Saturday, May 7, 2016

Special Modifications (P)Review

This one's a little late, but c'est la vie. Presented here is a preview of what people can expect to find in Special Modifications, released this week by Fantasy Flight Games.

Page 1: Crawl

Page 2: Credits

Page 3: Table of contents

Page 4: Short fiction

Pages 5-9: Overview of technicians in the galaxy

Chapter 1 (Pages 10-41): “Expert Artificers”
This section provides more information about smuggler backgrounds and obligations; three new species--the Dug, Besalisk and Mustafarian (with two varieties of them); three new specializations--the Cyber Tech, Droid Tech and Modder; more technician motivations; and two new signature ability trees--Inventive Creation and Unmatched Calibration.

Chapter 2 (Pages 42-63): “Tools of the Trade”
This chapter introduces more than a few ways for using tools as weapons, along with some new armor types. There are also some new cybernetic enhancements and slicing tools, along with lots of new modifications for weapons and armor. Rounding out the chapter are half a dozen new vehicles and even more new vehicle enhancements. 

Chapter 3 (Pages 68-96): “Ingenious Creations” 
The focus of this chapter is running Edge of the Empire campaigns for technicians. That includes suggestions for creating technical encounters during adventures, guidelines for how they can earn a living, and extensive tables for building new items.

All in all, Special Modifications seems to be a very solid addition for players who wish to portray these characters, giving them lots of options for handling their own business and helping their companions do theirs.


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