Hinnoissa saattaa olla eroa myyntipisteen mukaan.
In Savage Spirits, players will find new Seeker specializations, backgrounds, Moralities, and signature abilities, as well as copious amounts of survival and medical gear. Three more playable species are introduced to the Force and Destiny system, and a new Force power gives PCs the ability to see at great distances, even when their physical eyes are blinded. For Game Masters, Savage Spirits features expanded rules for wilderness settings and survival, along with outlines for Seeker-focused adventures and campaigns.
Because Seekers mostly operate away from the comforts and supports of civilization, they depend on their skills and talents for every aspect of their survival, whether that means tracking animals, making shelter, or even, when necessary, killing adversaries. One of the specializations introduced in Savage Spirits, Executioner, is dedicated exactly to that. Executioners are apex predators, disciplined and shrewd, preferring to kill at range and eliminate the target without resistance.
While Executioners are dedicated to their targets, Navigators focus more on the journey than any outcome. They enjoy the thrill of discovery above all else, whether that discovery is a shortened trade route or an uncharted planet. As a Navigator, your abilities in Astrogation and Survival are second only to your high Perception, which is as useful for mapping the galaxy as it is tracking animals or finding your way through an urban labyrinth.
Seekers tend to be solitary by nature, but those with the Hermit specialization have taken that solitude to an extreme. Hermits isolate themselves in order to commune with the living Force, which enhances their survival skills, their understanding of nature, and their bonds with animals. When they choose to relinquish solitary life and join a group, Hermits help their companions to survive in wildernesses that, to Hermits, feel like home.
Beasts of No Nation
Regardless of specialization or career, the wildness is an excellent hiding place for a group of fugitive Force sensitives. But while you'll find fewer Imperials and political conflicts in the wild, you will undoubtedly meet some wild animals who may think of you as prey, predator, or ally. Savage Spirits includes a bestiary of new creatures, from Dantooine's horned kath hounds and the feral, predatory vrblthers of Nar Shaddaa to darting Spintiri glowbats and pouncing nexu. Along with rules for taming and riding these beasts, you'll find guidelines for managing animals companions, should one of your party manage to permanently befriend a Mantellian flutterplume.
Savage Spirits also offers players a wide variety of gear to combat the challenges of life in the wilderness, gear which may prove just as useful in an urban jungle. The Field Sports Compound Bow, for example, offers the precision and silence of a sniper rifle at much less the cost, with a selection of arrows that can stun, capture, or ignite your target. Much more expensive is the optical camouflage system armor upgrade, which renders you nearly invisible to the naked eye and also shields any heat or radiation you are giving off. With this upgrade activated, you could explore Hutt palaces, planetary capitals, and even Imperial bases without fear of being seen.
Roads Less Traveled
Any party with a Seeker in it is bound to explore some unusual places. In Savage Spirits, GMs will find three short, Seeker-centered adventures that take players to a remote Outer Rim settlement, the Deep Core, or the planetary wilds chosen by the GM. Three campaign outlines are also included that offer Seekers starring roles in journeys across the Star Wars galaxy that take them from the desert wreckage of a crashed starship all the way to Dathomir and eventually home—wherever that may be.
Of course, your party may already have a goal that shapes its wandering. Many characters in Force and Destiny are searching for the knowledge of the Force that was lost when the Jedi Order was extinguished, hoping that greater knowledge and power will enable them to fulfill their destiny. The upcoming Nexus of Power sourcebook offers gazeteers for all the legendary destinations that your party may wish to visit: Dagobah, Ilum, Ossus, the abandoned Jedi Temple on Coruscant, and more. Together, Nexus of Power and Savage Spirits provide enough content to satisfy your Seeker's wanderlust and introduce your party to more incredible places and experiences than ever before.
Will Light Guide You—or Dark?
As a Seeker or any other Force sensitive, you have no choice but to embark upon your destined journey. The Force will set you on that path whether you desire it or not, as it did with Luke Skywalker, as it did with his father Anakin, as it did with Ezra Bridger, Ahsoka Tano, and so many before them. But you'll soon find that at the heart of that journey is a relentless question: is the dark side or the light your guide? Will you live in tune with the living Force, as at home in the wilderness as in the comforts of a city, or will you choose instead to seek and destroy, succumbing to the thrill of the hunt and the allure of power?
• Full-color, 96-page supplement for the Force and Destiny roleplaying game
• Adds three specializations and two signature abilities to the Seeker career
• Introduces gear designed for wilderness survival and rules for dealing with wilderness settings
• Features a bestiary full of new creatures to hunt, ride, or befriend
• Outlines three Seeker-focused adventures and two multi-session campaigns
Tuotteen lisäyspäivä: 01.06.2016.