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Hardcover Ultimate Adversaries Book

ISBN: 0786930543

ISBN13: 9780786930548

Ultimate Adversaries

(Part of the Star Wars Roleplaying Game (D20) Series)

You will never find a more wretched hive of scum and villainy. Watch your step -- inside this book, you'll encounter a fully illustrated menagerie of foes to pit against the heroes of the galaxy.... This description may be from another edition of this product.

Recommended

Format: Hardcover

Condition: Good

$47.49
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Rounding out the GM's toolbox

Ultimate Adversaries is primarily a tool for the Gamemaster. I also like to think of it as the companion piece to the Galactic Campaign Guide. Where the latter book focused on the planning and development side of running a campaign, Ultimate Adversaries gives the GM a variety of the actual villains and creatures that might inhabit the setting. Chapter One: Villains begins with detailed descriptions of 47 non-player characters. While we have received large numbers of NPCs from other sourcebooks before, the ones presented here are considerably more detailed. Each character has a picture, and in addition to the usual background and basic description, each NPC profile also lists goals, preferred tactics, and roleplaying tips. Also included are notes on how the GM can transplant the NPC into each of the main eras. These characters run the entire range from troublemaking dilettantes to psychotic bounty hunters and desperate con artists. Levels are from 2 to 15 (challenge code B to G), with most falling around level 6 or 7. This is a tough crowd, but only a few of them actually fall into the high-level supervillain category. Some of the characters aren't even bad people, but each NPC's unique motivation and personality sets the stage for opposition to the heroes. Though there are a few clichés, it is the extensive setup for each character which earns the title "Ultimate" and which should be most helpful in providing memorable encounters.Because each character is completely ready-made, the GM can easily take whichever NPC he likes and insert it directly into his campaign with minimum preparation. Some GMs won't like that method, preferring instead to create everything from scratch. Not everyone has the time or ability to do that though. For the GMs who fall into that category, this section is a boon.Chapter One also includes a brief section on ready-made generic organizations, including mercenary companies, crime syndicates, and resistance movements. By selecting from a broadly similar type, this allows the GM to introduce encounters with a new organization while eliminating most of the paperwork.Chapter Two: Creatures is by far the largest section of the book. Basically, this is the Monster Manual for Star Wars. Over 80 creatures are presented, from the mighty Krayt Dragon to the tiny Voorpak. Most of this is new material, but a number of creatures from earlier sources like the Alien Anthology and NJO Sourcebook make revised appearances. Every creature has a full description and labeled picture. Challenge codes range from A to H, with the majority around a rating of D. Also included are a number of new templates, including Enlarged, Shaped, and Sithspawned. With so many options a GM should have no problem giving his players plenty of creatures to fight.Chapter Three: Droids briefly describes 8 new droids as well as 3 Separatist droid vehicles, including the Hailfire Droid. Also included at long last is a table of specific traits whi
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