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High Risk, High Reward

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Published 4 March 2015|Star Wars: Edge of the Empire

High Risk, High Reward

Hyperspace, Showdowns, and Getting Paid in Fly Casual

“Traveling through hyperspace isn’t like dusting crops, boy!”
   –Han Solo

Smuggling is a high risk, high reward line of work. In exchange for the freedom to enjoy the open skies and the money it takes to survive, Smugglers willingly undertake dangerous, sometimes illegal, jobs with employers that can be capricious and unsavory. Every leap into hyperspace, every approach to a planet, every interaction with a buyer or seller is full of risk.

Available now at local retailers and in our online store, the Fly Casual sourcebook for Star Wars®: Edge of the Empire™ features new guidelines to help GMs add more risks (and a few rewards) to Smuggling adventures. These include expanded rules on hyperspace travel and details for how to run quick-draw showdowns. In today's article, developer Max Brooke provides an overview of these integral aspects of any Smugglers’ tale. We'll also touch on how GMs can help a group of Smugglers find work and eventually determine how much they should get paid.

Making the Jump

Here's Max:

Thanks to the miracle of the hyperdrive, space ships can soar between the stars with astounding speed, completing journeys that once could have taken millennia in a matter of days. However, thanks to shifting hyperlanes, complexities introduced by mass shadows, and countless other factors, jumps across the interstellar void are far from safe. The calculations involved are enormously complex. Even the slightest error can mean the death of everyone aboard. 

Fortunately for PCs and GMs, Fly Casual provides guidance on how to make Hyperspace Travel exciting without bogging down the game. New modifiers for the Astrogation check factor in the circumstances of departure and the route. Expanded options are given for spending advantage, triumph, despair and threat results on these checks, and a list of travel times is provided for many of the galaxy’s most common trading lanes and smuggling routes. Astrogation checks with sufficient advantage or threat can get the travelers to their destination early or help chart new hyperlanes, while threat and despair on the check can cast the ship adrift in uncharted space or even cause a collision with a mass shadow. Any jump is slightly dangerous, but a good Pilot backed by a skilled crew can take advantage of secret routes and shortcuts to arrive ahead of schedule or where the Imperials least expect it.

 

Quick Draws

Showdowns are an important part of the Star Wars mythology, and Fly Casual provides GMs with the resources for quick-draw duels. These rules provide additional options for combatants squaring off in a showdown, from the moment the parties involved begin to size up and intimidate each other  to the thrilling point when someone draws and shoots. A showdown can be added to the beginning of a longer battle or be used for a conflict that ends after a single shot. While these rules are especially useful alongside characters with the new Gunslinger specialization, GMs should find them useful when crafting all sorts of Smuggler stories.

Thanks, Max! 

Finding Work and Getting Paid

Beyond the expert flying and the shootouts, a smuggling job begins with the search for work and ends only when you get paid – or when you don’t. Fly Casual therefore offers suggestions for GMs about how to make the beginning and end of a job just as suspenseful and action-packed as the middle. A smuggling job might begin with characters meeting an underworld contact in a seedy location, receiving a coded transmission from the Rebel Alliance, or discovering that an old friend could use a little help. 

With solid skills, a good crew, and a little luck, you’ll be able to deliver your cargo to its buyer intact and on time – but getting paid for your delivery is an adventure in itself. Your pay may very well depend on a Negotiation check, so Fly Casual includes a table of Payout modifiers that helps translates the results of that check into credits or cargo rewards. Of course, you may fail to deliver the goods you promised when you promised them, so there are also options for what to do when the cargo arrives late or in an undesirable condition. In the worst case scenario, a team of Smugglers may have to face the wrath of their employer empty-handed. Fly Casual gives some ideas about what to do if that happens, from staging a shootout to deepening an Obligation, and how to keep the story moving forward to the next, hopefully more successful, smuggling job. 

Shoot Faster and Fly Better

Travel through hyperspace is almost inevitable on a smuggling job, and blaster duels are common in this line of work – especially when a deal goes bad. With the new guidelines introduced in Fly Casual, your Edge of the Empire gaming group will be able to find a job, speed through the stars, draw quickly, shoot first, and, in the end, get paid.

Pick up your copy ofFly Casual today! 

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The Force Will Be With You

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Published 17 April 2015|Star Wars: Age of Rebellion

The Force Will Be With You

Celebrate May the 4th at the Fantasy Flight Games Center

“For my ally is the Force, and a powerful ally it is. Life creates it, makes it grow. Its energy surrounds us, and binds us.”
  
–Yoda, Star Wars: The Empire Strikes Back

Fantasy Flight Games is proud to announce our May the 4th celebration: an evening of Star Wars™ gaming at the Fantasy Flight Games Center!

An Event of Galactic Adventure

This May 4th at 6 pm, you can join us at the Fantasy Flight Games Center in Roseville, Minnesota for an evening of excitement and fun with all our Star Wars games. This event has grown larger every year and we're thrilled to be a part of this worldwide celebration of all things Star Wars!

The Star Wars experience is filled with fearless heroes and deadly villains, set against a backdrop of a war that spans the galaxy. At this event, you can play out the classic stories of Star Wars, battling in space with starfighters and capital ships or fighting alongside iconic characters like Han Solo, Darth Vader, Luke Skywalker, Leia Organa, or Emperor Palpatine. Whether you’re roleplaying an aspiring Jedi in Force and Destiny, commanding the movements of the Rebel fleet in Star Wars: Armada, or leading a deadly strike team in Imperial Assault, our May the 4th event offers games for every aspect of the Star Wars experience.

Come to play the games you love and learn some new games during the event – we'll be offering demoes of all our Star Wars games. You can learn to survive the perils of the Outer Rim in Edge of the Empire, or pit dark side against light side in Star Wars: The Card Game. In addition to these demoes, every game will have open play available for you and other attendees. You can meet and play games with other members of the Star Wars community. You may fly against your friends in a game of X-Wing™ or help other players complete a daring raid in an Age of Rebellion session. Every game offers a chance to make new friends as you adventure in the Star Wars universe.

What's more, you'll also have the chance to test your skills against each game's designers! Fantasy Flight staff and developers will be on hand to meet attendees and challenge you in our Star Wars games throughout the evening. Can you outfly the ace pilots of Fantasy Flight, or lead your strike team better than our top generals? The May the 4th celebration at the Fantasy Flight Games Center is your chance to challenge the staff at your favorite Star Wars games. 

Join Us on May the 4th at the Fantasy Flight Games Center

Your starfighter is ready. Your strike team awaits your command. The Imperial Navy is prepared for your arrival. Join us on May 4th at 6 pm in the Fantasy Flight Games Center for a celebration of Star Wars tabletop gaming!

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Card Tricks

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Published 28 May 2015|Star Wars: Edge of the Empire

Card Tricks

New Smuggler Specialization Decks for Edge of the Empire™ Are Available Now

“He’s a card player, gambler, scoundrel. You’d like him.” 
   –Han Solo, The Empire Strikes Back

Smuggling in the Star Wars galaxy is a high-risk, high-reward career filled with danger and excitement. Sneaking contraband across the galaxy requires a wide range of skills. Sometimes you may need to test your luck at Sabacc in order to win over a client. Sometimes only flattery and smooth words get the job done. Sometimes your only choice is to stare down your enemy through the sights of a blaster and beat him to the draw. 

Four new Smuggler Specialization Decks for Star Wars®: Edge of the Empire™ put the dirty tricks, dastardly skills, and good luck of Smuggler characters right in your hands. They allow players and Game Masters to easily reference the key details of every talent within the Charmer, Gambler, and Gunslinger specializations introduced in the Fly Casual supplement, as well as the Smuggler Signature Abilities. With the twenty cards found in each of these decks, you can quickly play any of the devious tricks you’ve got up your sleeve to beat the odds and keep the action going. 

Smooth Operators, Wild Cards and Quick Draws

Smugglers share unflinching bravery, a love of independence, and a willingness to do whatever it takes to get the job done. All sorts of personalities are drawn to the job, and within a single smuggling crew you might find numerous specializations, from silver-tongued Charmers and Scoundrels to cheating Gamblers or gunslinging Thieves. The Smuggler Specialization Decks, help you keep track of the unique talents of every smuggler in your crew. Each card features full-color art designed to immerse you more fully in the Star Wars universe and contains the rules for a single talent.

  • Charmers are confident, elegant, and charismatic, naturally able to win people over and gain entrance anywhere, whether that means an exclusive meeting or underground club. They usually get their way through silver words and cunning negotiations, but that doesn’t mean they won’t draw a blaster or engage in a brawl if it’s necessary. 
  • Gamblers know the rules for every game of chance – and how to break those rules. They are masters of statistics, computers and deception, skilled in both understanding and manipulating body language. Addicted to taking risks, Gamblers are always willing to up the ante in order to win big.
  • Gunslingers have lethal aim and are eager to fire. These gritty Outer Rim dwellers draw fast, shoot first, and don’t stop to ask questions. They also know how to keep their cool in any situation. A Gunslinger’s best friend is his blaster, whether he uses it to settle a deal, defend his honor, or protect his crew. 

The eighteen cards of the Smuggler Signature Abilities Specialization Deck detail all the talents of two Signature Abilities. Narrow Escape helps Smugglers make a quick getaway at the moment they need to most. Unmatched Fortune lets self-reliant Smugglers take luck into their own hands when their livelihood and even life may depend upon it, so they can come out on top even when the odds are against them. 

Fortune Favors the Bold

You might be a lifelong Charmer, relying on your wit and disarming smile to survive, a freelance Gunslinger hired on for a dangerous smuggling job, or a Performer who picked up the Gambler specialization in order to earn some extra credits at the Sabacc table. Whether you’re a dedicated Smuggler and notorious Scoundrel or using a Smuggler specialization to supplement another career, these Specialization Decks will help you make use of all your various talents. 

Pick up your Smuggler Specialization Decks today! 

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Hard Knocks

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Published 4 June 2015|Star Wars: Edge of the Empire

Hard Knocks

Critical Injury and Critical Hit Decks Are Available Now

“I’m hit, but not bad.” 
   –Luke Skywalker

The Star Wars galaxy is a dangerous place. Whether you’re a smuggler in the Outer Rim, a soldier of the Rebel Alliance, or a Force-sensitive outcast hiding from the Empire, chances are at some point you’ll end up in a fight, either person-to-person or ship-to ship. In combat you might sustain a critical injury, or your vehicle might take a critical hit. When that happens, you’ll find the new Critical Injury Deck and Critical Hit Deck useful for managing and repairing the hard knocks that you and your vehicle experience in your Star Wars® roleplaying adventures.

Available now through our in-house manufacturing, the Critical Injury and Critical Hit decks can be used with the Edge of the Empire™, Age of Rebellion™, and Force and Destiny™ roleplaying games. Each card in these decks describes the effects and severity of a single injury or hit and features full-color art designed to immerse players more fully in the Star Wars universe. Players will appreciate being able to easily reference the details of injuries and vehicle hits. Game Masters will find them useful in tracking the critical injuries of NPCs, and they’ll delight in handing out cards that depict the wounds players suffer and hits their vehicles take.

Wounded, not Beaten

In the course of combat anything can happen. A stray bullet might give you an agonizing wound, or an explosion could blind you in an instant. Whatever the severity of a critical injury, it can affect the performance of you or your adversary until it is healed. The Critical Injury Deck makes it easy for you to know whether your wound knocked your character prone, caused the next skill check to be more difficult, or distracts your character with terrible pain until the end of the encounter. Each of its twenty-nine cards explains how the injury affects your character and the difficulty level of the medicine check required to heal.

Players who tend to get involved in dogfights and other ship-to-ship battles will find the Critical Hits Deck incredibly useful. Each card details the effects of the hit upon your vehicle and the difficulty level of the Mechanics check required to fix it. With these cards in hand, you’ll be able to understand how to recover from being knocked off course, how vulnerable your ship is if its shields overload, and how long you have to bail out if your ship starts breaking up.

Keep Fighting

No one, not even Luke Skywalker and Han Solo, escapes from every battle unharmed with an unscathed ship. But the best fighters know that it’s possible to recover from almost any wound, and always have the strength and determination to keep fighting. The Critical Injury Deck and Critical Hit Deck help you to handle injuries and vehicle hits more easily, so that you can focus on the action and stay in the fight.

Pick up your Critical Injury and Critical Hit decks today! 

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Mask of the Pirate Queen

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Published 6 July 2015|Star Wars: Edge of the Empire

Mask of the Pirate Queen

Announcing an Adventure Book for Star Wars®: Edge of the Empire™

“Looks like somebody’s beginning to take an interest in your handiwork.”
   –Han Solo

Fantasy Flight Games is proud to announce the upcoming release of Mask of the Pirate Queen, an adventure for the Star Wars®: Edge of the Empire™ roleplaying game! 

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

Caught in a Criminal Rivalry

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

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

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

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

An Outer Rim Oasis

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

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

A Notorious Shadowport

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

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

Join the Hunt 

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

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

The bounty hunt will begin in the fourth quarter of 2015. In the meantime, visit the Edge of the Empire minisite to learn about other adventures and supplements for this Star Wars roleplaying game.

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Special Modifications

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Published 3 December 2015 |Star Wars: Edge of the Empire

Special Modifications

Announcing an Edge of the Empire™ Sourcebook for Technicians

“Don’t get technical with me.”
   –C-3PO to R2-D2

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

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

Intuitive Mechanics

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

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

Advanced Tech

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

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

Tinkering Around 

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

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

Upgrade Your Game

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

Special Modifications will be available in the first quarter of 2016. 

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Thank the Maker

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Published 16 March 2016 |Star Wars: Edge of the Empire

Thank the Maker

Preview the Rules for Crafting Droids and Weapons from Special Modifications
 

"If only you had attached my legs, I wouldn’t be in this ridiculous position."
     –C-3PO

The Star Wars galaxy wouldn't be quite the same without its droids and blasters. And that means we owe a debt to the Technicians who made them all possible. Their efforts have literally redefined the nature of life among the stars. They gave rise to sentient machines, developed the hyperdrive, and altered the ways that wars are fought. From starfighters to blasters to shield generators and Death Stars, the things that Technicians create are every bit as critical to the Star Wars experience as the Rebellion, the Galactic Empire, and the Force.

Special Modifications spotlights the ways that these characters can enrich your Edge of the Empire roleplaying campaigns by introducing new specializations, signature abilities, gear, droids, and rules for slicing. More than that, though, it allows your Technician to better fulfill his or her destiny. Every Technician needs to tinker, and some of the most important things you can create at the edge of the galaxy are weapons and droids. In Special Modifications, you'll find detailed rules allowing for the satisfactory design and creation of a wide variety of weapons and droids.

Build a blaster, or build a friend. With Special Modifications, your Technician's powers of invention are limited only by your imagination!

Build a Better Blaster

No matter how wondrous existing technological marvels are, there is no replacement for good old-fashioned ingenuity. On the fringes of the Empire, Technicians must be as resourceful as they are brilliant to come up with solutions to the problems that they face…

One of the places you'll find that ingenuity embraced within Special Modifications is in the rules for creating custom weapons. Whether you find yourself completely without a weapon or you simply want a better one, your Technician can follow the steps outlined in this book to choose a template for a melee or ranged weapon, gather all the necessary materials, and then create it.

Going through the steps can be a simple formality, or it can be spread out over the course of a series of adventures. Either way, your Technician may be able to create the equivalent of a weapon you cannot afford to purchase, or that you cannot find on the market. You may even be able to improve upon existing weapons; charts for both melee and ranged weapons include a wide variety of ways you can spend your Advantages and Triumphs to imbue your weapons with certain beneficial qualities.

Beware your Threat, though! If you end up with Threat on your roll, you must choose from among the many downsides, flaws, and foibles listed on the charts. Some of these flaws are mechanical, such as increasing the weight or decreasing the precision of a weapon. Others are narrative effects—a blaster might have a secret flaw that the designer does not know about, but which the Game Master can spend a Destiny Point to trigger at the most inconvenient moment!

Design a Droid

Special Modifications also introduces rules for creating droids, which utilize the same three-step framework as those for creating weapons, but then allow you to add a personality to the hardware, complete with special talents and quirks. Plucky astromech? Sure. Prim and proper protocol droid? No problem. Enthusiastic, combat-ready assassin droid? It will certainly be more expensive and more challenging, but it can be done.

When you use the rules from Special Modification to craft a droid, you select one of the available chassis templates, program it with a set of directives, and spend any Advantages and Triumphs on the droid's personality. Of course, the Game Master then gets to spend any remaining Threat and Despair on the less savory parts of the droid’s personality. Though your droid's personality options are technically divided between categories for "positive" and "negative" traits, they're all beneficial in the sense that they help bring your droid to life as a character.

In the end, a droid that you design using the steps and charts from Special Modifications won't be just some useful contraption that you cobbled together; it will be a fully realized NPC and companion to your party. Of course, some droids are more loyal—and helpful—than others, so once you create this droid, you’ll have to learn to work alongside it as a character, flaws and all.

The Builders Behind the Galaxy

The rules for crafting weapons, droids, gadgets, and other tech are only one part of Special Modifications. As this book explores ways for you to more fully incorporate your Technician into your adventures at the Edge of the Empire, it also offers new specializations, signature abilities, and a wide range of new gear. Game Masters will find tips for getting the most from their Technician-focused encounters, as well as new takes on integrating slicing into your campaign. Moreover, if GMs truly wish to reward their Technicians, they can even follow the book's suggestions for the types of rewards that might best suit Technicians, and they can allow their Technicians to sell their wares and designs on the market.

The Star Wars galaxy is a large and fantastic place. And the technologies invented by Technicians run through almost all of it. Tap into those technologies and that sense of wonder with Special Modifications, coming soon to your local retailer!

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The Inventor's Handbook

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Published 24 March 2016 |Star Wars: Edge of the Empire

The Inventor's Handbook

Special Modifications Is Now Available for Star Wars®: Edge of the Empire™

"Sir, I don’t know where your ship learned to communicate, but it has the most peculiar dialect. I believe, sir, it says that the power coupling on the negative axis has been polarized. I’m afraid you’ll have to replace it."
     –C-3PO

Build the tech to take on the galaxy… Special Modifications is now available for the Star Wars®: Edge of the Empire™ roleplaying game!

The sourcebook for Technicians living at the fringes of the galaxy, Special Modifications offers plenty of tasty new gear, along with rules for crafting your own weapons, gadgets, and droids. Game Masters will find hints for getting the most from their technical encounters, such as fleshed-out guidelines for slicing that come complete with consequences for failures and situational challenges that they can add to their Technicians' mechanics checks in order to amplify the narrative tension. But as much as this book helps your Game Master better incorporate your Technician into your ongoing campaign, it is your Technician that derives the primary benefits.

Among its 96 pages, Special Modifications introduces a wealth of new backgrounds, motivations, obligations, specializations, and signature abilities for your Technician. Along with the book's four new playable species, these options afford you fantastic new freedom to reinvent your Technician or to invent the one that best suits your vision of a tinkerer living and working within the galaxy's shadiest, grittiest locations.

New Specializations

Special Modifications introduces three new specializations for your Technician, each of which allows you to pursue a new avenue of invention.

  • The Cyber Tech excels at creating and installing mechanical prosthetics. As a Cyber Tech, you can use your talents to replace your friends' missing limbs or upgrade them with impant armor or neural recorders that would allow them to record and store sensory data with the same veracity as data stored within a computer system. Moreover, your specialization in the realm of cybernetics allows you to upgrade yourself beyond the standard limits and use your cybernetics more effectively and imaginatively than other characters might.
  • The Droid Tech specializes in constructing, repairing, and managing droids, and is unparalleled in this capacity. While you will have to decide for yourself where you stand on the ethical concerns of limiting or altering the nature of a creature's sentience, there's no one better at developing custom droid directives or getting droids to work the way you want them—whether that means simply talking to them in binary or rewriting their programming. And if your group needs an army of combat-ready droids? There's no one better than a Droid Tech to have on your side.
  • Finally, the Modder is an expert of attachments, and can tweak personal gear and starship systems in ways that they far surpass their original factory settings. Sometimes that gear and those starships might be your own, but just as often, you're likely to be improving these things for your friends and associates. This makes you an extremely valuable addition to any group traveling through the roughest parts of the galaxy. Your group will never know what you might find along your journeys, but if your Modder's along for the trip, it's a safe bet that you'll get the best possible value from anything you find. Modders are generalists in the sense that they diversify their technical interests, but they're specialists in the sense that they always make things better than they were.

Whether you create a new Technician or explore the possibilities inherent in these specializations as you advance your existing Technician, you'll find that their unique talents allow you to tackle a whole new range of challenges. And life at the edge of the Empire is full of challenges.

New Signature Abilities

In addition to its three new specializations, Special Modifications introduces two signature abilities that allow you to truly distinguish your elite Technician from the hordes of lesser practitioners. Both Inventive Creation and Unmatched Calibration give you new ways to spotlight your talents, but where Unmatched Calibration offers profoundly beneficial new mechanics—such as dice rerolls—that are immediately recognizable, Inventive Creation stands out for its potential impact on your game's narrative.

This intriguing signature ability is rife with potential for both you and your Game Master, and developer Max Brooke takes a moment to illustrate just a bit of its potential:

"The ability to escape disaster by jury-rigging a new device with nothing but the equivalent of a hydrospanner, some depleted power cells, and half of a droid chassis is a time-honored tradition in all forms of heroic adventure, and the Inventive Creation signature ability included in Special Modifications gives players (and Game Masters) a potent new storytelling tool to recreate such scenes in their own campaigns. When a Technician activates Inventive Creation, the character immediately gathers up useful items in the scene to build an item that lasts until the end of the scene. If you have upgraded your ability sufficiently, you might even be able to create a fully functioning vehicle.

"Players can benefit from this ability in many ways, some more obvious than others, but Inventive Creation gives GMs new opportunities, too. For instance, when a character activates Inventive Creation, the GM can use it to flesh out the scene and engage players. Instead of simply allowing the character to build the device, the GM can identify the list of unlikely items that the player has at hand and ask how the Technician retrofits them into a functional device, encouraging the player to be as creative as the Technician in the description.

"Alternately, the GM can ask the player to list the supplies available in an environment controlled by the PCs. This establishes details for use later in the scene. For instance, if the Technician’s player says that there happens to be a barrel of tibanna gas—useful for fueling many devices—then the GM should keep this barrel of extremely flammable material in mind for later, especially if a firefight breaks out in the impromptu workshop. If the player and GM are both stuck for ideas as to supplies on hand, the GM can solicit the other players for ideas, and in some scenes the other PCs might need to chip in, giving some of their gear to the Technician to help build the device to get them out of their current situation.

"The GM should also keep in mind that the signature ability dictates that the jury-rigged device always fails at the end of the encounter. If the characters aren’t careful, they might be making their escape in a patchwork vehicle right as its engine goes out. Or they might be relying on a rapidly assembled weapon, only for it to run out of ammunition as one fight wraps up and another begins. Just as Inventive Creation is a very powerful problem-solving tool for the PCs, it can also be a very potent problem-creating tool for the GM. For that reason, the ability's greatest strength may be in how it can help keep the story moving quickly from one action-packed encounter to the next."

Bring Your Hydrospanner

The Star Wars galaxy is a vast and fantastic place, full of myriad adventures, but for all its greatness, it's always possible to make it just a little bit better. You want to start tweaking and tinkering with it? You had better bring your hydrospanner, and you'd do well to pick up your copy of Special Modifications.

Special Modifications is now available at your local retailer and online through our webstore. Pick up your copy today!

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Populate Your Galaxy

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Published 23 June 2016 |Star Wars: Edge of the Empire

Populate Your Galaxy

Find Creatures, Villains, and Allies in Three New Star Wars RPG Adversary Decks
 

"You see those two? They'll trade work for transportation to the Outer Rim. There, you can disappear."
     –Maz Kanata

The galaxy is full of different individuals, each of whom has his or her own story to tell. And each represents a different possible direction for your future…

Expand your galaxy. Explore the many possibilities your future may hold. Three new Adversary Decks are now available for your Star Wars roleplaying campaign!

Encounter Rancors, Dark Troopers, Viper Probe Droids, and Gand Findsmen. Each of these Adversary Decks offers quick access to the stats and descriptions of twenty different NPCs that you can write into the core of your campaign or introduce at a moment's notice as you react to your players' decisions. And each is fully compatible with all three Star Wars roleplaying systems: Age of Rebellion, Edge of the Empire, and Force and Destiny.

Creatures of the Galaxy

Your player characters have suddenly taken a massive turn. They were scheduled to collect their payment from a Hutt crime lord but have chosen, instead, to follow the rumors of fantastic treasure hidden in the wilds of a jungle planet. Or they devised a scheme you could never have anticipated, hoping to lure Imperial troops to the Outer Rim and ambush them amid a desert planet's rocky bluffs. Or they prove themselves daring enough to brave the swamps and native dangers of a remote, untamed wilderness planet in order to discover why the Force seems to be leading them there…

No matter where your characters go, or why they go there, the Creatures of the Galaxy Adversary Deck allows you to enhance the setting with different creatures that might be native to the environment. The Rancor, the Wampa, and the Nexu—they're all in there, as are a number of beasts your characters might hope to train as mounts or companions.

Whether your characters encounter them in combat or in other situations, the creatures from this Adversary Deck come to life with functional stats, evocative descriptions, and full-color artwork. And because you can find all this information on each creature card, your Creatures of the Galaxy Deck can save you valuable time that you might have spent thumbing through your rulebooks while your characters were trekking through the wilds of alien worlds.

Imperials & Rebels II

There are very few places in the galaxy where one might conceivably escape the ongoing conflicts of the Galactic Civil War. The Empire holds hundreds of systems and planets firmly under its control, and there's always a chance you'll run into one or more members of the Rebel Alliance anytime you travel to one of the worlds upon which the Empire doesn't have quite as firm a grip.

As a result, it's possible to run into characters from the different sides of the conflict no matter where you go, and you can give these characters immediate color and personality with the Imperials & Rebels II Adversary Deck. With NPCs ranging from Imperial bureaucrats and assassins to Mon Calamari Commanders and Rebel Quartermasters, this Adversary Deck can add color to all manner of different situations, not just combat encounters.

Moreover, because all the pertinent information for each NPC is printed on its card, along with a short description and art piece, the Imperials & Rebels II Adversary Deck makes it easy for you to help your characters develop their network of contacts and informants in their Age of Rebellion or Edge of the Empire campaigns. Simply hand them the card that corresponds to their newest contact, then let the players do the work of determining when the NPC and his or her skills might prove useful.

Hunters & Force Users

Although the Jedi Order was torn apart by Emperor Palpatine, Darth Vader, and the coordinated efforts of Order 66, there are still Force-sensitive individuals scattered about the galaxy. They may be rare, and the galaxy may be vast, but fate has a way of drawing these remaining Force-sensitive characters toward each other.

With the Hunters & Force Users Adversary Pack, you can find more ways to bring these characters together in your Force and Destiny campaign. You may have bounty hunters paid by the Empire to track down Force-sensitive individuals. You may find reluctant mentors among the fallen Jedi. Or you may find Force users who have turned to the dark side and who can serve as ferocious and deadly nemeses for your characters.

Whatever you're hoping to find, there's a good chance you'll find it in this Adversary Deck; even if the Force guides you to encounters with Droidekas or a Jakobeast, its twenty different adversary cards have got you covered.

Endless Possibilities

Who will you meet? How will you greet them? Where will your journeys take you? One of the greatest joys of roleplaying is the freedom it grants you to pursue adventures wherever they may take you. And these three new Star Wars roleplaying Adversary Decks are more than collections of characters; they are keys to new adventures. They are paths to your many possible futures. They are tools to enhance the freedom of roleplaying.

Pick up your copies today, and begin to explore all that the galaxy has in store!

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No Disintegrations

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Published 14 September 2016 |Star Wars: Edge of the Empire

No Disintegrations

Announcing a Sourcebook for Bounty Hunters

“There will be a substantial reward for the one who finds the Millennium Falcon. You are free to use any methods necessary, but I want them alive. No disintegrations.”
  –Darth Vader, The Empire Strikes Back

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

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

Smooth Operators

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

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

Sharp Shooters

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

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

Private Investigators

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

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

Hunting License

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

No Disintegrations will be available in the fourth quarter of this year. In the meantime, you can find other fuel for your roleplaying campaigns on the Edge of the Empire minisite. 

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Predatory Species

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Published 22 November 2016 |Star Wars: Edge of the Empire

Predatory Species

Meet the Dangerous New Species of No Disintegrations

From the sprawling Coruscant streets to the dangerous frontier of the Outer Rim, bounty hunters ply their valuable—and violent—trade. Mob bosses and corrupt politicians, criminal masterminds and debt-dodging deadbeats; scum of all stripes must remain wary of a possible (or probable) contract bearing their name. Whether the request is legal or less-than, a reliable bounty hunter as good as guarantees a successful transaction… as long as the credits are equally reliable.

Packed full of species, specializations, and gear, the No Disintegrations sourcebook for Star Wars™: Edge of the Empire™ offers a wealth of exciting new options for neophyte trackers and veteran hunters alike. In today’s preview, we’ll look at the three new species on offer in No Disintegrations. Each provides a useful mechanical foundation for pursuing ne’er-do-wells across the stars as well as unique story hooks to provide you with inspiration to create a living citizen of the galaxy.

Looking Out

The natives of Devaron were some of the earliest explorers and cartographers of the galaxy owing to their natural inclination to wanderlust and restlessness. More so than their contribution to galactic civilization, Devaronians are remarkable for their visage: their cranial horns and sharp teeth cause them to appear as the demons and monsters found in the legends of myriad galactic cultures. Female Devaronians typically do not grow the horns, which may be surprising to outsiders since the males of the species are more commonly encountered in the galaxy at large. Males tend to succumb more readily to the desire to strike out on their own, which results in many of the power structures on Devaron being governed by women.

Like Clawdites, Devaronians are often exceptionally Cunning, and they generally place less of an emphasis on making their Presence known.

These traits, along with their natural hardiness and aptitude for talking their way out of trouble, suit them perfectly for the nomadic life of a bounty hunter in the Outer Rim. Their access to a free rank in the Survival skill makes the Survivalist specialization an attractive choice, while a strong Cunning score contributes well to a Gadgeteer’s use of Coercion and Streetwise to track down a target or avoid incoming trouble.

Blending In

Reptilian humanoids hailing from the wasteland world of Zolan, Clawdites possess a genetic ability that makes even the most affable Human con-artist jealous. For the minor expenditure of strain and a successful Resilience check, a Clawdite can change the color, shape, and texture of their skin to match that of any other person they have previously encountered. The above average Cunning possessed by Clawdites is essential to preserving such a ruse, as their Deception skill sells the impersonation to suspicious enemies. While some people find this attribute of Clawdites to be exceptionally appealing, it tends to spark a measure of distrust and unease in others.

The ability to disappear into literally any crowd is an obvious boon to those in a predatory profession like bounty hunting, but is also supremely valuable to a member of an Age of Rebellion™ campaign, giving an Infiltrator another layer of protection from discovery or an Ambassador a way to discreetly travel to meet with Rebel sympathizers. Similarly, a Clawdite Shadow in a Force and Destiny™ campaign would benefit greatly from shape-shifting abilities that allow them to mingle freely in multiple underworld organizations.

Walking Alone

Debuting in Marvel’s Kanan: The Last Padawan comic series, Kallerans are a semi-amphibious species whose homeworld is no stranger to conflict. Precious resources found on the Outer Rim planet of Kaller have attracted scores of powerful organizations over the millennia, some more benign than others. This constant disruption of their world has fractured the Kalleran people to the point that they do not possess a pervasive culture as a species, but instead champion individualism over group ideology.

Physically, Kallerans are tall and lean, often standing two meters or more. Their brawny physique and acute senses are perfectly suited to a life of confrontation and action. They each possess a set of antennae that they utilize to supplement their speech by conveying emphasis and subtext and can also be used to silently “speak” to one another through a simple vocabulary of movements and gestures that strangers will generally not recognize. This is not an untrainable technique, however, so a Kalleran could certainly train her friends to read her intent—much like other species would use hand signals—when silence or subterfuge are required.

Kallerans excel where they can bring their powerful physiques to bear. The devastating Assassin specialization is a natural fit for a hunter who uses fearsome melee weapons to clear a path to their prey. The Martial Artist, a new specialization arriving in No Disintegrations, is also a perfect complement to the Kalleran’s Brawn advantage and naturally high strain value which can be used to mitigate attacks that may put the hunter’s life in danger. Force-sensitive Kallerans may find themselves drawn to the Aggressor or Shii-Cho Knight specializations where she can occupy the front lines of combat.

Check back with us soon to size up even more character and campaign options that will arrive in No Disintegrations this winter!

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The Contract's the Thing

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Published 30 December 2016 |Star Wars: Edge of the Empire

The Contract's the Thing

Introducing Three New Bounty Hunter Specializations in No Disintegrations

Different targets require different tools. An amateur racer who is behind on his swoop bike loan does not require the same professional touch as the leader of a pirate gang harassing the local starport. Those who often find themselves hiring Bounty Hunters know this, and so a robust contact list is quite useful. Today’s sneak peek of the Bounty Hunter sourcebook soon to be released for Star Wars™: Edge of the Empire™ is focused on the new Bounty Hunter specializations, and the varied set of tools they provide, that will be available when No Disintegrations is released into the galaxy.

Stand and Fight

Whether their skill comes from devoted study and careful practice or from simply a lifetime spent in a dangerous galaxy, Martial Artists, often armed with nothing more than their own body, blend physical power and mental focus to defend themselves and defeat their enemies. Brawn and Willpower are the primary attributes for the Martial Artist from which they draw inner and outer strength. Athletics, Brawl, Coordination, and Discipline are bonus career skills for the Bounty Hunter who chooses this path of the implacable warrior.

One of the most essential talents for the Martial Artist is Unarmed Parry, which allows the combatant to parry incoming melee attacks while not holding a weapon, as well as reducing the strain cost to do so. Also included in the specialization tree is Precision Strike—along with an Improved and Supreme version—which makes Critical Injuries the Martial Artist inflicts even more debilitating and deadly. Additionally, multiple talent choices reward ranks in the Coordination skill to supplement both offense and defense.

As mentioned in our last preview, Kallerans are a species that find themselves quite at home as a Martial Artist. Their above average Brawn score positions them well to deliver brutal attacks with their fists and feet, and their impressive natural strain threshold gives them more flexibility in activating the crucial offensive and defensive abilities found in the specialization tree.

The Chase Is On

The mystique of the ‘tenacious professional’ is never more apt or intimidating than when an Operator is on the job. Bringing the full power of a starship or airspeeder into a hunt is a terrifying proposition to a target, but a reassuring one to the underwriter of the contract. Operators with a high Agility score are rewarded handsomely as they add Astrogation, Gunnery, Piloting (Planetary), and Piloting (Space) to their career skills. These Bounty Hunters provide a fantastic service to their group as the team pilot or the occupier of the ship’s gunner chair.

The Operator is a master of pursuit. The Shortcut talent, and its Improved version, give the Operator an edge when attempting to run down their prey. Being a successful Operator isn’t merely about piloting their vehicles effectively, though. Bounty Hunting isn’t a child’s game of tag, and weapons are often required. The Gunnery-related talents in the Operator tree emphasize the theme of the hunt: overwhelm, disable, control. Even the most bloodthirsty hunter who keeps the bills paid with kill contracts will find great value in Hindering Shot, a special attack from a starship or vehicle weapon that will quickly cause the target to run out of power and unable to escape.

A Devaronian Operator is a fearsome hunter for more reasons than just the horns. An improved Cunning score allows them to gain an increased benefit to the Full Throttle talent so that no target may escape, and their lower Presence becomes almost inconsequential when the character performs a majority of their negotiations through a targeting reticle.

You Can’t Hide

The spirit of the undercover private investigator permeates the heart of the Skip Tracer. Adding Cool, Knowledge (Underworld), Negotiation, and Skulduggery to the Bounty Hunter career skills, Skip Tracers are most at home when using their wits and guile to navigate their way through a dangerous galaxy. A contract that can be completed without (or with minimal) violence is always a profitable one, and Skip Tracers are more than happy to save credits that might otherwise need to be spent on bacta or blasters. Cunning and Presence both make for a formidable Skip Tracer,  but Willpower and Intellect are also strong choices for opening up different ways to track targets.

More than Martial Artists and Operators, Skip Tracers possess abilities that require narrative cooperation between the player and GM. Reconstruct The Scene gives the Bounty Hunter a physical description of those who were present at a location being investigated. Improved Street Smarts allows a Skip Tracer to use their Streetwise of Knowledge (Underworld) skill to gain an illuminating clue regarding the mystery at hand; is this lead a dead end? Where can I find a possible witness who doesn’t want to be found? These strong investigative tools, as well as a couple available ranks of Good Cop, allow the Skip Tracer to engage their target with the minimum amount of collateral damage or return fire.

Clawdites will find the Skip Tracer specialization especially attractive, as frequent calls for the Streetwise skill makes excellent use of their natural aptitude in Cunning. And, of course, the value of shape-shifting ability to a professional hunter who wishes to discreetly track and approach a target can never be understated.

No Disintegrations has even more riches to add to your Edge of the Empire™ campaign, so don’t forget to keep your comlink open for more previews soon!

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Masters of the Hunt

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Published 20 January 2017 |Star Wars: Edge of the Empire

Masters of the Hunt

Track Down More Character and Campaign Options in No Disintegrations

Being able to bring the right tool for the job is of utmost importance when a hunter’s paycheck—and life—is on the line. No Disintegrations expands your arsenal for your Star Wars™: Edge of the Empire™ campaign in new and explosive ways.

Prepare for Contact

Bounty Hunters who require that their quarry be returned breathing (or merely ‘alive’ in the case of non-respiratory species) may find great utility in the “Precision-X” marksman rifle, which features an extended range for its powerful stun setting; or the “Subduer-9” riot blaster’s short range of devastating stun damage. For more heavy duty non-lethal requirements, the Nova Design “Impact” repulsor cannon weaponizes the repulsorlift technology that powers speeders all over the galaxy for brutal, debilitating blasts that can quell even the most persistent adversary.

For the hunter more inclined to exceptional violence, No Disintegrations offers a range of purpose-built micro-rockets such as those fitted with Ion, Incendiary, or Explosive warheads. Fired from a special launcher pistol or from attachments available for ranged weapons or armor, micro-rockets give the user a variety of options for fully stretching the bounds of collateral damage allowed in the contract.

Accomplished hunters may even wish to adorn themselves with the battle armor of the fabled and feared Mandalorians. Owing to their impressive quality and legendary status, most warriors would be loathe to part with a set, and so locating and acquiring Mandalorian armor often makes for a thrilling challenge in its own right.

The rewards that hunters may reap can go beyond credits or material goods. No Disintegrations introduces the Exploits reward system as a new way for Bounty Hunters to ensure their fame—or infamy. After completing a sufficiently difficult contract or otherwise impressive feat, the Game Master may reward the Bounty Hunter with appropriate Exploits that provide bonuses on future jobs. These include increased credit payment or improved dice pools on social checks when engaging similar targets in the future. Simply surviving long enough in this career can easily turn even a merely competent hunter into a mythical figure in the galactic underworld.

Thrill of the Chase

No Disintegrations also provides players and GMs with a framework for what it means to be the hired enforcers of a dangerous galaxy. This focuses around player choice, and prompting the Bounty Hunter players to make some important decisions regarding the business of hunting sentients. Is the character a member of a guild, or are they freelance? Guild members may have an easier time finding and taking on new contracts, but their superiors are always going to want a cut of the reward.

Additionally, GMs can use player choice to design campaign hooks to help bring everyone in the group into the story. If guilded, how does the guild treat the non-hunters in the party? If freelance, who does the hunter turn to when misfortune visits? These decisions are perfect for highlighting the scope and type of Obligation for the Bounty Hunter character and can inspire some critical story moments.

In addition to strengthened character creation ideas, No Disintegrations also has much to offer GMs as they design scenes, sessions, and entire campaigns. Central to this is the wealth of guidelines, tables, and examples for running investigations—as small as immediate encounters to as large as pursuits lasting multiple game sessions. The targets of contracts generally are not going to be found partying at the local cantina (not the lucrative contracts, anyway). Greater difficulty generally means greater pay, and Bounty Hunters are adept at finding those who do not wish to be found. This sourcebook breaks down the essential steps of gathering information, chasing down leads, defeating obstacles, and ultimately bringing the target to profitable justice.

A Tool for Every Job

This new content isn’t just for building campaigns for Bounty Hunter PCs; industrious GMs will find these suggestions and frameworks useful for making more effective NPC opposition as well. If (or when) the party in an Edge of the Empire™ campaign runs afoul of a powerful Hutt, how will they prepare now that they are the targets of an investigation? A group of people with strange, unexplained powers in a Force and Destiny™ campaign could inadvertently make themselves the contract target of a wealthy benefactor who would like to ‘acquire’ them and their useful abilities. And, of course, the Empire would not hesitate to make contact with a reputable guild to capture an especially problematic Rebel cell in Age of Rebellion™.

No Disintegrations will be arriving soon at your local retailer and our online webstore, so make sure to secure your copy today!

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A Fistful of Credits

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Published 2 February 2017 |Star Wars: Edge of the Empire

A Fistful of Credits

No Disintegrations Is Available Now!

Some do it solely for the money. Others, the challenge. A few even desire to see the justice that the law often can’t provide. The life of a bounty hunter can provide all of these treasures and more to an individual of supreme ability and dedication. No Disintegrations, a new sourcebook for Star Wars™: Edge of the Empire™, offers a myriad of exciting campaign and character options for those who pursue lucrative justice, and it’s on sale now at your local retailer and in our online store.

A bounty hunter’s career is defined by uncertainty; bounty contracts come from nearly any place and for almost any reason. An Imperial Moff may need a deserter captured quietly to ensure the recovery of some very sensitive information the Rebellion is trying to purchase; “dead or alive, as long as you get that datapad.” An up-and-coming majordomo for a notorious Hutt crime lord requires the live capture of a droid tech in the service of a rival so that he may be ‘convinced’ to accept employment opportunities with said Hutt. A small-town sheriff on a backwater planet needs a ruthless pirate band dealt with, and is willing to pay handsomely for the safety of her community. It’s the promise of profit and the thrill of the chase that puts bounty hunters on the path; No Disintegrations gives you everything you need to make that path as lucrative as possible.

Prepare For The Hunt

No Disintegrations provides players and gamemasters alike even more variety to populate the galaxy. Face-changing Clawdites utilize their innate—and quite unique—gift to avoid detection and take their prey by surprise. The hardy Kallerans, guided by principles of self-reliance and independence, venture into a galactic society that has destabilized their homeworld for generations. Naturally restless explorers, the horned Devaronians venture confidently into space in pursuit of exciting adventure and riches untold.

As for where you can take your Bounty Hunter, the Martial Artist find balance in offense and defense and seeks to outmaneuver and outlast even the most formidable opponent. Skip Tracers combine their wits and underworld connections to investigate, pursue, and locate the targets of their bounty contracts. Operators tend to follow the path on a larger scale, bringing to bear some of the most impressive starships and vehicles in the galaxy to incapacitate their quarries' defenses and means of escape.

As bounty hunters accrue a reputation, and the accompanying credits, they will find that the tools required to complete their contracts become more formidable. The iconic Mandalorian armor awaits, serving as a platform to be modified and augmented to serve whatever needs its owner requires. New starships such as the YV-666 Light Freighter and the Lancer-class Pursuit Craft add more terrific options to the hunter and their companions when choosing a mobile base of operations.

Our First Catch of the Day

Veteran bounty hunters who have dedicated themselves to the perfection of their ‘craft’ will gain access to the Signature Abilities found in No Disintegrations. Always Get My Mark puts the narrative pursuit abilities of the Skip Tracer on overdrive. By spending Destiny Points and making a Streetwise check, the bounty hunter utilizes the network of informants and contacts they have gained over their career and find themselves almost immediately upon their prey.

Alternatively, a bounty hunter who prefers to fulfil contracts by delivering corpses—or who often finds themselves with a bevy of disagreeable but expendable interference between them and their target—may instead decide to invest in Unmatched Devastation, an ability whose evocative name is rivaled only by its potential for ruination delivered upon the hunter’s foes.

The benefits of No Disintegrations are not restricted merely to bounty hunters, or even just to a classic Edge of the Empire campaign. Players in a Force and Destiny™ story may need to explore the deep investigative opportunities to locate an enigmatic individual who is rumored to possess extensive knowledge of the fabled Jedi Order which they must save before the Inquisitors of the Empire becomes aware. Additionally, the arsenal of new weapons, armor, gear, and ships will be a welcome sight to a scrappy band of Rebels working tirelessly to restore the Galactic Republic in an Age of Rebellion™ campaign.

Don’t let your prey escape you; No Disintegrations is available today from your local retailer or our online store!

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High Quality Hunting

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Published 23 February 2017 |Star Wars: Edge of the Empire

High Quality Hunting

Bounty Hunter Specialization Decks Are Now Available

Not everyone is cut out to be a Bounty Hunter. More than just a steady hand and implacable will, hunters spend a lifetime honing their specialized skills to make themselves unpredictable and inescapable predators of anyone who has a price on their head. These skills and talents separate the seasoned professionals from the brash fools who only dream of quick credits.

Manage your wealth of talent choices more easily with new Specialization Decks available for the new Bounty Hunter trees found in No Disintegrations, the new sourcebook for Star Wars™: Edge of the Empire™. Displaying iconic full-color art and rules text on every card, players and gamemasters alike can keep all the information they need at their fingertips for easy reference. Included in each pack are reference cards to show you how to use the talent cards that cover each talent in every tree, including talents with multiple ranks so that you can always accurately determine your abilities and bonuses. 

Gamemasters can also make fantastic use of the cards in these decks to build new memorable NPCs from scratch or to efficiently make adjustments to existing ones, supplementing their abilities on the fly with one or two new talents to customize and enhance the cinematic excitement the Star Wars Roleplaying Game is known for!

Living Weapons, Consummate Professionals, and Ruthless Hunters

Pick up a new 20-card deck for the three new specializations contained in No Disintegrations:

  • Martial Artist - A disciplined hand-to-hand warrior, strengthened by years of focused training to turn their body into a deadly weapon and stalwart bastion. Talents such as Martial Grace and Coordination Dodge directly increase the hunter’s offensive and defensive capabilities, while Overbalance punishes an enemy’s foolish attempt at a strike and Unarmed Parry shrugs off all but the most disastrous attacks with ease.
  • Operator - With some of the most impressive starship and vehicles in the galaxy, Operators make capture unavoidable for their quarry. Overwhelm Defenses and Debilitating Shot allow the Operator to control vehicle combat encounters by hindering the capabilities of their target’s craft. And when in the pilot’s chair of a starship or vehicle, Operators can use Shortcut and Improved Shortcut to close the distance with their quarry, while Offensive Driving cuts off the target’s ability to escape.
  • Skip Tracer - Pursue the contract across the galaxy, knowing who can get you the information you need and where to seek your prey. The investigative skills of a Skip Tracer should never be underestimated; vital clues can unlock even the greatest mystery. Use thematic talents such as Informant to somehow always find the right person to talk with or Reconstruct the Scene to get a clearer picture of events, making the Skip Tracer a galaxy-class detective.

In addition to the three new decks available for each No Disintegrations specialization, hunters of all stripes can make use of the Signature Abilities Specialization Deck. This deck includes eighteen cards that correspond to the two Bounty Hunter Signature Abilities and their upgrades. Unmatched Devastation brings to bear the entire ferocity of the hunter’s arsenal upon their foes. Blaster fire, rockets, grenades, all manner of incredibly destructive gadgetry! For those who prefer a more subtle (and potentially less lethal) approach, Always Get My Mark is an incredibly powerful narrative ability that allows the hunter to accomplish the legwork of tracking a target “off-screen,” pushing the story along into entirely new complications and dangers.

Bring Them In, Dead or Alive

Capture your new Specialization and Signature Abilities decks now from your local retailer or our online store!

Pick up your Bounty Hunter Specialization Decks today!

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Dawn of Rebellion

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Published 11 July 2017 |Star Wars: Edge of the Empire

Dawn of Rebellion

Announcing a Brand New Sourcebook for Star Wars Roleplaying

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.

Fantasy Flight Games is proud to announce Dawn of Rebellion, 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!

Look for Dawn of Rebellion (SWR10) to hit stores in Q4 of this year!

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Frontier Optimization

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Published 13 July 2017 |Star Wars: Edge of the Empire

Frontier Optimization

Technician Specialization and Signature Abilities Decks Are Available Now

On the fringes of society, Technicians are essential for life. From building and maintaining the ships that transport goods to directly providing the necessities of life such as Tatooine’s moisture farms, technology is inseparable from life in the galaxy. And wherever technology is needed, there will be those who excel at inventing, building, repairing, and upgrading every bit of wire and metal at their disposal.

The Technician Specialization and Signature Abilities Decks are on sale now, ready for your ingenuity and fine tuning! Featuring the new Specialization trees and Signature Abilities found in the Edge of the Empire™ Technician sourcebook, Special Modifications, these 20-card packs each provide a card for every talent found in the three new Specializations introduced. Each card is produced in full color and contains all the rules text needed that makes them a handy tool for players and gamemasters alike.

The Galaxy Is What You Make It

Each 20-card deck includes every talent in the Specialization trees for the Technician career found in Special Modifications:

  • Cyber Tech - Melding the essence of organic and mechanical is the Cyber Tech’s specialty. Through the constant installation and upgrade of cybernetic parts, the Cyber Tech’s quest of self improvement may seem never ending, but the results are no less impressive. The More Machine Than Man talent appears four times in the tree, increasing the allowance of cybernetic upgrades on themselves which would otherwise stifle the Cyber Tech’s pursuit of perfection. Overcharge, and its Improved and Supreme upgrades, pushes the installed cybernetics even harder by increasing the benefit provided by one or more of their installed pieces of technology. Multiple ranks of the Surgeon talent also allow the Cyber Tech to contribute to remedying their group’s medical needs.
  • Droid Tech - Whether assembling a horde of robotic assistants or focusing on a singular masterpiece, the Droid Tech lives to cultivate the usefulness of droids. Some Droid Techs see this calling as a way to make good credits in a galaxy that depends on droids to maintain their way of life, while others may view the value of the work itself as infinite; every optimized power relay, every upgraded subroutine a tally in the ledger of greatness. Droid Techs benefit from the Deft Maker talent while crafting droids, which is complemented well by Eye for Detail’s addition of success or advantage on Mechanics and Computers checks on which such crafting relies. In the field, Reroute Processors can optimize a droid by increasing a needed characteristic while reducing a currently unnecessary one, and Redundant Systems allows the Droid Tech to make needed repairs by scavenging extra parts from another piece of equipment.
  • Modder - Not content to simply build things, the Modder seeks to make everything built better. Whether focusing on personal gear, vehicles, or spaceships, the Modder carries the tools needed to optimize technology as a matter of pride. Many of the essential talents in the Modder specialization tree offer multiple stacking ranks, keeping in the theme of utility and optimization. Jury Rigged, Tinkerer, and Gearhead all provide increasing benefits to the Modder’s pieces of equipment whether they are specialized tools or weapons. Resourceful Refit allows the Modder to completely disassemble an attachment and then use those pieces to reassemble a new attachment that will be more useful for the situation at hand. For Modders who wish to focus on ships and vehicles, the Signature Vehicle talent locks the Modder into a pet project which always provides a free upgrade to the Mechanics checks used to upgrade or repair the craft.

In addition to the Specialization talent trees, Special Modifications also introduced the new Signature Abilities available to all Technicians who have dedicated themselves to the perfection of their work. The Signature Abilities deck provides a card for each Ability itself, as well as all supporting upgrades that accompany each, all in one deck.

Inventive Creation is a very potent and flexible narrative Signature Ability. With a Daunting Mechanics check (or Hard, after an upgrade), the Technician may simply create an item of rarity 5 or lower by making creative use of the materials at hand. The nature of this device is up to the player and GM, but after the end of the current scene it simply fails in some way. Important upgrades for this Ability include Increased Rarity (going up to rarity 8), and Change Scale, which places vehicles with a silhouette 2 or lower into reach.

Conversely, Unmatched Calibration’s benefit is clearly mechanical. Once per session, the Technician may simply decide to spend 2 Destiny Points to reroll two dice. These can be any dice that are not the white Force die, meaning that the Technician may find themselves lucky enough to eliminate a Despair result, or take a second chance at a Triumph. Upgrades for this Signature Ability include Minimize Risk, which downgrades a rerolled Challenge die into a Difficulty die, or Increase Number which can put the number of possible rerolled dice up to an impressive six.

Double Your Efforts

The new Technician Specialization and Signature Abilities Decks are available at your local retailer and our online store today!

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GM Guide: The Hero's Journey

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Published 31 July 2017 |The Force Awakens Beginner Game

GM Guide: The Hero's Journey

Narrating Your Star Wars™ Roleplaying Games

"The belonging you seek is not behind you. It is ahead. I am no Jedi, but I know the Force."
     –Maz Kanata

There's no more immersive experience of the Star Wars universe than that provided by any or all of the three different Fantasy Flight Games Star Wars™ roleplaying systems — Age of Rebellion, Edge of the Empire, and Force and Destiny.

All three systems allow you and your friends to share thrilling adventures in the Star Wars universe, and all three utilize the same dice and core mechanics. Moreover, you can dive quickly into any of these game lines by starting with its Beginner Game. Regardless of the line, a Star Wars Roleplaying Beginner Game offers a unique and memorable take on the core Star Wars experience, allowing players and Game Masters to learn the game even as they play.

But where do you go from your Beginner Game? Perhaps you have a fantastic series of Star Wars adventures racing through your mind, and you want to share them with your friends. How can you use the game's narrative dice as part of your effort?

Today, guest writer Bryan Young draws upon his experience as a Star Wars roleplaying Game Master in order to help you make the dice your ally.

Guest Writer Bryan Young on Using the Power of the Dice

There are a lot of newer Star Wars gamers who opened up their Star Wars™ Roleplaying Beginner Games, ran the box's well-structured game, and are now looking to make their next game even better.

As you make your way on that journey from gaming Padawan to Master, having adventures of your own in the Star Wars universe, one of the most important things you can learn to improve your gaming experience is to focus on the stories you can tell using the dice.

The Star Wars Roleplaying Games from Fantasy Flight Games are unique from any other game I’ve played. With them, you can have wonderful things happen in tandem with otherwise unsuccessful rolls, but you can also have horrible things happen when you’ve clearly aced a task.


What happens when our heroes successfully convince a crime lord's henchmen to lead them to a secret weapons depot (success and Triumph)—only to find it more heavily guarded than they expected (Threat)?

This apparent contradiction lends itself to the sort of high-adventure storytelling of Star Wars movies, but can be a little difficult for players to get used to. The system asks a lot from the players, but it can create some of the most fun story moments you’ve ever had in a game.

What Stories Will Your Dice Tell?

If your group has players accustomed to other games, it might be difficult to get them to participate in telling stories with the dice, but once you do, you’re going to have a much more collaborative and fun game. Think about all the great moments in Star Wars movies where something good and bad happened at the same time and it helped tell a much more thrilling story.

A really great way to get your players accustomed to this is by offering all sorts of examples you’d find acceptable in play.

One of my favorite moments involved a starfighter battle in an asteroid field. One of my players was chasing a TIE fighter through the asteroids, dodging around back and forth, and rolled to shoot the TIE. Naturally, the difficulty of hitting the TIE fighter was really high, and my player missed the shot. But it still yielded a Triumph result. That’s when my player offered that the stray shot hit an asteroid and altered its trajectory… and that asteroid hit another—right into the TIE fighter!

There are many other ways to use your dice results. Fail that stealth roll but got a Triumph? Maybe the guard took a break to go to the refresher station so your stealthiness doesn’t matter. Or imagine that your players are rolling for their hyperspace navigation and score a bunch of Advantage, even as they fail what they want to do; maybe they manage to come out of hyperspace early, realizing that if they’d have done what they intended, they'd have fallen into a trap.

On the other side of the token, what if your player rolls a success along with a significant amount of Threat? Maybe she manages to blast the stormtrooper as which she's aiming at, and he’s knocked forward into the console he’s guarding, opening the blast door behind him.

Another of my favorite game moments happened when one of my players was shooting at a stormtrooper in the rafters. The player rolled enough Threat that the shot missed the trooper, but hit the rigging that kept a TIE fighter attached to the hangar ceiling. The TIE came crashing down, pinning the players in their position and made the rest of their job a lot more difficult.

These scenarios increase the tension of the situation, sure, and you, as the Game Master, will have to decide what’s appropriate. Some players might not be ready to add too much danger to their games, so you must also make sure they have the tools they need to have fun.

Know Your Role

With FFG's Star Wars Roleplaying Games and the narrative dice system, it’s not just the Game Master who adds to the twists in your story, but it’s important that it's clear the Game Master does have the ultimate say in what is permissible.

It’s also a lot more fun to use the dice to help turn the story on its ear than to use them to add simple bonuses. Being a Game Master who works with the players toward roleplaying of this sort ensures that your sessions are more about storytelling than being a slave to the numbers of the rules. And in my opinion, it creates a much more rewarding style of play.

Work with your players to get more creative in your use of the dice, and I guarantee you’ll have more fun gaming!

When he's not making life difficult for his friends' small band of Rebels, Bryan Young is a writer, podcaster, and gamer. He writes regularly for StarWars.com and Star Wars Insider, and hosts the Star Wars podcast Full of Sith. You can follow him on Twitter @Swankmotron.

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Star Wars Roleplaying Gamemat

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Published 17 August 2017 |Star Wars: Edge of the Empire

Star Wars Roleplaying Gamemat

Bring Your Star Wars™ Roleplaying Games to Life

"Everything that has transpired has done so according to my design."
  - Emperor Palpatine, Return of the Jedi

Your team has prepared as much as possible for the coming conflicts. Your blasters are loaded, your speeches prepared, your minds quiet; all you wait for now is the signal to begin your heist, your trial, your rebellion. And now, you can be even more prepared to face the unmentionable odds your favorite iconic characters from the Star Wars™ galaxy have battled for generations with the Star Wars Roleplaying Gamemat, new from Fantasy Flight Games!

This 26” x 26” natural rubber gamemat is the perfect surface upon which to tackle any obstacles the galaxy (or your gamemaster) might throw at you, whether you're plundering ancient riches in Edge of the Empire, striking at a critical Imperial target in Age of Rebellion, or constructing your very first lightsaber in Force and Destiny. Not only does its natural rubber provide a pliable and durable surface perfect for rolling your skill tests upon, the gamemat is lined with all manner of helpful keys and graphics to enable quick and easy dice pool reading so that the game can continue flowing quickly and organically to its destiny.

Two of the gamemat’s sides are lined with a dice key so that you can quickly assemble dice pools using accurate in-game terminology and easily interpret the results of your rolls to keep the game moving. The helpful range band reference will keep your maneuvers in check as you advance upon your foe. Along the GM’s edge of the mat, players will find a helpful stylized initiative tracker that will keep their heads in the game as they plan their next action and enable them to prioritize lethal targets who may be acting sooner than the group would like. Additionally, there is a handy key for dice pool difficulty, allowing all players to easily assemble the dice for a Daunting Computers check, and quickly see what the available Destiny pool looks like in case they need that little extra push to succeed.

Players will also find the iconic art of Luke Skywalker and Darth Vader, drawing them into the narratives that their characters will be building over the course of their enthralling campaigns. The star field backdrop also keeps players firmly grounded in the vibrant and dangerous Star Wars galaxy.

Meet Your Destiny

You’ve assembled your team, you’ve been briefed on your mission. All that’s left is to pick up those dice and trust in the Force. Bring your Star Wars Roleplaying to the next level with the Star Wars Roleplaying Gamemat, now available from Fantasy Flight Games’ in-house manufacturing!

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GM Guide: Making Characters Memorable

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Published 12 September 2017 |The Force Awakens Beginner Game

GM Guide: Making Characters Memorable

Guest Writer Bryan Young on Bringing Your NPCs to Life

"They're my friends. I've got to help them."
     –Luke Skywalker

Details bring characters and their stories to life. Characters without details are like skeletons. They may have some shape, but they're dead. They can't move. And you can't really tell one from the other. But once you flesh them out with details, they quickly become able to move you.

We recognize something fundamentally human in the young Tatooine farmboy who dreams of joining the Rebel Alliance to escape his planet's barren wastes and embark upon adventure amid the stars. We get a kick out of Han Solo not because he's a helpful smuggler and pilot, but because he projects a cocksure attitude and talks about how he completed the Kessel Run in under twelve parsecs, even though his modified freighter looks like a hunk of junk. And we respond to Darth Vader's presence with immediate fear and respect because a wealth of details suggest his terrible powers—his imposing stature, confident stride, masked helmet, deep voice, measured speech, and even the strange, wheezy sound of his suit's life support.

Physical details are important, but even more so are behavior quirks and the relationships these characters have with others. And just as these details helped us connect to the characters and conflicts of a galaxy far, far away, so can they enrich our games of Age of Rebellion, Edge of the Empire, and Force and Destiny.

No matter what your characters are doing, your Star Wars™ roleplaying sessions are bound to prove more entertaining when they're set amid a galaxy full of three-dimensional characters with lives, challenges, and desires of their own.

So how do you fill your games with these Non-Player Characters (NPCs)? That's the question that guest writer Bryan Young explores in today's look at our Star Wars roleplaying games.

Guest Writer Bryan Young on Fleshing Out Your NPCs

When you’re looking to Game Master one of the pre-written adventures for any of the Star Wars roleplaying games, you'll find the cast of characters you'll get to play has already been taken care of for you. But when you’re running a game of your own design, all of those characters will have to come directly from your own head. So how do you invent the details that will bring them to life?

When I’m running a game, I like to come up with a few random details for each of my Non-Player Characters (NPCs) so I know exactly how to play them. The details I try to keep are simple and progress naturally as I think about how they interact with the players and the story.

Who Are They?

In a game I’m running, there’s a mechanic the players could deal with. Naturally, to make the mechanic feel more Star Wars, I made this mechanic a Rodian and gave her her own story. I did this because I believe it helps make the world feel more real when the NPCs have their own lives moving in the background of the game.

Her name was Leota. Her specialty was making modifications that the Empire might consider… illegal. Fake transponders. Illicit weapons. Extra shields. Even cloaking devices. So long as the price was right.

That was all the info I needed for the first session in which she appeared, but I had the idea that Leota owed debts to a number of people and might have bounty hunters coming after her at odd times. This was an idea I kept tucked in my back pocket in case I needed an idea for future sessions. At any point, if the characters came back to see her, this backstory could lead them into an interesting mystery.

Perhaps, they'd find bounty hunters hassling Leota when they showed up. Or maybe the bounty hunters would have abducted her.

Then I started to think about what her connection to the players might be. Did she trust them? Or did she think they were going to burn her, exposing her to Imperial attention? I opted for a mix of the two.

These bits gave me enough information to be able to interact with the players. You’ll still have to do plenty of ad-libbing when you’re talking in your NPC’s characters voice, but at least you’ll know where they’re coming from as a starting point.

Where Are They Headed?

These few rough points are all you really need to consider for each major NPC—name, appearance, role, motive, relationship with the PCs. And once you get used to bringing NPCs to this level of detail, making up new NPCs on the fly will be no problem.

Say there is a bounty hunter at the mechanic’s hideout. What’s he like? Is he a Zabrak with a vendetta? Or is he an Imperial loyalist working for the sector Moff. Maybe there’s a piece of one player character’s backstory that hooks into having a bounty on his or her head, too, doubling the trouble for the characters.

All it takes is a few questions and you’re ready to go:

  • What's the NPC's name?
  • What does this NPC look like?
  • How does this NPC typically operate?
  • What does this NPC want?
  • What does this NPC's presence in a scene mean for the PCs?

Given this list, I keep a list of names handy for whenever I have to come up with a new NPC. Nothing breaks the tension of the game more than when the Game Master has to stop and think up a name for the character the players are currently interacting with. I’ll write down ten or fifteen names and what species they’d belong to… just in case. This is one Game Master trick that always comes in handy.

Where Can Your NPCs Take You?

Hopefully, these tips about handling non-player characters will help you flesh out your game.

All it takes is asking questions and coming up with enough of a story for you, as the Game Master, to do some riffing. You just need to know enough about your NPCs to help your players visualize them and enjoy interactions that flow naturally.

Once you get that down, your games will be much more exciting and detailed, and your players will feel like you’ve dropped them in a Star Wars galaxy that is fully realized and in which every character they encounter has his or her own exciting story.

When he's not making life difficult for his friends' small band of Rebels, Bryan Young is a writer, podcaster, and gamer. He writes regularly for StarWars.com and Star Wars Insider, and hosts the Star Wars podcast Full of Sith. You can follow him on Twitter @Swankmotron.

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