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Babylon 5 Roleplaying Game

BAB Babylon 5 Game and Fact Book -- $36.00
It was the dawn of the Third Age of Mankind, ten years after the Earth-Minbari War. The Babylon Project was a dream given form. Its goal – to prevent another war by creating a place where humans and aliens could work out their differences peacefully. It is a port of call, a home away from home for diplomats, hustlers, entrepreneurs and wanderers. Humans and aliens wrapped in two million, five hundred thousand tons of spinning metal, all alone in the night. It can be a dangerous place but it is our last, best hope for peace. This is the story of the last of the Babylon stations. The year is 2258. The name of the place is Babylon 5. The greatest science fiction adventure ever comes to roleplaying as it has never been seen before. The Babylon 5 Roleplaying Game is the single greatest information resource available for the award-winning television series. Players have the opportunity to play humans, Centauri, Narn, Minbari, Drazi and Brakiri characters from the main rulebook, playing through vast and wide-ranging story arcs that will seal their fate and that of the galaxy. The entire Babylon 5 space station is detailed in the main rulebook, along with the characters and personalities to be found on board. Never before has a licensed game been approached with such attention to detail, delighting fans of the television show. Coming as a large 304 page full colour hardback book, the Babylon 5 Roleplaying Game has been designed to set new standards in both game play and presentation. Revolutionising the d20 System, it brings unparalleled realism to the table, as well as the chance to explore the galaxy of one of the most popular science fiction television shows of all time. Featuring the space station that changed the destiny of an entire galaxy, this all new roleplaying game allows players to take the role of characters on board the Babylon 5 station and travel to the many stars and planets seen in the award-winning television series. From lowly lurkers and smugglers through to brave Earthforce Officers and members of the Minbari warrior caste, a whole galaxy awaits to be explored! 304 page hardcover. Regular price $44.95.

BAB Narn Regime Fact Book -- $28.00
Once, on a lush and verdant world in an isolated sector of space no one in the galaxy cared about, there lived a race of sentient beings called the Narn. They lived and toiled to bring in a good harvest every year and gave no more thought to raising a galactic empire as they did trying to learn to fly or whether there was life on other worlds. From past experience, they knew the latter to be true, but it did not concern these peaceful, agrarian people. Unfortunately, it should have. They should have been concerned when alien spacecraft made landfall on their primary continent and disgorged hundreds of pale, strangely furred men called Centauri. They should have known that creatures from other planets could rarely be trusted, especially when they came in the guise of friends. They should have been ready to defend themselves when those ships came, their holds empty in anticipation of returning to Centauri Prime with a hold full of slaves. They should have been concerned, but they were not. What followed was more than a century of oppression, brutality, and enslavement. Families were wiped out for being ‘too aggressive’ or ‘not suitable to peaceful service’. Cities were burned as an example to other Narn that would not accept their new masters. Ancient lore was lost and the quiet agrarian people of the Narn that was became the embittered, hostile Narn that is. A brave few led a desperate many against the silk gloved fists of their Centauri ‘masters’. They had little success at first, but as their tactics grew more desperate, their successes mounted. The Centauri had thought them broken; they were not. Their enslavers were not prepared for the Narn to turn their own weapons of war against them, nor were they ready to see farm equipment turned into implements of destruction and even children’s toys fitted with poison or explosives. The war to free Narn was bloody and vicious, but it worked. Eventually, the Centauri withdrew from the Narn Homeworld and wrote it off as a bad investment. They could not know the terrible price that investment would continue to exact. The Narn were free, but now they had the taste of Centauri blood and like a feral beast kept caged too long, they thirsted for more. The Centauri had been forced to abandon a few ships in their exodus from the Narn system. These were refitted and used to pursue the Centauri out of the solar system and across space into occupied territory. These Narn could not beat the Centauri yet, but they had learned where they could find them when they could. Few races can claim to have jumped from the hunter/gatherer stage of societal evolution to the space age in a matter of decades, but few races in the galaxy have been driven by hate the way the Narn have. Revenge has fuelled every advancement the Narn have made; it has taken them from a single world untouched by others to a small empire of their own among the local stars. Their hate has been the beacon guiding every Narn in an unyielding quest to repay the Centauri for the indignities and horrors visited upon them and their ancestors. Hate can be a powerful motivator, but it can also be a blinding one. The Narn were justified in their war to free to themselves and perhaps even in the right when they sought retribution for the years of abuse they suffered, but their regime has become the thing they fight. Other races, ones that inhabited nearby solar systems, also know the pain of conquest at the hands of the Narn. The Narn tell themselves that the military actions are needed, that resources must be acquired if their crusade against the Centauri will ever succeed, but the yoke of their oppression feels no different to those they enslave in the process. It has been said that to defeat the monster, one must become it. There can be no greater example of this truth than the metamorphosis of the Narn into what they have become. There is, however, an inner peace that even a hundred years of slavery and warfare cannot extinguish or destroy left within them. The Narn are a study in contrasts. They are a brutal, savage race capable of much bloodshed and violence, but they are also inherently spiritual and given to lengthy philosophical debates and contemplative reflection. 200 page hardcover. Regular price $34.95.

BAB Point of No Return -- $20.00
128 page paperback. Regular price $24.95.

BAB The Centauri Republic Fact Book -- $28.00
There was a time in the galaxy, when humans looked up into the stars but did not know what lived among them, that heralded the height of a galactic empire. The largest ever held at one time by one race in untold millennia, this empire stretched from one edge of the stellar rim across untold stars and embrace the spinning worlds of a dozen other races. Many faces, each alien to each other, knew but one master and called but one crown their liege- The Emperor of the Centauri Republic. With warships more powerful than those of any of their peers and legions of the finest trained warriors, they conquered those they could not convince to join them willingly. Within a few generations, the Centauri went from settling their own stars to seizing command of a hundred others. Their reach was great and in their silk-gloved hands rested the fate of billions. From the gilded throne on Centauri Prime, the Emperor decreed life and death for countless subjects in his grand kingdom. He stretched forth his hand, and the galaxy moved with it. But like all tyrants, the Emperor’s reach exceeded his grasp. The incomparable empire of the Republic grew too fast and too broad. Smaller worlds escaped the might of their armies, which were constantly seeking their next conquest. Larger territories were able to fight them off their native soil, seeking the independence they once had in light of the Centauri war machine. When an entire race of people, the enslaved Narns, finally drove the Centauri legions out of their star systems entire, it sounded the death knell for the once vast kingdom of Centauri Prime. The Golden Lion of the Galaxy returned to its cage, still mighty but with more mettle in its memories than in its spirit. Even in defeat, the Centauri have not lost their teeth entire. The Republic is still a great and powerful nation with as many colonies as any other alien race. Their warships are still years ahead of the technology of other races (with the exception of the Minbari, but the Centauri leave them alone on general principle). Their weapons and jump gates are the finest of any commonly available on the galactic market and when the Emperor speaks, other races still listen. There are none save the blindest of Imperial sycophants who would claim that the Republic of the present is anything like the Great Empire of old. While the Lion still has its teeth, its claws have been blunted by surrender after forced withdrawal until the span of Centauri territory is half what it one was if not smaller. The trackless sea of purple that once covered a great part of the galaxy is now little more than a standard stellar nation with its halls of power echoing the glories of old. It is said that in the echoes of the past, one can hear the birthing cries of the future. There are those who serve the Centauri Republic that can see a great day coming for them- a day when the thought of a Centauri battle force once again fills alien hearts with dread. They see a day when the many stars twinkling in the stars over the Royal Palace are all paying homage to the rightful masters of the galaxy. For those loyal to the old ways and the old dreams, this loss of power that makes the Centauri Republic an old dog whose hunt is gone is merely a pause between storms. Few in the governments of other races understand the fundamental truth of the Centauri Republic. They see the grand trappings and hear the endless talk of past greatness, but they see only tarnish and the hubris of a fading people. They cannot see that old men do not release their memories easily, for it is all they have left. They do not comprehend that the young men of the Republic will fight, die, and struggle with every breath in their bodies for something better than they have. No other race in the galaxy knows the force of a legacy lost that can and will drive the Centauri to their place of dominance once again. The Centauri are a people born of kings and the inheritors of dreams. Many things motivate such a people. Some want to keep their wealth and power. Others want such things for themselves. Some want to stand proudly amid the stars and shout their names for all to hear. Others just want to feel pride one more time before they die. The Centauri will reascend to the heavens, no matter the cost. In the words of Cesare Borgia, ‘Aut Caesar, aut nihil’- Caesar or nothing. Despite this attitude –this ambition that burns in the hearts of every Centauri- they know quite well they are not the only giants in the playground. The Centauri have encountered other races that frighten them or convince them that some corners of the galaxy are not worth the trouble of trying to secure them. They have watched the Minbari tear apart another sentient race over a single unfortunate incident. They have sent probes into Vorlon space and had none of them return. The Centauri are true-born, unapologetic conquerors, but they understand the first rules of conquest- some people cannot be conquered and some battles cannot be won. A decadent people with the balance of their better days behind them, the Centauri are forever optimistic about the future. Amid fire, war, and death, their spirits never stop yearning for a brighter tomorrow for themselves and for their Republic. The Vorlons believed the Centauri a spent people whose time was done in the universe, but they have been mistaken before. No matter what the future holds for the Centauri, only one thing is certain. Whether they are to survive or burn into cinder and memory, it will be as it has always been- by their own hand. 200 page hardcover. Regular price $34.95.

BAB The Coming of Shadows -- $20.00
The Earth year 2258 was set to be one of new beginnings but instead became a time of exceptional discord. The disputes between the Narn and Centauri have steadily escalated as the two age-old enemies vie for territory and influence, even as the Minbari subtly manipulate the younger races for their own nebulous ends. The Vorlons have, for the first time, appeared to other races on board the Babylon 5 diplomatic station but their motives seem convoluted and beyond the concerns of others. Even the Earth Alliance has suffered, with the seemingly accidental death of its president and a growing feeling among many that its government has become fragmented, with shadowy groups becoming increasingly self-serving, pursuing secret agendas with worrying consequences. Terrorist groups have grown increasingly daring in their activities, trying to secure freedom for worlds within the Earth Alliance or keep alien influence far from humanity. Times are growing dark for the weak and helpless, but it is also fertile ground for opportunists and heroes to leave a permanent mark on the galaxy. The Coming of Shadows is a sourcebook for the Babylon 5 roleplaying game, exploring in detail the personalities and events of 2259. Used in conjunction with Chapter 8 of the main rulebook, Signs and Portents, Games Masters can now accurately extend their campaigns and story arcs beyond 2258 to include the dramatic galaxy-shaking events detailed here. Every episode of the second season of the Babylon 5 television show is fully covered in The Coming of Shadows, along with numerous scenario and campaign hooks that will make it easy to integrate them with ongoing story arcs already unfolding in current games. As described in Chapter 9 of the main rulebook, Campaigns on Babylon 5, players can witness or even become directly involved in these events, engaging in story arcs of their own that may put them at the centre of the galaxy alongside the heroes of the television show. This sourcebook also includes the main personalities found on board Babylon 5, updated from those that appeared in the main rulebook in 2258, as well as featuring a few new faces. New rules additions, equipment and vehicles are also featured, expanding the Babylon 5 roleplaying game no matter where or when the Games Master chooses to set his story arcs and campaigns. The year 2258 set the scene for players new to the Babylon 5 roleplaying game. The Coming of Shadows will elevate games to new levels of passion and excitement as players begin to discover just who the real powers in the galaxy are. . . 144 page paperback. Regular price $24.95.

BAB The Earth Alliance Fact Book -- $28.00
One of Humanity’s primary assets is the overall adaptability and curiosity of its people. Humans love to explore, and the instant they got their hands on hyperspace technology, deep survey missions were being sent to every corner of the Galaxy. Humans also appreciate freedom, and eagerly flocked to new colony sites in search of new opportunities. A generally friendly race, they had little trouble meeting aliens and trading with them, in the process quickly advancing their level of technology up to a level where they could safely defend themselves from aggressive neighbours. Humans are many things: diplomats, traders, farmers, designers, doctors, explorers, and much more. They are the ones who can do it all. Yet, despite their apparent friendliness and curiosity, they are a race fraught with internal problems. All too often their natural aggressiveness turns inward upon itself. Religious and ethnic groups are still at odds with each other despite centuries of alliance. Good-natured competition between nation-states and colonies all too often turns sour. The government, stable on the surface, internally struggles for control over increasingly independent-minded planets. Telepaths and mundanes remain constantly at odds, separated by genetics and decades of dichotomy. The human race may appear strong and confident from the outside, but internally, they are still struggling to find a measure of stability with themselves. This book will detail the Earth Alliance in its entirety. From the homeworld of Earth to the colonies of Mars, Proxima, Orion, and more, every part of the Alliance can be found in these pages. Vehicles, weapons, equipment, characters, and more are examined in complete detail. The roleplaying possibilities are endless! 200 page hardcover. Regular price $34.95.

BAB The Fiery Trial -- $20.00
Fiery Trial is more than just a few scenario modules thrown together. It is designed to act as the centrepiece of an epic campaign—an entire story arc the Games Master can use either on its own or alongside other arcs of his own creation. Between the various modules, months may pass before the players start the next scenario. In many cases, the players may not even be aware that any given module is part of the same series, until they discover a clue that ties things together. Frequently this revelation only occurs at the end of a module, providing an excellent cap to an evening’s gaming. The payoff moment, as each player suddenly realises what they have been a part of, is one of the most rewarding facets of the Babylon 5 roleplaying game. 128 page paperback. Regular price $24.95.

BAB The Minbari Federation Fact Book -- $28.00
Never was this more evident than at the Battle of the Line in the year 2247. Earth’s last defenders held out a thin line of hope and starships against the encroachment of an overwhelming Minbari battle fleet. The Earth/Minbari War had begun with a misunderstanding and seemed destined to end with the complete destruction of the human race. As one determined but hopelessly outnumbered Earth ship after another fell to the Minbari’s technologically superior firepower, all seemed lost. Then, for no explainable reason, the Minbari surrendered and withdrew. There were to be no terms, no reparations for the losses of the war, but the Minbari pulled back just short of wiping out humanity. They ceased fire and stopped the advance on the very eve of their victory. This kind of behaviour, strong actions without any sort of explanation or excuses, is very typically Minbari. Holding themselves to be quietly superior to all other races, they are known to be the most advanced race in the galaxy, again not counting the Vorlons. While the latter race shrouds itself in secrecy and is never visible for long, the Minbari do not bother to hide from prying eyes. They are adept at hiding in plain sight, with far more to their culture and traditions than could ever be seen by outsiders without invitation. For those few with the ability to learn more about the Minbari, the race has many secrets. What little is known to other races about the Minbari is a tantalizing assortment of minor facts that hint at something deeper but reveal very little of it. The Minbari are physically strong and quite languid in their movements. They have no hair on their heads or bodies, though facial hair sometimes occurs in older males. The back part of their skulls extends through their epidermis into a bone crest that adorns and protects the back of their heads. Patterns of color, generally a pale blue, cover the scalp and usually run from the brow all the way back to this skeletal ridge. As with human fingerprints, no two skull crests or scalp patterns are exactly alike and seem to be as identifying a mark among Minbari as their own faces. From what the Minbari will tell openly about their culture, they are separated racially into three castes. These divisions are the Warrior, Worker, and Religious Castes, and all Minbari belong to one of them as far as outsiders can tell. Most contact between the Minbari and other races occurs through the most open of these castes, the Religious. The Worker Caste is primarily concerned with building and maintaining the planets of the Minbari Federation, while the Warrior Caste is unapproachable in their role as the race’s elite soldiers and guardians. It is through the Religious Caste that other races in the galaxy get their sporadic knowledge of the Minbari, most of which centers around the most sacred of their beliefs and the center of their cultural identity- Valen. It is through this single entity that most of the Minbari way of life apparently exists. It was he that formed the castes, he that put forth their beliefs in the universe around them, and it was Valen that set them on the path they have taken through the last thousand years. Little is known of Valen, but he is the most sacred member of their religious belief system and revered by their entire race. He is worshipped by the Minbari on all of their colonies and in the crystal cities on their homeworld of Minbar. Few have seen the majesty of these scintillating works of civic art, but when the normally reserved Minbari speak of these edifices, even they are moved to awe. The marvels of engineering that the race must be capable of to make habitable dwellings out of crystalline formations can only be imagined, but it is well known that their mastery of every kind of science exceeds the accomplishments of other races. To live in such marvelous structures, surrounded by the beauty of their achievements, there can be little wonder why the Minbari consider themselves so far evolved from others. There are those among the Minbari that do not hold the belief that they are superior to every other form of life in the galaxy. These Minbari, again mostly of the Religious Caste, have great curiosity about the galaxy and what else it might offer to those who would seek contact outside their own people. It is through them that other races know these things about the Minbari and it is in their memory that this document is dedicated. May those who would have understanding of the Minbari find what they seek in these pages. There is a Vorlon saying; Truth is a three edged sword. There can perhaps be no better foreword to this document than the Minbari corollary to that phrase. Truth may be a three edged sword, but its blade can cut only ignorance. 200 page hardcover. Regular price $34.95.

BAB The Technomages -- $20.00
‘We are dreamers, shapers, singers, and makers. We study the mysteries of laser and circuit, crystal and scanner, holographic demons and invocations of equations. These are the tools we employ and we know many things.’ —Elric to Captain Sheridan in Babylon 5: ‘The Geometry of Shadows’ With this line, Elric introduces the fans of Babylon 5 to a mysterious organisation known as the techno-mages—the ultimate proof of Arthur C. Clarke’s famous Third Law: ‘Any sufficiently advanced technology is indistinguishable from magic.’ Techno-mages appear, even upon careful study, to be the futuristic version of wizards. Cloaked, casting spells, speaking in riddles—the character of Elric could just as easily have been Gandalf or Merlin. In fact, who’s to say Merlin himself was not, in truth, a techno-mage? Perhaps he was...but if so, only the techno-mages know for sure. Within these pages, the mysterious order of techno-mages is at last introduced to the Babylon 5 roleplaying community. This group adds nothing less than an entire collection of techno-magical characters, spells, items, and technology to the game. However, despite appearances, the reader must remember that technomancy is not magic. Everything a techno-mage does can be traced back to the filaments of highly advanced technology strung throughout his body. Magic is not something that can be easily taught, but takes a lifetime of study to completely master. The life of a techno-mage is a constant struggle to control his destructive impulses and live up to the tenets of his order. The primary focus of this product is towards the use of techno-mages as player characters. However, techno-mages are extremely powerful in the Babylon 5 setting. Even a low-level mage can dish out more damage with but a thought than most other characters can even dream about. Thus, to keep things balanced, mages are physically weak, and their ability to cast spells is drastically limited. While indeed powerful, a techno-mage is still a living being, and can be hurt or killed. Games Masters who worry that techno-mages are too powerful to allow as player characters should strongly consider the various balance factors provided hereafter. Mages must remain in an apprenticeship for at least their first three levels, limiting their ability to act independently. Furthermore, for as long as the techno-mage order exists, he must obey their Code or risk destruction. Thus, a techno-mage cannot use his powers for personal gain, to wantonly destroy his enemies, and the like. A mage should always be a mysterious figure, never quite explaining his true purpose, always making even his allies wondering what he is really up to, and why he is on their side. Techno-mages also make excellent non-player characters. Consider a scenario where the players are enlisted to hunt down a rogue mage, or enlist the aid of an unwilling one. What sort of promises would a techno-mage demand in exchange for his aid? How would a rogue, facing his own death if he is captured, stand up to a determined batch of players? These are but two of the potential uses for mages in a campaign. The possibilities are endless! 128 page paperback. Regular price $24.95.

Farscape Roleplaying Game

FAR Farscape Roleplaying Game -- $32.00
From the vast reaches of the Uncharted Territories, the Farscape role-playing game is here! The game contains complete details on the ground-breaking universe of astronaut John Crichton and his friends. It is fully compatible with the d20 system published by Wizards of the Coast™, and holds a wealth of information that no Farscape fan should be without: Comprehensive coverage of the first two seasons of the television show, including information on all the major characters. Thorough background on a dozen PC races: Baniks, Delvians, Hynerians, Ilanics, Luxans, Nebari, Scarrans, Sebaceans, Sheyangs, Tavleks, Vorcarians, and Zenetans. New feats and skills, mystic powers, and character classes unique to the Uncharted Territories. Ship creation rules, starship combat, and details on the vessels of major spacefaring races, including the majestic Leviathans and their symbiotic Pilots. 320 page hardcover. Regular price $39.95.

Stargate SG-1 Roleplaying Game

SG1 Stargate SG-1 Rulebook -- $40.00
From the explosive TV series comes the hottest role-playing game of 2003! Explore the farthest reaches of the galaxy as a member of the Stargate Command, the U.S. Government’s ultra-secret task force dedicated to exploring the galaxy and defending the planet from alien threats. Engage in pitched battles with the evil Goa’uld, discover new planets on the far end of the universe, and learn the ancient secrets of the stargate. The Stargate SG-1 Roleplaying Game is a 400-page full-color hardbound volume containing everything you need to launch into the excitement and adventure of the Sci-Fi Channel’s hottest weekly series. Based on the wildly popular Spycraft d20 game engine, this release opens up an entirely new venue of play for modern-day and sci-fi gamers alike, supported by one of the richest world tapestries on the market today! The first in an all-new line of science fiction adventure gaming supplements from the makers of Spycraft, Legend of the Five Rings, and 7th Sea! Fully compatible with the award-winning d20 system, using AEG’s innovative Spycraft mechanics. Extensive background material on the SG program, its tactics, purpose, and resources, including rules for creating any SG-team member you can imagine. Detailed descriptions of the stargate itself, as well as the Cheyenne Mountain base that contains it. Comprehensive descriptions of several alien worlds, with full mechanical support. A brand new world-building system for Spycraft, allowing the GM to design any world he can imagine. New player character alien species – the Asgard, the Tok’ra the Jaffa, and more. Background and rules for the Goa’uld System Lords – the devoted enemies of the SGC and all of humanity – including GM tips for designing campaigns around them. A complete synopsis for the first six seasons of the TV show. Regular price $50.00.

SG1 Fantastic Frontiers -- $21.60
The Stargate SG-1 Season One Sourcebook. The secrets of the stargate have been unlocked, but where will they lead humanity? And what adventures will the newly-founded Stargate Command find on the far side of the universe? This sourcebook contains everything a player needs to know about the first exciting season of Stargate SG-1 – new aliens, new worlds, and new rules designed to expand your campaign into uncharted territory! A complete episode-by-episode synopsis of the first season, from the ground-breaking pilot to the harrowing cliffhanger finale! Comprehensive coverage of the wondrous discoveries from the first season. New aliens and planets – the mysterious Nem, the peaceful Nox,, the dangerous Land of Light and Dark, and more – including character creation rules, and a complete mechanics guide. A plethora of exciting new rules: planetary destruction, android characters, and running campaigns set in alternate Stargate universes! Detailed and comprehensive notes and mechanical support material to turn every episode of the first season into a single mission, a multi-mission mini-season, or even a campaign on its own. We treat every episode as the launching pad for new adventures, expanding the Stargate playing field as the ultimate roleplaying venue! Regular price $26.95.

SG1 Living Gods -- $21.60
The Stargate SG-1 System Lords Sourcebook. Their names linger from ancient history – Anubis, Cronus, Kali the Destroyer. They are gods who once walked the Earth as men, ruling with hatred and fear. But now we know the gods’ true name – the Goa’uld, a parasitic alien race bent on galactic domination. Thousands of years after they left our planet, we’re ready to bring the fight to them. Now, for the first time, venture into their forbidden empire, and learn the forbidden secrets of the System Lords. Thorough coverage of the System Lords – their goals, their personalities, and the cutthroat politics that drive them to conquest and destruction. New details on the territories under the System Lords’ collective thumb, vast interplanetary empires from which they launch their terrible assaults. New rules for Goa’uld followers and minions, plus new technology with which to bedevil SG teams. Guidelines for creating your own Goa’uld System Lords, cunning villains to pit against your SG characters. Regular price $26.95.

SG1 Friends And Foes -- $21.60
The Stargate SG-1 Season Two Sourcebook. The stakes are raised even higher as the SGC’s mission to explore the galaxy delves into dangerous new territory. Uncover the secrets of the mysterious Tok’ra and find a new ally against Earth’s implacable foes. Match wits with the cunning Gaamekeeper and grapple with the dangerous technology of Ma’chello. It’s all waiting between these pages! A complete episode-by-episode synopsis of the second season, covering all the major events and developments of the SGC during that time. Comprehensive coverage of the wondrous discoveries from the second season – planets, aliens, new technology, and more! A wealth of exciting new rules designed to expand and enhance your Stargate campaign. Detailed and comprehensive notes and mechanical support material to turn every episode of the second season into a single mission, a multi-mission mini-season, or even a campaign on its own. We treat every episode as the launching pad for new adventures, expanding the Stargate playing field as the ultimate roleplaying venue! Regular price $26.95.


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