars: Edge of the Empire roleplaying game
• Offers Bounty Hunters fresh specializations, signature abilities, and gear
• Introduces three new species playable in any career
• Brings iconic ships like the Aggressor, the Kihraxz, and the YV-666 into the game
• Includes three sample investigation-based campaign outlines

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33.00 €
Star Wars RPG Edge of the Empire: Special Modifications (HC)
Star Wars RPG Edge of the Empire: Special Modifications (HC)

From hyperdrive and ion cannons to protocol droids and medical devices, Technicians keep the Star Wars galaxy running. These creative, resourceful individuals are willing to work hard and get their hands dirty in physically and mentally demanding tasks. It is high time that Technicians get some new tools for their trade. Therefore, we are proud to announce the upcoming release of Special Modifications, a Technicians’ sourcebook for the Star Wars: Edge of the Empire roleplaying game.

Special Modifications brings new specializations and signature abilities to the Technician career. Its 96 full-color pages also include new playable species and copious amounts of gear, including cybernetics, slicing tools, construction tools, and remotes. Finally, the book contains detailed guidelines for crafting devices, weapons, and droids of your own invention, as well as new slicing actions and expanded rules for running slicing encounters in your roleplaying adventures.

Intuitive Mechanics
Most Technicians are naturally gifted. They don’t need an instruction manual or advanced education to figure out how to make things work. They can simply look at a mechanical problem and intuit how to solve it, or look at a set of components and instinctively perceive how to fit them together. The Technician specializations of Core Rulebook—Mechanic, Outlaw Tech, and Slicer—encourage this kind of innate, broad technical aptitude. Those of Special Modifications are more highly specialized. A Cyber Tech unites mechanics and medicine in order to enhance biological bodies though cybernetics, whether that means crafting the cybernetic body part or surgically implanting and connecting it. Droid Techs focus on creating and maintaining sentient machines, from service patch remotes with simple programming to canny, headstrong astromechs. Modders are more versatile, but most interested in relentlessly repairing, adjusting, customizing, and optimizing the technology around them.

The two signature abilities of Special Modifications give Technicians the means to produce imaginative innovations and use their skills well in the most dire of emergencies. Inventive Creation allows a Technician to build a device of their own invention out of any materials at hand. At the end of the encounter, however, the device will come apart, short out, or otherwise permanently cease to function. For example, if you need a ranged weapon and are lost in the forests of Nal Hutta, you might use Inventive Creation to fashion a bow out of vines and sticks. Unmatched Calibration increases your chance at success in a single pivotal moment once per session. At its base, Unmatched Calibration allows you to reroll up to two dice in your pool—enough to make a critical repair to your ship or slice into protected enemy systems. Both signature abilities can be upgraded to enable more impressive feats—such as building entire vehicles or changing the dice you roll in your pool.

Advanced Tech
Technicians tend to be fond of their tools and their toys, so Special Modifications is chock-full of gear, vehicles, and attachments for them to play with and share with the rest of the team. Outlaw Techs and Slicers, along with Smugglers or Bounty Hunters, may want cloaking coats, which hinder scanners and electronic devices from perceiving their presence. Slicers may also want to invest in a few dataspikes, which make disabling security programs much easier. Cyber Techs might be interested in implanting a neural recorder, either in themselves or an ally, which gives the owner as close as a sentient being can get to a perfect memory. An intelligent toolbox which can respond to verbal commands could simplify life for Mechanics or Gadgeteers who often have their hands full.

New weapons attachments include a sonic scope that can detect targets through the hardest, densest surfaces, and an integrated scanner that allows you to maintain an awareness of your surroundings even while staying on target. You might upgrade your smuggling team’s ship with decoy buoys to fool Imperial law enforcement and a laser focusing array to make your cannons and turboblasters more likely to deal critical damage. No matter what your group drives or flies, your Technician now has plenty more options for customizing that vehicle.

Tinkering Around
The Edge of the Empire Core Rulebook handles a huge variety of crafting, tinkering, repairing, and manufacturing tasks by simply calling for a Mechanics check and letting the results of that single check shape the narrative. Special Modifications at last offers more detailed guidelines for making weapons, droids, cybernetics, and other devices, including ways to spend dice results that affect both process and the final product. Weapon and device crafting involves choosing a template, procuring materials, and finally, construction. To build a droid, you’ll first select a chassis which determines the droids’ basic characteristics. Then, you’ll program in directives that shape its talents and skills, and finally you’ll determine the sentient machine’s quirky personality traits. Since Technicians often earn a living from their trade, you'll also learn about determining how much a hand-crafted item might sell for and how much a Mechanic should get paid.

Similarly, slicing means much more than testing your skill in Computers. Slicers and other tech-savy characters now have specific actions to choose from, such as Acess System, Enact Command, and Trace User. Their dice rolls in such actions may result in permanent secret backdoors into Imperial systems, or in evidence of their tampering being left behind. GMs will find suggestions for staging slicing encounters, including how to manage the hostile systems being sliced into.

Upgrade Your Game
Special Modifications won’t only delight career Technicians playing Edge of the Empire. Spies, Aces, and Engineers fighting for justice in Age of Rebellion may want to pick up the Modder specialization. Artisans of Force and Destiny may fancy some innovative new tools and Consular Healers might want to acquire the talents of a Cyber Tech. No matter what your technical background or area of expertise, Special Modifications enables you to upgrade your skills, weapons, ship, and game.

• A full-color, 96-page supplement for Star Wars®: Edge of the Empire
• Adds Cyber Tech, Droid Tech, and Modder specializations to the Technician Career
• Introduces Dugs, Besalisks, and Mustafarians as playable species
• Features copious new gear including droids, vehicles, cybernetics and slicing tools
• Offers expanded rules for slicing and for crafting devices, weapons, and droids

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45.40 €
Star Wars RPG Edge of the Empire: Suns of Fortune (HC)
Star Wars RPG Edge of the Empire: Suns of Fortune (HC)

A sourcebook for the Corellian Sector

Allows you and your friends to explore the fantastic opportunities and dangers found in the birthplace of Han Solo and Wedge Antilles. Discover three new species, exotic weapons, dozens of vehicles, nine modular encounters that Game Masters can use in any Edge of the Empire campaign, and more!

Fast Ships, Fast Pilots, and Fortunes to Be Made
Suns of Fortune is your ticket to a Core World full of action, adventure, and opportunity. Known as the home of fast ships and the daredevils who pilot them, Corellia has long maintained a reputation as the birthplace of the most talented smugglers, scoundrels, and jockeys ever to fly a snubfighter or ride a tricked-out swoop.

While this reputation may be slightly—but only slightly—exaggerated, Corellia is nonetheless bursting with opportunities for excitement and adventure. Despite being located among the ancient worlds and civilizations of the galactic Core, Corellia is neither stuffy nor overly constrained with laws and regulations. Instead, its spirit of adventure thrives, drawing thrill-seekers from all over the galaxy.

Moreover, throughout the 144 pages of Suns of Fortune, GMs will find extensive details on the Corellian Sector that can help establish a rich and vibrant setting for their Edge of the Empire campaigns. Give your players the chance to win it big on Treasure Ship Row, make a fortune smuggling to Selonia, purchase one of Nubia’s amazing ships, or even pull off the art heist of the century on Aurea. The Corellion Sector is full of opportunities for your heroes to prove themselves.

You’ll also find nine modular encounters, each of which can either serve as part of nearly any adventure. These are the kinds of scenes and challenges that can crop up almost at any time, while you’re trying your hand at a game of Sabacc or stopping for a drink at the local cantina. Players may even trigger them with the specific choices they make, and they give the GM an effective response to an unplanned turn of events.

The Fastest Ships in the Galaxy
If there’s one thing associated with Corellia, it’s speed. When it comes to starships, it’s a well-known rule that if you’re looking for speed, you go Corellian.

From the mom-and-pop outfits who customize light freighters to the galactic renowned Corellian Engineering Corporation, Corellian shipbuilders count thrust, acceleration, and hyperspace velocity as three of their primary concerns, and Suns of Fortune brings many of these starships to your gaming table.

All told, Suns of Fortune offers you the chance to enjoy hours of spectacular space battles and dramatic speeder chases with nearly two dozen new Corellian vehicles and starships, including landspeeders, airspeeders, starfighters, freighters, and more!

A Whole Sector Full of Character Options
In addition to its detailed overview of the Corellia Sector, nine modular encounters, and fast new starships and vehicles, Suns of Fortune also introduces a wealth of options for character creation and gear.

First and foremost, players can choose from three new species options when they make their characters:

* The hyper-intellectual Drall are renowned throughout the galaxy as thinkers and make natural scholars and scientists. Averaging roughly one meter in height, they are covered in fur ranging from a ruddy brown to shades of grey and black. Though most Drall prefer to avoid adventure, their incredible intellect proves advantageous in many sticky situations.
* Nothing is more important to the dour and dangerous Selonians than the protection and preservation of their species, and they will go to any lengths to defend their homeworld and their kin. These carnivorous, mammalian bipeds are covered in short, sleek brown or black fur, with elongated heads bristling with whiskers.
* Corellian-born humans are said to have rocket fuel for blood, and their penchant for speed drives many of them to earn notoriety as being among the best pilots in the galaxy. This species allows a strong, early focus on Piloting and serves as a variation on humans found in the Edge of the Empire Core Rulebook.

Additionally, Suns of Fortune profiles exotic weapons, armor, and gear from Corellia and the other planets in the Sector. From the Coronet Arms dueling pistol to the Nomad Greatcoat, players will find plenty of interesting toys that they can insert into their game to give it a Corellian flavor.

Welcome to Corellia
On Corellia, the best chance for success is to take a fast ship, a faster pilot, and hit the hyperlanes. It’s demanding, but Corellians are equal to the demands. It’s frightening, but Corellians have no fear. It’s risky, but Corellians never shy away from risk. After all, the only things that outweigh risks are the fortunes to be made...

Suns of Fortune is your chance to explore the intrigues and dangers in the heart of the Star Wars galaxy.

• Extensive details for one of the most iconic regions of the Star Wars galaxy
• Modular encounters introduce exciting scenes and challenges that can serve as part of nearly any adventure
• Three new species options for player characters: Drall, Selonians, and Corellian-born humans
• A treasure trove of new weapons, armor, and gear, as well as some of the fastest ships in the galaxy

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44.00 €
Star Wars RPG Force and Destiny: Beginner Game
Star Wars RPG Force and Destiny: Beginner Game

The Star Wars: Force and Destiny Beginner Game is the perfect entry into the Star Wars: Force and Destiny roleplaying experience for players of all skill levels.

With its complete, learn-as-you-go adventure, players can open the box, ignite their lightsabers, and explore their destinies as Force users in the Star Wars galaxy. Pre-generated character folios keep the rules right at your fingertips, while custom dice and an exciting narrative gameplay system advance your story with every roll.

Set during the height of the Galactic Civil War, after the destruction of the Jedi Order, the Force and Destiny Beginner Game contains everything 3-5 players need to begin exploring the mysteries of the Force.

A Complete, Learn-As-You-Go Adventure
With plenty of opportunities for combat, social encounters, moral conflict, and more, the included adventure, Mountaintop Rescue, teaches the fundamentals of Force and Destiny as you play! High up the snow-clad slopes of Mount Tellec on the Outer Rim planet Spintir, you and your allies must travel to an ancient temple and rescue the humble scholar Hethan Romund, one of the few individuals still willing to share any knowledge of the fallen Jedi Order.

Important game mechanics are introduced incrementally as part of the growing narrative. If you need a quick reference during play, simply consult the included perfect-bound rulebook, which includes everything you need to develop your own adventures.

Pre-generated Character Folios Get You Into the Game
The Star Wars: Force and Destiny Beginner Game lets you choose one of four pre-generated characters and jump right into the game. Will you play as a human trained in the arts of defense, a mysterious Zabrak mystic, an agile Togruta seeker, or a lightsaber-wielding Kel Dor able to move objects with the power of the Force? Four handy character folios help you track all the information you need to assume the role of your character.

Each eight-page folio includes a background explaining that character’s connection with Hethan Romund, the Force, and the other heroes. Additionally, quick reference guides cover the basics of the game’s core mechanics, as well as plenty of options for advancing your character during Mountaintop Rescue and into adventures beyond.

Custom Dice Help You Create Engaging Narratives
The custom dice mechanic featured in each of the Star Wars roleplaying games feature symbols for success, failure, and complications printed directly on the dice! Even a successful roll can place you under threat, and even a failure could create some advantage. This system takes all narrative conditions into account, letting players and Game Masters quickly build a dice pool for each task.

While other RPGs’ dice systems determine success or failure as a binary state, Force and Destiny’s custom dice allow for a rich tapestry of narrative possibilities. The ever-present potential for success with complications or failure with advantages adds a host of narrative possibilities.

The Star Wars: Force and Destiny Beginner Game includes:
* 1 32-page Adventure Book, 1 48-page Rulebook, and 1 Introduction Sheet
* 4 Full-Color Character Folios
* 1 Full-Color Double-Sided Foldout Map
* 14 Custom Dice
* 8 Destiny Tokens and 55 Character Tokens

The Star Wars: Force and Destiny Beginner Game includes all the components that up to five players need to enjoy adventures in the Star Wars galaxy. A four-page intro sheet starts new players on the path to roleplaying adventure with a brief overview and example of play. Then, the 32-page learn-as-you-play adventure book includes thorough explanations of the rest of the contents. As an additional reference, a 48-page perfect-bound rulebook presents the game’s mechanics in a convenient format.

The Star Wars: Force and Destiny Beginner Game also includes four character folios (described above) and one full-color, double-sided foldout map. One side features the lost temple to which the heroes must travel, and the other side depicts select bridges and ruins from the mountainous terrain surrounding the temple.

Using this map, along with the included fifty-five Character tokens, players will easily track their locations and relative positions during the story. Finally, fourteen custom dice and eight Destiny tokens fuel the game’s core mechanic.

How will this product differ from the Force and Destiny Core Rulebook?
The Star Wars: Force and Destiny Beginner Game is a great starting point, whether you’re a new or veteran roleplayer. With additional careers, weapons, ships, talents, and much more information about how to incorporate the conflict mechanic that lies at the heart of the Force user’s experience, the Force and Destiny Core Rulebook will provide a more comprehensive roleplaying experience than the Beginner Game. It is the starting point for a complete line of roleplaying products, including pre-written adventures, sourcebooks with more content for hero players and GMs, and other supplements.

Players who have experience with the Beginner Game will find that while it is essentially the same game that is presented in the Force and Destiny Core Rulebook, it is a more abridged, and easier-to-learn version.

The Mountaintop Rescue adventure, along with the foldout map, character folios, and character tokens are exclusive to the Force and Destiny Beginner Game.

What is Force and Destiny?
Force and Destiny is the third of three standalone, but fully cross-compatible roleplaying systems. Like both Edge of the Empire and Age of Rebellion, Force and Destiny introduces a unique dimension of the Star Wars roleplay experience, and its core mechanics are fully interchangeable with the other systems. Players and GMs can use these materials separately or combine them as they see fit in order to carve out a unique, custom roleplaying experience.

The Beginner Game for Force and Destiny thrusts players into the midst of a daring rescue mission as Force users who have managed to find each other after the fall of the Jedi Order. With pre-generated characters, an abridged rulebook, and a learn-as-you-play adventure, the Force and Destiny Beginner Game is the perfect Force-focused entry point into the Star Wars roleplaying experience.

What is a Roleplaying Game?
A roleplaying game (RPG) is a cooperative storytelling experience. Like many games, it has rules, components, and dice to help describe and resolve the action. Unlike most games, an RPG has no winner or loser and no opposing teams. If everyone has fun, then everyone wins!

The Game Master, or the GM, serves as the judge and the storyteller. It’s his or her responsibility to present an exciting and compelling situation to the other players, and to help determine what happens next when those players respond to that situation. The GM also takes on the role of every character in the galaxy not controlled by another player. Characters controlled by the GM are called Non-Player Characters, or NPCs. GMs can invent their own stories and adventures, or use adventures written by somebody else, like the adventure included in the Star Wars: Force and Destiny Beginner Game.

The other 2-4 players take on the role of individual characters in the Star Wars galaxy. There are four pre-generated hero characters included in the Force and Destiny Beginner Game. If you are a hero player choose one of the character folios and keep it in front of you; It will explain the character you’ve chosen to play and give you a lot of information about how to play the game. Over the course of the game you will choose what your hero does and says, and use the dice and game rules to determine whether you succeed or fail. Characters controlled by hero players are called Player Characters, or PCs.

• The perfect entry into Star Wars roleplaying for all aspiring Jedi!
• Features a complete learn-as-you-go adventure that guides you through the rules even as you participate in its unfolding story
• Pre-generated character folios come with all the information players need to interact with the story and each other
• Fourteen custom dice allow you to jump right into game play, advancing your story with every roll
• Serves as a launching pad for future adventures, complete with suggestions

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36.00 €
Star Wars RPG Force and Destiny: Chronicles of the Gatekeeper (HC)
Star Wars RPG Force and Destiny: Chronicles of the Gatekeeper (HC)

An adventure supplement for the Star Wars: Force and Destiny roleplaying game.

It is a dark time for those strong in the Force. Lacking the Jedi Order to guide them, Force-sensitives wander the galaxy, persecuted by the Empire and vulnerable to the lure of the dark side, searching for the remnants of Jedi teaching that are scattered across the stars. In Chronicles of the Gatekeeper, the holocron of a mysterious, vanished Jedi Knight surfaces. Its Gatekeeper offers to instruct you in an incredible Force power, if you’re willing to follow where the holocron leads. But great power is always a double-edged blade, and this power is great enough to corrupt even the most stalwart soul.

This 96-page, beautifully illustrated book introduces locations throughout the Star Wars galaxy, a new playable species, and a wide range of adversaries from local matriarchs and Clone Wars-era droids to sadistic criminals and vicious wild beasts. Designed to be used with the Force and Destiny roleplaying game, Chronicles of the Gatekeeper can also easily be integrated into an Age of Rebellion or Edge of the Empire campaign so that players can explore the theme of the Force, or so that Force-sensitive characters can develop their abilities.

Shadows of the Past
Chronicles of the Gatekeeper launches players on an interstellar quest with the promise of being able to see into the future and predict not only events, but even the specific actions and decisions of other sentients. But throughout the adventure you encounter the dark shadows of the past. You may visit a derelict and remote Jedi sanctuary, abandoned for decades and flooded with seawater. A man given temporary power in the time of the Republic eventually oppressed and harmed the people he was meant to protect, so that they still live in fear. A once lush and verdant planet is now devoid of life and natural resources, permanently ravaged by millennia of reckless consumption and ruthless destruction.

You will also encounter the lingering traces of the Clone Wars. A city that was hotly contested during those years still bears battle scars. The districts that saw the worst fighting are now abandoned and left to ruin. Aging Clone Troopers who once fought alongside Jedi now serve the Empire. Battle droids and armored droidekas from the Clone Wars are still operational and still lethal, able to unleash tremendous salvos of blaster fire and instantaneously deal critical hits at long range. Supremely well-aimed shots and masterful lightsaber work are the only ways to defeat these deadly machines. Perils of the Present

As Force users traveling in areas under Imperial control at a time when Jedi are outlawed, you are in ever-present danger. If your powers are discovered by the Empire, you’ll face death, imprisonment, or something even worse. Your interest in a powerful Jedi master is certain to create suspicion. You and your companions may want to be very careful about where and when you’ll openly use your Force powers, and who you reveal your true identities and aims to. The sentients you meet may be afraid of anything to do with the Force, and anyone could turn you in to Imperial authorities.

Yet the choices you make in this perilous and secretive quest to solve the holocron’s unfolding mysteries will affect numerous innocent lives – and profoundly alter your destiny. Do you allow a cruel and selfish ruler to remain in power, or do you depose him and create a dangerous power vacuum? Do you engaging open war against a dangerous criminal cartel, or maintain a low profile and focus on your own goals? The tragedies and conflicts that you encounter over the course of the adventure will regularly test your commitment to the light side – and your actions may pull you towards the dark side despite your best intentions.

Learn What the Future Holds
Within the pages of Chronicles of the Gatekeeper, Game Masters will find thorough descriptions of locations and adversaries, alongside suggestions for optional encounters and knight-level play, in which characters begin the game with advanced Force powers and skills. There's also plenty of support for navigating the characters’ growing ability to foresee future events and the future actions of NPCs. For players and Game Masters alike, Chronicles of the Gatekeper offers new challenges and several sessions of thrilling adventure.

• First adventure supplement for the Force and Destiny roleplaying game
• Leads players across the galaxy as they trace the path of a vanished Jedi Master
• Introduces a new Force Power and new playable species, the Sathari
• Players grapple with deep moral conflicts as they’re torn between the light and dark sides of the Force
• Fully compatible with Edge of the Empire and Age of Rebellion roleplaying systems

      heti saatavilla
33.00 €
Star Wars RPG Force and Destiny: Core Rulebook (HC)
Star Wars RPG Force and Destiny: Core Rulebook (HC)

Experience the power of the Force in the Star Wars: Force and Destiny roleplaying game!

As a Force-sensitive outcast struggling to survive under Imperial rule, you can bring justice to the galaxy, search for the lost remnants of the Jedi order, or fall victim to the dark side’s temptations. Whether you choose the light side or the dark, a powerful destiny awaits you in Force and Destiny.

The Galaxy Under the Empire
For decades the Empire has governed the galaxy. From bustling Coruscant to the deserts of Tatooine, stormtroopers mercilessly enforce the letter of harsh Imperial laws and oppress the weak. The Jedi Order was abolished when Chancellor Palapatine became Emperor, and the Jedi themselves are dead. As a Force-sensitive living under Imperial rule, you are also an outcast, whether you were once affiliated with the Jedi Order or have grown up completely unaware of its existence. You must either keep your power secret from Imperial discovery at risk of imprisonment, torture, and death, or else perpetually fight for survival.

How you use the Force and engage with the Empire are up to you. Your adventures in Force and Destiny may compel you to protect the downtrodden on a planet in the Outer Rim, give you a prominent role in the growing Rebel Alliance, or lead you on a quest to find a lost holocron containing the diaries of a legendary Jedi master. In Lessons from the Past, the adventure included in the Core Rulebook, players race the Empire to search the wreckage of a lost Jedi starship that is rumored to contain priceless artifacts. What you find in that starship might inspire you to resurrect the Jedi Order, guide you towards a greater understanding of the Force, or launch your fall towards the dark side.

Find Your True Character
The power of the Force coursing through your mind and body makes you capable of extraordinary feats and binds you to a great destiny. Yet the destiny of every Force-sensitive is unique. All six Careers featured in the Core Rulebook offers a set of incredible abilities and a specific approach to life guided by the Force. As a compassionate Guardian you might use your lightsaber to aid the helpless and oppressed. Or, become a scholarly Consular and follow the Force’s guidance as you play dangerous games of Imperial politics. You might find your calling as a Seeker, fighting the dark side throughout the galaxy, or as a Sentinel, enforcing justice in the shadows of a city’s seedy underworld.

In addition to your species, Career, and Specialization, you select skills to help you along your journey and a few talents, perhaps some rooted in the Force. Above all, you determine your character’s Morality – that is, their internal balance between good and evil. You may begin with a neutral morality and gradually show your colors, or lean towards light or dark from the inception. Every choice you make in the game is a chance to either prove your commitment to the light side or to fall victim to the dark side’s allure. The path from light to dark is quick and easy to tread, but the path from dark to light is steep and challenging.

The Ways of the Force
As in our other Star Wars roleplaying games, Age of Rebellion and Edge of the Empire, the core mechanic of Force and Destiny is a skill check in which you roll a pool of dice to determine whether your action succeeds or fails. Custom storytelling dice not only let you see easily if you have succeeded or not, but provide opportunities to gain advantages despite a failure, or experience a setback even when the immediate action is successful. Every skill check contains countless dramatic possibilities that can change the shape of your story.

Central to the action of Force and Destiny is the Force die, covered in easy-to-interpret symbols representing the light side and the dark side of the Force. If you remain on the light side, you’ll need to roll light Force results to succeed when using the Force – but you always have the option to use dark side results to generate additional Force points. Every time you choose to do so, however, you descend a little towards the dark side.

Discover Your Destiny
In Force and Destiny, you can take part in the epic conflicts of the Galactic Civil War as a young Twi-lek seeking to develop her Force powers, or a seasoned Zabrak Warrior who remembers the Clone Wars. You might even play a force-sensitive Ace Pilot using specializations and species from Age of Rebellion, or a Scoundrel from Edge of the Empire who has joined up with a group of Force users for his own personal gain. All three roleplaying systems are fully cross-compatible, allowing you to fly starships from Age of Rebellion as you flee from Imperial pursuers, or use the Force to help you smuggle valuable contraband out of Hutt space. Together, Edge of the Empire, Age of Rebellion, and Force and Destiny open up the vast expanses of the entire Star Wars universe for your exploration.

Your destiny lies ahead. May the Force be with you.

The Stuff of Legends
The heart of every Force and Destiny campaign is the 448-page Core Rulebook, beautifully illustrated with original art to immerse you fully in the Star Wars universe. In the Core Rulebook’s thirteen chapters you’ll find everything you need to play the game, from instructions on creating complex Force-sensitive characters to a thorough guide to the game’s narrative dice system. Entire chapters are dedicated to skills, talents, gear and weapons (including lightsabers), vehicles and starships, and of course, the Force itself.

For game masters, the Core Rulebook includes a chapter with helpful suggestions about running game sessions, developing a campaign, and handling your PCs’ ever-shifting Morality. You’ll also find detailed information about galactic geography, a history of the Jedi and Sith Orders from their ancient past until the Galactic Civil War, a catalogue of NPC adversaries, and a complete, stand-alone adventure, Lessons of the Past, to begin your Force and Destiny campaign.

The beautifully illustrated, 448-page Core Rulebook details everything from using the narrative dice system in combat and creating Force-sensitive characters to the mythology of the Jedi order and locations inside Sith space. It is the fundamental book and launching point for any Force and Destiny campaign.

The Force and Destiny Core Rulebook features:
* An introduction to roleplaying in the Star Wars universe
* Focuses on Force-sensitive characters living as outcasts during the Galactic Civil War
* Clear and concise rules for skill checks, combat, and using the Force
* Six careers, eight species, and eighteen specializations for Force-sensitive characters
* Detailed background information on galactic geography, politics, and the Jedi and Sith orders
* Descriptions and data for numerous starships, vehicles, weapons and other gear
* A catalogue of NPC adversaries to thwart players during your campaign
* A complete introductory adventure, Lessons from the Past
* Helpful advice for GMs about running games of Force and Destiny
* Fully cross-compatible with Age of Rebellion and Edge of the Empire

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96.50 €
Star Wars RPG Force and Destiny: Disciples of Harmony (HC)
Star Wars RPG Force and Destiny: Disciples of Harmony (HC)

A sourcebook for Consular characters in the Star Wars: Force and Destiny roleplaying game!

The rise of the Empire and the absence of the Jedi Order may have caused the Jedi Knights to fade into the ashes of history, but there are still those who know the truth, who refuse to allow the Jedi to become the stuff of legend and myth. Disciples of Harmony is a sourcebook for Consular characters in Star Wars: Force and Destiny, offering players new insights into the path of the Consular, introducing three new specializations, and making available new equipment and Force powers.

The path of the Consular is one of balance, which can lead to difficult choices in more traditional, combat-oriented campaigns. Disciples of Harmony offers Game Masters multiple avenues to incorporate their Consular characters into the adventure without disrupting their dedication to balance and the preservation of life. This supplemental sourcebook includes instructions for establishing mentors and practitioners of alternative Force traditions as well as diplomatic scenarios and adventure hooks that can flesh out a campaign setting and expand it into the wider Star Wars galaxy.

Disciples of Law
The Consular is keenly attuned to balance, walking the path of peace and viewing all life as sacred—this is a dangerous position to hold in a galaxy ruled over by the Galactic Empire. With planets torn apart by warfare and civilizations left in ruin, the Consular's role is more important than ever, following the will of the Force to bring light, peace, and harmony to those they encounter. To be a mediator in a galaxy that is riddled with near-endless conflict is to court bitterness and despair, but the Consular balances the darkness with a never-ending quest for knowledge and understanding of the Force.

Disciples of Harmony offers new ways of looking at the Consular path for both Game Masters and players, adding on three new specializations. Arbiters feel the sting of injustice at a personal level and seek to balance the scales for friend and foe, making for an excellent addition to a group seeking to work in local and planetary conflict zones. Ascetics have turned their back on the noise and chaos of the galaxy, denying themselves the comforts of civilized living in exchange for insights and inner strength. Teachers have learned much of the Force and the galaxy around them, desiring to impart what they have learned on others and using their accumulated wisdom to enhance adventurers' innate talents.

Players will also have three new species to choose from: the cold and calculating Arkanian, the genial and soft-spoken Cosian, and the ghoulish and gaunt Pau'an. With the Much To Learn and Unmatched Negotiation Signature Abilities and the Imbue and Ebb/Flow Force Powers, your Consular characters should have no trouble making their presence felt without ever needing to wield a weapon.

Tools of Judgement
Physical conflict is a last resort for Consulars, but even the most dedicated mediator must be prepared for all outcomes. Disciples of Harmony expands the equipment at the disposal of player characters and Game Masters.

You’ll find new ranged and melee weapons are focused around incapacitating any individuals and ending combat, including conflict resolution tools like concussive rifles, spray foam grenades, and riot control batons. Weapon attachments that enhance or disguise a Consular's lightsaber will likely prove invaluable toward achieving a more peaceful resolution.

The search for artifacts tied to the Force can lead the Consular into dangerous places, and an Arbiter's quest for diplomacy may lead them to interactions even more dangerous life forms. Disciples of Harmony adds biogel suits, individual field disruptors, formal council armor, and other protective suits to the campaign.

In addition to a new arsenal and armory, players will have access to new survival gear, scanning and surveillance equipment, electronics, medical equipment, droids, vehicles, and starships.

Bringing Balance to Your Campaign
Star Wars: Force and Destiny has introduced the Consular to your campaign, and Disciples of Harmony can expand their presence with adventures and diplomatic scenarios oriented specifically to put their skills to use. Expand the the capabilities of your Force users with new specializations, new Force powers, new gear, and new adventures with the Disciples of Harmony sourcebook

• Full-color, 96-page supplement for the Star Wars: Force and Destiny roleplaying game
• Offers Consular characters new specializations, signature abilities, and gear
• Introduces three new species playable in any career
• Features two new Force powers that demonstrate a lifetime of mastery and immersion in the Force
• Offers guidelines for incorporating and using mentors in your games of Force and Destiny

      heti saatavilla
46.60 €
Star Wars RPG Force and Destiny: Endless Vigil (HC)
Star Wars RPG Force and Destiny: Endless Vigil (HC)

A Sentinel sourcebook for the Star Wars: Force and Destiny roleplaying game!

Under the tyrannical rule of the Galactic Empire, the galaxy has become a place of darkness and oppression. In no place is this felt more keenly than in the large, crowded cities where Imperial troops and agents frequently boast a major presence. There, corruption runs rampant and crimes often go unpunished.

Still, even in these oppressive, urban environments, there are some who dedicate themselves to fighting back from the shadows. These Sentinels are the last bastions of hope in these desperate cities, and theirs is often a thankless vigil. Even as they try to redress unsolved crimes and loosen the Empire's stranglehold upon their worlds, they risk being reported by ordinary citizens who think they're doing the right thing.

Endless Vigil empowers these Sentinels and their labors with 96 full-color pages of new specializations, species, signature abilities, and gear. Additionally, Game Masters will find a wealth of material designed to enrich their urban encounters; new droid adversaries and information on podracing run alongside tips and charts to help you get the most of your urban encounters and investigative adventures.

Fight from the Shadows
Of all the characters in Force and Destiny, Sentinels are the most pragmatic, focusing more upon the results of their actions than upon their morality. Of course, they need to be pragmatic. After all, they live in areas where a single misstep could easily spell their doom, and they have to accept that they cannot change everything they would like. They have to narrow their focus and act only when they can make a meaningful impact.

With their pragmatism comes a need for tremendous discipline. Even though a Sentinel's code of conduct may appear inscrutable to other Force users, the Sentinel needs this code to keep from slipping toward the dark side.

In Endless Vigil, you'll find three new specializations that each pursue different pragmatic approaches to confronting the evils of the galaxy's urban environments. Investigators use their Force talents to solve crimes. Racers develop their enhanced perception of time and space to the point where it affords them advantages in situations more than just their races. And Sentries take crime personally, meeting violence with violence and intimidation.

You can use these specializations in conjunction with the book's three new playable species to create new Sentinels to play, or you can choose, instead, to draw upon their talents to further customize your existing characters. Either way, they promote new approaches to the challenges you face along your journeys and new paths that may lead to the book's two signature abilities. My City reflects your Sentinel’s ability to become one with his urban environments, while Unmatched Foresight enhances a Sentinel’s senses, making your character hyperaware of danger.

Meanwhile, the galaxy's urban centers are easily among the most dangerous places for Force users to reveal themselves, so Endless Vigil provides you with a variety of new gear, as well as weapons that may be better suited to the environment than the lightsaber. And for those who refuse to abandon their lightsaber—or who recognize that there are times no other weapon will suffice—Endless Vigil also introduces options for customizing or modifying your lightsaber so that its use may prove less noticeable.

Urban Campaigns and Adventures
To complement its focus on the game's urban Sentinels, Endless Vigil provides Game Masters with valuable insight to urban campaigns and adventures. These accompany tips for engaging players as fully as possible in investigative adventures, a handful of droids that can serve as deadly urban adversaries, and a wealth of materials that make it easy for you to incorporate podracers and podracing into your adventures.

It's easy enough to imagine a city, but with Endless Vigil and a little bit of effort, you can realize urban environments that are distinctly Star Wars in their look and feel. New charts present ways to spend your Advantage, Threat, Triumph, and Despair in a variety of urban settings. Other charts add depth to your use of contacts and networks of informants. And the third section of the book, which focuses primarily on running adventures and campaigns within urban settings, offers tips that help ensure your characters will experience a galaxy of high adventure, rather than one of social minutiae.

These guidelines extend to the overview this chapter provides of investigations within the Star Wars galaxy's largest cities. Notably, these tips go beyond exploring the basics of investigative adventures to looking at how your characters' use of the Force may play into their attempts to solve crimes. And when they draw too much attention to themselves? There are recommendations for the ways you may handle complications with law enforcement.

Finally, Endless Vigil introduces a handful of different podracers, plus an assortment of modifications that may give your racer the decisive advantage in this fast, dangerous, and highly illegal sport. And though podracing is illegal, it is more popular than ever. Underground racing series litter the Outer Rim and Unknown Territories, and that means they can easily play a role in your Force and Destiny campaign, or even in a campaign for the Edge of the Empire roleplaying game.

Your Vigil Begins. It Never Ends.
Until the galaxy finds both freedom and justice, the Sentinel's vigil never ends. Gain the strength you need to fight the Empire and the dark side.

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32.90 €
Star Wars RPG Force and Destiny: Ghosts of Dathomir (HC)
Star Wars RPG Force and Destiny: Ghosts of Dathomir (HC)

An all-new adventure supplement for the Star Wars: Force and Destiny roleplaying game.

The absence of the Jedi Order has cast a veil of darkness over the galaxy, leaving those sensitive to the Force wandering without guidance. It is a dangerous time to be learning the ways of the Force, seeking the scraps of Jedi teachings while avoiding persecution at the hands of the Empire and temptation of the dark side. In Ghosts of Dathomir, unraveling the history of a statue with ties to the Force could lead you to either great power or your own destruction. Which is your destiny?

Fittingly called Tragic Hope, a mysterious statue has appeared up for auction on Toydaria, and you and your party aren't the only ones with an interest in its future. Can you trace its cryptic path while avoiding entangling yourself in Hutt politics or Imperial affairs? And what of Jerserra, the vicious mercenary who wields the Force in terrifying new ways? She seeks Tragic Hope with a passion that suggests a personal stake in the statue and seems to know more about its whispered ties to the dread world of Dathomir.

A Galaxy-Spanning Search
At the start of Ghosts of Dathomir, you and your associates find your way to the Mid Rim planet of Toydaria in search of the statue, eager to learn of its potential ties to the Force. You soon find it, and the exotic arms dealer Walisi, have both gone missing, and you must now track them down. Walisi's ties to the Gorensia Hutt Kajidic mean he's already being searched for, leaving you to tread carefully to avoid involving yourself in—or instigating—a war between Hutt families. Take too much care, however, and Jerserra could beat you to both the dealer and the statue, before you ever lay eyes on it. Were that not enough, Jerserra's trail of bodies has caught the attention of the ISB, all but ensuring you'll cross paths with Imperial forces.

Ghosts of Dathomir begins simply, with the pursuit of an artifact rumored to possess ties to the Force, but the true nature of Tragic Hope and the mysterious shard the statue holds aloft will take you to the furthest reaches of the galaxy, to a planet that is all but forgotten: Dathomir. What do the Dathomirian witches, the Nightsisters, have to do with Tragic Hope and the legacy of destruction surrounding the statue? How is Jerserra tied to Dathomir and the statue? How will you even escape Toydaria to begin to answer these questions without finding yourself rotting in the bowels of a Hutt dungeon?

The journey is fraught with danger, but Ghosts of Dathomir puts you on the path to uncovering the truth about a secret sect of Force users, a powerful artifact, and a mercenary trained in the ways of the Force—including lightsaber combat. Force sensitive players may even learn a new power…

A Planet for the Dead
Your quest for Tragic Hope will take you from the familiar dangers of Hutt-controlled Toydaria to the dark and forgotten Outer Rim planet of Dathomir. For centuries the Dathomirian people have communed with the Force using their own mysterious methods. Neither Sith nor Jedi, these Force witches call themselves the Nightsisters and rarely involve themselves in the affairs of outsiders. Dathomirians live in clans scattered across the planet, with the exception of an area they refer to as The Haunted Lands: the former Oteroan Zero-Twenty mining colony.

Reclaimed by Dathomir, the ruins of the mining colony are infested with sickly yellow-green ghosts, terrified manifestations of some long-past tragedy. The land practically quivers with fear, leaving even the most passive creatures eager to attack. The water-dwelling sprantal spits a sticky, immobilizing venom to capture creatures searching for a clean drink of water, and it's not afraid to leave the pond to chase down a meal. Belonuks roam the lands on all fours, featuring bone-like armor and needle-like teeth designed to pierce even the toughest hides of prey. The Haunted Lands could even leave creatures like the belonuk or the sprantal corrupted by the dark side, more powerful and more deadly.

Do you navigate the treacherous wilderness of Dathomir and explore the crumbling ruins of the mining colony for answers or allow Jerserra to take whatever it is she is seeking and grow even more powerful?

The Force Gets Darker
Star Wars: Force and Destiny has introduced you to the light and dark sides of the Force, the Jedi and the Sith, but rarely are things so simple. Recover Tragic Hope and discover its ties to the Force and the desolation of the Oteroan Zero-Twenty mining colony. Confront Jerserra before she discovers its powers and takes them for herself. If you make it out alive, you'll leave with secrets of the Force known to but a few beings in the entire galaxy.

Adventure is waiting for you.

• A new 96-page adventure for the Star Wars: Force and Destiny roleplaying game
• Takes PCs into the Outer Rim on the search for a dangerous Force-imbued artifact
• Features a new Force power that enables PCs to affect others' emotions
• Introduces plenty of new adversaries and includes two new location gazetteers
• Fully compatible with Edge of the Empire and Age of Rebellion roleplaying systems

      loppu varastosta
33.00 €
Star Wars RPG Force and Destiny: Keeping the Peace (HC)
Star Wars RPG Force and Destiny: Keeping the Peace (HC)

A sourcebook for Guardians and the first career supplement for the Star Wars: Force and Destiny roleplaying game.

Guardians live to protect, whether that means enforcing justice, shielding others in battle, or fighting oppression through political means. They put the needs of others ahead of their own. They ask questions first and strike after – but only if violence is absolutely necessary. Keeping the Peace offers Guardian characters everything they need to live up to their noble ideals and make a positive difference on countless worlds, including new Guardian specializations, playable species, weapons, and starships to convey them throughout the Star Wars galaxy.

Lead and Fight
To establish a benificent order, you sometimes have to engage in the brutalities of war. If you take up the new Warleader specialization introduced in Keeping the Peace, you can use your foresight, tactical acumen, and lightsaber to win necessary battles with minimal bloodshed. Warleaders gain Leadership, Perception, Ranged (light), and Survival in addition to the core Guardian skills, so that they can see the enemy’s approach, command their own troops, take up arms, and keep fighting in the worst of circumstances. Warleaders also have access to Force talents including Forewarning, which boosts the defense of your allies, and Prescient Shot, which gives you an advantage in using weapons like blasters and thermal detonators.

Craft and Create
Whether you’re fighting wars or fighting crime in a shadowport’s streets, you’ll need to protect yourself in order to protect others. That might mean investing in some armor, such as Jedi battle armor or Jedi temple armor, made for Jedi Guardians in the days before the Empire. You’ll have to get the armor refitted to you, but once you put it on you’ll be much harder to wound.

You could also take up the new Armorer specialization and make your own armor. Armorers aren’t just talented craftspeople. They can wield their lightsabers with deadly precision and retrofit materials with their bare hands even in the middle of battle. Guardian Armorers also possess a tool that other Mechanics and Technicians lack – the Force. It allows them to succeed in Mechanics checks without proper repair equipment, easily comprehend foreign technology, and even imbue an item that they make with the Force, granting that item qualities far beyond those that can be produced through mere physical manufacturing. In order to allow Armorers to use these incredible talents to their full extent, Keeping the Peace introduces guidelines for making armor, from designing the piece and selecting the materials to the exacting crafting process itself.

Protect and Defend
While Warleaders and Armorers occupy the front lines in a battle, Guardians of the Warden specialization prefer to identify and subdue enemies before they make the move to attack. Wardens are adept, disciplined hand-to-hand fighters, but even better at convincing potential attackers not to fight at all. They know the underworld inside and out, and their talents allow Wardens to intimidate adversaries and prevent them from getting away, or launch into scathing verbal tirades that cause evil-doers to suffer strain as they are forced to hear their own cruel deeds cataloged. Yet a Warden’s use of coercion may conflict with his sense of justice. The empowering practice of intimidating or threatening an opponent can corrupt a Warden’s sense of right and wrong, drawing him towards the dark side he originally set out to fight against.

Because physical might has no bearing on your ability to do what’s right, three playable species of widely varying size are introduced in Keeping the Peace. Lanniks are small, fiery warriors from the mid rim, masters of using their short stature to gain the advantage against a much larger opponent. The horned, large-handed Iktochi are comparable to humans, Zabrak, and Twi’leks in size. This species is uniquely gifted with an innate ability to see flashes of the future. Whiphids loom over other sentients, standing an average of two meters tall. Having evolved in a cold climate where survival is impossible outside of the group, Whiphids are stout, hairy creatures with a straightforward language who tend to avoid conflict. They also tend to live a very long time – over two hundred years – and the wisdom gained over such a long lifetime augments their desire to establish peace and promote justice whenever possible.

No matter what specialization or species you choose, Keeping the Peace offers you two Guardian Signature Abilities and a new Force Power that characters within any Career can acquire. The Suppress Power will particularly interest Guardians because it enables them to shield themselves and others from Force-based attacks, ensuring safety in the presence of sentients wielding the dark side.

Become a Hero
Once you’ve developed your Guardian character, or perhaps diverse group of Guardians, it is time to turn your attention to the heroic journey ahead. Keeping the Peace therefore concludies with extensive suggestions for Game Masters on how to create adventures and campaigns suited for Guardians, from archetypal quests of self-discovery or monster-slaying to military adventures in which characters must lead villagers in a battle for independence and survival, with all the odds against them.

When the Jedi Order fell, innumerable worlds lost their peacekeepers, protectors, leaders, and defenders. Under the gaze of Imperial officers local conflicts are exploding. Small-time crooks are becoming criminal bosses. Pirates, slavers, corrupt politicians, and all manner of villains thrive. With Keeping the Peace, you have the opportunity to establish a just and compassionate order amid this chaos. Now is your chance to become a hero.

• The first Career supplement for the Force and Destiny roleplaying system
• Focuses on the Guardian career and features three new Guardian specializations
• Introduces three species: the Yanniks, Iktorians, and Whiphid
• Adds a new Force power, Suppress, and two Guardian Signature Abilities to the game
• Provides detailed guidelines for creating epic Guardian-themed adventures

      heti saatavilla
33.00 €

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