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Review: Xanathar’s Guide to Everything

November 13, 2017 Comments off

TLDR: You’re going to want to buy this.

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There was a lot of buzz for Xanathar’s Guide to Everything before it was even in print, so I anticipated this was going to be worth a look.  It reminds me a lot of what Unearthed Arcana (the book, not the webcolumn) was like for 1st edition.  Was it optional?  Yes.  Would you be missing out on a lot of content that is considered generally mainstream to play without it?  Heck yeah.

General Details

Xanathar, a secretive beholder crime lord, keeps notes on everything (he believes).  Hence the name of the book (his goldfish is his most prized possession, and that’s what’s on the stylized cover you see above).  As with Volo’s Guide to Monsters, there are little notes that run as commentary throughout the book, usually a sort of joke or snipe about the subject matter.  As the material is largely mechanics and game lore, it’s less relevant than with Volo’s but still fun.

The book is 192 pages, full color, lots of art, slick non-glossy pages (which I like).  You’re going to get this and think it feels kind of thin, however.  While the book feels light, it has a lot of content, and they pack quite a bit in those pages.

The book has three major division: Character Options, Dungeon Master Tools, and Spells, but also has two valuable Appendices.  Here’s the breakdown of the sections.

Character Options

Subclasses

By far one of the most valuable sections of Xanathars is the Character Options chapter.  This opens 31 new subclasses for the primary classes listed in the Player’s Handbook.  That’s right: THIRTY ONE.  Note that’s not 31 new classes, but subclasses (like Bardic Colleges, or Barbarian Primal Paths, etc).  I like this because I think that too many primary classes waters down your base classes and leads to unexpected bloat.  Some of these may be familiar as they have rolled out through playtesting in the Unearthed Arcana column.

A few favorites include the Bardic College of Whispers, the Grave Domain Cleric, the Samurai and Cavalier Fighter archetypes, the rogue Swashbuckler, and the War Magic Wizard. Adding rules to differentiate these classes and giving them a new feel works well, without making a GM learn entirely new modes of play functionality.

Flavor – Charts – This is Your Life

In addition to subclass details, they also offer fluff fans fun and interesting (but very brief) charts for fleshing out details about their characters and their backgrounds.  More experienced players may feel these sorts of things are unnecessary, but it definitely gives some players new ways of looking at details about their characters that will flesh them out in interesting ways.

Some sections are meatier than others. The Druid Section of the the Character Option chapter lists charts, for example, of what beasts you encounter in what environments for the purposes of exposure to allow wildshape.  You could make it up, but this is just damn handy.  Other elements, like how you learned to be a druid, are more storytelling.  Each class has this sort background material.

This culminates with a subsection called “This Is Your Life” which allows your background to be determined by charts, at your option.  This goes through siblings, parents, family history, and motivations based optionally on class or background.  I’ve always been a fan of a certain online character background generator myself (NSFW for language).  I seem to recall something like this in an older volume of D&D (maybe player’s handbook 2???) but can’t remember which book.  If you know, post in the comments.  In the end, it can be fun, and they’re clear not to be pushy about using it.  Do it, or don’t if you don’t want to.

Racial Feats

One thing you won’t hear me complaining about is more feats.  I especially like the idea of Racial Feats that continue to expand the characteristics of the races in game.  These add additional ways for characters to stand out and differentiate themselves from one another given the more simplified options of 5th edition over early incarnations like 3.5 and 4th editions.

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Dungeon Master’s Tools

Rules Clarifications

As a gamer who runs a lot of games, this section is precious to me, as it answers some questions that speaks more to design philosophy on dealing with rules questions. This chapter shotguns out some rules issues right off the bat with little ceremony, including:

  • Simultaneous Effects
  • Falling (over time and large distances)
  • Sleep Details – Involuntary Waking, Sleeping in Armor, Going Without Sleep
  • Adamantine Weapons
  • Tying Knots (both tying and slipping out of them)

There are two larger sections that go into greater detail as well:

  • Tool Proficiencies – This large section rethinks Tool Proficiency, going into specific items included in certain kits, and spelling out what a player can do with skills and tool proficiencies.  A valuable section that will assist GM’s and players alike in seeing how these should be played.
  • Spellcasting – Concealing and identifying spellcasting, measuring ways of determining gridded templates (with illustrations)

 

Challenge Ratings

One of the most important changes listed here is the Encounters Section.  This lists a new way of calculating encounter challenge ratings that seems to more accurately address the threat of solo monsters based on group size, as well as other types of encounters.  This section probably is an admission that prior CR calculations were not correct and did not accurately reflect appropriate difficulty.

Paired with this is a comprehensive list of wandering monster encounters by level and geographic environment.  For those that use such charts, it’s a masterpiece.  Very convenient.    While not previously a fan of wandering monsters, I’ve found it a useful tool when players are lollygagging or doing things in a stubborn and ineffective time-consuming way (i.e. camping after every encounter, spending an hour bonding with items in a dungeon, camping in a dangerous place, etc).  The lists are detailed, and the setting dressing it provides also fleshes out your world and the creatures in.

Other Sections

Traps Revisited — A sizable section deals with how traps should be dealt with to make them interesting, including details about constructing elaborate traps and the rules that tied therein.  This is more interesting in that it seems to suggest that the standard application of a rogue disarm role should be avoided in favor of a more descriptive approach.

Downtime Revisions –  This section elaborates on revised downtime rules, including the development of a rivalry, buying magic items, carousing complications, and so on.  Helpful if you find yourself using these rules.  We never seem to get to them in my groups, however.

Magic Items – A section here on magic items deals with suggestions on awarding magic items as a GM, and a type of common magic item that has magical effect and flavor without game-breaking power.  A new relisting of magic items by type and rarity, with notation as to whether those items require attunement, is a handy reference.

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Spells

With over 90 additional spells for all spell-casting classes, this chapter alone makes this book a must-have. I haven’t combed through these to see if they have been duplicated in other volumes, but there certainly enough new ones to make it a reference for any spell-caster when picking their list.  Some of these are old classics that have been revamped for 5th edition, others are brand new.

Appendices:

Appendix B is a voluminous list of names from different cultures to help players with naming a character.  It’s a great list, as it goes, with real world cultural names as well as fantasy names.  This is going to make one of your players very happy.

but more importantly, Appendix A is about Shared Campaigns.  

Shared Campaigns

Skyland Games originally began as a gaming group that decided to split off from Living Forgotten Realms organized play to start our own shared campaign.  Part of this split was because of frustration with the management of LFR and the various bookkeeping requirements thereof (and scenario quality, truth be told). We started our own round-robin style of gaming allowing everyone to get some play time, as well as build a common story together.  We’re big fans of it.

What’s proposed here contemplates a Living campaign like Adventurer’s Guild, but could be used for a round-robin home game as well.  It makes use of a benchmark system for leveling based on the number of hours a scenario is designed for and its relative challenge level rather than on the XP value of monsters.

Common rewards are determined at levels, including a treasure point system for awarding magic items from a pre-determined list of magic items agreed upon by the collective DM’s of the campaign. Gold can be spent on common items and maybe a small list of alchemical items.  Major magic items require treasure points, earned through play.

This appendix, however, poses a question: Is this the future (or maybe the present) of Adventurer’s League?  I haven’t been to a game in ages, so I couldn’t tell you if they had moved to this system.  If so, does the abstraction make the game less enjoyable?  I think each player might have a different answer to this question, but if everyone can pay their dues and get the items they want in a timely enough fashion, the abstraction may be worth it.  These guidelines won’t make you purchase the book, but are worth a read for any player.

Summary

Xanathar’s Guide to Everything seems largely about utility and fleshing out things that originally were left to player and GM to determine.  Some might see that as an imposition, but I find it incredibly useful.

A complaint I’ve heard about 5th edition is that the lack of specialization makes many characters seem the same.  I’d point out that, as a player for three decades now, we started with a lot less and never really thought to complain about it.  5th edition is a great expansion on what we started with, but doesn’t lend itself to the hyper-specialization that you see in 3.5 Edition D&D or Pathfinder.  These new subclasses, feats, and spells in no way serve to make 5th Edition D&D more like 3.5 or Pathfinder, but they do give a greater degree of options to make a character stand out and build on unique themes.  The content provided in this tome is very significant, and is a should-have if not a must-have moving forward with 5th Edition.

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Scarefest 2017 Preview – One month away!

September 21, 2017 Comments off

It is that time of year again: The air starts to get a bit cooler, the trees on the mountaintops begin to turn crimson, gold, and umber. Scarefest is upon us! This year looks bigger and more awesome than ever with an appropriately excellent theme of a Spooky Carnival. I’m sure given the box office success of IT there won’t be any creepy clowns there, right? Right?! The line up of RPGs and sponsors is better than ever too!

It is great to see the incredible Pathfinder Society schedule of games still going strong as well as more deep and diverse selection of other RPGs: D&D, Dread, Dungeon Crawl Classics, WEG Ghostbusters, Savage Worlds, Star Wars, Lamentations of the Flame Princess, Savage Kingdoms, Call of Cthulhu and more! Most of the game sessions feature spooky/scary scenarios that are on theme for the event.

Just announced today: Well Played Board Game Café is hosting the board game area! It will be great to have the newcomer to the Asheville gaming scene providing their expertise for all things board games!

This year there are custom dice celebrating not only this year, but years one and two as well. We all know you can never have enough dice. Tickets are still available, but lodging might be hard to come by on the Montreat conference center campus itself. If you are planning on attending, but haven’t secured your accommodations, be sure and reach out to the event staff.

I’ve got adventures to write and pre-gens to … generate. See you in mountains!

Scarefest 2015 – no filter

Categories: Board, Cons, Dice, News, Roleplaying, RPGs

Moon-Slaves of the Cannibal Kingdom review

May 15, 2017 Comments off

The latest Dungeon Crawl Classics adventure from Goodman Games packs an incredible amount of memorable adventure in its 24 pages. It is pretty much impossible to provide a substantive review without providing some serious spoilers, so if you plan on playing in this adventure do not read on.

Just us Judges? Good. #93 Moon-Slaves of the Cannibal Kingdom is similar in scope and structure to Harley Stroh’s #78 Fate’s Fell Hand. Rather than a battle between three wizards on a demi-plane of phlogiston, the PCs will discover three sisters on the Tolomak islands, each with their own motivations, minions, and powerful allies. This works very much like a jungle-island sandbox/hex-crawl that allows the PCs to discover various locations and factions and react to them however they would like. The beginning of the adventure suggests you could run this in a 4-hour convention slot, but I don’t see how you would do more than scratch the surface of the materials provided in that time frame. This could easily be a mini-campaign in its own right, stretching several gaming sessions. If you’re looking for bang for your adventuring buck, look no further.

However, I would not recommend this for novice Judges, or those with only a bit of time to prepare. This is one for experienced Judges who can manage a lot of variables at the same time, and roll with whatever the players are going to throw at them. For instance, there are three moons that shine down on the islands – blue, green and red. Depending on what day it is, key NPCs will be in different locations, the moon-bird will have different powers, the contents of the fountain of liquid moonlight will have different effects and a portal will appear in one of 7 locations. Each sister has motivation, quirks, initial and later attitudes, minions and allies. One of those allies is the 20′ tall ape on the cover of the adventure (one of my favorite single-panel Kovacs covers in awhile!) who has his own motivations. Luckily these details are organized at the beginning of the adventure in brief rundowns of the key NPCs and a chart for the cycles of the moon. By the way, the ship that brought the PCs here is about to mutiny, so they may be stranded on these volcanic jungle islands if they don’t get back soon. Also, if the PCs manage to destroy the apparatus keeping the entire volcano in check, it could be a very dramatic TPK. All of this is awesome, but a lot to keep in mind.

I generally buy DCC adventures for the maps (its one of the things that drew me to the beta in 2011) and this one is no exception. Their are four pages of Kovacs maps in the back, including a players map of the islands inside the front cover. There is also a section between the two main islands in which the author encourages Judges to adapt adventures from both Goodman Games or third party publishers and makes suggestions as to what may work and how to adapt them to the environment. This may be made easier for those folks who were in on the 4th printing kickstarter and got a pile of adventures along with the core rule book.

Overall, it is great to see the DCC line still coming out with excellent adventures while expanding offerings into upcoming Mutant Crawl Classics and Lankhmar lines. If you are up to the challenge, set sail for the Tolomak islands! Watch out for cannibals.

Tales from the Loop Review

May 7, 2017 Comments off

Tales from the Loop is a fantastic combination of nostalgia, now, and near-future inspired by the evocative art of Simon Stålenhag. The kickstarter benefited from serendipitous timing of the first season of Stranger Things becoming a sensation that taps into these same themes. The RPG book itself provides two full settings (one in the islands outside Stockholm, Sweden, the other a small desert town called Boulder City outside Las Vegas) and adaptations to allow the four included adventures or mysteries to be set in either location. Much like The End of the World series from Fantasy Flight games, the book encourages you to adapt the adventures to your home town.

Players create characters from ages 10-15 that fit classic 80s movie archetypes: Bookworm, Computer Geek, Hick, Jock, Weirdo, Popular Kid, Rocker, and Troublemaker. Each have a few skills that they specialize in, and character creation looks pretty quick. The system uses attributes in combination with skills and items that provide a number of d6s. Success on a check is determined by rolling a 6 on a d6. Additional successes can be used to help out other party members or other beneficial effects.

The system seems to strike a nice balance that caters to the themes of the book, while not being too abstract or too gritty. For instance, when you choose the age of your PC, that is the amount of points you can assign to your attribute scores. for every year younger than 15, add one luck point. This luck point can be spent to re-roll a skill check. While older kids are more experienced and skilled at things, younger kids tend to find a way to weasel out of a tough spot. Elegant.

The included scenarios (or mysteries) deal with a variety of subjects: animal-cybernetics, dream manipulation, time-travel and accidentally letting dinosaurs back through a portal. All of them are structured as investigations with suggestions for how different events and NPCs can connect to each other, ultimately leading up to a showdown with the central conflict, and a brief denouement. In the examples of play, the game master is encouraged to let PCs set the scenes and describe a bit about their daily life. The character creation process helps inform these scenes as players choose their character’s problem, drive, iconic item, and relationships to other kids. These kind of adventures work really well for convention slots, but there are several suggestions on how to weave them together into a “mystery landscape” that could form a satisfying campaign.

The layout and aesthetics of the book are some of the most attractive I’ve seen for an RPG, and the included map of both settings is outstanding. Character sheets and maps are available in the support section of the Free League site. Avoid the bottom section if you are not running the game, as it includes spoiler-laden maps and illustrations that will be great for the GM. I highly recommend this book if you are looking for some weird and fantastic 80s adventures, in the theme of some of the most fun movies and TV shows of all time!

Star Wars Rogue Two – Less is More

March 31, 2017 Comments off

Recently I put together a FFG Star Wars adventure for Mace West called Rogue 2. The synopsis was brief, and apparently intriguing enough to fill the table months before the con:

“You are part of an elite commando team for the Rebel Alliance. The Empire has demonstrated the fearsome and devastating power of the Death Star. It is up to you to stand up for freedom in the galaxy. Your comlink indicates a summons to the briefing room with High Command. This next mission is going to be something big. Hopefully you’ll live long enough to tell about it!”

I studied episodes of Rebels, as well as Episode IV and what I could remember from Rogue One (this was shortly after the theatrical release) and did some research about what could happen in the short time frame between Rogue One and A New Hope. In one of the behind the scenes clips for Rogue One the writers revealed they wanted to include  Wedge Antilles in the planetary shield battle on Scarif, but realized he would have never seen it since at the beginning of the battle of Yavin he says, “Look at the size of that thing…” So where is Wedge during Rogue One?

Enter Rogue Two: The Antilles Extraction. Those of you familiar with how I have run several Bounty Hunter missions will know I like to plan for a three-act structure, maybe with an optional fourth, if there is time. I play-tested this once before the con, then ran it at the con, and both times we ran out of time in our 4-hour block before getting to Act III. That being said, the sessions were great fun, but one day I plan on getting to the third act. Here is the basic outline:

Act I – Planning/Infiltration

Act II – Rescue/Escape

Act III – The Emperor’s Snare – Interdictor Showdown

With just a few other notes, a very basic map, and a small deck of probable baddies/NPCs from the adversary decks, we were off! I’ve found the more I run this system, the better it is to provide a small sandbox like a map of a ship or facility, then literally let the dice fall where they may. Relying not only on my creativity, but leaning on the players to help interpret FFG dice results has been some of the most fun I’ve had running or playing an RPG… ever.

While my actual adventure notes were pretty slim, I did a bit of research before the session to help flesh it out on the fly during the session. Researching prison facilities in Star Wars led me to discover an old Dark Horse comic called Han Solo at Stars’ End which was based on a novel by Brian Daley. I didn’t go so far as to read the novel, but I used some of the visuals to inspire the map of the exterior of the facility. The shape of the prison is a tall silo that reminded me of the cells from an episode of the Clone Wars that required floating repulsor sleds to reach them (S3E7). Beyond that, I wanted a reason Wedge and his squad were captured alive, and what better than an Interdictor cruiser to capture both ships and pilots.

 

ACT I

The first part of the session is planning the infiltration and requesting additional gear from Rebel High Command. The briefing is short on details, just the rudimentary reconnaissance scan gathered from an A-wing at long range. Mytus VII is a moon-like rock with no atmosphere and little natural gravity. I provided the squad with a choice of two available ships for infiltration: a U-Wing (with some home-brewed stats borrowed from forums) or a captured Imperial Lambda shuttle. Beyond that, they could make reasonable requests for other equipment that may be around the Yavin IV base. The playtest group requested a few speeder bikes (non-military versions, granted) and the con group requested ascension cables (which came in *very* handy). Now to plan the approach: land outside the facility and approach on foot or speeder? Land at the end of one of the tubes? Brazenly fly into one of the hangars? Any of these are options using this approach. The pre-gens I provided did not include any humans, which limited their options for posing as imperials in stolen uniforms, so both groups opted to land their U-wing (both chose the U-wing) well outside the facility and made a stealthy approach. The con team had the foresight to request an astromech droid to keep the engine running and stand by to fly in and pick them up. How they get in from here is entirely up to the table. The playtest group took out a pair of bored guards at the end of a landing tube, and stealthily made their way in to the main facility. The con group set some remote explosives on the outside of one of the tubes to the hangar, and took out a gunnery crew in one of the turbolasers.

ACT II

Now the team is in the facility, they need to find which cells have their rebel pilots and successfully extract them from the vertical tower of cells in the center of the complex. Optionally (if they are somehow captured) they could be facing off against gladiator droids in the arena on the very top level of the central tower (this is in reference to a scene in the comic) but this did not come up either time I ran it. Leaving the interior of the facility vague gives the game master great flexibility to improvise. Elevators or turbolifts can be anywhere you need them to be, as well as interior doors, tunnels to the turbolaser batteries, utilities like power and gravity generation may be in the basement. If your team seems stumped, provide them with options in a rudimentary directory (“Hmm, this says central generator on B1, arena on level 42, Warden’s Office on 41…” etc.) they can pull up from any terminal or datajack. Regardless of how they eventually get there, this will lead to an encounter with Imperial Dungeoneers in repulsor sleds. Judging from the visuals in the Clone Wars, I set up a central control tower, and at least three sleds with two dungeoneers on them a piece. Since this is an Imperial facility, I replaced the floating little cam bots in Clone Wars with interrogation droids, which make for pretty nice rival-level adversaries. This is generally where the stealth part of the mission breaks down. Alarms start going off, you can send in squads of storm troopers and their red-pauldroned sergeants as back up. Both times I ran it, this involved a few PCs in the central tower identifying the cells of the rebel pilots, and a few PCs going from cell to cell, freeing them. The con team set the gravity generators into a diagnostic mode that turned the gravity both off and on every two minutes, adding to the chaos. Once you retrieve Wedge and his squad (4-6 pilots) they reveal they were captured by the Emperor’s Snare, an Interdictor Cruiser that ripped their squad out of hyperspace. Their ships are still intact, and recoverable, if the team can capture the impound hangar. This can lead to a battle with TIEs on the base. I would encourage GMs to use group checks to narrate how the squad is doing rather than rolling a bunch of checks for NPCs, and let the PC squad take ship actions as normal. The rebels will likely outgun the Imperials until…

Act III

The Emperor’s Snare drops out of hyperspace on the horizon. Now both the commandos and the pilots are trapped unless the commandos can board that Interdictor and shutdown the gravity wells! I wrote this before watching the amazing Rebels Season 3 finale in which Interdictor cruisers play a big role, but if you are looking for inspiration for this chapter, check out the end of Rebels season 3! Having run out of time both times I ran this scenario we never actually made it this far, but I would suggest more group checks for the rebel pilots while having the PCs make some daring checks to board the bridge of the Interdictor and either shut it down or (more likely) sabotage the gravity wells before escaping. If the U-wing is still intact they may be able to take that, or if its destroyed in the ensuing battle, have them find some other shuttle or escape craft in a battle to the hangar bay. In a truly Rogue 2 like twist, the commandos may be captured or even killed in the attempt to disable the Snare and ensure the pilots get back to Yavin for the battle against the Death Star!

I hope you enjoy this adventure outline. I’m providing the map I used as well as six pre-gens for potential commandos below. Happy gaming, and may the Force be with you!

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GotalSaboteur

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SullustanDriver

KyuzoHeavy

DurosInstructor

IthorianMedic

March 4th! GMs Day! Mace West Preview!

March 4, 2017 1 comment

drownedHappy GM’s day gamers! RPGnow is having a big sale, and many awesome publishers are participating. Get yourself or your favorite GameMaster something cool! I’m celebrating GM’s day by preparing for the games I’m running at an upcoming convention: MACE West 2017! This will be the third year the event will be held in Asheville, NC just outside the Biltmore at the Doubletree hotel, March 24-26th. The first year I attended I had a great time, and each year it keeps getting better and better! This year there are a staggering number of board games, RPGs, and other events listed this year at the OGRe.

The Skyland Games guys alone will be running Dungeon Crawl Classics, Mutant Crawl Classics, Age of Rebellion, Metamorphosis Alpha, Apes Victorious and Imperial Assault. Games are filling up fast, and we are looking forward to another great year at our “home” convention!

Kevin is running the Frost Fang Expedition, a 3rd party published DCC adventure that is almost purpose-built for cons since there is a ticking-clock element to the adventure. The full review is here, but the short version is this: if the heroes don’t succeed, rocks fall and everyone dies. Not everyone in the party, everyone in the town below the crumbling, floating castle. That old chestnut. He is also running one of the Metamorphosis Alpha adventures from the recent Epsilon City kickstarter, and a homebrewed Star Wars adventure called Rogue Two, in which a small rebel commando team is sent to Mytus VII, star’s end, to break out a group of rebel pilots including Wedge Antilles to aid in the assault on the Death Star.

Mike is running a homebrewed Mutant Crawl Classics adventure he will also be running at GenCon, but MACE West gets it first! Where the drowned god dwells looks to be an exciting post-apocalyptic underwater adventure! Apes Victorious from Goblinoid Games is based around Planet of the Apes and looks to be quite the enjoyable romp if you’ve ever wanted to play the role of a 70s astronaut marooned on future earth. This one is also on sale as part of the GM’s day event. If you haven’t played it yet, you can try out Goodman Games Lankhmar with Mike running Masks of Lankhmar, an adventure he was fortunate enough to playtest with the author Michael Curtis at GaryCon VII.

Scott is running three slots of Imperial Assault, and thanks to the hard work and excellent skill of local mini-painter Galen, they will be some great looking sessions! Minis in the front are some of the bones from recent kickstarters, but the back shelves are all Star Wars! There are more games and events than ever before, these are just the few events we are running. Check out the event pages on facebook and at Justus Productions to find out more. See you there!

minis

 

Star Wars Edge of the Empire – No Disintegrations Review

February 11, 2017 2 comments

swe16_book_leftThe day has finally arrived, and FFG has saved the best for last. No Disintegrations, the last career sourcebook for Edge of the Empire has finally hit the shelves, and it was worth the wait. This book follows the now very familiar three-section format. The first details new race and specialization options, the second focuses on gear and vehicles, and the third provides GMs with adventure ideas focused on the particular career. As someone who has been running plenty of bounty hunter games, I was eagerly awaiting this release over any other in the FFG RPG line, and it does not disappoint.

First up: new species. The Devaronians debuted in the Force and Destiny book, Nexus of Power, and are the devilish looking aliens first seen in the Mos Eisley cantina scene. Most notably, the species possess two livers, and add an automatic success to Resilience checks they make. Don’t get in a drinking contest with the devil. They also start with a 3 in cunning which will serve them well in a bounty hunting role. The other two races are new additions to the FFG Star Wars system: Clawdites and Kallerans. Clawdites are known for their shape-shifting doppelganger abilities, as showcased in episode II of the movies by Zam Wesell, the Clawdite hired to assassinate Padme. Mechanically, to change their appearance from their natural somewhat reptilian look, they suffer 3 strain and make an average Resilience check. Starting out with a rank in Resilience as their other species feature helps. These guys start with a 3 in cunning as well, and with their Changeling ability, offer a very compelling option for a bounty hunter. Kallerans were introduced in the Kanan: The Last Padawan comic. They can breathe through their skin which presents quite the paradox: they are strong but fragile, starting with a 3 in Brawn but only adding 8 for their initial wound threshold. Compare this with a Wookie adding 14 to their initial wound threshold and it is tough to make the case for a Kalleran PC. They have hypersensitive antennae which provides them with a rank in the Heightened Awareness talent, so could make an interesting force-sensitive PC, but seems like an odd choice as a bounty hunter.

zamNew specializations in this book include the Martial Artist, Operator, and Skip Tracer. Martial artist has a lot of interesting talents focusing on unarmed strikes and parrying in melee and brawling combat. Clients often pay more for live acquisitions, though this particular specialization may appeal to more than just bounty hunters. This may be a compelling choice for smaller parties that require more well-rounded PCs instead of specialists. To the core bounty hunter skills of Athletics, Brawl, Perception, Piloting (Planetary), Piloting (Space), Ranged (Heavy), Streetwise and Vigiliance, Martial Artist adds another Athletics, Brawl, as well as Coordination and Discipline. Your key attributes would certainly be Brawn followed by Agility, but this would make you a good pilot and a good shot in addition to being the muscle. If you are looking to create an all bounty hunter group with highly specialized PCs, hand the piloting keys over to the Operator. They add Astrogation, Gunnery, as well as additional ranks of Piloting (Planetary) and Piloting (Space). With a nice mix of talents from Ace:Driver and Explorer: Navigator, your key characteristics would be Agility followed by Intellect. Talents like Debilitating Shot allow the operator to disable vehicles with gunnery checks, as well as Shortcut and Improved Shortcut making them superior racers and ideal during vehicular pursuit of an acquisition. The Skip Tracer may be the most versatile of all three, but it is also the least focused. They add Cool, Knowledge (Underworld), Negotiation and Skulduggery, all new skills to the bounty hunter tree with two out of the three relying on Presence. With talents like Bypass Security, Good Cop, and Hard-boiled this would make a solid choice as a leader for a bounty hunter group, and certainly who you would want in the room while negotiating the contract, but suffers from being a Jack of All Trades, Master of None. This would be a fun choice for a small group focusing on investigations/noir kind of adventures, but it will take a lot of experience before they are as good as a larger group with more specialists. Ideally, you would want a 3 in Presence, Agility, and Cunning, which will give you a good pool for most of your career skills.

The two signature abilities are Always Get My Mark and Unmatched Devastation. Always Get My Mark is a narrative ability that basically fast forwards the plot until you start an encounter at your mark’s location. The book mentions the inherent issues with this as it has the ability to essentially skip the majority of an investigation/pursuit adventure and suggests this will always be a negotiation between the GM and the PC. I guess it could be cool, and I’ve never had a single character long enough to buy into one of the narrative signature abilities, but it doesn’t do a whole lot for me as a GM. It seems the cons far outweigh the pros. Unmatched Devastation is the more combat-oriented power, allowing a PC to make an additional combat check against the same target with increased difficulty and must be made with a non-ship/vehicle weapon not already used this turn. The “there was a firefight!” (NSFW language) scene from Boondock Saints immediately jumps to mind. With upgrades you can choose more targets and draw more weapons as well as move as an incidental for two strain. This ability would certainly allow a notorious bounty hunter to carve through crowds of mooks and create some truly memorable battles – especially for well-armed, outnumbered hunters.

swe16_weponsNow to the gear! The second section of the book is definitely the highlight for me, as we now have official stats for Mandolorian armor and attachments, a few nice rifles, and five flavors of mini-rockets for either under-rifle launchers, pistol or wrist mounts: Anti-Armor, Explosive, Flechette, Incendiary, and Ion. There are also rocket attachments to increase range and improve accuracy as well as adding the Guided quality. They are awesome! There are a couple of melee weapons, including an ion pike that only does ion damage, but does 10 pierce 4! That would be a must have for a droid bounty. There are a few new interesting armor types, but of course the most intriguing is Mandalorian Armor with its five hard points. Armor attachments include micro-rocket launcher, integrated holsters, and repulsor-assisted lifting which reduces encumbrance so you can add more stuff! There is so much great gear in this book: holonet homing beacons, rocket boots, a holographic disguise matrix… the gear section is amazing.

But that is only half of it! In a brilliant stroke of brand synergy, the ships and vehicles section gives you EotE stats for almost every Scum ship in the X-wing miniatures game, since that faction is made up of all the famous bounty hunters from Star Wars. It stats out IG-88’s Aggressor Assault Fighter and provides a mechanic that makes it more maneuverable with safety limiters turned off, which causes 3 strain to organics, but only 1 to droids. The signature craft of 4-LOM and Zuckuss G1-A is provided as is the Kihraxz star fighter, YV-666 Hound’s Tooth and the soon-to-be-released C-ROC scum capitol ship.  It also stats out a few ships from recent Rebels episodes like the Mandolrian Protectorate starfighter and the Shadowcaster. The vehicle attachments include a minelayer and six types of mines! Unlike typical weapons, mines require a hard Piloting (Space) check and their damage equals the base for the mine plus uncancelled failures. Uncancelled threats can be used to trigger various qualities for the different types of mines.

swe16_shadowcasterThe third section of the book is focused on the GM, and includes a lot of information for running investigations (which a lot of bounty hunts could certainly be) this is almost word-for-word identical to the section in Force and Destiny Endless Vigil, which is a bit disappointing. They do go into a bit more depth towards the end about creating obstacles and transistions between scenes, as well as creating an investigative campaign. If you were interesting in building these types of adventures and could only own one, I would certainly recommend this over Endless Vigil. Beyond that, there is some specific information for what benefits and risks go with being a guild bounty hunter as opposed to freelance, and outlines a few example investigative campaigns. The book ends with a section on rewards for different types of bounties and provides a table of sample bounties and modifiers in addition to exploits. Exploits provide a mechanical benefit to the bounty hunter based on performance after bringing back a Major or Legendary target. Some of these include: Humane: boost die to negotiation checks for bounties, but setback die for coercion checks about physical violence. Professional: may ask for a 10% advance on the next bounty after delivering a target within three days. Oppressor: hunter was a part of the rebel alliance or affiliate organization – adds 10% to bounties posted by the empire and increases the difficulty of social checks with rebels once.

Bottom line: This book is epic and amazing. If you only own one sourcebook for Edge of the Empire, this should be it.