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Star Wars RPG Allies and Adversaries (HC)
Star Wars RPG Allies and Adversaries (HC)

The galaxy is in turmoil. No one can escape the Galactic Civil War, especially the troops and commanders who battle on innumerable worlds throughout the stars. Civilians struggle to survive through legitimate or illegal means, while the scale of combat threatens even the wildlife on many worlds. It is these individuals, from lowly droids to powerful Force users, who will decide the outcome of the war and the future of the galaxy.

This sourcebook collects the profiles for heroic Rebels, evil Imperials, and galactic scum and villainy drawn from all three Star Wars Roleplaying game lines, along with a host of brand-new individuals who have never before been profiled. This sourcebook is an essential collection of NPCs, whether you're playing Edge of the Empire, Age of Rebellion, or Force and Destiny. In all, over 130 NPCs are fully statted throughout the book for use in any Star Wars Roleplaying campaign!

Wherever you travel in your Star Wars adventures, the Game Master needs to ensure there are plenty of memorable and exciting Non-Player Characters. After all, while the worlds and locations of Star Wars are iconic, it's the individuals that make this universe so unique. Allies and Adversaries is the perfect resource for bringing these characters to life in Star Wars Roleplaying!

Each NPC entry includes not only the profile for that character or character type, but also plenty of Game Master tips for using the character in your own games—ranging from places where this NPC is likely to be found to how they typically interact with others. Furthermore, ideas for potential encounters with these characters are also presented, giving Game Masters the seeds they need to easily incorporate these characters into their campaign.

Read on to discover some of the characters featured in the book, and how they can slot into your campaigns.

Beacon of Hope
Jyn Erso’s fight against the Empire started with the loss of her parents at a young age. In truth, her father, Galen Erso, put her on this path with the family’s escape from his Imperial servitude. After Imperial forces abducted Galen and killed Jyn’s mother, Lyra Erso, on Lah’mu, Saw Gerrera rescued and raised Jyn. For eight years, she learned to fight and hate the Empire alongside extremist insurgents. Though Jyn became an excellent fighter, Saw abandoned her to protect her from those who wished to gain access to her father and his work.

Jyn flies under the radar, keeping to the Outer Rim and using a number of aliases, such as Liana Hallik and Kestrel Dawn. She's a consummate loner who trusts no one, so interactions with the players will typically be short and rude. Though she became a loner after her abandonment, campaigns set years before the Battle of Yavin might find her fighting alongside Saw Gerrera. However you encounter her, Allies and Adversaries provides all the information you need, with full stats and possible encounter ideas.

Unlimited Power
Emperor Palpatine is almost single-handedly responsible for the destruction of the Republic and the creation of the Galactic Empire... but to the vast majority of the populace, he is simply the Senator from Naboo who rose to prominence and ultimately became Chancellor of the Republic before the Clone Wars erupted.

Most, but certainly not all, galactic citizens would be horrified to know Palpatine’s true identity as a Sith Lord and enemy of the Jedi. They would be equally dismayed to learn how he manipulated those in power into handing him control and then engineered the Clone Wars to secure his position with an iron grip. Palpatine masterfully played both sides without either learning the truth.

Everyone knows who the Emperor is, but it's important to remember that almost no one knows what he truly is. The player characters should fear the Emperor because he embodies unfathomable political and military power, not because of his connection to the dark side. If they're unlucky enough to encounter him, they'll soon learn that the Emperor almost always travels with an overwhelming military escort. Even if they avoid direct contact, his agents are seemingly everywhere, and some are rumored to use the Force. The Emperor might make a surprise public appearance where the players are located if they're currently in Imperial space. In fact, if any of the PCs are Force users, they may even attract the attention of Palpatine's true self, Darth Sidious.

The Legendary Hunter
Widely regarded as the finest bounty hunter in the galaxy, Boba Fett is living the life his father groomed him for. An unaltered clone of Jango Fett, Boba trained under the best bounty hunters since birth, including Jango Fett, Aurra Sing, and Zam Wesell. After a failed attempt to avenge Jango earned Boba a stint at a maximum-security prison on Coruscant, he resumed his training and eventually claimed his father’s mantle as the best bounty hunter in the galaxy.

Boba Fett is a bounty hunter who has passed into legend. Stories told of his deeds have been exaggerated and passed along between criminals for years, leading many to surrender just at the sight of his T-shaped visor and Mandalorian armor. Boba Fett is a man of great will, seemingly indestructible and capable of relentless pursuit—he usually stalks targets by intimidating and blasting his way through witnesses until he catches up to them. In combat, he uses his jetpack to ambush and blitz opponents with an arsenal of powerful integrated weaponry.

Part of the Tribe
Ewoks are a species of short, furry, bipeds native to the forest moon of Endor. Their fur coloration ranges from white and tan to brown and even black, with the occasional member having blotchy spots or stripes. Deceptively strong for their size, Ewok hunters are capable of besting larger opponents. Ewoks also have a tribal society, living in vast forest villages built high in the trees of their world. Although their technological level is not high, they have mastered advanced construction techniques and build great platforms, bridges, and huts among the great trunks and limbs. Some Ewoks even sail through the air on gliders made from leather and vines, and for hunting, the Ewoks have developed a variety of weapons such as spears, axes, bows, knives, nets, and slings, as well as larger complex weapons like battering rams and catapults.

Within this section in Allies and Adversaries, Game Masters will find everything they need to add Ewoks to a campaign, including stats for an Ewok Hunter and an Ewok Shaman, and instructions on how to create an Ewok player character!

Friends and Foes
All these characters and more await within Allies and Adversaries, so no matter where your adventure takes you, you'll always be prepared. The galaxy is a diverse place, and players will encounter a wide variety of heroes, villains, and others in their journey. With the Allies and Adversaries sourcebook, you'll can always have an encounter at the ready!

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45.00 €
Star Wars RPG Collapse of the Republic (HC)
Star Wars RPG Collapse of the Republic (HC)

With hopes for peace dashed by the bombing of the Senate District power generator on Coruscant, there is no end in sight for the war that engulfs the galaxy. Soldiers of all ranks grow weary from years of battle, while the Jedi strive to balance their roles as peace keepers and military generals.

Collapse of the Republic explores the latter days of the Clone Wars, following on the events described in Rise of the Separatists, and is fully compatible with the complete Star Wars Roleplaying game lines including Edge of the Empire, Age of Rebellion, and Force and Destiny.

Here, you can look for new player character options, including the ability to play as a Death Watch Warrior, a Nightsister, and more! The Game Master also gets plenty of new tools, including profiles on iconic NPCs, gazeteers for famous planets during this era, and continuing campaigns through the events of Order 66 and the end of the Clone Wars.

Last Days of the Republic
Collapse of the Republic serves as a companion piece and a sequel of sorts to Rise of the Separatists. While the latter book details the first half of the Clone Wars, Collapse of the Republic details the end of the war and the Republic. Along with a new era embraced by this new book, you'll also find new species and specializations included within the sourcebook—all of which played a role in the Clone Wars, including the mystic Dathomirians.

Although humans and Zabrak have been born, lived, and died on Dathomir, the truly unique Dathomirians are near-humans who practice a strange blend of magicks and alchemy. Generations of genetic drift and exposure to the planet’s power from the dark side of the Force have created a distinct people and culture focused on self-determination, strength, and discipline. Dathomirians have average characteristics, but due to their rough upbringing, they also receive several ranks in Coercion, Survival, and Outdoorsman.

Collapse of the Republic also introduces several new specializations, and offers new takes on classic tropes. For example, the Clone Wars have raged on for years, and Clone Troopers have adapted to new battlefield tactics. In the beginning of the Clone Wars, the Grand Army of the Republic consisted of identical soldiers with training along special parameters: ground combat, air combat, and officer and leadership training. Now, different factors have created slight but profound variations.

Three new specializations open themselves up to those who choose to take on the role of a Clone Trooper in Collapse of the Republic. ARC Troopers fulfill the need for small and tactical squads, relying on their peak physical fitness and advanced training to complete their missions. These clones are required to think creatively and independently, are considered the best of the best, and are now available as a specialization tree in Collapse of the Republic.

The biogeneticists on Kamino understood that a clone army needs specialized commanders. While non-clone commanders could serve the function, the Kaminoans wished to sell a fully staffed military as a whole package and took on the challenge of providing an independent thinker with unwavering loyalty to their buyer. A Clone Commander can come from the soldier’s ranks, having shown a natural ability to command, or can be engineered on Kamino through specialty training. The Jedi lean on these commanders to advise them, enforce discipline, and execute the Jedi’s orders. These Commanders are also a new specialization featured in Collapse of the Republic, inspiring those around them with their exceptional leadership qualities.

Cloning, training, mental implants, and programming pale in comparison to field experience. Even the engineers on Kamino and the skeptics in the Republic government can’t deny the skill and talent of a veteran soldier. A training program can’t take into account all the variables of combat, so veterans rely on firsthand knowledge of battle, tactics, and even psychology. Engagement with the enemy means learning about the enemy, and a clone commander or Jedi is wise to ask the counsel of a veteran on any tactical matter. Perhaps your specialization is the Clone Veteran, who relies on their battlefield experience to get them through the quickly escalating Clone Wars.

Secrets of the Clone Wars
The Game Master also gains plenty of new tools in Collapse of the Republic, including profiles of prolific NPCs from the latter days of the Clone Wars.

Though he was originally a slave rescued from Tatooine, Anakin Skywalker has become one of the greatest warriors in the Jedi Order by the time of the Clone Wars. He favors a proactive stance that borders on recklessness, but the clones of Captain Rex’s 501st respect his style of leading from the front. Still, his lack of patience has gotten him injured and even captured many times, requiring his former master Obi-Wan Kenobi to save him. Promoted to Jedi Knight in the wake of the Battle of Geonosis, Skywalker still works closely with his former master, and he is never far from his Padawan, Ahsoka Tano.

As the Chosen One, Anakin Skywalker has an acute control over his Force powers and he can provide a boost to other Force-sensitive characters in an encounter, or use his leadership skills to direct a large-scale battle in the Clone Wars!

A Setting Sun
Collapse of the Republic contains more than just player character options and new NPCs. New equipment, world profiles, and more immerse your campaigns in the latter days of the Clone Wars. It is the end of an era—what adventures will you find in the last days of the Republic?

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44.00 €
Star Wars RPG Dawn of Rebellion (HC)
Star Wars RPG Dawn of Rebellion (HC)

The chaos of the Clone Wars has left its devastation in countless systems. Worlds have been ravaged and brought to the brink of collapse. Citizens of thousands of worlds suffer from the turmoil of a conflict they never wanted, and the exhaustion that comes with a galaxy’s struggle for mere survival has opened the way for a nefarious and tyrannical evil to take control...

The Jedi Order has been eradicated and, with it, their particular religion and its impact on society. The Separatist cause has been lost. From the ashes of the corrupt and bureaucratic Senate, the former Chancellor Palpatine has secured a new Empire, promising peace and security for all who submit.

There are some who welcome this change. There are more, though, who see the Empire for what it is: a pernicious evil, a cancer upon the Force, and the enemy of all free people everywhere. Twisted by the dark side and his own insatiable lust for power, Emperor Palpatine and his formidable apprentice Darth Vader command a reign of terror across the galaxy. They wield destruction and fear as powerful weapons in their quest for galactic subjugation. And there is nothing standing in their way...

But there are those few brave individuals who still hold on to hope. Those lost among the stars who understand that, no matter how long the night, the dawn must come.

A new sourcebook for the Star Wars Roleplaying Game line.
Dawn of Rebellion is the first sourcebook of its kind, designed to be used alongside any of the three core roleplaying lines. Campaigns using Edge of the Empire, Age of Rebellion, or Force and Destiny—or any combination of the same—will find a wealth of valuable information within its 144 pages. Primarily focusing on the years preceding the Battle of Yavin, Dawn of Rebellion features descriptions, context, and statistics for many of the iconic characters and vehicles appearing in the Star Wars: Rebels television show and in Rogue One: A Star Wars Story. The might of the Empire is at an unprecedented peak and a successful rebellion seems like a fever dream to all but the most optimistic. Even those who have no personal stake in the Galactic Civil War feel the tremendous impact of this new order.

Edge of the Empire
The bootheels of law enforcement will never completely stamp out scum and villainy, not entirely. Trades both legitimate and illicit are still in high demand in the Outer Rim, where the Empire’s grip is tenuous at best and laughable at worst. Many Hutts and crime lords of all species view the change in leadership in the Core Worlds as simply a market shift; buying, selling, and swindling are all the same game, only the faces on the other side of the table have changed.

Opportunities abound for those willing to make some credits outside the law, be it local or Imperial. Bounty hunting crews will always find work from a vengeful mob boss looking to eliminate a threat. Rumors are even spreading that even the Empire itself has contracts available for those able to solve problems with upstart insurgents or singularly stubborn “complications,” though the issue of disintegration is generally not negotiable.

Smugglers willing to work the heavily controlled space lanes of the Mid Rim and Core ironically find that the increased presence of militarized patrols can be a great benefit; skilled pilots and smooth talkers that have reputations for dodging customs inspectors and border security see their values skyrocket. In fact, a nascent Rebellion would very likely need to rely on experienced and slightly reckless smugglers to be a secret supply line to various cells and strongholds.

Age of Rebellion
The galaxy as described in Dawn of Rebellion is one of oppression and fear. The white armor and unflinching ruthlessness of a squad of stormtroopers are as common a sight as any in most centers of civilization. The scream of a TIE Fighter’s engine can often lay low a heart more completely than its laser cannons. The Tarkin Doctrine — that the fear of force is a more effective means of control than force itself — has proven practical for the Empire but also presents a keen opportunity to those wishing to incite rebellion. Every atrocity committed in the name of supposed order recruits ever more souls into opposition. Eventually, the hate and fear-mongering will reach a tipping point from which Imperial vitality may never recover.

For now, though, characters in the Rebellion have a difficult road ahead. Securing military victories against a monolithic foe remains rare enough, but every success is born from a previous one. Powerful political allies need to be won in any way possible, not to mention the everyday necessities of food, materiel, and fighting bodies. The most potent ally of all, though, is the will of the people. A Rebellion is a cruel waste of life if the very galaxy they are fighting for does not believe in their cause. The obligation for struggle must be demonstrated, just as the possibility of ultimate victory must be proven. What the people need is hope.

Force and Destiny
Visions of the Force are clouded in uncertainty. The Jedi Order, a beacon of guidance to the galaxy for millennia, is but a poorly remembered shadow. Essentially all of their expansive records have been purged and destroyed, their traditions all but burned away like the morning fog at sunrise. But while Order 66 could destroy an organization, it could not destroy the Force. And every day, just as every day before, beings are discovering that they can do things — things they can’t explain, things they should not be able to do. For some, this crystallizes in an acknowledgement of the connectedness of all things; for others, it is a pathway to influence and authority otherwise denied to them in a dangerous galaxy.

What these characters do with their abilities is up to them. The Jedi are regarded as myth, but perhaps there is truth to the legends of those cunning warriors and wise sages who guided the lost in times of trouble? Perhaps the manifestation of the Force in these individuals can be explained away by a nod to natural intuition or dedicated practice? Whether seeking knowledge, fighting for the helpless, or pursuing personal power, the Emperor’s elite cadre of Inquisitors hungrily prowl for evidence of Force users, before they become a threat to all the Empire has struggled to build.

The Dawn Approaches
Dawn of Rebellion will equip players and gamemasters with new options, guides, and insights for the Star Wars Roleplaying Game when it releases later this year. In the meantime, stay on alert for more previews for how this exciting new book will expand your games of Star Wars Roleplaying!

• Full-color, 144-page supplement for the entire Star Wars Roleplaying Game line
• Characteristics and information on characters, locations, and equipment featured in Star Wars: Rebels and Rogue One: A Star Wars Story
• Introduces four new species and six new talent trees available to further increase player options
• Guides for gamemasters who want to implement a cinematic story structure in their campaigns

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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

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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

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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

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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

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33.00 €
Star Wars RPG Force and Destiny: Knights of Fate (HC)
Star Wars RPG Force and Destiny: Knights of Fate (HC)

A sourcebook for warriors

From the earliest days of its inception, the Jedi Order has defended even the farthest reaches of the galaxy from chaos and darkness. Often equipped with little more than their legendary lightsabers and a lifetime of training, Jedi Knights defended the weak and vulnerable by the strength of their arms when the avenues of wise guidance and diplomacy fell short. For thousands of years, these champions of the light struggled tirelessly for justice and peace.

A new sourcebook for Force and Destiny, focusing on the Warrior career and providing new specialization trees, species, gear, and narrative components to bolster the masters of battle in your campaigns.

Whispers of War
The galaxy is in turmoil. The strength and enlightenment of the Jedi has been replaced by the cold steel of the Empire. The purge of the Jedi extinguished a beacon that had illuminated society for thousands of years, fostering peace, exploration, and growth. However, in this difficult age, the path to true peace is beset by lies, paranoia, and isolation. These are not foes that Warriors are often prepared to face.

At least not alone.

A Warrior’s role in their party is not merely a vehicle for violence. Warriors are a safeguard against the countless dangerous environments of the galaxy that require a guiding light. An ancient Sith temple may hold vast repositories of forgotten knowledge, but a Mystic could not hope to overcome the prowling, corrupted beasts that have claimed the vacant structure. A Sentinel may successfully identify and track down a violent street gang harassing innocent civilians, but they may be ill-equipped to handle the gang’s collection of heavily armed sentry droids. A Guardian might establish contact with the leader of a Rebel cell and decide that speed is more important than discretion in their mission to evacuate with a defecting Imperial governor. Scenes and encounters such as these highlight the Warrior’s prowess while tying the struggle to non-combat story threads.

In Force and Destiny, Warriors must frequently confront the inherent moral conflict of violence. To them, peace is not merely the absence of strife but the presence of justice and order. But the power that manifests itself so plainly in the Warrior is also their greatest danger. The Warrior must be ever-vigilant to protect their thoughts and intentions from the deception of the dark side. The fear and anger that can go hand-in-hand with battle may be a deadlier foe than any weapon forged by hand.

Why We Fight
Knights of Fate lends new meaning to your Warriors’ battles by introducing a new list of character Motivations. These Motivations, while certainly valid for any character, exemplify the active, goal-oriented nature of Warriors. Listed as Challenges, these Motivations can be better recognized as goals.

The Liberation motivation, for example, might put your character directly at odds with the Empire, a Hutt crime syndicate, or other oppressive organizations such as slave traders. Acceptance can be hard to find in a galaxy hostile to Force users, and a character with this Motivation may see carving out their personal space as an analog for diminishing distrust in the population at large. Those who wish to attain the heights of the fabled fighters of the past exemplify the Recognition Motivation.

Advanced Training
Wielding both deadly weaponry and the Force is a responsibility that should not be taken lightly. The temptations of the dark side have swayed even the most stubborn minds and the galaxy still suffers for it. Knights of Fate includes an arsenal of new equipment, droids, and vehicles perfectly suited for Warriors, as well as new options for campaign rewards such as titles and allies. Three brand new species enter the game, along with new specializations for Warriors—including one focused on Mace Windu’s contentious Vaapad lightsaber fighting style!

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33.00 €
Star Wars RPG Force and Destiny: Nexus of Power (HC)
Star Wars RPG Force and Destiny: Nexus of Power (HC)

A sourcebook of Worlds strong in the Force

A tangle of tree roots in the swamps of Dagobah. Labyrinthine crystal caves beneath the surface of Ilum. Ancient ruins in the north of Lothal. The towering pillars of the Jedi Temple on Corsuscant. These scattered sites have in common a prodigiously strong connection with the Force, which has made them hallowed to the Jedi and now largely forbidden under the Empire. But to those who dare to visit them, they offer shocking epiphanies, difficult trials, mystical knowledge, and valuable artifacts.

Nexus of Power, a forthcoming sourcebook for Star Wars: Force and Destiny, enables players to visit these iconic places and many more. Its 144 stunningly illustrated pages provide lavish details on places strong with the Force, such as Dagobah’s tree cave and worlds with rich Force traditions, such as Bardotta. Eight modular encounters provide Game Masters ready-made gateways into these locations that can be used as single-session adventures or launching points for entire campaigns. Players will find new playable species, vehicles, and gear, as well as plentiful resources for crafting Force sensitive characters with rich backgrounds and distinctive personalities.

Worlds Strong with the Force
Among the galaxy’s millions of planets only a scant few resonate with the Force. Twelve of these rare worlds are opened up in Nexus of Power. Some you can travel to freely, others have been quarantined by the Empire. Some are home to billions of sentient beings, others struggle to support a few forms of life. Some, like Naboo, have played an important role in the politics of the Old Republic and the Galactic Empire. Others, like Lothal, are sparsely populated worlds in the Outer Rim, unremarkable—unless you know what to look for.

Still others are ancient and mysterious worlds hidden in the vastness of space, impossible for all but a select few Force users to find. The planet Ossus, for example, seems to be located within the Cron Drift asteroid field. At the end of the drift you can find scoundrels vending false astrogation charts to thrill-seekers attempting to find Ossus. Other criminals claim to have found it and retrieved artifacts with incredible powers—which they will sell you for just the right price. The Empire even refuses to comment on the planet’s existence. But Ossus does exist, and with Nexus of Power you can explore its ancient bronzium buildings, deep canyons, and dessicated ruins of gardens.

Temples and Wellsprings
A vergence is a place where the Force concentrates like a whirlpool in a flowing river. That place may be a small cave or an entire planet where light and dark constantly vie for surpremacy. Many Jedi temples, including the one on Coruscant, are built atop vergences that lie deep in the earth. Other vergences, like the tree cave on Dagobah, are unmarked by architecture and almost imperceptible to all but the Force sensitive. To those who feel the Force deeply, however, simply approaching a vergence can be overwhelming.

One lesser known vergence that Nexus of Power introduces to Force and Destiny is the Wellspring of Life, a type of legendary, light side vergence that can only be found with the Force as your guide. Qui-Gon Jinn began investigating the Wellspring of Life shortly before his death; Yoda took up where Qui-Gon Jinn left off and found it deep in the galaxy’s heart. The space within the Wellspring defies all known scientific laws. Lush, bizarre jungles grow in its heart, filled with mysterious beings. Every living creature in those jungles is an expression of the Force itself, so a Force user might find a long-lost pet among the foliage or flocks of birds that were thought to be extinct.

Departing from Tradition
The Force manifests itself among different cultures and species in different ways. The four playable species found in Nexus of Power exemplify that. The diminutive, enthusiastic, reptilian Aleena lack a native Force tradition, but quite a few have been inducted into the Jedi Order in the past. The scholarly, spiritual, lizard-like Bardottans, on the other hand, have a strong Force tradition. Known as the Dagoyan Masters, trained Force sensitives on Bardotta use the Force for education and practice nonviolence.

Devaronian culture is ancient and advanced. They independently developed travel through hyperspace and made contact with the greater galaxy long before nearby systems were inhabited. Force sensitivity appears rather frequently among these tall, horned, bipedal mammals, especially among the females, yet they have no prominent native Force traditions. Neither do the Gungans of Naboo, yet their cultural emphasis on living in harmony with the natural world suggests that there are more Force sensitive Gungans than the Jedi Order might ever have thought.

Encounter the Unknown
No matter what, there is one major Force tradition that you will have to find your way without: the Jedi Order. Its absence may compel you to go to Bardotta in search of a teacher or to explore the depths of a vergence, seeking an answer from the Force itself. You may travel to Ilum to search for a lightsaber crystal or brave the Imperial troops guarding the Jedi Temple on Corscuant in order to discover the truth about the Jedi and the Sith. There are inifinite paths towards destiny. Nexus of Power opens up numerous directions for your path to take.

• A full-color, 144-page sourcebook for the Star Wars: Force and Destiny roleplaying game
• Enables players to explore iconic Force vergences throughout the galaxy
• Contains detailed gazetteers on worlds strong in the Force, including Dagobah, Lothal, Naboo, and Ilum
• Introduces four playable species: the Aleena, Bardottans, Devaronians, and Gungans
• Features new gear, weapons, and vehicles especially suited for Force users

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44.00 €
Star Wars RPG Force and Destiny: Savage Spirits (HC)
Star Wars RPG Force and Destiny: Savage Spirits (HC)

The Force drives some to become Guardians, stalwart protectors of those in need. Others, it shapes into Warriors, military leaders eager to take the front lines. Others are turned by the Force towards medicine and diplomacy. And others, the Force leads on a relentless journey across the galaxy and deep into unexplored wildernesses. Known as Seekers, these pragmatic Force users live by their own rules, relying wholly on their own strengths, wits, and powers to survive. To guide these independent galactic wanderers, we have crafted Savage Spirits, an upcoming sourcebook for the Star Wars: Force and Destiny Roleplaying Game roleplaying game.

In Savage Spirits, players will find new Seeker specializations, backgrounds, Moralities, and signature abilities, as well as copious amounts of survival and medical gear. Three more playable species are introduced to the Force and Destiny system, and a new Force power gives PCs the ability to see at great distances, even when their physical eyes are blinded. For Game Masters, Savage Spirits features expanded rules for wilderness settings and survival, along with outlines for Seeker-focused adventures and campaigns.

Natural Talents
Because Seekers mostly operate away from the comforts and supports of civilization, they depend on their skills and talents for every aspect of their survival, whether that means tracking animals, making shelter, or even, when necessary, killing adversaries. One of the specializations introduced in Savage Spirits, Executioner, is dedicated exactly to that. Executioners are apex predators, disciplined and shrewd, preferring to kill at range and eliminate the target without resistance.

While Executioners are dedicated to their targets, Navigators focus more on the journey than any outcome. They enjoy the thrill of discovery above all else, whether that discovery is a shortened trade route or an uncharted planet. As a Navigator, your abilities in Astrogation and Survival are second only to your high Perception, which is as useful for mapping the galaxy as it is tracking animals or finding your way through an urban labyrinth.

Seekers tend to be solitary by nature, but those with the Hermit specialization have taken that solitude to an extreme. Hermits isolate themselves in order to commune with the living Force, which enhances their survival skills, their understanding of nature, and their bonds with animals. When they choose to relinquish solitary life and join a group, Hermits help their companions to survive in wildernesses that, to Hermits, feel like home.

Beasts of No Nation
Regardless of specialization or career, the wildness is an excellent hiding place for a group of fugitive Force sensitives. But while you’ll find fewer Imperials and political conflicts in the wild, you will undoubtedly meet some wild animals who may think of you as prey, predator, or ally. Savage Spirits includes a bestiary of new creatures, from Dantooine’s horned kath hounds and the feral, predatory vrblthers of Nar Shaddaa to darting Spintiri glowbats and pouncing nexu. Along with rules for taming and riding these beasts, you’ll find guidelines for managing animals companions, should one of your party manage to permanently befriend a Mantellian flutterplume.

Savage Spirits also offers players a wide variety of gear to combat the challenges of life in the wilderness, gear which may prove just as useful in an urban jungle. The Field Sports Compound Bow, for example, offers the precision and silence of a sniper rifle at much less the cost, with a selection of arrows that can stun, capture, or ignite your target. Much more expensive is the optical camouflage system armor upgrade, which renders you nearly invisible to the naked eye and also shields any heat or radiation you are giving off. With this upgrade activated, you could explore Hutt palaces, planetary capitals, and even Imperial bases without fear of being seen.

Roads Less Traveled
Any party with a Seeker in it is bound to explore some unusual places. In Savage Spirits, GMs will find three short, Seeker-centered adventures that take players to a remote Outer Rim settlement, the Deep Core, or the planetary wilds chosen by the GM. Three campaign outlines are also included that offer Seekers starring roles in journeys across the Star Wars galaxy that take them from the desert wreckage of a crashed starship all the way to Dathomir and eventually home—wherever that may be.

Of course, your party may already have a goal that shapes its wandering. Many characters in Force and Destiny are searching for the knowledge of the Force that was lost when the Jedi Order was extinguished, hoping that greater knowledge and power will enable them to fulfill their destiny. The upcoming Nexus of Power sourcebook offers gazeteers for all the legendary destinations that your party may wish to visit: Dagobah, Ilum, Ossus, the abandoned Jedi Temple on Coruscant, and more. Together, Nexus of Power and Savage Spirits provide enough content to satisfy your Seeker’s wanderlust and introduce your party to more incredible places and experiences than ever before.

Will Light Guide You—or Dark?
As a Seeker or any other Force sensitive, you have no choice but to embark upon your destined journey. The Force will set you on that path whether you desire it or not, as it did with Luke Skywalker, as it did with his father Anakin, as it did with Ezra Bridger, Ahsoka Tano, and so many before them. But you’ll soon find that at the heart of that journey is a relentless question: is the dark side or the light your guide? Will you live in tune with the living Force, as at home in the wilderness as in the comforts of a city, or will you choose instead to seek and destroy, succumbing to the thrill of the hunt and the allure of power?

• Full-color, 96-page supplement for the Force and Destiny roleplaying game
• Adds three specializations and two signature abilities to the Seeker career
• Introduces gear designed for wilderness survival and rules for dealing with wilderness settings
• Features a bestiary full of new creatures to hunt, ride, or befriend
• Outlines three Seeker-focused adventures and two multi-session campaigns

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34.20 €
Star Wars RPG Force and Destiny: Unlimited Power (HC)
Star Wars RPG Force and Destiny: Unlimited Power (HC)

A Sourcebook for Mystics

An all-new sourcebook for Mystic characters in the Star Wars: Force and Destiny roleplaying game.

The moment Luke heard his uncle call Ben Kenobi a "wizard," the Star Wars galaxy became one of magic and mysticism, and the Mystic is a fundamental part of both Star Wars and the Force and Destiny roleplaying game. Unlimited Power, the new sourcebook for Mystic characters, greatly expands options for Mystic characters in your campaign. New Force powers will offer untold advantages and tie your characters even more deeply to the mysterious energy that binds the galaxy together and the ancient practice of alchemy enters your games of exploring the deeper mysteries of the Force.

A Mystic's goal is to be an ally and partner to the Force, never its master. By allowing the Force to flow through them, the they are able to unlock unlimited potential and discover their destiny in the galaxy. Between the Jedi and the Sith, you already know there is no definitive Mystic realization, and Unlimited Power introduces three new specializations to join the Makashi Duelist, Advisor, and Seer options already available.

More than just a sourcebook for Mystic players, Unlimited Power includes three new species tuned in to the Force, new equipment, adventure ideas to allow your Game Master to weave mysticism into your campaign, and plenty of new lore to expand your galaxy.

Mysteries of the Galaxy
To know the galaxy will never be completely known may be the most important lesson of the Mystic, allowing him or her to focus on what they can do now to better understand the Force. No two Mystics will follow the same path, but many find themselves in similar places. In addition to the Advisor, Seer, and Makashi Duelist, players can now specialize as an Alchemist, Magus, or Prophet.

While the Jedi Order never embraced alchemy as enthusiastically as the Frangawl Cult on Bardotta or the Nightsisters of Dathomir, it is not known whether they associated the dark side with the alchemical process of binding the Force to physical objects. All the better for the Alchemist, who decide for themselves whether to use their creations for the light or the dark. They extend Force alchemy beyond lightsaber construction and can create medicines—or poisons.

The Magus wraps themselves in a similar controversy: seeking out or even embracing so-called forbidden knowledge to commune with the Cosmic Force. Unrestricted by the Jedi Order and defiant of the Galactic Empire, a Magus searches the galaxy for knowledge of the Force, confident they can alter reality, perhaps even create life, if only they know enough.

In times of crisis, beings look for a shining light amid the darkness, and in Force and Destiny, the Prophet is that light. By directly interacting with people, the Prophet spreads the word of the Force not to convert directly but simply to inspire hope. They help interpret the will of the Force for others, though some have found the rule of the Galactic Empire a perfect time to use their proselytizing for more selfish ends.

Dangerous Crafts
The Force is a powerful ally, but even those who struggle to connect with it can benefit from its strength. While the lightsaber and the holocron might be immediately recognizable as tools of Force users, there are relics of the tradition that channel the Force in different ways. Unlimited Power introduces new weapons, armor, gear, equipment, vehicles, and starships that are either tied to the Force directly or frequently used by Mystics and their fellow adventurers.

The Force has always guided civilizations as they developed, and many cultures understood their relationship to the Force through mysticism. The Tholothians are able to see glimpse the Living Force through their Hometrees while the Thisspiasians have deeply integrated their pomp and ceremonies with the Force. Many less benign societies have successfully bent the Force to more violent ends; the Sith were known to infuse swords with the power of the dark side, for instance. Weapons like a "lucky" blaster or Semblan Obsidian Dagger could put the Force in the hands of an average smuggler or soldier.

A selection of focuses, fetishes, and figurines exist to help ground the young Mystic, shutting out distractions and allowing them to focus on and channel the Force. Thisspiasian Puzzle Rings were created to introduce students to the Force, as they can only be untangled by interacting with the Force. Now characters who focus on them might find themselves briefly connected to the Force and subject to visions. Your own Mystic might prefer a Vision Cube or a Vurk Meditation Orb.

When combat comes to the campaign, your lightsaber wielders will appreciate a new selection of pommel attachments, including a Walking Stick Hilt Disguise, Tholothian Heartwood Hilt, and Thisspiasian Stabilizing Coils. A pair of new lightsaber crystal options could tie your campaign to the Nightsisters of Dathomir as well, with a tainted crystal that has been soaked in the waters of the dread planet.

Be Guided by the Force
Star Wars: Force and Destiny brought the Mystic to your gaming table, and Unlimited Power aims to bind those characters more deeply to the Force than ever before. Give more options to your Force users and allow them to become closer to the Jedi (or Sith) that inspired their relationship with the Force. Even the Consular or Guardian can benefit from the Sith Pain Harness or a Heartwood Blaster introduced among the new equipment. Check back on our website for more information and previews of what's in store when the Mystic explores the deeper secrets of the Force.

• Full-color, 96-page supplement for the Star Wars: Force and Destiny roleplaying game
• Offers Mystic characters new specializations, signature abilities, and gear
• Introduces three new species playable in any career
• Features two new Force powers that manipulate the Living Force
• Offers guidelines for incorporating and using alchemy in your games of Force and Destiny

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39.10 €
Star Wars RPG Gadgets and Gear (HC)
Star Wars RPG Gadgets and Gear (HC)

A 142-page essential collection of weapons and equipment for Star Wars Roleplaying!

As the Galactic Civil War dominates life in the galaxy, no one is safe. From civilians and common thieves to troopers and Jedi, protection and ingenuity are paramount to survival. In the quest for victory, every tool and weapon holds the potential to tip the scales in the war for the galaxy.

With Gadgets and Gear, Game Masters and players have a huge selection of equipment right at their fingertips! This sourcebook gathers weapons, armor, attachments, and gear from all three Star Wars Roleplaying game lines including Edge of the Empire, Age of Rebellion, and Force and Destiny. It also adds new pieces of equipment, including weapons and armor used by heroic and villainous characters whose deeds are whispered about across the stars.

With hundreds of gadgets and gear catalogued in an easily readable new format, finding the perfect tool for the job has never been easier.

Legendary Weapons
Gadgets and Gear is split into nine different chapters cataloging blasters, projectile weapons, exotic weapons, brawl weapons, melee weapons, explosives, armor, attachments, and equipment. Scattered among these listings are iconic weapons and equipment used by the most famous characters in the Star Wars galaxy.

One of these legendary items is Luke Skywalker’s iconic green lightsaber, a beacon of hope in a galaxy ruled by the Empire. Though this isn’t an item you’re likely to stumble across, you never know when you may cross paths with the Jedi Master, especially since he is profiled in Allies and Adversaries!

Luke Skywalker’s Lightsaber is fairly standard when it comes to its physical components, a low critical value ensures your enemies will receive long lasting damage, especially with the Vicious 2 trait. However, to the galaxy at large, the lightsaber represents so much more. The Return of the Jedi ability allows the wielder of the lightsaber to spend a destiny point after deflecting a ranged attack to make disciple checks easier for their allies for the remainder of the encounter, inspiring those around them with impressive skill.

Every iconic weapon provides a unique ability for their wielder, giving additional thematic weight to weapons like Han Solo’s Custom DL-44 or Darth Vader’s Lightsaber.

The Right Fit
But these iconic weapons are exceptionally rare, wielded by those who have already proven themselves in the galaxy. Player character’s will have to rely on their own gadgets and gear to survive the conflicts of the Star Wars galaxy. Luckily, this sourcebook contains a wide swathe of options to prepare your character for the adventures ahead.

The soldiers fighting on the frontlines of war may be drawn to the wide variety of blasters throughout the galaxy. From the A280-CFE Convertible Heavy Blaster Pistol to the XL-2 “Flashfire” Light Blaster Pistol, over 60 ranged weapons are detailed in the book, making it the ideal place to find the perfect weapon to keep at your side in a pinch.

While blasters are by far the preferred ranged weaponry of the galaxy’s warriors, projectile armaments are still extremely common. Slugthrowers, the most common projectile weapons, are favored by smaller populations and those without access to blaster weaponry. Slugthrowers rely on chemical explosions to launch metal slugs at high speed toward targets. Flechette weaponry, which relies on sharp-edged debris, as well as dart shooters that impale targets and deliver a variety of toxins are also popular and Gadgets and Gear will guide you to 20 of these unique projectile weapons.

Those that find themselves on the edges of society, living in hives of scum and villainy on the Outer Rim might be drawn to more exotic weapons. Bounty Hunters often use weapons with Tractor Beam technology, and few have stared down the barrel of a custom Wookiee’s bowcaster and lived to tell the tale. These weapons are unorthodox, only found in certain regions of space, but that doesn’t make them any less effective than more traditional gadgets and gear. Over 20 of these weapons are featured in Gadgets and Gear, providing unique weapon options players may otherwise never consider.

Sentient beings have been fighting each other for survival, dominance, and pride in the Star Wars galaxy for millennia. While most now use high-tech weaponry to do so, many still resort to pummeling each other with whatever appendage is most handy. Brawling weapons range from classic knuckle-dusters to high-powered shock gloves, and they rarely require a user to learn new fighting techniques to wield them. Thirteen of these brawl weapons are detailed in Gadgets and Gear, for those who want fight up close and personal.

Unlike brawling weapons, melee and Lightsaber weapons require extensive training to use effectively. The designs vary from simple knives to longer polearms to the legendary lightsabers of the fabled Jedi Knights. Many of these weapons carry cultural significance and are used in traditional rituals or ceremonies. While generally considered inferior to ranged weaponry, melee weapons and lightsabers can be lethal if their wielders are able to close distance. Over 48 melee weapons are detailed in Gadgets and Gear.

Explosives and ordnance, which range from hand grenades and shaped charges all the way up to portable rockets and missiles, dominate battlefields. Explosive technology is capable of delivering a variety of effects and can be surprisingly versatile. Still, most explosive ordnance is restricted primarily to military use throughout the Empire. The process to obtain a permit to use military explosives is arduous, and permits are generally limited to certain mercenaries, local defense forces, and bounty hunters. With Gadgets and Gear, you'll find over 40 ways to solve a problem with explosives.

Each of these weapons can be customized with attachments. Customizing weapons and armor with unique modifications has given smugglers, starship captains, and stormtroopers alike the ability to individualize themselves and, often, send a message to those who would challenge them. From customized blasters to personalized lightsabers, Gadgets and Gear includes over 120 attachment options for your character’s gear.

While all of these weapons can be deadly, the proper armor can protect the savviest of heroes. As quickly as new weapons are designed and employed on the battlefield, engineers are tasked with creating stronger, more versatile armor to combat climbing casualties. Whether the goal is to save lives or simply avoid the costs of training new soldiers, armor is a vital part of warfare. However, even in day-to-day life, anyone who gets involved in a heated disagreement might want to be wearing something sturdy to protect their vitals. Over 50 pieces of armor are catalogued in Gadgets and Gear, including the Mandalorian armor worn by the infamous bounty hunter Boba Fett, and the cold prison of metal and wires that keeps the notorious Darth Vader alive.

The final chapter of the book focuses on the broad topic of equipment. Strewn across the galaxy is a seemingly unlimited number of items that range from weird and silly to essential for surviving in the hostile environments that are found around every corner. From cybernetic augmentations and medical equipment to microdroid listeners and fusion cutters, the Star Wars universe is brimming with a plethora of tools and gadgets that are sure to bring every adventure to life. This catch-all chapter includes over 130 pieces of gear from across the galaxy to aid your heroes in their adventures.

All Geared Up
This book contains everything a hero needs to begin their adventure in the Star Wars galaxy. Whether they cross paths with iconic heroes and villains or forge their own legend, they’ll need the proper equipment featured in Gadgets and Gear, the essential collection of tools for your players!

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45.10 €
Star Wars RPG Rise of the Separatists (HC)
Star Wars RPG Rise of the Separatists (HC)

A new Era Sourcebook for the Star Wars Roleplaying Game!

For generations, the Jedi Knights have been guardians of peace and justice in the Republic. But now they face a challenge like never before. With the Battle of Geonosis, the Clone Wars have begun. Battles rage across the galaxy as the Jedi and the Grand Army of the Republic fight back against the sinister agents and indefatigable droid armies of the Confederacy of Independent Systems. Meanwhile, the diplomats and representatives of the Galactic Senate work for peace and forge political alliances. Amid the chaos, looters, salvagers, and other fringers profit from the detritus of war, or simply try to survive.

Rise of the Separatists explores the early days of the Clone Wars, and is fully compatible with every Star Wars Roleplaying Game line, including Edge of the Empire, Age of Rebellion, and Force and Destiny!

Within this 144-page sourcebook, you’ll find expanded player character options, new weapons, gear, and vehicles, profiles of famous Clone Wars-era characters, guidance for running a campaign in this time period, and more!

An Era of War
For users of the Force, the era of the Clone Wars is a very different time. Unlike the distant memory they are in the era of the Galactic Empire, Jedi are numerous across the galaxy. The Jedi of this time have different roles than those described in myths, legends, and folktales. Those stories describe strange mystics, tyrant-toppling heroes, and shadowy figures manipulating minds. While such tales have some basis in fact, the Jedi now serve as generals, soldiers, emergency response specialists, and—in some cases—enforcers of the Galactic Republic’s will.

The Jedi receive their own career in Rise of the Separatists, representing their unique status during the Clone Wars. You can become the face of the organization as a brave Knight or learn the ways of the Force as a Padawan. Both of these specializations offer their own talent tree and give access to unique Force abilities.

The Jedi alone are not enough to safeguard the Republic. With more and more systems joining the Separatist cause, the Republic needed an army to stand up to their might. Clone Soldiers form the backbone of this Grand Army of the Republic. They serve in practically every battlefield role, fighting as infantry, leading as officers, and flying as pilots, in addition to fulfilling both mundane and esoteric responsibilities. These soldiers share their genetic identity, their origins, and their core training. However, they all have distinct experiences and personal responsibilities. These slight variations are enough to make them recognizable individuals who can secure their own niches within the vast army.

For the first time, Rise of the Separatists allows you to play as a Clone Trooper in their own career path! Take on the responsibility of leading your allies to victory with the Clone Officer, take to the skies with the Clone Pilot, or stand on the front lines as a Clone Trooper. These are just a few of the new careers available in Rise of the Separatists—as you'll soon learn, the book contains even more options for Clone Wars-era heroes!

Rise of the Separatists also features four new species for character creation, who came to fame during the Clone Wars. You might serve the Republic as a Clone, expand your industrious mind as a Geonosian, learn the secrets of cloning as a Kaminoan, or dwell in the shadows as an Umbaran. Each of these species begins the game with unique starting skills and inform your background in the Star Wars galaxy.

Heroes on Both Sides
Rise of the Separatists includes a wealth of information on the early days of the Clone Wars, giving Game Masters and players alike the full context they need to roleplay in the era. While this will help players thematically, Rise of the Separatists also gives Game Masters a list of famous characters from the era, fully statted for use in your campaigns as allies or adversaries.

Of course, there are two sides to the war and you may find yourself either working with or at odds with a Jedi of the Republic. The High Council regards Master Obi-Wan Kenobi as an ideal Jedi. During the Battle of Naboo, after dispatching Darth Maul, Kenobi promised his dying master, Qui-Gon Jinn, to train young Anakin Skywalker. By the time of the Clone Wars, Kenobi’s Padawan is among the most powerful Jedi in history, but he lacks experience. All the while, Kenobi and the 212th Attack Battalion deploy to some of the toughest fronts of the conflict, winning countless battles.

A young Obi-Wan Kenobi is fully statted in Rise of the Separatists! Unlike his older version found during the time of the Galactic Civil War, Obi-Wan Kenobi as a Clone Wars General is at the height of his abilities. Whether it's through leading troops into battle or going head-to-head with a Sith Lord, Kenobi is a Jedi you want on your side!

Of course, the Republic isn't the only group with strong leadership. The charismatic Count Dooku is a figurehead of the Separatist Movement, and as a former Jedi, he is extremely dangerous in hand-to-hand combat. When encountering other Jedi, Dooku claims to hunt a Sith Lord hidden within the Republic, but Dooku simultaneously displays dark powers, which he acquired after leaving the Jedi.

With heroes on both sides, the Clone Wars is the home to some of the most famous Star Wars characters of all time. As your heroes traverse the galaxy, Rise of the Separatists ensures Game Masters will be prepared when these iconic characters cross paths with their players!

Attack of the Clones
Rise of the Separatists brings the Clone Wars to your tabletop. The war between the Republic and Separatists presents plenty of narrative opportunities for heroes to find adventure. In a war for the galaxy, what role will you play?

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56.30 €
Star Wars RPG Starships and Speeders (HC)
Star Wars RPG Starships and Speeders (HC)

As the Galactic Civil War rages on, the Empire and Rebel Alliance fight their battles both on the surface of planets across the galaxy and in the black depths of space. Using vehicles that range from technologically advanced superweapons to repurposed civilian craft, both sides bring the fight to every conceivable environment. And as always, the traders, smugglers, and pirates who fight for for their own interests rely on vehicles and ships that can slip by undetected or speed away at the first sign of trouble.

With Starships and Speeders, Game Masters and players will find an incredible collection of more than 130 vehicles both gathered from all three Star Wars Roleplaying game lines and newly introduced for this collection. Completely compatible with Edge of the Empire, Age of Rebellion, and Force and Destiny, Starships and Speeders makes it easier than ever to take your games to hyperspace and bring your adventures to a whole new level!

Cruise the Galaxy
Each entry in Starships and Speeders includes not only the profile for the vehicle, but also tips for using the vehicle in games. These include advice on what kinds of beings use the vehicle and for what purpose, as well as specific tips for handling the vehicle in an encounter.

The first section of Starships and Speeders focuses on planetary-bound vehicles that skim along the surfaces of various worlds. Chapter One, Speeders, covers repulsorlift vehicles such as airspeeders, landspeeders, and speeder bikes, like those made famous in Return of the Jedi. These vessels defy gravity, but they cannot leave a planet’s atmosphere. Then, Chapter Two examines ground vehicles. More specialized than repulsorlift vehicles, this category includes vehicles that move along the surface of a planet, as well as some select submersibles. Whether you are racing through the forests of Endor or running down to Tosche Station on Tatooine, this section will provide you with all the vehicles you need to navigate the planet and further immerse yourself in the Star Wars galaxy.

In the next section of the sourcebook, Starships and Speeders takes to the stars with Chapter Three, Starfighters and Shuttles. These pages are filled with the starfighters, shuttles, gunboats, and other spacecraft that soldiers and scoundrels alike use to navigate local star systems. While a key aspect of these specialized craft is their ability to operate with a single pilot and minimal crew, the sourcebook continues to explore the possibilities of interplanetary travel with Chapter Four that focuses on freighters, yachts, and other starships designed for peaceful purposes. Of course, whether or not these vehicles are used as they are designed is a different matter. Although many of these ships are equipped with weapons in case they need to defend themselves, their primary purpose is not military. Rather, much of their appeal stems from their ability to be modified, whether it be for a resource-depleted Rebel troop making do with the ships available, or a criminal looking for a smuggling ship that will not attract attention.

Lastly, the closing section of this sourcebook look at the largest ships in the galaxy beginning with Chapter Five, Cruisers and Frigates. These present you with midrange ships that require a significant crew to operate whether they be civilian or military ships that range from bulk haulers to escort frigates. Then Chapter Six, Battleships and Stations, includes the largest of all spacecraft. For the most part, ships of this scale belong to either the Empire or Rebel Alliance, for few other organizations have the resources or need for such massively expensive and destructive vessels. Filled with potent weapons and operated by hundreds or even thousands of crew members, these vessels show the true potential and might of all starships and can make for massive interstellar battles in your campaigns. In this chapter, the sourcebook even offers players and game masters a closer look at both the Onager-class Star Destroyer and the Nadiri Starhawk-class Battleship that have never appeared in Star Wars Roleplaying before! No matter where your story takes place in the Star Wars universe, Starships and Speeders has the vehicle you need to face any challenge.

Legendary Ships
While Starships and Speeders is the ultimate guide for the full galaxy’s range of vehicles all in one place, this sourcebook is far more than a compendium of vehicles as they have already appeared across the Star Wars Roleplaying game lines. Throughout its pages, Starships and Speeders includes named versions of beloved ship models built to the exact specifications of the pilot who made it famous. Within the book you will find Hera Syndulla’s Ghost (complete with Phantom II), Boba Fett’s Slave I; and of course, no collection would be complete without the iconic Millennium Falcon.

Known best as the ship that completed the Kessel Run in less than 12 parsecs, the Falcon began its career as a humble intermodal tug, transferring cargo pods in orbital freight yards. With each new owner, the ship was modified more and more until it landed in the hands of smuggler Lando Calrissian. In addition to the Millennium Falcon’s already finely-tuned systems, Calrissian outfitted the ship with the polished finish of a luxury sports vessel and even added a hyperspace-equipped YT Dart auxiliary craft to act as an escape pod. The smuggler’s attention to detail kept the ship immaculately ordered and reliable; that is, until the rigors of the Kessel Run left the Falcon as little more than a scorched wreck.

This is the condition Han Solo found the Millennium Falcon in when he won it in a game of sabacc. Rather than focusing on cosmetic repairs, Solo sought to disguise the smuggling vessel as a battered junker, cramming military-spec hardware into the Falcon’s weapons, shielding, and sensor systems and covering key systems with warship-grade hull plating. While effective, these upgrades go beyond what the YT-1300 was designed to handle, making the ship fickle and in constant need of repairs. Both Han Solo and Lando Calrissian’s versions of the ship are featured in Starships and Speeders, and whichever you choose to integrate into your adventures, you will surely find that the Falcon shines as the jewel of this collection.

Take to the Stars
Whether racing around a single planet or speeding through distant star systems, Starships and Speeds has everything you need to bring your adventures to life. Peek under the hulls of the most iconic ships in the galaxy, jump to Hyperspace, and let the adventures begin!

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44.00 €

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