Edge of the empire suns of fortune pdf

  1. Edge of the Empire - Suns of Fortune (SWE07)
  2. FFG Star Wars RPG Index
  3. The Best Free PDF RPG Adventure Modules That Aren't D&D
  4. Star Wars Roleplaying Game

Edge of the Empire - Suns of Fortune (SWE07) - Free download as PDF File .pdf ) or read online for free. For more information about the Star Wars: EDGE OF THE EMPIRE line, free downloads, answers to .. SUNS OF FORTUNE is a setting book designed to take. Edge of the Empire - (SWE01) Beginner Game FAQ vpdf, Edge of the Empire - (SWE07) Suns of sibacgamete.gq, , MB.

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Edge Of The Empire Suns Of Fortune Pdf

Index of /public/Books/sibacgamete.gq Wars RPG - FF/Edge of the Empire/ [ SWE07] Suns of Fortune - Corellian sibacgamete.gq M. Bookmark. suns of fortune. Modular . suffers a minor collision (see page in the EdgE of . thE EmpirE Core Chapter VII of the EdgE of thE EmpirE Core Rulebook. Preview the Modular Encounters from Suns of Fortune the upcoming release of Suns of Fortune, an Edge of the Empireā„¢ sourcebook for Click on the above thumbnail to download Taming the Dragon (pdf, MB) and.

Development[ edit ] In the s, Wizards of the Coast WotC owned the license for all Star Wars' collectible card and roleplaying games. When the license expired in May , WotC declined the offer to renew it. The first installment of the "trilogy" was first sold in a beta version Star Wars: Edge of the Empire Beta in late Fantasy Flight initially drew criticism for releasing a beta version, making people pay twice, and for the extra expense of the unusual custom dice; but reviews after launch were enthusiastic about the dice, with Game Informer saying "In practice, this system offers tremendous flexibility to allow the players to participate in the storytelling process, rather than just waiting for the GM to respond after a die roll. The players talk together about how to interpret a roll of the dice, and shape the results to make the most exciting story. It also speaks strongly to the cinematic nature of the Star Wars universe; characters in the movies often succeed or fail along with potent side effects. Release timeline[ edit ] In the following release timeline, supplements are not included, however the timeline includes dice sets and the principal rule-containing products from all four lines of standalone games, including beta versions, beginner games, and core rulebooks.

Fools Rush In Free Download: Here If you haven't gotten into full metal fantasy just yet, do yourself a favor and pick up that Iron Kingdoms core rule book or the Unleashed spin-off that focuses on monstrous races.

The production values are off the charts on this one, and the Steamjacks-meet-magic world is a thing of absolute beauty. To get started in this unique world, Fools Rush In has the characters engage in a heist to get back an object of blackmail, culminating with a crazy waterfront brawl. Adventure and danger abound as they try to survive between warring tribes and an active volcano. Rules are introduced progressively throughout the adventure, so even if you've never played Open Legend before, a group can easily pick this up and get started without much prep at all.

Both of these modules cleave closely to classic ideas like being captured by a mad wizard or going through a rite of passage in a radioactive wasteland, but they present their familiar concepts with quite a bit of finesse and fun. The link above goes to an updated version that has been expanded and fleshed out since the module was originally written back in the '90s. A good place to start is to hit up a site like RPG Now , filter by your preferred publisher, and set the search terms to "pay what you want.

If your group loved the Starz TV version of American Gods, they will have a killer time here, and this intro module showcases the system well so that you can then dive in with your own custom godlings in future campaigns. Get drunk, pull out your best accents and overacting, and have a good time! This one works well as an introduction for new players into the Warhammer 40K universe and features a good mix of investigation for the Inquisition and some good old-fashioned heretic-purging.

Everything you think you know about Battletech history gets turned upside down in this alternate universe, allowing the group quite a bit of freedom in straying from established canon. Those people are flat-out wrong. 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.

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 hip-shooting normally mounted weaponry and doing massive damage while you spray lasers all over the place. It's awesome in concept, but for serious damage dealers this only helps you wield big weapons, it doesn't actually help you hit with them.

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. 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 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 pistols "Ranged: Light" weapons and initiative-order trickery.

Edge of the Empire - Suns of Fortune (SWE07)

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, 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.

Outlaw Tech - Remember how the scout could pull items out of his ass? 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 munchkin and can't really deny it. Slicer - There is something called " 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. With "Machine Mender" and "Deft Maker" you're good at making them, modifying them and repairing them. Plus with lots of "Speak Binary" you're good at talking to them and getting them to boost their dice use. You also get "Eye for Detail" twice, and the ability to salvage parts from one item to repair another, without destroying the first item.

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.

Age of Rebellion[ edit ] 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 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.

Your mileage may vary since mounted characters might be rare in your campaign.

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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 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. 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.

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. Sapper FO - Essentially a Techmarine , you are the combat mechanic who can fortify your location , or 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 more about being good in a fight.

There is armour, resilience, melee and ranged buffs going for them. 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. 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. In fact, it's the exact same tree as Heavy for Hired Gun, so you could conceivably cross-class from Heavy into Heavy and carry some really, REALLY big guns, while ignoring the non-ranked talents the 2nd download-through though actually you can't because they are considered the same specialization.

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 opponent's in melee Scout - just like the Explorer, works well here for stealth reasons and being able to go solo. 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.

So get good ranged defenses and don't get caught. 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.

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.

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Another talent lets you raise your Cunning attribute until the end of an encounter, which can be a potent boost in certain builds. 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. 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. Also lets you cheapen the XP costs of up to four skills, two of which you get to pick, which is always appreciated. 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.

It's the only career with Supreme Parry so you can block for days rather than tiring yourself out. 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. 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. 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.

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. 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. 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.

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.

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. 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.

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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 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.

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