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Enter the Unknown

Morrus

Well, that was fun
Staff member
Just announced by FFG. A sourcebook for the Explorer career, due in Q4, 2013.

SWE06-Book-Left(1).png

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

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


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

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

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

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

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Agatheron

First Post
Very neat... additional specializations are always welcome. :) I like where this is going, and seems it will be a well supported game... :)
 






Griffon86

First Post
These kinds of supplements/splatbooks remain essential for any company of FFG's magnitude to survive, doubly so on so high-priced, high-profile a license as Star Wars. Much as some might like, they can't just release the core game (this being the first of three iterations of that) and nothing else.

It's up to individual consumers, though, to determine if the subject, format (96-page, full color, I'm assuming), and price point ($29.95) fits their gaming and spending parameters. Like many companies FFG is no doubt balancing things like price point, size, and number of supplements so they don't overwhelm their consumers.

Fly casual,
Peter
 

You know, I'm wondering if FFG really needs to do a separate splatbook for each career, as there's some overlap that could warrant combining some of them. Such as Bounty Hunters and Hired Guns, with their book also covering new combat-related gear in addition to suggestions for adventures/campaigns focused on those two careers. Might be able to mix Smugglers and Technicians along with more ship options and rules for modifying both vehicles and personal gear. Colonist is the odd duck, but their book could be focused on running adventures/campaigns with a heavy social focus, as well as tips and suggestions for creating new planets, new cultures, and maybe even new species, particularly if FFG isn't planning on doing some kind of Alien Anthology down the line.
 

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