Meanwhile, GMs gain tools to help them add meaningful combat encounters to their campaigns. Always shoot first with Dangerous Covenants! The Star Wars universe is at your fingertips! The page Star Wars: The Edge of the Empire Core Rulebook is a roleplaying experience set in those thousands of places across the galaxy where morality is gray and nothing is certain.
It contains everything that players and GMs need to conduct their adventures as smugglers in the Outer Rim, to collect bounties on the scum in the shadows of Coruscant, or to establish new colonies beneath the Empires notice. This rulebook expands upon the Edge of the Empire roleplaying game, adding new content for Explorer characters as well as any character looking to brave the fringes of the galaxy.
Jump behind the wheel of a speeder, uncover lost secrets from a forgotten age, and hunt down dangerous beasts among the stars. The Jedi are the most loyal servants of the Empire. Two decades ago, Jedi clans clashed in service to feuding lords. Sickened by this endless cycle, a sect of Jedi rebelled, seeking to control their own destiny and claim power in service of no master. They called themselves Sith.
The Sith rebellion failed, succumbing to infighting and betrayal, and the once rival lords unified to create an Empire. Far on the edge of the Outer Rim, one former Sith wanders, accompanied only by a faithful droid and the ghost of a less civilized age. He carries a lightsaber, but claims lineage to no Jedi clan, and pledges allegiance to no lord. Little is known about him, including his name, for he never speaks of his past, nor his regrets. His history is as guarded as the red blade of destruction he carries sheathed at his side.
As the galaxy's perpetual cycle of violence continues to interrupt his self-imposed exile, and he is forced to duel an enigmatic bandit claiming the title of Sith, it becomes clear that no amount of wandering will ever let him outpace the specters of his former life. Author : Christopher Perkins,Owen K. This new saga edition encapsulates all six "Star Wars" feature films while presenting a thorough revision of the rules, making the game easier to learn while improving the overall game experience.
Then they finish off with a week of lounging on the Gold Beaches of Corellia. They have their ship packed up with new clothes, tasty snacks, some righteous tunes, a fully stocked bar, a hidden stash of high-purity spice, a state-of-the-art protocol droid, and all the youthful energy and enthusiasm that is embodied in that moment they cheer in unison 'Senior Trip! And then, as they break out of atmosphere and see the beauty of their home planet of Alderaan one last time before their trip begins, they see a small moon suddenly drop out of hyperspace.
But that's no moon As they continue to pilot closer to their hyperspace jump point, they are glued to the windows to watch the incoming battle-station. An alert sounds in their cockpit as two TIE fighters launch from the massive shape and vector towards their position, hailing them on comms and reading info from their transponder.
Even as they freak out at the idea of being pulled out of their hyperlane to be searched and wondering about the tiny bag of spice they have hidden in the back they see the giant battle-station take aim at their defenseless blue world.
An instant of brilliant focused energy is followed by an explosion, and Alderaan is obliterated. It gives them the potential to take the campaign in several different directions depending on their initial actions. If they focus on being immature fugitives then they can go on the run in more of an EotE style, using their ship for smuggling or other illicit activities.
If they more likely get motivated by the destruction of their homeworld and forced into maturity, they can go the AoR route. Either way if they're smart they can clean out their credits on Canto Bright before the Empire locks them out of those accounts. They could pick up weapons and survival gear on Kelarba and trade in their yacht for something more rugged on Corellia - taking the shreds of their Senior Trip and using them to outfit themselves for a guerrilla war of revenge against the Empire.
Along the way they could leverage their parent's surviving contacts on other worlds to put them in touch with members of the Rebellion and choose to join up officially.
I'd leave it to the GM to decide whether to let their players know ahead of time what the campaign will be about 'You are from Alderaan and will be leaving the planet minutes before it is destroyed If you want to go the surprise route and you think your players would like that, you could tell them to leave their home planet undefined or give it a name that they call it in their native language like 'Beauty' while they make their characters and then give them the translation once the first scene starts.
If you think you could make it work, you could even have them play out the first week of their vacation and go on safari just to help establish their characters, and then have them swing back by their home planet to drop off their hunting trophies before heading back out to the casino planet, so the Death Star arrives as they are re-entering their home system.
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