Star Worlds:Careers

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Characters begin play with a single Career choice and each has its own rules as listed below. It should be noted that a Droid can never take the Jedi Career, and living beings may not take the Droid Career.

Notes on selecting multiple Careers: Since you must give up a Skill to gain a second (or third) Career path, you can choose to take either half of the starting bonuses that Career would give you OR immediately choose one of that Career's Abilities.

For example, if you pick up the Jedi Career at Level 3, you would give up your choice of a new Skill and either take one of the Jedi Abilities OR you could come across a free lightsaber. If instead you picked up Soldier, you give up your choice of a new Skill for either the Athletics Skill OR immediately get one of the Soldier's Abilities. In the case of picking up Scoundrel or Noble, your only option is to pick up one of their Abilities.

To reiterate: Any time you would Level Up and gain access to a new Ability you may choose anything that is within those two (or three) Careers.

The Jedi[edit]

The Jedi are an ancient order of knights who wield the force in order to pursue harmony and balance in the universe, sometimes acting as law enforcers for the Republic. Jedi begin with a light saber and choose one Ability from the list.

During the Dark Times, Emperor Palpatine has made it his personal quest to drive Jedi to extinction. Thus, not only at Jedi rare during this era but they are also constantly hunted by the Empire and anyone looking for a payday.

  • Blade Master: When you inflict damage with your light saber, roll an extra damage die and keep the better of the two results.
  • Consular: You can enter negotiations, bargain, or parley, even with the most disagreeable of people, as long as they are intelligent enough to understand. Also, you can attempt to use a mind trick to deliberately alter someone‟s thoughts or plant an idea, fooling them into getting confused or distracted.
  • Force Acrobatics: You can defy gravity by using the force to leap, flip, tumble, and climb with superhuman agility.
  • Force Control: You possess a powerful telekinetic ability. You can attempt to Force Push or Pull, as well as levitate heavy objects and even crush matter into itself.
  • Gray: You walk the line between light and darkness. You can attempt to force choke or force lightning a nearby victim at the risk of becoming corrupted by the Dark Side.
  • Guardian: When you have your light saber out, your protective techniques help keep you safe from you incoming damage, granting +1 Armor.
  • Mend: Once per day, by spending a few minutes meditating, you can remove a Condition from yourself or an ally you make physical contact with using the Force.
  • Sentinel: You are particularly sensitive to the presence of the dark side, and can hone in on the location of dark side activity with speed and accuracy. Also, with some concentration, you can mask your presence from other force-sensitive beings.

The Soldier[edit]

Soldiers are fighters, marksman, criminal enforcers, commandos, mercenaries, bounty hunters, raiders, or gunslingers. They begin with the Athletics skill, and choose one Ability from the list.

Rebel forces are chock full of Soldiers, as is the Empire, however any independent world with its own personal military also has them. The famed Mandalorians are full of Soldiers as well, and probably the most exemplary version of them. Whenever there is a war to be fought, Soldiers can be found.

  • Bounty Hunter: You are licensed and trained in the pursuit and apprehension of beings with bounties on their head. When fighting or subduing them, add +1 die to damage and keep the better of the two results.
  • Brawler: When outnumbered by enemies, you get +1 to armor.
  • Hardened: Add +6 to your Vitality.
  • Interceptor: Once per day, as long as you're nearby and you can explain it in the fiction, you can intercept an attack made against an ally, taking the damage instead of them.
  • Commando: Get +3 to all ranged attack damage when you are firing from a superior position on the field. Also, the weight of your armor should never have a negative effect on your ability to move stealthily.
  • Tactical Defense: Any Hirelings under your command get +1 to Armor as long as they can see and hear you.
  • Slugger: Your unarmed attacks become light melee weapons and, when wielding a heavy melee weapon, you get +2 damage to attacks.
  • Tank: The weight of your armor will never change your speed to less than Fast. You can also carry an extra heavy item.

The Outlander[edit]

Outlanders are explorers, fortune hunters, rangers, road wardens, pathfinders, or wanderers. They begin with the Survival skill, and choose one Ability from the list.

Many worlds in the galaxy are civilized and have been fully explored, but just as many are ruled by Nature. This is where the Outlander shines, blazing trails and discovering hidden places. They are more at home surrounded by foliage and wild creatures than buildings of duracrete and neon advertisements.

  • Bush Pilot: You can use Daring when piloting a ship as opposed to Acuity. Also, once per day, you can reroll any roll having to do with piloting a ship, using the ship's weapons, or using the ship's communications systems.
  • Dodge: Once per day, ignore the damage from a single attack.
  • Expertise: Pick another Skill.
  • Gearhead: You have a sizable workshop in a permanent location with a Specialist on retainer. Outside of the workshop, Also, you can make temporary repairs in a fraction of the time it takes a normal person using scavenged parts.
  • Jack of All Trades: You dabble in just about everything. Get +1 to any Attribute rolls in where you are not using a Skill.
  • Scout: When you take the lead in a dangerous location or wilderness area to scout ahead, you always spot your targets before they spot you.
  • Stalker: Add +3 damage to ranged attacks when the target doesn't see you. Also, when you attempt to track something or someone, you can do so quickly while on the move.
  • Survivalist: Once per day, you can ignore the damage or effects of an environmental hazard. Also, you always find enough food and water for yourself while surviving in the wilderness.

The Scoundrel[edit]

Scoundrels are thieves, swindlers, consultants, seductresses, smugglers, thugs, pirates, miscreants, gamblers, bandits, troublemakers, or other ne'er-do-wells. They begin by choosing two Abilities from the list.

All walks of life have to deal with Scoundrels at one point or another. Interaction with a Scoundrel can be quite dangerous but also extremely beneficial, depending on their prerogative. Many Scoundrels are swayed by credits and some are so greedy that they can be bought off in the middle of a firefight.

  • Duck and Cover: You are an expert at using the environment for your protection, getting +1 to your armor against ranged attacks as long as you're not out in the open.
  • Getaway: Once per day, you can automatically flee a location sprinting, dodging, and ducking to avoid pursuit.
  • Opportunist: When you and your allies overpower your opponents, you inflict +2 damage.
  • Quickness: As long as you're wearing light or no armor, you always act first and can react when suddenly surprised. Your Speed is always Sprint in light armor.
  • Sleaze: When you pick locks or disable security mechanisms, you can do so quite quickly and unnoticed while in plain sight.
  • Slicer: You can use the Technology Skill to hack into computers and take control of networks.
  • Smuggler: You can attempt to hide things in plain sight. In addition, once per day, even after getting thoroughly searched, you can produce a small, inexpensive and useful item from your person.
  • Trader: Once per day, you can halve the price of a purchase thanks to the different connections you have with distributors, merchants, tradesman, and smugglers. Also, you can tell the approximate value of artwork and trade goods once you've inspected them without having to roll.

The Noble[edit]

Nobles are the idle rich, dilettantes, wealthy merchants, robber barons, politicians, government officials, notable representatives, Imperial or Republic magistrates, or related to royalty. They begin by choosing two Abilities from the list.

Most Nobles don't make a habit of getting into conflict, preferring their minions do the fighting for them. They are more comfortable directing the action than taking part it in. However, some prefer to take matters into their own hands, seeing the incompetence of other Nobles all around them.

  • Adviser: When you spend a few minutes explaining to someone how to perform a task for which you have an applicable Skill, they can roll as if they had that Skill for that one attempt.
  • Bolster: Once per day, give a word of confidence and encouragement to increase an ally's morale. They immediately heal 1d6 Vitality.
  • Connected: You can attempt to obtain favors from other Nobles, whether getting a loan, an invitation to a party, or introductions to other important people.
  • Entourage: You have two body-guard Hirelings that accompany you at all times. They count as Goons. If they die, you can hire new ones, but you only have to pay the initial fee – after that they stay on permanently.
  • Guarded: Once per day, you can redirect any attack against you to one of your Hirelings as long as they are nearby and you describe it in the fiction.
  • Immunity: Your status has awarded you with some level of diplomatic immunity. You have legal documents or more shady leverage saying you cannot be arrested by local authorities and must be handed over to your superiors.
  • Linguist: You know almost as many languages as a protocol droid. When you encounter a new language roll Acuity; success indicates you are familiar with it. Once per day, you may reroll Influence and take the better result.
  • Strategy: When you take a few minutes to formulate a battle plan, allies get +1 to any rolls that follow that plan.

The Droid[edit]

Droids are mechanical beings that possess a self-aware consciousness driven by advanced artificial intelligence. They come in a variety of designs and purposes. You must take the Droid Species to take this class. All Droids start with the Automaton Ability and choose one of the other Abilities listed.

Built with a purpose in mind, Droids come in one of five classes (though some are reprogrammed in order to subvert expectations). Class 1 works with math, physical science, and medicine. Class 2 was designed for engineering and technical science. Class 3 represents the social aspect of living creatures. Class 4 are dangerous units designed for war. Class 5 is used for manual labor or to work in hazardous areas.

  • Automaton: You do not need to breath, eat, or sleep. You do need to maintain a power source however. Vitality is represented in the fiction by surface level damage, sparks, small fires, but ultimately non-critical damage. You don't feel pain, but you may feel stress when Wounded or Dying. As long as you aren't disintegrated, you can always be rebuilt and rebooted. You memory is subject to erasure. You take +1 Ion damage whenever it is received.
  • Advanced Interface: Your chassis is equipped with an advanced cyber-interface jack. If you can interface directly with a device by physically connecting to the data-input, you can attempt to use, hack, manipulate or reprogram that device without any other tools.
  • Alloy Plating: Your internal circuitry is protected by a durable composite metal shell, granting you +1 to Armor against everything but Ion damage.
  • Combat Rig: You have either a Light Weapon or Blaster Pistol built into your chassis. It is retractable and concealable. You cannot be disarmed of this weapon unless you lose the limb the weapon is mounted on or a knowledgeable technician with access to a workshop spends a few hours to remove it manually. You get +1 to rolls when attacking with this weapon.
  • Does Not Compute: Your well programmed circuitry is immune to attempts at manipulation and deceit that is emotionally based (e.g. pleading for help, playing off greed, evoking pity).
  • Hyper-processor: You have an advanced processor that can analyze situations with hyperfast speeds. Once per day, you can turn a Failure into a Problem, or a Problem into a Success.
  • Imposing: You have a large frame well-suited to carrying heavy loads. Your features instill a sense of dread in those that would fight you, granting a +1 on Menace checks to be intimidating. However, you have trouble going through small doorways and corridors.
  • Medi-Hypo: Once per day you may inject a living being with a dose of bacta which instantly heals them for 1d6 Vitality and removes the Exhausted Condition.
  • Protocol: Not only are you fluent with almost every known language in the galaxy, you have a robust database of cultural knowledge pertaining to customs and etiquette for thousands of different species and nations. You gain +1 on any roll where manners make a difference.

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