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====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.
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