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====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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