Hinnoissa saattaa olla eroa myyntipisteen mukaan.
Guardians live to protect, whether that means enforcing justice, shielding others in battle, or fighting oppression through political means. They put the needs of others ahead of their own. They ask questions first and strike after – but only if violence is absolutely necessary. Keeping the Peace offers Guardian characters everything they need to live up to their noble ideals and make a positive difference on countless worlds, including new Guardian specializations, playable species, weapons, and starships to convey them throughout the Star Wars galaxy.
Lead and Fight
To establish a benificent order, you sometimes have to engage in the brutalities of war. If you take up the new Warleader specialization introduced in Keeping the Peace, you can use your foresight, tactical acumen, and lightsaber to win necessary battles with minimal bloodshed. Warleaders gain Leadership, Perception, Ranged (light), and Survival in addition to the core Guardian skills, so that they can see the enemy's approach, command their own troops, take up arms, and keep fighting in the worst of circumstances. Warleaders also have access to Force talents including Forewarning, which boosts the defense of your allies, and Prescient Shot, which gives you an advantage in using weapons like blasters and thermal detonators.
Craft and Create
Whether you're fighting wars or fighting crime in a shadowport's streets, you'll need to protect yourself in order to protect others. That might mean investing in some armor, such as Jedi battle armor or Jedi temple armor, made for Jedi Guardians in the days before the Empire. You'll have to get the armor refitted to you, but once you put it on you'll be much harder to wound.
You could also take up the new Armorer specialization and make your own armor. Armorers aren't just talented craftspeople. They can wield their lightsabers with deadly precision and retrofit materials with their bare hands even in the middle of battle. Guardian Armorers also possess a tool that other Mechanics and Technicians lack – the Force. It allows them to succeed in Mechanics checks without proper repair equipment, easily comprehend foreign technology, and even imbue an item that they make with the Force, granting that item qualities far beyond those that can be produced through mere physical manufacturing. In order to allow Armorers to use these incredible talents to their full extent, Keeping the Peace introduces guidelines for making armor, from designing the piece and selecting the materials to the exacting crafting process itself.
Protect and Defend
While Warleaders and Armorers occupy the front lines in a battle, Guardians of the Warden specialization prefer to identify and subdue enemies before they make the move to attack. Wardens are adept, disciplined hand-to-hand fighters, but even better at convincing potential attackers not to fight at all. They know the underworld inside and out, and their talents allow Wardens to intimidate adversaries and prevent them from getting away, or launch into scathing verbal tirades that cause evil-doers to suffer strain as they are forced to hear their own cruel deeds cataloged. Yet a Warden's use of coercion may conflict with his sense of justice. The empowering practice of intimidating or threatening an opponent can corrupt a Warden's sense of right and wrong, drawing him towards the dark side he originally set out to fight against.
Because physical might has no bearing on your ability to do what's right, three playable species of widely varying size are introduced in Keeping the Peace. Lanniks are small, fiery warriors from the mid rim, masters of using their short stature to gain the advantage against a much larger opponent. The horned, large-handed Iktochi are comparable to humans, Zabrak, and Twi'leks in size. This species is uniquely gifted with an innate ability to see flashes of the future. Whiphids loom over other sentients, standing an average of two meters tall. Having evolved in a cold climate where survival is impossible outside of the group, Whiphids are stout, hairy creatures with a straightforward language who tend to avoid conflict. They also tend to live a very long time – over two hundred years – and the wisdom gained over such a long lifetime augments their desire to establish peace and promote justice whenever possible.
No matter what specialization or species you choose, Keeping the Peace offers you two Guardian Signature Abilities and a new Force Power that characters within any Career can acquire. The Suppress Power will particularly interest Guardians because it enables them to shield themselves and others from Force-based attacks, ensuring safety in the presence of sentients wielding the dark side.
Become a Hero
Once you've developed your Guardian character, or perhaps diverse group of Guardians, it is time to turn your attention to the heroic journey ahead. Keeping the Peace therefore concludies with extensive suggestions for Game Masters on how to create adventures and campaigns suited for Guardians, from archetypal quests of self-discovery or monster-slaying to military adventures in which characters must lead villagers in a battle for independence and survival, with all the odds against them.
When the Jedi Order fell, innumerable worlds lost their peacekeepers, protectors, leaders, and defenders. Under the gaze of Imperial officers local conflicts are exploding. Small-time crooks are becoming criminal bosses. Pirates, slavers, corrupt politicians, and all manner of villains thrive. With Keeping the Peace, you have the opportunity to establish a just and compassionate order amid this chaos. Now is your chance to become a hero.
• The first Career supplement for the Force and Destiny roleplaying system
• Focuses on the Guardian career and features three new Guardian specializations
• Introduces three species: the Yanniks, Iktorians, and Whiphid
• Adds a new Force power, Suppress, and two Guardian Signature Abilities to the game
• Provides detailed guidelines for creating epic Guardian-themed adventures
Tuotteen lisäyspäivä: 16.03.2016.