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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 Cunning-based style heavily focused on dealing with ranged attackers and being defensive, but 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.

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, so might as well tack it on to the most urban force using career. 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. 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.

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. 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 [ edit ] 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. Their announcement page describes them as relying on their peak physical fitness and advanced training so they'll likely receive talents to buff their physical abilities and skills, as well as something to represent their creativity and independence.

Clone Commander CotR An interesting spec choice considering the officer claims to represent commanders as well. 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. But we can expect at least some combat focused ones as well, and it will undoubtedly have at least another rank of Clanker Killer 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 leadership abilities. Jedi Master CotR - Requiring three force die to qualify for and explicitly does not require the actual title of 'Jedi Master'. What it actually does is unclear as the talents visible in the preview are all generic Strangely, all the lightsaber styles are out of class for Jedi Universal [ edit ] 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.

Rebel Recruit AoR - A universal specialisation providing a broad set of low level combat and utility abilities. Limited to male humans for obvious reasons, but you could probably convince your GM to let you refluff it as a member of 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. Generalised social and skullduggery-oriented tree. Kind of mediocre, but does have an utterly hilarious end-tier talent called 'Prepare to be Boarded!

Despite having no force abilities, lets you do 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.

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.

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 do sick drifts in a Nebulon-B. 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.

Death Watch Warrior CotR - From what we've seen so far this appears to be a fairly defensive spec focused on maneuverability with a jetpack.

However the lower half of the tree may well provide some much needed firepower. Senator CotR - Keeping war off our shores Another talker specialization, but with a career attached to it. Separatist Commander CotR - The first official support for actually playing as the 'bad guys' in the entire system! It only took 27 books to get to As expected, it's another commander specialization, with some mass combat abilities.

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. 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.

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. 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 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 - 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. 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.

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 immediately 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 [ edit ] 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. 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.

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. 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. 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. 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. 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. 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.

Equipment [ edit ] Like any good FFG system, it is heavily equipment based, meaning that any character with a decent set of gear can overcome nearly every problem, so differences between character levels means significantly less than it does in other systems. Crafting [ edit ] FFG actually came up with a fairly elegant system for crafting equipment. Lightsabers [ edit ] Lightsabers are in, and work exactly how they are expected to, so no underpowering them for the sake of game balance.

That still doesn't make people into jedi sword masters though, since each style has to be learned separately just like any other career specialisation, plus Lightsabers are still rare and illegal, so finding one should be a challenge. Rise of the Separatists revised the lightsaber mechanics to separate hilt from crystal. Takes 1 Hard Point slot. Ghostfire 14, 9 6 2 Breach 1, Sunder 8 2 Breach 1, Defensive 2, Sunder The wielder can spend 4 Advantage or 1 Triumph result in an attack check to prevent the opponent from using the Parry talent.

If user drops below 50 Morality then crystal ceases to function. Also takes up 4 hard point slots. The GM may spend four disadvantage or one despair to have the lightsaber sputter out and deactivate for one hour. Varpeline 14, 9 8 3 Breach 1, Vicious 1, Sunder 9 3 Breach 1, Vicious 3, Sunder When spending a Triumph result to cause a critical hit, they may spend a second Triumph to automatically get the 'Maimed' result without having to randomly determine it.

Zophis Crystal 11, 10 8 2 Breach 2, Sunder, Vicious 1 10 2 Breach 2, Sunder, Vicious 1 When activating the sunder quality, may damage targeted item by one additional step.

GM may spend 3 disadvantage or 1 dispair result to deactivate the lightsaber for one turn. If a Force Sensitive wielder raises their morality to above 70, they may 'reclaim' the crystal, whereupon it no longer provides Black for force checks, but also loses the Vicious Quality.

The Force [ edit ] Despite Jedi not being the focus of the setting, the Force is present if players want to use it. Battle Meditation: Grants floating 'success' results to friendly targets whenever they make dice rolls, upgrades grant you more targets at further range with more successes. Additional side-grades allow you sustain the power by committing force dice, or to send simple communications to your troops, or to share skill competencies with the best character in the target group.

Bind: Freeze a target for a few rounds, if you're a dark side user you can also inflict wounds at the same time ie: force choke. Increases to this skill give you more range and more targets and longer duration. With Mastery raise Force 'zombies' to do your bidding and give you nice mounds of Conflict.

This power lets you win at those and live forever, much like the iconic Darth Sion, who essentially just never turned this power off.

Upgrading allows you to widen the range of skills you can apply your results to such as piloting, or brawling. You also get some cool side-grades that give you the ability to Force Jump or commit force dice to your physical stats, increasing them for indefinite duration.

Farsight: Savage Spirits Give yourself the ability to ignore blindness, or any condition that would prohibit your sight. Can also boost your perception or vigilance skills, see through walls, or even leave your body and gain vision from a different perspective at close range.

The cheapest force power to obtain at a cost of 5 points instead of 10 or more for the base power and most upgrades only cost 5 points. Foresee: See up to one day into the future You can upgrade to pick out more details, or the number of days you can see. Of more immediate use is the ability to use this power at the same time as you roll for initiative, jumping you up initiative order, providing free maneuvers to your friends and lowering the defenses of your enemies.

You can also use the force combined with medicine to cure critical injuries. Full mastery of this power allows you to bring someone back from the dead, as long as they only died last turn. The 'Harm' version of this power is pretty much the exact opposite, but used by Dark-siders, and generates a whole lot of Conflict points. Imbue : Disciples of Harmony Pat someone on the back and boost one of their basic characteristics by 1 until your next turn, but limited to once per encounter for each character.

Can eventually be increased in range and sustained by committing force dice, and sharing one of your skill ranks. Rule System. Product Type. Non-Core Books. Other Tabletop Games. Science Fiction.

Fantasy Flight Games. Pay What You Want. See all titles. Publisher Website. Follow Your Favorites! Sign in to get custom notifications of new products! Format Publisher PDF. Start Over. Advanced Search. Newest Titles in This Section. Need help? Common Questions FAQ. Submit Suggestion. Contact us. My Library. The Adventure Journal was published in novel format of around pages, and consisted of adventures and articles for the game, plus short stories intended to provide inspiration for gamemasters and news relating to Star Wars.

WEG's license to produce Star Wars material was lost after the company declared bankruptcy in , and the license was later picked up by Wizards of the Coast, who held it until Star Wars: The Roleplaying Game was ranked 9th in the reader poll of Arcane magazine to determine the 50 most popular roleplaying games of all time. The rich and varied background already created by the movies helps a great deal, but there have been many games based on great fiction, and few of them work nearly as well as Star Wars: The Roleplaying Game.

Everything about the system has been designed to complement the setting's unique blend of fantasy, science fiction and myth, and to recreate the same feel and atmosphere as the movies. A clever set of guidelines covers the use of the Force, complete with details of both its Light and Dark sides, enabling characters to make heroic efforts and pull off the kind of stunts that are vital to what Star Wars is all about. Four board games were published and coincided along with the role-playing game, all of them by West End Games:.



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