Editing
Star Wars Roleplaying Game
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
====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.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information