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====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.
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