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===Classes=== Character creation is hybrid of free-form vs structure system. PCs choose a career and a specialization to spend their experience in. However, if they choose to, they can buy upgrades from other specializations by paying into those specializations. They may also buy into other entire careers if they feel inclined too, though that is essentially cross classing and therefore comes at an increased XP cost. Starting XP is determined by your starting species, typically ranging between 80 to 110 XP, though droids are notable for starting with 200 XP. Droids, however, start with the worst stats in the game, requiring them to spend a lot more up front to make them serviceable in any of their classes. Again, unlike the disparate 40k settings, they all work in unison with one another, so a Consular Healer could easily cross-class as a Hired Gun Heavy if the [[DM]] allowed it, since it would not affect the way the game is played, nor would it change the overall power level of the character with respect to the rest of the [[party]]. New characters gain a set of Class Skills from both their core class and specialization, and get a number of ranks in both for free, 4 Class, 2 Spec, respectively. The number of these ranks differ for 'Force and Destiny' classes however (3 and 2) as each main Class in that core book also gains a Force Rating of 1 automatically. These free ranks stack between Class, Specialization, and Species, but have a hard starting limit of 2. The most notable (and possibly only) exception to this rule are the Corellian Humans, who can raise piloting up to 3 at start. While all of these free ranks are nice, it quickly becomes apparent how little they matter, once you really get into the game. ====Edge of the Empire==== '''Bounty Hunter''' *'''Assassin''' - Part [[Ninja]], part Sniper, all deadly. Gets aiming bonuses for added damage, and dodge & stealth bonuses for avoiding it. Also gets "Lethal Blows" for absolutely horrific critical hit modifiers. Plus, they have the "greatest" ability ever: they can stand up as a incidental action. *'''Gadgeteer''' - Be like Boba Fett and get custom armour and gear. [[DM]]s should be wary about players who want to play this, as they are going to [[Powergamer|Munchkin]] the FUCK out of the character. The real [[cheese]] comes in when using the "Jury Rig" ability to reduce the advantage cost for weapons with autofire, effectively doubling their damage output for not a lot of investment. *'''Survivalist''' - Tracking, sneaking and good at covering terrain, everything a good bounty hunter needs. Which of course makes for a good scout/pointman if your party doesn't include one already. *'''Operator''' ''(No Disintegrations)'' - Piloting spec focused on pursuing and taking out enemy ships and vehicles. *'''Martial Artist''' ''(NoDi)'' - Kung Fu spec all about improving unarmed attacks. It makes crits a lot easier to trigger and adds a skill that allows you to use parry while unarmed. *'''Skip Tracer''' ''(NoDi)'' - The underworld detective. Taking some of the Investigator's sleuthing skills mixed some social ones for negotiating. '''Colonist''' *'''Doctor''': Pretty good as both a medic and a purveyor of "feel good juice" for buffs. Also make pretty damn good martial artists if they start taking the right skills in the tree, particularly for races that get automatic buffs to their unarmed damage like trandoshans and wookiees. *'''Politico''' - The [[Bard|"Face" and buffer]] of the group, gets a hilarious ability to [[Troll|hurl scathing abuse]] at an opponent, causing strain, which has the potential to [[What|knock them unconscious]]. Can also do the inverse and restore strain on allies. *'''Scholar''' - all the lore at your fingertips, basically about researching things you didn't know, but as a student of the mind you get have surprising mental discipline, you can reduce strain damage and can get some non-career skills of your choice. *'''Entrepreneur''' ''(Far Horizons)'' - Always looking for a deal: Buy Low / Sell High, also get free money in every session due to your fat cat nature and wise investments. You can also become wealthy enough that you can throw money at your obligation and make it go away temporarily. *'''Marshall''' ''(FaHo)'' - The frontier Lawman, or police officer. Gives the Colonist some much needed fighting ability and the ability to to-and-fro your interaction skills with another player, Good Cop/Bad Cop style (it is actually named just that too). *'''Performer''' ''(FaHo)'' - the actual [[Bard|Bardic music]] class, this is ALL about the active abilities and gets practically no passive bonuses at all. Your performances can net you your "Biggest Fan", so pretty much like magical domination. Note that you can't just turn the [[BBEG]] like this. '''Explorer''' *'''Fringer''' - Gets a few of astrogation bonuses that are unlikely to come into play, but makes for an acceptable group pilot if no-one else can do the job. They also get a a whole bunch of defensive bonuses that are generally handy no matter what other specializations they take. *'''Scout''' - The stealth dude the team puts on point since he'll see everything and not be seen in turn, and gets to backstab in a similar way to [[Rogue]]s. Also gets the utility belt ability, where he can pull a common rarity item out of his ass for free by spending destiny points. *'''Trader''' - Earn [[15,000,000 Gold a Day]] by wheeling & dealing your DMs economy to breaking point and also locating black market items he doesn't want you to have. Try to cross-class as Quartermaster and/or Entrepreneur to gain added [[Profit]] and your DM will kick you in the balls. *'''Archaologist''' ''(Enter the Unknown)'' - Indiana Jones IN SPACE, you can play Harrison Ford's OTHER alter ego, despite not having the brawl skill immediately, is surprisingly good at... Brawling *'''Big Game Hunter''' ''(EtU)'' - like playing an archery [[Ranger]], gets a few stealth / terrain talents and can cause MASSIVE damage at long range *'''Driver''' ''(EtU)'' - A "Pilot" but for atmospheric vehicles rather than X-Wings, is virtually analogous to to that specialization and many of the bonuses carry over, so it can be a worthwhile choice. '''Hired Gun''' *'''Bodyguard''' - Supposedly the "protector" archetype but I can't remember the last time I saw the secret service use rifles, bazookas and gun-turrets, [[Derp|but okay]]. They get barrage bonuses on heavy weapons & gunnery at long range but most of the specialization IS about defensive boosts, and they can provide active benefits to party members. So it works. *'''Marauder''' - [[Barbarian]] hit things, Barbarian do much damage... dumb muscle jokes aside Marauder is one of the better non-force using melee specs in the game. With flat damage bonuses from Feral Strength, and attack upgrades from Frenzied Attack. As well as a number of HP and Soak bonuses that'll let you shrug off more damage. *'''Mercenary Soldier''' - The professional, and does it pretty well. Boost team members due to leadership skill, and gets half-decent fighting bonuses, making this a good option. *'''Enforcer''' ''(Dangerous Covenants)'' - Get your Thug on and hit things with baseball bats. Good for intimidation value and getting around in the underworld. *'''Demolitionist''' ''(DaCo)'' - KABOOM BABY! All about blast weapons, making blasts better and how they are shaped (so you can exclude friendly targets), you can also rig mundane stuff to explode once per session. *'''Heavy''' ''(DaCo)'' - Make big guns seem like kiddie toys and start [[Awesome|hip-shooting normally mounted weaponry]] and doing massive damage [[Dakka|while you spray lasers all over the place.]] It's the exact same tree as Heavy for Soldier, so you could conceivably cross-class from Heavy into Heavy and [[MOAR_DAKKA|carry some really, REALLY big guns]], [[RAW|the rules]] really only forbid double-dipping within the given setting (red/white/black books), [[/tg/|but elsewhere]] (the Order 66 podcast) [[RAI|sometimes people listen to designers.]] It's [[AWESOME|awesome in concept,]] but for [[Munchkins| serious damage dealers]] this only helps you <i>wield</i> big weapons, it doesn't actually help you <i>hit with them.</i> '''Smuggler''' *'''Pilot''' - Learn to fly a spacecraft, while many classes get the pilot ''skill'', a specialized pilot gets talents and bonuses that make him generally better at it than anyone else. ''(until you see Rebel Aces)'' *'''Scoundrel''' - Telling lies and acting quickly, also gets the black market connections that the Trader gets but doesn't screw with the economy so much since he's not selling them back at a profit. *'''Thief''' - "Yoink" I've picked your lock, pinched your stuff, now I'm stealthing off into the night then blending into a crowd. Like playing the [[/v/|Thief video game]], but in science fiction! *'''Charmer''' ''(Fly Casual)'' - A huge amount of active talents that help with interaction checks, but this specialization also allows normally "Face" style characters to do stuff in combat with "Don't Shoot" and "Disarming Smile". *'''Gambler''' ''(FlyCa)'' - Yes, they've got a few actual "Gambling" boosts, but this class is excellent no matter what you are doing or what career you started from. You can get access to re-rolls, can suffer strain to get a Destiny point back in your pool and the Double or Nothing talent can be [[Awesome]] if you use it on skills you know you can pass. *'''Gunslinger''' ''(FlyCa)'' - Gives the Smuggler career some needed firepower, though exclusively based around <strike>pistols</strike> "Ranged: Light" weapons and initiative-order trickery. Fantastic on the quick draw, they get bonuses to Critical Hits and if they get in first they can reduce the crit rating of their weapon for that strike, as well as gaining additional first strike bonuses. Do remember, [[MOAR DAKKA|grenades are "Ranged: Light" too...]] '''Technician''' *'''Mechanic''' - Fixes stuff, so is good with vehicular focused parties. Can also cause machinery to spontaneously combust due to "Bad Motivator", which is hilarious. Can also make items out of sticky tape, PVA glue and coloured paper which can solve immediate problems. '''FUN'''. *'''Outlaw Tech''' - Remember how the scout could pull items out of his ass? well so can this guy, but earlier on. Plus he can modify, scavenge, improve and repair things. Making him a desirable party member when people want to upgrade their gear. Anyone who cross-classes Gadgeteer with Outlaw Tech is a filthy [[Powergamer|munchkin]] and can't really deny it. *'''Slicer''' - There is something called "[[What|Defensive Slicing]]", just in case your [[DM]] wants to hack your computers with a skill check rather than telling you he's hacked your system, the only situation this routinely comes up is in space combat, but is far more likely to be the slicer hacking enemy ships. But this class is not just about tackling computers and is also handy with lock-picks. Not really a specialization to completely max out unless I'm missing something. *'''Cyber Tech''' ''(Special Modifications)'' - Become better at cybernetics by increasing the number you can have and getting more out of them. You also get to be a better healer, heal yourself with droid items, and use some of your cybernetics to reload or power up depowered devices. This tree includes Eye For Detail, which lets you change your spare Successes for more Advantage when taking Mechanics or Computer checks; very useful when crafting items. *'''Droid Tech''' ''(SpMo)'' - The Cyber Tech is good with cybernetics, this one is good with droids. With "Machine Mender" and "Deft Maker" you're good at making, repairing, modifying, and leading droids. Made with three ranks of "Speaks Binary" you're good at talking to them and getting them to boost their dice use. The addition of "Improved/Supreme Speaks Binary" he can eventually command a small army of engaged droids with both a stack of Boost dice and granting ALL of them ranks in one skill ''equal to his own.'' You also get "Eye for Detail" twice, and the ability to salvage parts from one item to repair another, without destroying the first item. *'''Modder''' ''(SpMo)'' - Upgrade ALL the things! Kind of like a catch-all Gadgeteer crossed with Rigger. It gives you enough Tinkerer ranks to upgrade your and your friends' gear, as well as getting some sweet vehicular abilities on the other side of the tree with Signature Vehicle. While it's not a big problem, you're clearly not as focused as either the Rigger or the Gadgeteer. But otherwise still great for characters who just want to dip their toes into item modding without pigeon-holing themselves into a total technician role. ====Age of Rebellion==== '''Ace''' *'''Driver''' - Identical to the Explorer specialisation, even if your focus is not atmospheric, can be worth taking for the stacking passive bonuses it grants. *'''Gunner''' - Good even if you can't pilot for shit, since larger vessels have turret mounts that few people get any bonuses using, different from the Heavy since it's less about mobility and more about aiming bonuses. But the talents also work broadly too, turning you into a [[Tank]]. If you are also a decent pilot... Then [[Rape|well....]] *'''Pilot''' - Exactly the same specialisation the Smuggler gets, but a better fit for a character who wants to be a dedicated pilot, since the in-career specialisations combo extremely well together. *'''Beast Rider''' ''(Stay on Target)'' - More for riding than driving/piloting. Your mileage may vary since mounted characters might be rare in your campaign. *'''Rigger''' ''(StTa)'' - Holy Shit! Like the Gadgeteer, except for a vehicle, if your group has a shared starship and the setting involves a lot of space combat, someone should be MADE to play this class. *'''Hotshot''' ''(StTa)'' - Like the Pilot, except more about crazy active abilities like maneuvering enemies into each other or pulling the switcharoo during dogfights. '''Commander''' *'''Commodore''' - Combo Mechanic and Fringer with command and defence abilities thrown in. Literally there are four straight-line paths to the bottom which means you aren't forced to mix up your abilities. It's generally straightforward if your character wants a two or more of those paths and couldn't get them without multi-classing more than once. *'''Squadron Leader''' - A defensive pilot. If he was on his own he'd be fairly inoffensive though he does get the Quick Strike ability for getting first hits in. His group skills mostly work on the ground as well as in vehicles, so he's not entirely useless. But this should be chosen as a later specialisation, rather than starting the game as a squad leader. *'''Tactician''' - Sort of a combination of Bodyguard and Mercenary Soldier, without the fighting talents of either but gets improved mobility skills ''(so would have made a better "Bodyguard" than the Bodyguard specialisation)''. Good if the party includes several fighting characters and could use someone to buff them up. *'''Figurehead''' ''(Lead by Example)'' - This career is a generic commander, unlike the three core specializations, so they are good for all situations rather than just one. They keep their nerve and can buff their allies, as well as bringing passive Duty bonuses. Like a Boss. *'''Instructor''' ''(LbE)'' - A combat support class, allowing their allies to gain free maneuvers or actions, or to gain bonuses on repeat actions. The career is also useful as a medic and bodyguard for keeping their allies alive. Not much in the way of personal combat ability other than extreme PT exercises, but combat utility should be granted from multi-classing. *'''Strategist''' ''(LbE)'' - Most of your abilities pertain to Massed Combat, which might find little use in a typical RPG session, but they can heavily modify those combat checks when they happen. The second half of the class is all about gathering and applying lore, turning this class into Sun Tzu in space. Can hand out boost die much like the Analyst. '''Diplomat''' *'''Ambassador''' - they took the chatty part of the Politico specialisation and removed all of the foul language and gave them actual defences instead. They still can't stand up in a fight but they've got strain for days and are resistant to fear. *'''Agitator''' - The [[Angry Marines|angry]] portion of the Politico, made more focused. They're much more thuggish (like the Enforcer) but unfortunately unless they cross-career into something tough, its all bark rather than bite. That said, the ultimate ability causes a literal riot. *'''Quartermaster''' - FREE MONEY! Seriously they can learn an ability that gets them free money every session. Mucks up the economy just like the Trader specialisation, but with less access to black market stuff, instead they learn how to use bribes as a game mechanic. *'''Advocate''' ''(Desperate Allies)'' - Not quite a "Face" like the ambassador, but certainly a tricky social beast, using strain as a resource for useful interactions both in and out of combat. You can ''interject'' to interrupt another person's (including PCs) social action and add bonuses or penalties (your choice), you can retort against your opponent and inflict strain '''on their own check''' and you can even compel an incapacitated opponent to perform a single task of your choice. *'''Analyst''' ''(DesAll)'' - Excellent at lore, much like the Scholar or the Scientist. Though this one chooses particular areas of expertise which they can absolutely dominate in. They can also generate floating boost D6s for an encounter, based on them applying knowledge to their situation. *'''Propagandist''' ''(DesAll)'' - Want to debuff an ''entire organisation'' before you even roll for initiative? Then this is the class for you. They are also really good to have because they passively increase Duty gains made by the party, bringing rewards earlier. '''Engineer''' *'''Mechanic''' - Same as in the Technician Career, you fix stuff. *'''Saboteur''' - Its about the bombs, though the first half of the progression is actually more about defensive abilities and you don't get the blast bonuses until later. *'''Scientist''' - Like the Scholar, but less about being well rounded and more about application. You get the same knowledge and academic respect talents, but instead of all the mental fortitude ''(since that went to the Ambassador)'' you get to play with your gear making it better like an Outlaw Tech, plus utility belt for lulz. *'''Droid Specialist''' ''(Fully Operational)'' - Much more combat focused than the technician's droid tech, with talents that focus on getting as much as you can out of droids, and fighting enemy droids better. The ability to focus, repair, and improve one droid over the Droid Tech's swarm makes the Droid Specialist better for focused rolls. It is also better at helping PC Droids through Combat Programming and Desperate Repairs. *'''Sapper''' ''(FO)'' - Essentially a [[Techmarine]], you are the combat mechanic who can [[Imperial Fists|fortify your location]], or [[Iron Warriors|bring it down with siege tactics]]. Gets bonuses like removed setback on fortification building, "Known Schematic" to give them knowledge of buildings, and "Contraption" to macgyver a solution to whatever problem they have. Both of those talents are available very early on so you can put that big brain of yours to use right away. Sappers get a few demolition and explosives focused skills a bit like the Saboteur though nowhere near as specialized. *'''Shipwright''' ''(FO)'' - The ultimate crafting expert with eye for detail and a new talent that can let you make some more quirky designs too. Also still good at fixing ships, but not as well at the Mechanic. Shipwrights can repair ships faster and at a reduced cost. The addition of Gunnery as a career skill and a few piloting oriented talents (exhaust port, and debilitating shot) means that you could be made to serve as a pilot for these ships in a pinch. They can also give vehicles temporary buffs like increased handling and speed. '''Soldier''' *'''Commando'''- Combat Pro, though unlike the Merc Soldier is less about team command and <u>more</u> about being good in a fight.There is armour, resilience, melee and ranged buffs going for them. The selection of abilities and skills does point to a much more close quarters oriented build, especially with the ability to stack up on melee/brawl skills at character creation. If you want to go deep on a punchy build there is a branch of the tree that rewards this. *'''Medic''' - Do you need healing NOW? The military medic is based around patching people up immediately using consumable stim-packs that become less effective with repeated applications. The Doctor might be the better overall healer but you get to cross-class as Commando & Sharpshooter, so SUCK IT UP SOLDIER! Also comes with an ability that says "fuck do no harm" as you use your intellect to make your shots do more damage. *'''Sharpshooter''' - Like the Assassin, but with less stealth and MORE killing, when this guy is maxed out and armed with a sniper rifle, very few careers can do it better. Combo with Assassin & Big Game Hunter and [[Rape|no-one will survive]]. *'''Heavy''' ''(Forged in Battle)''- Carry around heavy weapons same as the Hired Gun. In fact, it's the exact same tree as Heavy for Hired Gun, so you could [[RAW|conceivably cross-class]] from Heavy into Heavy and carry some really, REALLY big guns, while ignoring the non-ranked talents the 2nd buy-through [[RAI|(though actually you can't because they are considered the same specialization).]] So, depending on your Storyteller and whether or not they listen to the [[Rules lawyers|Order 66 podcast]], [[Skub|YMMV.]] *'''Trailblazer''' ''(FiB)''- Move through the wild, setting up traps and ambushes Viet Cong style, With passive bonuses while in cover and bonus damage against disoriented enemies. Nice spec if your looking for a good mix of survival and combat skills. *'''Vanguard''' ''(FiB)'' - Another career that is a better bodyguard than the "Bodyguard". You get a lot of talents that allow you to protect your allies and take hits for them, while making you more resilient and difficult to strike against. You also gain abilities aimed at jumping up the initiative order, so you can behave like a real guardian of bodies. One other cool talent set allows you to turn failed attacks into "Suppressing Fire" and cause strain on your opponent instead of wounds. All in all a good class for those who want to tank for the group but aren't Soresu Defenders. '''Spy''' *'''Infiltrator''' - In a word: [[Ninja]]. Strangely less about actual "infiltration" (though does get stealth bonuses later on) and more about dodging, flipping and overwhelming opponents in melee *'''Scout''' - just like the Explorer, works well here for stealth reasons and being able to go solo. *'''Slicer''' - the same as the Technician, but considering the multi-class combos the Spy gets it gives it a more malicious edge, though they might want to skip this and go out-of-career for their next specialisation since it doesn't really fit the melee/stealth character build. *'''Courier''' ''(Cyphers and Masks)''- Intergalactic FedEx ninja. Comes with a bunch of parkour-like talents (one is actually called Freerunning) for navigating your way through short distances or up walls. You can make life more difficult for pursuers by imposing setback dice on their checks through stealth, or even run through a marketplace and create difficult terrain behind you in the classic chase scene trope. Thanks to a certain "Improved" talent, you can also embrace your inner drug-mule by hiding items within your "modified body." Gives strain and a weak ability to recover it but no talents for wounds, and most notably, besides cool/vigilance skills for initiative, there's ''nothing else combat related.'' So get good ranged defenses and don't get caught. *'''Interrogator''' ''(C&M)'' - Honestly, scary good at getting information out of people, often literally scary (the picture for it is pretty creepy too) with two ranks each available for both 'Intimidating' and 'Bad Cop.' Naturally, if you're trained to perform this kind of "information gathering" you're trained to resist it too, but with your 4th tier talents you can do it for your companions as well! Has probably the best talent in the book 'Made You Talk' which provides different bonuses depending on the opponent's threat level, with Nemesis giving ''each player character'' their own Destiny Point to spend during the next session (which is then discarded, not flipped). Rank up Brawl and Medicine skills to crush all resistance to your will with the other 5th tier talents. *'''Sleeper Agent''' ''(C&M)'' - Probably the most subtle of the subtle-specs in this book, more about removing Setback than gaining Boost dice, and only gains bonuses of other types on ''very specific'' subjects. Also is the only specialization that gets a combat talent anywhere near the beginning with "Creative Killer" letting you "Colonel Mustard in the Library with the Candlestick" someone. "Inside Person" that lets you spend a destiny point to just declare that you've been somewhere before and are familiar with it, and "Inside Knowledge" to make a Skullduggery check and Bill & Ted yourself an useful item in your location by having planted it earlier narratively. Another talent lets you raise your Cunning attribute until the end of an encounter, which can be a potent boost in certain builds. ====Force & Destiny==== '''Consular''' *'''Healer''' - Since "Heal" is a universal force power, the Healer specialization is strictly unnecessary, but it's still a good career to have since it applies itself primarily to medicine checks for recovering wounds and strain. So does not tie itself into force usage. You also get "Healing Trance" where you can heal yourself over encounters naturally by committing force dice, rather than actually attempting to roll for it. *'''Niman Disciple''' - A good generic lightsaber style based on Willpower instead of Brawn, comes with some flat defensive bonuses which are always good to have and allows you to increase the crit ratings of hits that strike you so you are less likely to be hurt badly. The style allows you to mix in some force techniques like push/pull as part of your attack action so you can have some control over your opponent. Finally, it's the only Saber ''style'' that grants an increase in Force Rating, making it a great general option for any Jedi character. *'''Sage''' - They start out as Force-wielding scholars where they get a bunch of bonuses to interaction and knowledge checks. Later they start pulling out impressive set-pieces with the Force, like by meditating to add white spots to your force checks in the following encounter or being able to perform Force powers as maneuvers instead of actions. The Sage is also one of the few classes that gets ''two'' Force Rating increases (but no Dedication), so is a very good option to consider for a Force-heavy character. *'''Arbiter''' ''(Disciples of Harmony)'' - A class dedicated to talking their way out of trouble, it focuses heavily on adding boosts to or removing difficulty from different conversation skills. Includes the skill Calming Aura to weaken incoming Force attacks, with a couple Reflects and a Parry thrown in for good measure, giving it some use in battle as well. *'''Ascetic''' ''(DoHa)'' - An odd "jack of all trades" character with talents empathizing a "less is more" approach. As in: there are a couple of talents which provide Force and recovery boons when they are carrying less than 2 encumbrance (after reductions, like actually wearing your armor, and the Burly talent). They also get a huge boost to strain and can spend it to upgrade any ability check. Letting them roll a yellow on every check without flipping destiny points, as well as being able to make a single skill check when you lack the necessary items. Instead of armor they can commit force dice to increase soak and can suffer additional strain when injured to reflect wounds back to their attacker. Their capstone is unique in that it adds a force spot directly, which means force powers that don't require more than one never fail. *'''Teacher''' ''(DoHa)'' - Has some of the scholarly aspects of Sage, but focuses more on boosting up allies and bailing them out of tight spots. A bit fiddly, but has some neat stuff at higher levels, like swapping out any stat for your combat check. Its penultimate ability buffs up the Force rating of party members by adding yours to theirs temporarily and the ultimate ability lets you copy a Force power or talent (ranks/upgrades included) from anyone once per session and keep it for a full encounter. Also lets you cheapen the XP costs of up to four skills, two of which you get to pick, which is always appreciated. '''Guardian''' *'''Peacekeeper''' - read: "Squad Leader", it is nearly all about Discipline & Leadership checks, even allowing you to add Force dice results to improve leadership rolls. Some cool abilities here, allowing you to get the whole team performing maneuvers out-of-turn if you need the group to surge forward or coordinate actions. *'''Soresu Defender''' - The [[Tank]] style, based on Intellect instead of Brawn. It's the only career with Supreme Parry so you can block for days rather than tiring yourself out. You can also improve the defenses of the whole group with your lightsaber by creating a Defensive Circle and you can even Aggro/Taunts enemies into attacking you exclusively. Obviously, this specialization is more about blocking incoming attacks rather than hitting hard so your group will need someone else to do the heavy punching or shooting. *'''Protector''' - Kind of like a medic crossed with bodyguard. For starters, you get some Parry/Reflect talents even though this is not a lightsaber combat style and can even Parry/Reflect for your allies, or make them more difficult to hit with your "bodyguard" talents. Your other abilities include using stim-packs for immediate healing rather than a medicine check, but which get worse with repeated use, but you're "better" with them, you also get Force Protection, so you can commit force dice to increasing your soak value temporarily. *'''Armorer''' ''(Keeping the Peace)'' Like the Gadgeteer specialisation; it sounds obvious from the title but their main focus is armor, turning the tank career class into a genuine soaker of damage, although it doesn't have the broad range of tech abilities like the Artisan or Rigger, but can still make and improve personal scale items. It also adds a few lightsaber moves like Saber Throw to round it out. *'''Warden''' ''(KtP)'' an unarmed fighter, a bit rougher around the edges like the Enforcer specialization. Comes with some social abilities like Good Cop/Bad Cop the same way as the Marshal. *'''Warleader''' ''(KtP)'' Makes for a fantastic squad leader in teams of non-Jedi. Gets the passive ability to improve cover for your teammates, or to grant allies the ability to hit with ranged attacks even when they miss, so long as they roll well enough. This guy is someone your party really wants on its side. '''Mystic''' *'''Advisor''' - The "face" of the group, the class is fairly straightforward granting you bonuses to interaction checks while ignoring penalties. You also get a couple of trading boosts thrown in for good measure. Not a great deal for force users except for one ability where you can switch out your force rating for your ranks in Knowledge (Lore) once per gaming session, which can be good if you min-maxed, but in the late game your force rating may eventually overtake your skill ranks. *'''Makashi Duelist''' - Presence-based Lightsaber style heavily focused on dealing with a single opponent in melee, so you get no Reflect talents. You do have some cool techniques though, which can allow you to dominate your opponent, like feinting to turn your missed attacks into penalties for your opponent, or by taunting your opponent into losing strain points while recovering them for yourself. Your ultimate ability is the Makashi Finish, which can massively boost your critical damage rolls and rip your opponent a brand new asshole if you manage to hit him with it. *'''Seer''' - A more practical counterpart to the Sage, it also gives you two Force Rating increases. But instead of knowledge or interaction bonuses, you get much-improved initiative checks and some boosts to outdoor survival checks. It doesn't quite have the same force boosting talents as the Sage, but you can get some floating re-rolls on power checks, and with "Forewarning" you can massively increase your allies defenses up until the point they act in an encounter. *'''Alchemist''' ''(Unlimited Power)'' - Harness the power of the force to become a drug dealer, brewing all kinds of special concoctions. Using the light to whip up healing potions, or the dark to brew poisons. Also lets you add Force Dice into a crafting check to create extra successes or advantages, plus some resistances to poisons (useful, given what you'll be brewing). *'''Magus''' ''(UnPo)'' - Ignore both Jedi and Sith rules and tradition in search of the Force's most powerful secrets. Involves a lot of lore based abilities, removing setback and reducing the difficulty of such checks, while Knowledge Is Power lets you count Lore skill as Force Rating on a single power. Comes with Channel Agony, letting you suffer wounds to generate automatic dark side points on force checks, as well as Healing Trance to recover wounds lost. Also has some ranks in Confidence and Resolve to resist fear and strain inflicted from learning stuff man was not meant to know. There are also no less than FOUR talents that automatically add Conflict every session. *'''Prophet''' ''(UnPo)'' - Become a magical evangelist motivational speaker, spreading word of the force and using it to inspire hope in others. Includes an aura of awesomeness for you (or anti-awesomeness if you turn it against your foes), the power to inspire fear or comfort in others, or the ability to become a Force generator for a full encounter. '''Seeker''' *'''Ataru Striker''' - A blitz and blur of motion, the Ataru style is based on Agility. You do get some awesome damage potential, like the ability to hit an opponent multiple times in a single attack (and with a lightsaber he's going down), throw your lightsaber as a ranged weapon or close the distance fast and leap to your opponent's space. The defensive abilities are no slouch either, allowing you to mix up Parry/Reflect with Dodge so you're unlikely to get hit. However, the style is heavily dependent on your pool of strain points, so if you cannot finish a fight fast you may find yourself running out of things to do. *'''Hunter''' - A very practical specialization that works in situations where you don't need or own a lightsaber. Good at tracking and with perception checks and is good for dealing damage to animals and beasts, as well as avoiding incoming ranged damage. It ''also'' allows you to use your force dice on ranged weapon attack rolls, making it a good fall-back class for anyone. *'''Pathfinder''' - The [[Druid]] to the Hunter's [[Ranger]]. This also gives you a whole bunch of outdoor survival boosts and travel enhancements. As the class progresses, you get your own permanent animal companion, though as your force rating increases you could swap it out for larger and meaner creatures. *'''Executioner''' ''(Savage Spirits)'' - The barbarian to the Hermit and Pathfinder's [[Druid]] and the Hunter's [[Ranger]], this is a class that does one thing: Kill, constantly. Its best gimmick is adding it's force rating to any weapon that isn't a rocket launcher or starship turret. So, in essence, it's the best combat-focused force specialization hands down. *'''Hermit''' ''(SS)'' - Shares the animal companion feature of the Pathfinder, but with fewer wound increases, no speed or search boosts and no dedication talent for +1 stat. In return you get an additional force rating in the tree, lots more strain increases and a higher focus on your animal companion, granting several abilities that improve your animal companion and make it more useful to you. *'''Navigator''' ''(SS)'' - Some marriage between a Scout and a Pilot: A hybrid of piloting skills and overland travel boosts, mixed with general tracking ability. Comes with a bunch of Astrogation talents you might not find a use for unless you need to jump to hyperspace quickly, but the class does have an overall focus on escaping. '''Sentinel''' *'''Artisan''' - The Mechanic and generally the guy you want fixing your vehicles and broken stuff. A non-force wielder like a technician or proper mechanic might be better in general situations, but this guy can imbue his items with the force to gain enhancements, or he can even use the force to add hardpoints when modifying items. *'''Shadow''' - The Thief archetype, you are ''really'' good at stealth. To the point that you can make yourself invisible to other force users and make your own force powers being undetectable. You can even make people forget about your existence once per session. Other than stealth, you also get improved hacking skills but only when attempting to decipher communications. *'''Shien Expert''' - A lightsaber style split down two separate trees. One focused on cunning based combat with loads of reflect talents and saber throwing ''(pure Shien style)''. The other side giving parry talents and ways to counter and debuff your opponent ''(Djem So style)''. Not quite as one-dimensional as the Makashi or Soresu styles, so you at least have combat options. The talents actually make this class very well rounded, allowing you to take advantage of enemy misses, or close the distance quickly if you need to. *'''Investigator''' ''(Endless Vigil)'' - Go all CSI, investigating crime scenes while moving through the underworld. Has A LOT of passive skills removing setbacks on perception and vigilance as well as Streetwise and Knowledge (Underworld). It doesn't offer any way to upgrade skill rolls or reduce the difficulty, however, so you'll have to rely on straight skill dice and items to help. *'''Racer''' ''(EnVi)'' - they had to squeeze Podracing in somewhere, <strike>so might as well tack it on to the most urban force using career</strike> and this is the Darth Vader/Anakin Skywalker career, so where else would it go? Kind of like a force wielding pilot, with less ability to shoot stuff but who can pull crazy maneuvers. Also gives them track and field powers, cus Usain Bolt was a Jedi racer too. *'''Sentry''' ''(EnVi)'' - kind of a generic lightsaber style, coming with Reflect talents, the ability to dodge, throw your saber and boost your Vigilance and Stealth rolls. You also get a dark side ability where you can go "BOO" and make people run away. Considering the wide-ranging applications of the class, it would make a good starting choice. '''Warrior''' *'''Aggressor''' - The muscle dude who exists to debuff enemies and make them easier to deal with. The Aggressor can terrify opponents into a disoriented or immobilized state, then take advantage of that state by dealing additional damage. *'''Starfighter Ace''' - Exactly what you think it is, a force-wielding pilot, coming with some useful repair talents and force enhancements while at the helm of a vehicle, making it more difficult to hit and allowing you to add your force dice to your vehicular attack rolls for improved damage. *'''Shii-cho Knight''' - The "basic" lightsaber style, which is still based on Brawn. Shii-Cho is about dealing with crowds of enemies in melee, allowing you to strike multiple targets with a single attack. It has virtually no ranged defenses so can be easily overwhelmed by the same bunch of dudes with guns if you can't close the distance, but the specialization does have a focus on durability and being able to increase crit ratings on incoming attacks. *'''Colossus''' ''(Knights of Fate)'' - Juggernaut from the X-men comics as a SW career. Its an odd tree of four columns that lead straight to the bottom. One row of Wounds and an ability to heal some, one row of Crit reduction, one to mitigate being stopped by status effects (and including a hilarious headbutt maneuver to stop other people), and one row of Strain, Soak, and two Force abilities. Those Force abilities provide damage reduction and a temporary (there is no permanent) increase to your Force Rating = active Criticals the character is suffering. *'''Juyo Berserker''' ''(KoF)''- Form VII is a "controversial" lightsaber style based on [[Ork|channeling one's love of combat into the style itself,]] which somehow equates to [[JoJo's Bizarre Adventure|ORA ORA ORA]] with a lightsaber. The entire tree is largely one spiraling linear path around the page which forces you to walk a tightrope with your Destiny Points and Conflict with the tree splitting about seven talents in depending on whether you specialize in Juyo (used by Sith) or Mace Windu's signature Vaapad style, or both. It is very, very easy to gain mountains of Conflict while doing insane amounts of damage and critting like a boss. Or, if used carefully, generate a net positive Morality score, while ''just'' doing a silly amount of damage. *'''Steel Hand Adept''' ''(KoF)'' - Punch things with The Force! ''Literally.'' Two Force talents add Pierce and Sunder to your fists and a third lets you punch faces ''at range.'' The rest of the tree is nothing to sneeze at either. Combine with the Conjure power to create (with enough upgrades) some of the most versatile weapons and devastating attacks in the game. ====Prequels Era==== '''Clone''' *'''Clone Officer''' ''(RotS)'' Interestingly meant to represent all officer ranks that can be held by a clone ''(even commander which is going to have its own spec as well)'' this is a fairly simple combat leadership spec. The left half of the tree focuses on cover and the field command ability, while the right half is about leading from the front giving you abilities to grant boost die to your allies attacks. Has the fun ability to order people not to die until after next round. *'''Clone Pilot''' ''(RotS)'' An interesting piloting spec with a few unique abilities. ''Assault Drop'' lets you use an incidental to kick your allies out of your ship or vehicle, while ''Fire Support'' lets you pass boost die on when you succeed on vehicle combat checks. Also has the infamous ''Barrel Roll'' talent that lets you suffer system strain to reduce the damage you take from attacks. *'''Clone Trooper''' ''(RotS)'' More meat for the grinder. A well rounded combat spec, the trooper offers lots of defensive bonuses as well as deadly accuracy to help you offensively. Like all the clone specs the trooper provides the ''Clanker Killer'' talent which lets you remove boost die from combat checks against droids to add your choice of success or advantage, unlike the other clone specs however, the trooper gets two ranks. *'''ARC Trooper''' ''(CotR)'' The best of the best. The Tree focuses mostly on boosting your close range capabilities with a mix of speedy and general physical bonuses, but the real kicker is the focus on Ranged (Light) (more specifically dual wielding them) by boosting their damage in a variety of ways, by the end of the tree it also gives you the tools to close the gap or blitz the enemy before they can respond so you can further capitalize on double blaster pistol wielding commando action. *'''Clone Commander''' ''(CotR)'' Focuses on Knowledge (Warfare) to give boosts to Mass combat or to use it on some check you are unprepared for, but most of the tree focuses on general buffing or improving leadership. The more interesting talents come at the end and seems mostly geared towards representing both your determination and experience as a commander, they will also consistently give opportunities to keep the narrative evolving and moving forward so really give this class a look over if you feel your campaign moves too slow. *'''Clone Veteran''' ''(CotR)'' The announcement page mostly goes on about their knowledge of the enemy and consul on tactical matters, so they'll definitely get Knowledge (Warfare) related abilities. Except they didn't, instead they get a few survival talents complemented with a wide variety of added lethality, what sets them apart is their "Improved Clanker Killer" that reduces crit ratings against droids (in close combat) and "Known Programming" that gives them bonuses against a certain droid model, so they seem more geared toward the hard boiled droid fighting survivor rather than the experienced and promoted officer. '''Jedi''' *'''Jedi Padawan''' ''(RotS)'' - The entry of the Jedi class. The Jedi Padawan tree is split into the left half, which focuses on lightsaber combat, and the right half which focuses on skills and the force. At only 40xp required to reach Force Rating 2, the Jedi Padawan is the fastest way to get your force rating up. Since all other Jedi specializations known so far have additional requirements, this is the only one you can start in. *'''Jedi Knight''' ''(RotS)'' - The left side of the tree is all about lightsaber combat, though aside from the ''Saber Throw'' talent it is entirely defensive. The right side of the tree focuses instead on the force, notably allowing the Knight to flip a dark side destiny point back to the light every round they fail a check. *'''Jedi General''' ''(CotR)'' - Predictably this has general active leadership abilities mixed in with a bit of combat and supporting abilities, since its a good mix of offensive and defensive abilities its hard to go wrong with this tree if you already have the stats and skills. *'''Jedi Master''' ''(CotR)'' - Requiring ''three'' force die to qualify for and explicitly does not require the actual title of "Jedi Master" (Insert an Anakin on the Jedi Council [[Meme]] here at your own expense). Jedi master largely focuses on supporting force abilities, with the most obvious active option being the ability to spend destiny points to use powers you don't know. The tree still offers a few social and research talents as well as a few that will support your allies more directly to round itself out. ====Universal==== Specialisations that can be taken by any character as if they were part of the character's own career path, so therefore does not suffer the additional experience penalty for choosing them. Oddly, many of these would be appropriate concept-wise as origins for characters, but Universal Specs are not appropriate RAW as a first specialisation. *'''Rebel Recruit''' ''(AoR)'' - A universal specialisation providing a broad set of low level combat and utility abilities. Actually a really good choice for non-combat characters ''(especially from EotE)'' who don't want to cross-career into more focused combat roles and take them too far from their original concept/build. *'''Retired Clone Trooper''' ''(Dawn of Rebellion)'' - The "Captain Rex" spec. Limited to male humans for obvious reasons, but you could probably convince your GM to let you refluff it as a member of [[Death Korps of Krieg|different vat-grown army]] or something. As you might expect, gives a whole lot of passive bonuses to making you a better soldier, mostly making you more resilient and better at aiming. *'''Pirate''' ''(DoR)'' - The "Hondo Ohnaka" spec. Generalised social and skullduggery-oriented tree. Kind of mediocre, but does have an utterly hilarious end-tier talent called "Prepare to be Boarded!", which lets you [[Troll|force an enemy captain to surrender their ship to you]] if you deal them enough strain. *'''Force Adherent''' ''(DoR)'' - The "Chirrut Γmwe" spec. Despite having no force abilities, lets you do [[Monk|absurd amounts of damage with simple weapons]] and do some nifty things like heal yourself with Knowledge (Lore) checks. Lots of focus on the Discipline skill, which is elsewhere used to resolve opposing Force powers checks, but here just makes you really, really fearless. *'''Imperial Academy Cadet''' ''(DoR)'' - The "Tycho Celchu" spec. A pretty good alternative to Rebel Recruit, with more of a focus on ignoring strain and working in formation with others. Has a small knowledge thing going on, including using Knowledge (Warfare) for initiative. *'''Ship Captain''' ''(DoR)'' - The "Hera Syndulla" spec. Acts as a hybrid pilot/face/leader class, so it's a good alternative to the Smuggler Pilot. Has several ways to use leadership, so it makes a good supplement to commodore or squad leader. Has an ability in the late tree that can let you treat a large ship as a smaller one, so you can [[Awesome|do sick drifts in a Nebulon-B]]. *'''Republic Navy Officer''' ''(RotS)'' - Non-clone officers in Republic Navy. Has a space combat focus, though the early parts of the tree aren't particularly specialized. *'''Republic Represenative''' ''(RotS)'' - A universal specialization focused on diplomacy. At the bottom of their tree is the ability to pull "previously unknown dealings" out of your ass to your benefit. *'''Scavenger''' ''(RotS)'' - A mix of the various Technician/Engineer specialties in generic form. *'''Death Watch Warrior''' ''(CotR)'' - A spec focused on armor, maneuverability with a jetpack, and a bit of bonus damage. Has an ability called Hit and Run, which does exactly what it sounds like. *'''Senator''' ''(CotR)'' - <s>Keeping war off our shores</s> Another talker specialization, but with a career attached to it. *'''Separatist Commander''' ''(CotR)'' - The most recent specialization dealing with droids, the Separatist Commander adds several command, coercion, and droid talents to the players choice. SC also allows a player to have a direct impact to a battle field while surviving it. '''Force Rating Granting''' <br> Acquiring any of these specialties gives you Force Rating 1, but acquiring multiple of them will not raise it above that. None of these grant career skills themselves, though many have early talents that give them. *'''Force Sensitive Exile''' ''(EotE)'' - Representative of a Force user in hiding, lots of passive boosts to reaction/initiative and social interactions making it broadly useful as an alternative career choice for anyone looking to expand into Force wielding. *'''Force Sensitive Emergent''' ''(AoR)''- Someone just coming into "Force Puberty", gaining passive bonuses to stealth and perception. It is a bit more focused than Exile but it gets more by way of "The Force" than the Exile path does by allowing you to enhance your allies or use your own Willpower in place of their usual stat. *'''Padawan Survivor''' ''(DoR)'' - The "Kanan Jarrus" or "Cal Kestis" spec. Based around being a padawan who escaped Order 66 and went into hiding as a normie, this gives Force Rating 1 and a wide range of defensive and stealth-based force powers, as well as really good bonuses to crafting your own lightsaber. *'''Force-Sensitive Outcast''' ''(RotS)'' - A force user shunned by The Republic, either for legal or personality reasons. The left side of the tree is focused on sneak attacks and disorienting foes. The right side of the tree focuses on lightsaber combat and gives Renegade Form, which can let you make lightsaber attacks with any attribute without diving into a deep tree with no force die increase. *'''Nightsister''' ''(CotR)'' - Interestingly it doesn't grant a FR right away, instead it offers it as a 5xp talent, meaning you can play a non force sensitive nightsister if you want. This means it does grant career skills though. Gets the ability to conjure preselected objects, and imbue melee/brawl weapons with Ichor for Cortosis/Pierce/-1 crit rating and defense 1/+2 damage. You can spend strain to recover wounds (or wounds to recover strain, but that's useless) and reroll force die... if there's an ally with this talent nearby (and you aren't your own ally). ====Signature Specialisations==== Kind of like Epic/Ascension level equivalents, they give you a single ability that must be activated using destiny points to give a very powerful bonus, usually once per gaming session but some can be upgraded to be used multiple times. They can only be taken by attaching the signature ability to the bottom of one of your career talent trees. Obviously there are a few caveats to that; you can only take signature abilities from your own career ''(meaning if you start as a hired gun, you can't take smuggler abilities)'' and you can only attach them to in-career talent trees ''(so your hired gun cannot attach a hired gun ability to a smuggler talent tree taken out-of-career)''. Once you've got the signature ability, you can further upgrade it like it was part of your regular talent tree, and some of the abilities are very nearly broken as hell... =====Edge of the Empire===== *'''Always Get My Mark (Bounty Hunter)''' - Surprise Motherfucker! Spend 2 destiny points and make a hard streetwise check. If you're on the same planet as the person you're looking for you instantly learn their location. *'''Unmatched Devastation (Bounty Hunter)''' - Spend 2 destiny points after attacking to make an extra attack with a different weapon. Not all that impressive, until you get a few upgrades and it goes from getting a second attack to unloading with everything you've got. The attacks get harder for every ''successful'' one you've made, but you don't need to pass each check to keep the chain going. Two upgrade lets you move and quick draw weapons between each attack. Meaning you can fire at range before closing in with melee, or vice versa. *'''Sudden Discovery (Explorer)''' - You can take a knowledge check to learn your location ''(if you were lost)'' or a safe path out of your location. Sounds weak, but the best is yet to come... you can also use it to discover the location of a place or object of your choosing subject to GM approval. So you can learn otherwise secret things like the location of the Valley of the Jedi, Revan's Infinite Army or unique and powerful relics otherwise lost in the setting. *'''Unmatched Mobility (Explorer)''' - Allow yourself a third maneuver per round, for an upgrade-able number of rounds. Under normal circumstances PCs only get two maneuvers with the second costing strain to perform. This makes you fast as hell, meaning you can pull off a ridiculous amount of shit while the power is in effect. *'''Last One Standing (Hired Gun)''' - [[Awesome|Kill ALL low level minions in your current encounter with a single check]], followed by a suitable explanation for what you are doing, like jumping out of cover with a repeating blaster and getting them all with headshots., or throwing a grenade that brings down a landslide or something. The ability can also be upgraded to work on "rival" ''(mid-level)'' characters but it won't clear out a "nemesis" like Darth Vader or Starkiller. *'''Unmatched Protection (Hired Gun)''' - For the duration of the ability you can half the amount of damage you take BEFORE you apply things like armour and toughness to modify it, making you an absolute tank. This power is upgradable by increasing duration or the number of hits per round that it can apply to. *'''Insightful Revelation (Colonist)''' - Take a Knowledge check to gain one bit of information from the GM that must be immediately useful to overcoming the current encounter. While this ability sounds like a waste, the answer MUST NOT have been obtainable by any immediate means, so the GM can't cheat you by giving you stuff that you could find in the galactic library or by telling you that walls make good cover in a gunfight, making it nearly as situationally powerful as Sudden Discovery, but involves the GM telling you something rather than you asking a specific question. *'''Unmatched Expertise (Colonist)''' - One sure fire way of breaking the game temporarily. It reduces the difficulty of all career checks by one for the remainder of the encounter. This can be further upgraded to modifying difficulty by two down to a minimum of "simple" as well as reducing any setback dice that your GM may want to impose upon you. All of this means that you character can pull off pretty much any skill check virtually unopposed, including making combat checks which are only countered by the target's defense dice, which can amount to very little after setback reductions, meaning you can just land hits on Darth Vader with impunity and will make your GM thankful for the reason that signature abilities can only be taken as in-career upgrades. *'''Narrow Escape (Smuggler)''' - Your character can ''NOPE'' out of any encounter with a successful check. Initially only applying to personal combat but can be upgraded to ship-scale or social situations on various different checks. It doesn't actually end the encounter and in some situations could make matters worse, like by leaving some of your companions in the lurch ''(it can be upgraded to cover some of your allies)'' or by leaving a powerful opponent alive to come and get you later. This can also leave the GM in a difficult spot if the encounter was particularly important to the story progression like the boss fight at the end of the campaign, so it should probably be discussed with the GM how it best fits the situation. *'''Unmatched Fortune (Smuggler)''' - Spend Destiny to "flip" a dice to an adjacent side, allowing you to turn a fail into a pass, or a pass into a triumph. Can also be upgraded to apply to multiple dice from different pools, including your allies. This will make you both wildly popular at your table, but also has the potential to be the defining use of your character, overshadowing everything else you could contribute to the group. *'''Inventive Creation (Technician) -''' spend some destiny points to <u>immediately</u> build an item that only lasts for the rest of the encounter before falling apart. Is different from the "contraption" talent because it allows you to build an actual named item, rather than Macgyver a solution. Is also better than "utility belt" because you can build an actual weapon and items of greater than rarity 4. At higher levels, you can even build yourself small vehicles of up to Silhouette 2. ''(Note: the Miy'Til Starfighter from "Keeping the Peace" is the only actual spacecraft that is within the right size and rarity limitations for this ability)'' *'''Unmatched Calibration (Technician)''' - be just like Garrus Vakarian and endlessly perform weapon calibrations, except this time they pay off. Allows you to spend destiny points to reroll dice, whether your own or the GM's difficulty dice, so long as it is your check. As you level this ability, you can actually upgrade the dice you choose to reroll into better dice or downgrade the difficulty. You can also extend this ability to your allies and reroll dice to help them out. =====Age of Rebellion===== *'''This One is Mine (Ace)''' - You can lock yours and your enemy's vehicle into attacking each other for a set duration, and also preventing anyone else from targeting either of you. Meaning you can do things like lock enemy TIE fighters out of a boss fight. It works especially well if you have a vehicle crewed by multiple PCs and will let you all deal with the most difficult target without having to worry about other things. It does have limitations based on the relative sizes of your vehicles, so you can't challenge a star destroyer to a duel with an X-Wing, but you might get away with a frigate sized vessel if you were in a freighter. *'''Unmatched Survivability (Ace)''' - Kind of situational but spectacular at turning around a vehicle battle that is going sour. It makes a crippled vehicle NOT be crippled, allowing you to fight beyond the wounds/hull threshold that would normally take you out of the fight. All the while reducing enemy critical hit values on your ship so you are less likely to die in a grizzly fashion when you continue to take damage. While it sounds like an obvious take if the crew share a common vessel since it keeps them going longer, from a GM's point of view this ability would be better if the whole crew had separate vessels since a GM should only cripple ''(and therefore wreck)'' a shared vessel if the storyline demands it, otherwise the party will have ended up in a [[TPK]]. *'''Diplomatic Solution (Diplomat)''' - Something the combat characters will ''hate'' you for. This ability allows you to turn a combat situation into a social one, allowing you to directly avoid a fight. It doesn't stop the situation from turning sour by itself, but it does allow for some tense (or amusing) situations where you end up attempt to talk down a superior opponent. *'''Unmatched Insight (Diplomat)''' - Earn a PhD in psychology, you spend destiny to determine the emotional state and basic life history of a room full of people. The base ability is really only fluffy and not of mechanical benefit, but it can be upgraded to by useful to a group "Face" as it allows further bonuses against those people you've gained insight over. *'''The Harder They Fall (Engineer)''' - You knew this one was coming, given the Soldier Signature ability. As for the ability itself, it's AUTO-CRITS on all damage (not strain) for a full encounter. Can be made to apply to attacks from your allies, ignore defense, and happen twice per session. Upgrade it fully and laugh evilly as you shred that big bad Star Destroyer in a few turns. *'''Unmatched Ingenuity (Engineer)''' - Tinker with something on the fly and add new qualities that last for a little while. Starts out being unable to add Breach or Concussive, but upgrades let you add those too. Neat, but be ready to justify why your blaster rifle just ensnared someone for a round. *'''The Bigger They Are... (Soldier)''' - If it bleeds you can kill it. Find the weak spot on anything silhouette 2 or smaller with a knowledge warfare check and completely ignore it's damage resistance/armor when using a non-vehicle or star ship weapon. Great for taking out humanoid bosses. It also applies to allies nearby, for those moments you wanna just delete an enemy from an encounter. *'''Unmatched Courage (Soldier)''' - Soldier on like no other, completely ignoring the affects of all critical injuries for a short time. Pretty nice for high resistance characters whose only weakness is getting repeatedly crit'd. Could potentially make for hilarious scenes where you somehow moved full speed despite missing a leg, or managed to snipe someone while blind. *'''Counterespionage (Spy)''' - Exactly what it says, screw over someone else's attempts to spy on you with an opposed skill check. Other upgrades give Boost, remove Setback, or switch which skill you use for the base ability. The 'Turn Agent' upgrade lets you spend a Triumph to turn a known enemy agent into a double-agent working for you. None of this requires those affected by it to be physically present or even aware that its happening. *'''Unmatched Tradecraft (Spy)''' - Lie, sneak, and steal like someone who ''actually'' knows what they're doing with negative-dice deletion. Downgrade Deception, Stealth, and Skullduggery skill checks ''after you roll.'' Flip Destiny points to remove (up to three) purple, black, or red dice before resolving the results of your roll, up to twice a session (after all the upgrades are bought). *'''Rousing Oratory (Commander)''' - Remember how the Agitator can start a riot? Well this signature ability urges a group to take military action, even if they had no inclination to do so before. Giving you an instant army. *'''Unmatched Authority (Commander)''' - Spend strain during allied character's turns to downgrade the difficulty of their checks. =====Force & Destiny===== *'''Much To Learn (Consular)''' - Share a talent of yours with one of your allies for the rest of an encounter, ranks included (aside from Signature Abilities, obviously). Upgrades increase the number of allies affected and allow sharing of Improved/Supreme talents, which could lead to shenanigans like the entire party busting out Force powers as maneuvers or casually deflecting small arms fire. *'''Unmatched Negotiation (Counsular)''' - Downgrades the difficulty of all conversation checks in a round to remove the worst of the dice, adding more rounds with more upgrades. A pretty steep investment, but if everything is riding on one particular deal... *'''Fated Duel (Guardian)''' - "This one is Mine" that applies in personal combat. You lock a chosen opponent into a challenge where only the two of you can strike at each other. Good for a Guardian who has specialized as a Tank with the Soresu Form and heavy armour as it gives you the time to pin down a difficult opponent while your team mops up the easy enemies. *'''Unmatched Heroism (Guardian)''' - A bodyguard action combined with a series of Force Jumps. You can interpose yourself between allies and incoming attacks as an incidental, regardless of your relative positions and regardless of how often it happens. This lasts for several rounds as you leap around combat ''out of turn'' soaking up all the damage intended for your team mates. *'''Prophecy (Mystic)''' - Predict a single event, which is nice, but then you can spend a Destiny Point to ''make'' it happen when you choose. Starts out just about you, but can be improved to be about anyone listening, add boosts and remove setbacks to making the prophecy come true, or spend another point to make it happen ''again''. *'''Unmatched Destiny (Mystic)''' - Don't like your roll on a Force power? Roll it again! Or up to two of the dice, anyway. Boosts let you roll additional dice, use it more times per session, or multiply the total force points generated. About the only drawback is that you double whatever Conflict is generated by the check. *'''My City (Sentinel)''' - You know every street, rat, and crack house in town. Suffer stain to learn/recall the location of any person, group, or establishment in town, or other valuable details. *'''Unmatched Vigilance (Sentinel)''' - Ignore initiative results and choose the turn order for the first round of combat. [[Just As Planned]]. You go back to the regular initiative order afterwards however. *'''Unexpected Demise (Seeker)''' - You can forgo your maneuvers to gain an automatic "Triumph" on your next few combat actions. In addition, whenever you cause a critical hit on a Rival-level NPC ''(which you are going to do due to the Triumph)'' they simply drop out of the fight. Not as hilarious as "Last One Standing" but definitely has its place in fights against stronger opponents when the guaranteed Triumph can come in handy. *'''Unmatched Pursuit (Seeker)''' - A more immediate form of tracking which is quite situational. You designate a target within range, and you can get out of sequence maneuvers to stop them getting away from you. So whenever they move away, you move with them. Problem is, most unfriendly NPCs are generally going to charge you, with those attempting to get away doing so for narrative reasons rather than any sense of self preservation. Otherwise if they get away from you, just find their trail and do it the old fashioned way. *'''Deadly Reputation (Warrior)''' - Essentially gives the character the Adversary talent. Then it starts adding setback dice, gives it to those around you and upgrades combat checks a *second* time. Combine with a reactive or tank character for a really entertaining slaughter. *'''Unmatched Ferocity (Warrior)''' - Allows you to make a melee attack after a successful attack as an incidental, upgrading the difficulty by one. Later talents let you change the skill to brawl or lightsaber, or reduce conflict added (Each attack costs 1 conflict, 4 strain) or the strain costs. The tree can reduce it to 1 strain/conflict, or 3 strain, but there are easier ways to lay attack swarms on a character - like Vaapad or Ataru. =====Prequels===== *'''Peerless Interception (Jedi)''' - You become better at blocking and deflecting, making you harder to hurt. Hardly the most exciting ability. *'''Unmatched Teamwork (Clone)''' - You get free <s>aid another</s> assist once a round and (when upgraded) improve the results of assistance. This is crazy versatile and, at its worst, "just" makes allies more accurate and deadlier.
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