Keeping the Peace review – Star Wars Force and Destiny
Keeping the Peace is the brand new sourcebook for Guardians, and the first career expansion in the Force and Destiny line. It follows the typical format of adding 3 new specializations, 3 new races, 2 signature abilities, and the force power Suppress. There are also sections with new vehicles, equipment, character motivations and ideas for the GM for encounters and campaigns that use Guardian themes.
First off let’s start with the player options. New species include the Iktotchi, Lannik, and Whiphid. All of these have Jedi masters associated with them. Iktotchi Saesee Tiin appears as one of the members of the Jedi High Council. Even Piell is the most famous Jedi Lannik. Master K’Kruhk is the most notable Jedi Whiphid, though he seems to be the more obscure of the three.
Iktotchis are pretty unique thanks to their precognition power that allows them glimpses of the future. Mechanically, this allows them to perform a free maneuver when a triumph is rolled during an initiative check or have an ally within short range perform one. Narratively, this can be used to great effect by a crafty GM to give this PC just a glimpse of something good or bad about to happen. They also start with a rank in Vigilance, making this an ideal race to choose for a Guardian.
Lanniks look like tough little gnomes that, according to the profile in the book, come from a surprisingly belligerent warrior society. Mechanically they start with a rank in streetwise and have an interesting trait called Indomitable which allows them to remove two setback dice caused by critical injuries, fear, or being disoriented. Not bad!
Whiphids are essentially wookies with a tusk attack. They are also known for surviving difficult environments, and as such start with a rank in survival and add one automatic success to survival checks. They can also survive several weeks without food thanks to reserve blubber. Their tusk attack is +2 damage, vicious 1, crit rating 4. That is one of the more powerful natural racial attacks.
On to the three new Guardian specializations. This book adds Armorer, Warden, and Warleader to the existing Peacekeeper, Protector and lightsaber style Soresu Defender.
Armorer is an interesting mix of staunch tank/defender mixed with mechanical tinkerer. The core Guardian skills are Brawl, Cool, Discipline, Melee, Resilience, and Vigilance. Armorer adds Knowledge (Outer Rim), Lightsaber, Mechanics, and another Resilience. The stand-out skill being mechanics, as not a lot of Jedi careers are mechanical in nature. It includes a fairly convoluted and linear skill tree that introduces a Talent series of Armor Master, Improved Armor Master, and Supreme Armor Master. These allow this PC to soak more damage with existing armor, culminating in the ability to suffer 3 strain to reduce a critical by 10 for every point of soak. This is a pretty compelling option, in that you will be really tough in combat, but also have lots of use modifying equipment and possibly making ship repairs. Nicely balanced.
Warden defends by intimidating foes to not act. The additional career skills are Brawl, Coercion, Discipline and Knowledge (Underworld). Its an interesting concept that introduces the second talent that costs conflict to even know about: Baleful Gaze. Interestingly its a power you can trigger when targeted by an attack, spending a destiny point allows you to upgrade the attack by number of ranks in Coercion. I don’t know if I’m crazy about this one to be honest. Causing conflict by giving enemies dirty looks? Hmm… I do like some of the other force talents in the tree including No Escape, which allows the PC to spend two advantage from a Coercion check or two threat from a foe’s Discipline check to take away the enemy’s free maneuver for that round.
Warleader is my favorite of the three. It is tailor made for the Iktotchi and has some interesting talents that can provide bonuses for allies. The skills it adds are Leadership, Perception, Ranged (Light) and Survival. Prime Positions is an interesting talent that relies on there being cover during a battle, but allies that take cover within short range of the warleader add one to soak per rank of Prime Positions. Another cool talent is Prophetic Aim that disallows despair from ranged attacks to be used to target engaged allies. The Coordinated Assault maneuver allows for allies engaged with the PC to add an advantage to attacks made until the beginning of next turn, which can make crits easier and narratively just sounds cool. This is the stand-out specialization from this book for me.
I haven’t played a single character long enough to qualify for signature abilities yet, but this book introduces two for Guardians: Fated Duel and Unmatched Heroism. Fated Duel allows the guardian to force an enemy into a duel that prevents others from stepping in. While I understand what they are going for from a Star Wars perspective, in an RPG setting this seems forced and kind of silly. It would allow a guardian to take on a big bad at the end of an adventure and allow his allies to regroup, possibly sacrificing himself in the meantime, but seems to have limited utility.
Unmatched Heroism allows the guardian to redirect attacks that are made on allies within short range to be made on the Guardian instead. This seems way more appropriate for an RPG setting and the Guardian role, as you can protect allies in dire situations, and would definitely be my pick out of the two.
The new force power is called Suppress, and its pretty awesome as a Guardian power as it allows you to reduce the effectiveness of incoming offensive force powers (force lightning, move, etc.) by adding failures for every pip on the force dice generated. This may reduce or completely nullify the incoming attack. Thematically cool, and could manifest in a variety of ways, like force lightning being absorbed in a lightsaber for instance.
There are a few new weapons, and quite a bit of armor for the Armorers in this book. It introduces two new lightsaber styles, the Guard Shoto which looks like a nightstick and the Temple Guard Lightsaber Pike, which looks a lot like Darth Maul’s dual-bladed saber. There are also a lot of armor attachments that can modify armor abilities or add some add a special quality to the suit.
Vehicles stated out in this book include the General Grievous wheel bike, and surprisingly the VCX-100 light freighter, better known as the Ghost from the new Star Wars Rebels show. Surprisingly the stats do *not* include the little Phantom shuttle that makes the Ghost such a compelling choice for parties, since it allows the versatility of having a little shuttle away from the main ship, and allows it to serve as a small escort fighter in a battle. Despite that, the stats are pretty solid and it would be a fun ship to have as the party’s mode of transport.
The last section is aimed more at the GM and details Guardian encounters and adventures, as well as story elements that could feature a Guardian prominently. Themes like monster slaying, impossible odds, and arming the townsfolk (seven samurai style!) can provide a lot of great adventures for the entire group. My favorite element of these books is there is something for both players in GMs in every addition.
While there are some odd choices in this book, if you just saw the new movie and NEED everything Jedi related, this book has some great new options that will keep your game going strong!