Number of posts : 6401 Age : 44 Location : Southampton, UK Registration date : 2009-02-23
Subject: Dynamic RP: Classes Fri Aug 13, 2010 3:51 pm
"Your friend is quite a mercenary. I wonder if he really cares about anything... or anybody." - Leia Organa
A COUPLE OF NOTES ON CLASSES: 1. Although they are designed to resemble them, these Classes are not the ones found in Star Wars: The Old Republic, they are closer to those found in Star Wars: Saga Edition d20 RolePlaying. Plenty of aspects have been borrowed from TOR however. 2. All 8 Classes from TOR are included here as well as a new, ninth Class: Noble. Covering the Senators, members of Noble Houses, Royalty and the Super-rich, this class is designed to be slightly less combat-orientated, but makes up for it with influence and political power. 3. Factions: D-RP is not as strict as TOR when it comes to Factions: Bounty Hunters = Neutral, can work for The Empire, The Republic, or anyone else. Imperial Agents = Work exclusively for the Empire. Jedi Consulars = Work for The Jedi Council, but can also be 'gray' Jedi Knights = Work for The Jedi Council, but can also be 'gray' Nobles = Work for themselves, and whomever happens to be in their good favour. Sith Inquisitors = Work for the Sith Emperor, but can also be 'gray' Sith Warriors = Work for the Sith Emperor, but can also be 'gray' Smugglers = Neutral, can work for The Empire, The Republic, or anyone else. Troopers = Work for both Factions. You get Republic Troopers and Sith Troopers but statistically, they are identical.
Bounty Hunter
The Bounty Hunter capitalizes on the vendetta of others, tracking down fugitives for their enemies, their masters or simply for justice. The best Bounty Hunters are the ones who can stay emotionally detatched from either employers or their quarry - although Bounty Hunters who hate their prey often make more spectacular kills. Not all Bounty Hunters kill. Some employers reserve that pleasure for themeselves, or plan to give the quarry a more or less fair trial. Some Bounty Hunters have reservations about taking life unneccesarily. Regardless of his methods, a Bounty Hunter still has to produce the quarry to receive payment. Overkill is generally not a good idea.
BOUNTY HUNTER TRAITS
Faction: Neutral. Bounty Hunters go where the credits are. Starting HP: +15 Starting Skills: Bounty Hunters begin at level 1 with: * 3 Major skills (9 Ranks) * 5 Average skills (6 Ranks) * 8 Minor skills (3 Ranks) Suggested Class Skills Armour, Computer, Fortitude, Galactic Lore, Mechanics, Perception, Persuasion, Pilot, Pistols, Research, Rifles, Unarmed. Starting Feats: Bounty Hunters get 4 Feats at level 1 and can select any (Except Force Training & Strong in the Force) so long as they meet the requirements.
Starting Abilities: * Vent Heat: Once per encounter a Bounty Hunter vents all heat built up from firing weapons, reducing heat to 0 and allowing the Bounty Hunter to cause a second round of havoc without waiting for heat to disperse. In game terms this allows the Bounty Hunter to fire a second time in a single round. * Nowhere to hide: You may choose to reroll any Research Skill check attempted while trying to find information on your paticular target, however you must keep the second roll even if it turns out to be worse. * Hunter's Mark: If you spend a full-round action aiming, your next attack against your target will 'mark' them, allowing you to ignore the first 5 points of their armour or a successful Reflex Skill check, whichever is higher. Only one target may be 'marked' at a tiime.
Starting Funds: Bounty Hunters begin play with 6d4x1000 credits.
Starting Equipment: 1 melee weapon of choice, a pistol (or twin pistols if the character has dual wielding) of choice, a rifle of choice, one suit of light or medium armour of choice up to the value of 6,500 credits, a motion-sensor visor, a Hair Trigger weapon mod, Improved Energy Cell weapon mod, 3x armour mods of choice and several sets of restraints to bring in Bounties alive. The Bounty hunter also has Starfighter-class Starship of choice if agreed with the Storyteller.
BOUNTY HUNTER CLASS PROGRESSION
Level 2: * Familar Foe: By observing your enemy in combat, you know how to defeat him more easily. If you spend a full-round action observing your enemy in combat, you gain a bonus to your attack roll against them as well as a bonus to your Reflex Skill while dodging attacks from them. This bonus is equal to your level as a Bounty Hunter (minimum of +2). You cannot use this ability until your opponent has acted first. *An additional +10 HP *+1 Ability Point *+4 Skill points
Level 3: *An additional +15 HP * Hunter's Target: Once per encounter as a free action you may designate a single opponent. For the rest of the encounter if you succeed in causing damage with either a melee or ranged attack against them you gain a bonus on damage equal to double your Bounty Hunter level (minimum of +6) *+1 Ability Point *+1 Feat
Level 4: * Notorius: Upon reaching 4th level the Bounty Hunter gains the "Notorius" Feat for free. *An additional +15 HP *+1 Ability Point *+6 skill points
Level 5: *An additional +20 HP * Ruthless negociator: When haggling over the price of a job / bounty using your Persuasion Skill, you may reroll the skill check and keep the higher amount *+1 Ability Point *+2 Feats
Last edited by Lunarwolf on Mon Sep 06, 2010 12:30 pm; edited 12 times in total
Lunarwolf Chief Operative
Number of posts : 6401 Age : 44 Location : Southampton, UK Registration date : 2009-02-23
The Empire dominates scores of star systems across the galaxy, but not through the power of the dark side alone. Behind the scenes, the cunning Agents of Imperial Intelligence track down and eliminate the Empire’s enemies—from intractable Republic senators to traitorous Imperial Moffs to bloodthirsty rebels with Republic ties. Imperial Agents must master the arts of infiltration, seduction, and assassination to advance the Empire’s causes; they face the opposition of a terrified galaxy and the capriciousness of their own Sith overlords.
Imperial Intelligence cultivates a notoriously vast and efficient network of informants, enabling the Agent to navigate the galaxy’s political landscape with effortless suave. Naturally, the Agent’s allegiance to the Empire is without question, but great latitude exists for those so closely attuned to the Empire’s secret agendas—Agents often harbor their own mysterious motivations as well. Having pierced countless layers of intrigue, these spies know of conspiracies within conspiracies. Even close contacts find it hard to predict what an Imperial Agent will do until it’s done.
The most elite operative within Imperial Intelligence is the ‘Cipher’ Agent—recruited and trained to carry out the most dangerous and sensitive assignments the Empire has to offer. Whether working undercover or carrying out assignments in broad daylight, the Cipher races along the razor’s edge of disaster, using carefully orchestrated tactics that leave little room for error—the smallest slip-up can be catastrophic. Each successful mission, however, shifts the galactic landscape in the Empire’s favor, and the Agent plays a supremely critical role in securing Imperial domination.
IMPERIAL AGENT TRAITS
Faction: Empire Starting HP: +10 Starting Skills: Imperial Agents begin at level 1 with: * 5 Major skills (9 Ranks) * 6 Average skills (6 Ranks) * 6 Minor skills (3 Ranks) Suggested Class Skills: Acrobatics, Athletics, Computers, Concentration, Galactic Lore, Guile, Insight, Mechanics, Melee, Perception, Persuasion, Pistols, Reflexes, Research, Stealth, Thievery, Unarmed, Willpower. Starting Feats: Imperial Agents get 3 Feats at level 1 and can select any (Except Heavy Armour, Force Training, & Strong in the Force) so long as they meet the requirements.
Starting Abilities: * Take Cover: As a standard action, an Imperial Agent can find cover to hide behind, making them harder to hit. So long as they remain behind that cover (or it is destroyed), they get a bonus of +4 to the Reflex Skill check for the rest of the encounter. * Laze Target: The Imperial Agent sacrifices one of their attacks to 'paint' a target with an invisible lazer-tracer which aids in targeting with their own weapons. For the rest of the encounter, the Imperial Agent gets +2 bonus to hit that target with ranged weaponry. (Can only be used once per encounter) * Brutal Splice: Once per encounter the Imperial Agent can attempt to break into a computer system to perform an action (open security doors, retrieve information etc) using top-secret imperial splicing tech. Doing so grants them the ability to 'Take 10' on the check (adds +10 to the skill roll) but actually damages the computer being spliced so that it cannot be used for 24 hours while the system reboots and repairs itself.
Starting Funds: Imperial Agents begin play with 4d6x1000 credits.
Starting Equipment: 1x small and 1x medium melee weapon of choice (for example a knife and sword), 1x pistol of choice and 1d4 adhesive grenades or an Assault Blaster Rifle (effectively a sniper rifle). A suit of light powered battle armour (fitted with Shadowskin mod) , a choice of 4x weapon mods and 3x implants, a Computer Interface Visor, Stealth Field Generator, and their choice of 2000c worth of roguetech. They may also have a suitable small Starfighter-class spacecraft at the Storytellers discretion.
IMPERIAL AGENT CLASS PROGRESSION
Level 2: * Dart Attack: The Imperial Agent can fire a tiny dart at an opponent and so long as they not wearing heavy armour they run the risk of being knocked unconscious. The Imperial Agent makes a Pistol attack which has a +5 bonus to hit. If even a single point of damage is applied, the opponent must succeed a Fortitude roll (The TN = The Imperial Agents' total attack roll + their level - example a 2nd level Imperial Agent who got 15 on their roll would create a TN of 17). If the opponent fails the roll they are knocked unconscious for the remainder of the encounter. If they succeed they are still dazed and are at -2 to hit and Reflex rolls for the next 2 rounds. *An additional +8 HP *+1 Ability Point *+6 Skillponts
Level 3: * Portable Cover: Works the same as 'Take Cover' except that the Imperial Agent can activate a portable force-shield as a standard action. As with 'Take Cover' it provides a +4 Reflex bonus. If Portable Cover is used while the Agent is 'Taking Cover' this bonus increases to +6. *An additional +12 HP *+1 Ability Point *+1 Feat
Level 4: * Combat AI Droid: Once per encounter the Agent can summon a Combat Probe Droid (who is often close to the Agent but stealthed), who appears and aids the imperial Agent in combat. It constantly heals the Agent of 4 hp per turn, plus engages the same opponent the Agent is, offering a +3 'synnergy' bonus to the Agent's chance to hit. The droid has 35 HP, a Reflex score of 8 and a Foritude score of 6. They cost 2,500c to replace. *An additional +18 HP *+1 Ability Point *+8 skillpoInts
Level 5: *An additional +20 HP * Orbital Bombarment: Once per encounter the Agent can call down a large beam attack from his/her ship in space, laying waste to a large area (10ft x 10ft). The calling of the beam is a full round action so is usually used from cover and instantly hits anyone in the blast circumference, friend or foe. Almost imposible to dodge (TN30), anyone in the blast can make a Fortitude save for 1/2 damage if wearing armour, but the beam does 3d10+5 energy damage. *+1 Ability Point *+4 skillpoints *+2 Feats
Last edited by Lunarwolf on Mon Sep 06, 2010 12:32 pm; edited 12 times in total
Lunarwolf Chief Operative
Number of posts : 6401 Age : 44 Location : Southampton, UK Registration date : 2009-02-23
Subject: Re: Dynamic RP: Classes Fri Aug 20, 2010 11:24 am
Noble
Members of the Noble class use their intelligence and natural charisma to make their way in the Galaxy. From true royalty to elected officials, miltary commanders to crime lords, traders, merchants, ambassadors, holovids stars and influencial corporate magnates, characters who appear in the Noble class are varied and numerous. Some bring honour to the name. Others are sly, tretcherous and dishonourable to the core. With a winning smile, a golden tongue, a powerful message, or a knack for making compromises, the Noble commands respect, makes friends an inevitably influences people.
NOBLE TRAITS
Faction: Either or Neutral Starting HP: +8 Starting Skills:Nobles begin at level 1 with: * Major skills 5 (9 Ranks) * Average skills 5 (6 Ranks) * Minor skills 5 (3 Ranks) Suggested Class Skills: Computers, Galactic Lore, Guile, Insight, Medicine, Perception, Persuation, Pilot, Research, Science, Willpower. Starting Feats: Nobles begin play with 4 Feats at level 1, chosen from the following list: Acute Senses, Attract Follower, Barter, Bolster Allies, Erudition, Inspire Awe, Notorious, Skill Training, Skill Focus, Skill Specialisation, Skill Mastery and Wealthy. Starting Abilities: * Demand Surrender: Once per encounter, you make a Persuation check as a standard action to demand surrender from an opponent who has been reduced to 50% or less hit points. The TN is your opponent's Willpower Score. If you succeed it surrenders to you / your allies, dropping any weapons carried and making no hostile actions. If the opponent is a hgher level than you they get a +5 Willpower bonus. Should you or any of your alliest attack this person after they have surrended the effect is broken and they may act normally. This is a mind-effecting action. * Born Leader: Once per encounter, as a swift action, you grant all allies within your line of sight a +1 bonus on all attack rolls. This lasts as long as your and your ally are in line of sight, or until the encounter ends. The effect is broken if you lose sight of one another or if you are unconscious. This is a mind-effecting action. * Connections: Your are able to obtain liscenced, restricted, military, or illegal equipment without having to pay a liscencing fee or endure a background check, provided the equipment is equal or lower in value to your Noble Class x 10,000 credits. In addition, when purchasing Black Market items you are able to purchase them at 1/2 the listed price.
Starting Funds: Mobles begin play with 8d10x10,000 credits.
Starting Equipment: Quite literally anything they can afford with the above starting funds PLUS a starship of their choice up to the value of 5 million credits. This is a one-off stating deal allowing the Noble to purchase 1x ship at that cost. The player cannot split the amount (cannot get x2 2,5mil ships.) They cannot select from ships that have no price tags, and lastly any credits out of this 5million not spent on a starship or modding them, is forfeit.
NOBLE CLASS PROGRESSION
Level 2: * Spontanious Skill: Sometimes you surprise others with your skill. Once per day you can add +5 to any one skill roll, even if you do not have the skill in the first place (Does NOT include the skill Use The Force - unless you actually have it - but DOES include the skill Lightsabers). *An additional +10 HP *+1 Ability Point *+ 5 Skill ponts
Level 3: * Fearless Leader: As a swift action you can make a courageous example for you allies. For the remainder of the encounter your allies get a +5 Willpower bonus to resist Fear effects of all kinds so long as you are within sight of one another. *An additional + 10 HP *+1 Ability Point *+1 Feat
Level 4: * Trust: Once per action you can inspire another so greatly that you give them a burst of energy, but it takes your concentration to inspire them. In game turns you sacrifice your standard action so that they get 2 actions this round instead of one. *An additional + 15 HP *+1 Ability Point *+8 skill poInts
Level 5: *An additional + 15 HP * Rally: Once per encounter you can rally your allies and bring them back from the edge of defeat. As a swift action, any allies within your line of sight who have less than 50% HP gain a +2 bonus to their Reflex and Willpower scores as well as +2 damage to all opponents until the end of the encounter. *+1 Ability Point *+2 Feats
Last edited by Lunarwolf on Mon Sep 06, 2010 12:33 pm; edited 12 times in total
Lunarwolf Chief Operative
Number of posts : 6401 Age : 44 Location : Southampton, UK Registration date : 2009-02-23
Subject: Re: Dynamic RP: Classes Fri Aug 20, 2010 11:24 am
Jedi Consular
For more than 20,000 years, the Jedi Order has worked to promote peace and balance in the Galactic Republic, but each new day brings with it a new threat, promising to rip the Jedi and the entire galaxy apart. If the Republic is to survive, it needs leaders and visionaries; it needs the Jedi Consular.
Jedi Consulars channel the power of the Force for strength in combat and wisdom in diplomacy. Years of arduous training and meditation have sharpened Consulars’ minds to cut to the truth as cleanly as their Lightsabers cut through their foes. Whether unlocking long forgotten mysteries of the Jedi, raising armies to fight for the Republic or engaging in mortal combat with Dark Lords of the Sith, the Consulars’ deep attunement to the Force gives them all the power they need to rise to the occasion with poise and balance.
Intimate attunement with the deepest Force mysteries gives Jedi Consulars the insight and empathy to deftly handle charged conflicts that confound even the most cunning Senators and governors—but Consulars know when it’s time to talk and when it’s time to fight. When negotiations turn aggressive, Consulars demonstrate their gifts of foresight—anticipating and deflecting enemy attacks with fluid strikes from their dual-bladed Lightsaber. Jedi Consulars always seek to grow their knowledge of the galaxy, in understanding of themselves, and in comprehension of the Force that binds it all together. The commitment to this pursuit gives Consulars an unrivaled capacity for clarity in situations otherwise shrouded in darkness. However, this same dedication can also prove to be extremely perilous—inviting Consulars to explore paths that are better left untraveled. Some of the Jedi Order’s greatest minds have been seduced to the dark side through purely academic inquiries. The Consular knows the pain of this temptation as a battle-hardened warrior knows the throbbing of an old wound.
Before they can dispel the darkness in the galaxy, Jedi Consulars know they must first come to terms with the darkness within. There’s no avoiding the temptation to take shortcuts or even to use their knowledge for personal power; Consulars must constantly check their own motives. When tempted to step onto the path leading to darkness, Consulars must remember the tormented fate of the Jedi who have passed that way before. This is the only way they can unite the Jedi Order and the Republic and rally the troops to rescue the galaxy from the menacing darkness.
JEDI CONSULAR TRAITS
Faction: Republic or Grey Starting HP: +12 Starting Skills:Jedi Consular begin at level 1 with: * Major skills 2 (9 Ranks) * Average skills 3 (6 Ranks) * Minor skills 4 (3 Ranks) Suggested Class Skills: Acrobatics, Athletics, Concentration, Galactic Lore, Insight, Lightsabers, Perception, Persuation, Reflexes, Research, Use the Force & Willpower. Starting Feats: Jedi Consulars begin play with 5 Feats at level 1, which can be chosen at their discretion, except for Heavy Armour, which they need to spend 2 Feat points to get. See The Force for information on gaining Force Powers, Techniques and Force Points (FP). Force Points: The Jedi Consular begins at level 1 with a number of FP equal to 5+ PER Ability Score +5. They regain these after one night of rest, or at the beginning of each game session. They also gain +5 FP per level. Starting Abilities: * Healer: The Jedi Consular receives the 'Vital Transfer' Force Ability for free at level one, but it is more potent than other Force users. Use the Force TN's yield higher results. TN15 heals 8 HP, TN20 heals 20 HP, TN25 heals 35 HP and TN30 heals all wounds (but does not bring the dead back to life) * Shield of Force: The Consular can create a 'bubble' of Force energy around herself stretching out 5ft in front, behind and above her. Energy and kinetic energy is deflected away from the shield, adding a +8 Reflex bonus to anyone inside it. This unique ability costs 1 FP per round to maintain and any damage done to the Consular will break the effect. This barrier does not stop melee attacks. * Force Slumber: The Consular can use this very specialised form of Mind Trick to make someone harmlessly lose consciousness as if they have fallen into a deep sleep. The TN to beat is the target's Willpower score (or willpower score+5 if they are in combat or actively resisting). They remain unconscious for the remainder of the Encounter. This is a mind-altering effect.
Starting Funds: Jedi Consular begin play with 1d4x1000 credits.
Starting Equipment: Jedi Robes (Same Stats as the Apprentice Robes), a lightsaber (or double-bladed lightsaber if they have the Dual Weilding Feat), and at the discretion of the storyteller they might also have a Defender Class Light Corvette or other Starfighter of choice.
JEDI CONSULAR CLASS PROGRESSION
Level 2: * Clear Mind: You may reroll any opposed Use the Force roll to resist being detected by other force users. You must keep the second roll regardless of whether it is better or worse. *An additional +10 HP *+1 Ability Point *+3 Skillponts
Level 3: * Force Advance: If you and your allies are involved in a surprise action (your opponents don't see you coming) you all gain x2 surprise attacks rather than one. This is a passive ability that costs no Force Points. *An additional + 10 HP *+1 Ability Point *+1 Feat
Level 4: * Force Revive: when an ally effected by your Battle Meditation is reduced to 0 HP, you can spend a Force Point as a swift action you instantly heal them from 0 to 10 HP. This can only be performed once per Encounter and never on the same person twice within a 24 hour period. Jedi Consulars without Battle mediation instead gain a +3 bonus to the use of their 'Healer' 1st level ability. *An additional +15 HP *+1 Ability Point *+5 skillpoInts
Level 5: *An additional +15 HP * Resist the Dark Side: You get a permanent +5 on all your defences when defending against any Force power with the 'Dark Side' tag. This +5 can only be used in this specific circumstances, but there is no limit how often it can be used. *+1 Ability Point *+2 Feats
Last edited by Lunarwolf on Mon Sep 06, 2010 12:33 pm; edited 16 times in total
Lunarwolf Chief Operative
Number of posts : 6401 Age : 44 Location : Southampton, UK Registration date : 2009-02-23
Subject: Re: Dynamic RP: Classes Fri Aug 20, 2010 11:24 am
Jedi Knight
A symbol of hope in dark times, the Jedi Knight stands for the legacy of the Jedi Order—more than twenty-thousand years of protecting the Republic and keeping the peace across the galaxy. Though Jedi Knights have served as generals, guerilla fighters, and warriors for generations, their legendary combat prowess faces its greatest test during this age.
Through years of disciplined training and meditation, the Jedi Knight hones body and mind into perfect harmony. Combining the foresight of the Force with unrivaled reflexes and practiced physical precision, the Knight turns combat into an art form, gracefully executing acrobatic feats in tandem with elegant lightsaber tactics.
A source of inspiration to allies and intimidation to adversaries, the Jedi Knight’s presence is welcome in any confrontation. The Order’s long history of fighting for justice has earned the trust of countless friends and the hate of innumerable enemies. Few, though, are foolish enough to challenge a seasoned Jedi Knight unless they have the skills and technology to even the odds.
The Jedi’s dark counterparts scored many victories during the war, expanding their Empire, and putting the Republic on the defensive. Since the Treaty of Coruscant, the Sith have consolidated their military might, even while the Jedi have withdrawn to Tython, a move that’s been looked at with suspicion by many of the Republic’s politicians. Nonetheless, the war is far from over, and the Jedi Knight’s resolve remains firm. With unwavering allegiance to the Republic and the light side of the Force, the Jedi Knight fights with valiant determination, wading into the thick of any battle to protect freedom and democracy and hold fast against those who oppose it.
No matter how dire circumstances may become, the Jedi Knight trusts the Force and keeps a cool head. Knowledge and self-control are the critical components of wise decisions, and emotional and mental clarity are an absolute necessity. Maintaining focus allows the Knight to rely on intuition; a right mind leads to right action.
For many, the Jedi Knight is the guardian of a precious dream; a dream of peace, a dream of justice, a dream of a brighter future. The fate of the galaxy depends upon the Knight’s ability to keep this dream alive.
JEDI KNIGHT TRAITS
Faction: Republic or Grey Starting HP: +15 Starting Skills:Jedi Knights begin at level 1 with: * Major skills 2 (9 Ranks) * Average skills 2 (6 Ranks) * Minor skills 3 (3 Ranks) Suggested Class Skills: Armour, Acrobatics, Athletics, Concentration, Lightsabers, Perception, Persuation, Reflexes, Use the Force & Willpower. Starting Feats: Jedi Knights begin play with 6 Feats at level 1, which can be chosen at their discretion. See The Force for information on gaining Force Powers, Techniques and Force Points (FP). Force Points: The Jedi Knight begins at level 1 with a number of FP equal to 5+ PER Ability Score +3. They regain these after one night of rest, or at the beginning of each game session. They also gain +3 FP per level. Starting Abilities: * Acrobatic Recovery: If and attack or situation would normally cause you to fall and become prone you can roll an Acrobatics check (TN15) to remain on your feet. * Improved Lightsaber quick-draw: If you are carrying a lightsaber (in either hand or on your belt), you can draw that lightsaber, ignite it, and make a single attack when engaged in a surprise round - you then get your normal free attack for initiating a Surprise Round. Additionally you may draw and ingite a lightsaber as a free action. * Weapons Specialization: Lightsabers: You gain a +4 Weapon Damage when using a Lightsaber in melee combat.
Starting Funds: Jedi Knights begin play with 1d4x1000 credits.
Starting Equipment:Jedi Knight Robes:, a lightsaber (or twin lightsabers if they have the Dual Weilding Feat), and at the Storytellers discretion they might also have a Defender Class Light Corvette or Starfighter-class starship of choice.
JEDI KNIGHT CLASS PROGRESSION
Level 2: * Jedi Battle Commander: You are used to leading fellow Jedi into battle. All Jedi within 20ft of you get a +2 to their attack rolls as long as you are engaged in combat. *An additional +10 HP *+1 Ability Point *+2 Skill ponts
Level 3: * Mobile Attack (Lightsabers): immediately after making an attack you can more up to 10ft in any direction and if a second opponent is within reach you gain a +2 attack bonus as your next action. *An additional + 15 HP *+1 Ability Point *+1 Feat
Level 4: * Redirect Shot: Rather than dust deflecting a blaster bolt, you can now guid the baster bolt in a different location so that it damages another creature or object in its path. *An additional + 15 HP *+1 Ability Point *+4 skill poInts
Level 5: *An additional + 20 HP * Lightsaber Clarity: The Jedi Knight uses 2 FP to enter a special combat state where he becomes heavily focused in using his Lightsaber to perfection to exlusion of all else. While in this state of clarity he now performs a critical hit on a natural roll of 18, 19 or 20 and has a +5 bonus to hit whilst using a lightsaber in melee combat. He is less aware of his immediate surroundings however, especially his own well-being, and as a result suffers a -2 penalty to his Reflex roll. *+1 Ability Point *+2 Feats
Last edited by Lunarwolf on Mon Sep 06, 2010 12:34 pm; edited 16 times in total
Lunarwolf Chief Operative
Number of posts : 6401 Age : 44 Location : Southampton, UK Registration date : 2009-02-23
Subject: Re: Dynamic RP: Classes Fri Aug 20, 2010 11:25 am
Sith Inquisitor
The history of the Sith Empire is fraught with scheming politics and dark secrets—the lifeblood of the Sith Inquisitor. Treachery hides around every corner in the Empire’s dark corridors, and survival depends on an individual’s natural cunning and the will to manipulate and defeat their enemies and allies alike. The Inquisitor experiments with forbidden powers to not only survive in this cutthroat environment, but to excel and seize authority.
Regardless of potential, few acolytes succeed in facing the rigorous trials to become Sith Inquisitors. Only the most determined acolytes attain such an achievement, but these Sith are often the ones to watch. Due to their manipulative genius, Inquisitors are skilled at exploiting both their enemies and their allies to further their own personal agendas. Channeling this Force energy, Inquisitors are capable of draining the life from their enemies and using it to feed themselves and their allies.
Though their skills are varied and many, Sith Inquisitors are most feared for their ability to channel the energy of the Force, making them a spectacle to behold on the battlefield. Seething sparks of lightning explode from the Inquisitors’ fingertips and wrap their enemies in tendrils of pure Force energy. Because Inquisitors can twist the Force into lightning to stun, subdue, or destroy their foes, it has become their signature. Those who have experienced the sensation of the Inquisitor’s Force Lightning and survived forever recoil from the crackling sound of electricity.
To reach the highest echelons of power, the Inquisitor needs more than Force Lightning and a razor-sharp mind. The most formidable Inquisitors dare to explore unorthodox practices by investigating the enigmas of the past and by unlocking new powers for themselves. The Force is a source of unlimited potential—a wellspring Inquisitors tap and bend to their will. Such intensity allows Sith Inquisitors to become architects of the Empire’s future… or simply the architects of their own destruction.
SITH INQUISITOR TRAITS
Faction: Empire or Grey Starting HP: +12 Starting Skills:Sith Inquisitors begin at level 1 with: * Major skills 2 (9 Ranks) * Average skills 3 (6 Ranks) * Minor skills 4 (3 Ranks) Suggested Class Skills: Acrobatics, Athletics, Concentration, Galactic Lore, Insight, Lightsabers, Perception, Persuation, Reflexes, Research, Use the Force & Willpower. Starting Feats: Sith Inquisitors begin play with 5 Feats at level 1, which can be chosen at their discretion, except for Heavy Armour, which they need to spend 2 Feat points to get. See The Force for information on gaining Force Powers, Techniques and Force Points (FP). Force Points: The Sith Inquisitor begins at level 1 with a number of FP equal to 5+ PER Ability Score +5. They regain these after one night of rest, or at the beginning of each game session. They also gain +5 FP per level. Starting Abilities: * Dark Gift: Identical to the Jedi Consular power 'Healer' except that it drains life from the enviroment around the Inquisitor: turning the earth black and killing vegitation. * Shock: A simple and quick jolt of electrical energy, doing 2d8 electrical damage. * Overload: The Inquisitor sends out a wave of electrical damage which works identically to the Force Power 'Lightning Field' except the damage also counts as 'Ion' to any droids caught in the blast, disabling them if they fail a Fortitude check of TN20. Also every person caught in the blast needs to succeed a Reflex check TN10 or be knocked 'prone'.
Starting Funds: Sith Inquisitors begin play with 1d4x1000 credits.
Starting Equipment: Sith Robes (Same Stats as the Apprentice Robes), a lightsaber (or double-bladed lightsaber if they have the Dual Weilding Feat), and at the Storytellers discretion they might also have a Fury Class Sith Interceptor or Starfighter-class starship of choice.
SITH INQUISITOR CLASS PROGRESSION
Level 2: * Lightning Augmentation: Shock-Hold: When using her Force Lightning ability, the Inquisitor can add a FP to it to make it into a hold attack. If the lightning hits (regarldess of whether it does damage or not) the opponent makes a Willpower check (TN = 12+Inquisitors' level x2). Success deals an additional +1d6 electrical damage but failure to save hold them in place, shaking violently and they count as 'prone' for the purposes of being attacked. *An additional +10 HP *+1 Ability Point *+3 Skill ponts
Level 3: * Lightning Augmentation: Draining: When using her Force Lightning ability, the Inquisitor can add a FP to it so that 1/2 of the damage done to the target is turned into healing for the Inquisitor and her allies. For example, if the lightning damaged an opponent for 20HP, the Inquisitor and all allies within close range would be healed by 10HP. *An additional + 10 HP *+1 Ability Point *+1 Feat
Level 4: * Force Revive: when an ally effected by your Battle Meditation is reduced to 0 HP, you can spend a Force Point as a swift action you instantly heal them from 0 to 10 HP. This can only be performed once per Encounter and never on the same person twice within a 24 hour period. Sith Inquisitors without Battle mediation instead gain a +3 bonus to the use of their 'Dark Gift' 1st level ability. *An additional + 15 HP *+1 Ability Point *+5 skill poInts
Level 5: *An additional +15 HP * Resist the Light Side: You get a permanent +5 on all your defences when defending against any Force power with the 'Light Side' tag. This +5 can only be used in this specific circumstances, but there is no limit how often it can be used. *+1 Ability Point *+2 Feats
Last edited by Lunarwolf on Mon Sep 06, 2010 8:21 am; edited 16 times in total
Lunarwolf Chief Operative
Number of posts : 6401 Age : 44 Location : Southampton, UK Registration date : 2009-02-23
Subject: Re: Dynamic RP: Classes Fri Aug 20, 2010 11:25 am
Sith Warrior
An unstoppable force of darkness, the Sith Warrior is entrusted with the task of destroying the Empire’s enemies and enforcing Sith domination across the galaxy. The Warrior channels the destructive emotions of fear, anger, and hatred to purge weakness from body and mind and become a being of pure, brutal efficiency.
Destined to eradicate the incompetent chaos created by the Jedi, the Sith seek to rule the galaxy through power and intimidation. The armies of the Sith Empire are trained to accomplish this task, but they require the leadership of bold Sith Warriors—loyal and mighty overlords—who will drive them to conquest and victory.
These cold-blooded conquerors waste no time with cunning manipulations and carefully-crafted plans. Sith Warriors crush their opponents and stride toward their goals with dreadful determination, leaving ruin and annihilation in their wake. Emanating awe and terror at every step, they accept nothing but absolute obedience from their followers. In turn, Sith Warriors can serve as loyal subjects to their own dark masters, often surprising enemies and allies with their rigorous honor and perfect discipline.
Whether they align their ambitions with those of the Dark Council or become renegades in pursuit of their own goals, they are never far from the action. Their fierce hatred of the Jedi keeps Sith Warriors at the forefront of any conflict with the Republic. The passion to eradicate the Jedi Order fuels many of their actions, but that does not make them single-minded fools.
Ultimately, the destiny of any Sith Warrior is his own to choose… and woe to those who would stand in his way.
A natural leader in any context, a Sith Warrior inspires both fear and undying loyalty into his followers and allies. Though they rarely exercise patience for incompetence or indecisiveness, Warriors have realized the importance of strength in numbers in their war with the Jedi, and have learned to accept and sometimes even encourage their comrades, whether they are like-minded Sith, ruthless Bounty Hunters, or others who embrace the darkness.
SITH WARRIOR TRAITS
Faction: Empire or Gray Starting HP: +15 Starting Skills:Sith Warriors begin at level 1 with: * Major skills 2 (9 Ranks) * Average skills 2 (6 Ranks) * Minor skills 3 (3 Ranks) Suggested Class Skills: Armour, Acrobatics, Athletics, Concentration, Lightsabers, Perception, Persuation, Reflexes, Use the Force & Willpower. Starting Feats: Sith Warriors begin play with 6 Feats at level 1, which can be chosen at their discretion. See The Force for information on gaining Force Powers, Techniques and Force Points (FP). Force Points: The Sith Warrior begins at level 1 with a number of FP equal to 5+ PER Ability Score +3. They regain these after one night of rest, or at the beginning of each game session. They also gain +3 FP per level. Starting Abilities: * Choke: an improved version of 'Grip', choke makes the opponent 'prone' from sheer pain on a failed TN15 Fortitude check, and it also does an extra die of damage compared to Grip (3d6 HP per round rather than 2d6) * Smash: The Sith Warrior leaps high into the air and slams down hard using powerful kinteric force energy. Everyone in the immdediate vacinity need to try to succeed a TN20 reflex check. Success means they take 2d6 damage and can't make a move action, but failure causes 5d6 damage and forces the person 'prone' until the next round. * Force Charge: The Sith Warrior charges and leaps at an opponent, using the Force to propel them. The charge is so powerful that not only does it cover up to 20ft horizontally, but it can be used as a move action (meaning the Sith can hit with a weapon upon impact all as part of the same attack), and it adds +6 to the damage of the attack. Lastly there is a small possibility that the effect could know the opponent to the ground if they fail a TN10 Reflex check. If they are knocked to the ground they are classed as 'prone' until the next round.
Starting Funds: Sith Warriors begin play with 1d4x1000 credits.
Starting Equipment: Sith Lord Robes:, a lightsaber (or double-bladed lightsaber if they have the Dual Weilding Feat), and at the Storytellers discretion they might also have a Fury Class Sith Interceptor or Starfighter-class starship of choice.
SITH WARRIOR CLASS PROGRESSION
Level 2: * Drain Force: Once per encounter you can spend a FP to attempt to drain another Force User using your next melee attack. You attack as normal, but your opponent is required to make a Willpower check with a TN of 18+ your Sith Warrior level. Success negates the effect, and you lose the FP. Failure on the part of your opponent however, drains them of 2 FP, one of which you gain back. *An additional HP *+1 Ability Point *+2 Skill ponts
Level 3: * Wicked Strike: If you cause a critical hit with your lightsaber, not only do you the extra damage as normal but you temporarily cripple the opponent causing them a penalty of -3 to all Reflex checks for the remainder of the encounter. *An additional + HP *+1 Ability Point *+1 Feat
Level 4: * Whirlwind of Carnage: Sith Warriors adept at attacking multiple oppoents at once; if surrounded a level 4 Sith Warrior can attack a number of additional opponents equal to his DEX ability score all in one round. However, he suffers a -2 to hit against all opponents except the first. *An additional + HP *+1 Ability Point *+4 skill poInts
Level 5: *An additional + HP * Lightsaber Fury: The Sith Warrior uses 2 FP to enter a special combat state where he becomes heavily focused in using his Lightsaber to perfection to exlusion of all else. While in this state of fury he now performs a critical hit on a natural roll of 18, 19 or 20 and has a +5 bonus to damage whilst using a lightsaber in melee combat. He cares nothing of his immediate surroundings however, especially his own well-being, and as a result suffers a -2 penalty to his Reflex roll. *+1 Ability Point *+2 Feats
Last edited by Lunarwolf on Mon Sep 06, 2010 8:20 am; edited 12 times in total
Lunarwolf Chief Operative
Number of posts : 6401 Age : 44 Location : Southampton, UK Registration date : 2009-02-23
Subject: Re: Dynamic RP: Classes Fri Aug 20, 2010 11:25 am
Smuggler
Sometimes luck is more important than skill, but it never hurts to have both.
Lawlessness has become common in the wake of the devastating war between the Republic and Empire. Shifting political allegiances and marauding pirates have made independent space travel a dangerous enterprise. Cut off from traditional supply routes, entire star systems waver on the verge of collapse. An adventurous spirit who’s not afraid to break a few rules can make a handsome profit hauling cargo to these hotspots, but it requires fast reflexes, fast wits and a fast draw with a blaster. Even then, the life of a Smuggler is always a gamble.
Stacking up enemies as fast as they stack up credits, Smugglers only survive in this galaxy by being slick, sneaky and street-smart. Whether sweet-talking an attractive alien or bargaining with a hardened criminal contact, the Smuggler’s charm is a notorious asset, and often the ticket to turning around a deteriorating situation. If circumstances get too complicated, though, count on a Smuggler to always have an escape plan. Experienced in flying under the radar, Smugglers are amazingly elusive. Yet when backed into a corner, they quickly become cunning and often deadly combatants.
Above all else, Smugglers make their own destinies. Despite their affinity for credits, Smugglers have been known to turn down lucrative opportunities when the clients have demanded too much control. Some Smugglers are even more discriminating—refusing to work with slavers and representatives of the Sith Empire. It’s a business where one is always looking for trustworthy allies, but they are often few and far between. Whether running an Imperial blockade or shooting down a double-crossing gangster, Smugglers are always flying by the seat of their pants. Every deal carries the chance for wealth beyond their wildest dreams… or an anonymous death in the harsh void of space.
SMUGGLER TRAITS
Faction: Neutral Starting HP: +10 Starting Skills:Smuggler begin at level 1 with: * Major skills 5 (9 Ranks) * Average skills 6 (6 Ranks) * Minor skills 6 (3 Ranks) Suggested Class Skills Starting Feats: Smugglers get 3 Feats at level 1 and can select any (Except Heavy Armour, Force Training, & Strong in the Force) so long as they meet the requirements. Starting Abilities: * Take Cover: As a standard action, an Imperial Agent can find cover to hide behind, making them harder to hit. So long as they remain behind that cover (or it is destroyed), they get a bonus of +4 to the Reflex Skill check for the rest of the encounter.: * Knack: Once per day you can re-roll any one skill check, and get to keep the better result. * Hyperdriven: Once per encounter you can add your Smuggler levelx2 to any attack, dodge or combat manaeuver whilst piloting a starship.
Starting Funds: Smugglers begin play with 4d4x1000 credits.
Starting Equipment: A blaster pistol (or twin blasters if they have the dual weapons feat), a suit of light armour (this can be upgraded with starting credits), a collection of various equipment (this varies from Smuggler to Smuggler) and a slightly battered old starship from the Space Transport Class that cost more than they can really afford (speak to the Storyteller as this ship will probably be heavily modded).
SMUGGLER CLASS PROGRESSION
Level 2: * Pistoleer: At 2nd level the Smuggler gains +2 to hit when using any type of pistol. *An additional +8 HP *+1 Ability Point *+6 Skill ponts
Level 3: * Infuriate: The smuggler lets rip with a serious of taunts, insults, gibes and belittling comments designed to keep their opponent off-guard. Although this ability can only used once per encounter, and only works on one target, there is no Willpower check-save against it. The opponent is -2 on all defences (Reflex, Fortitude and Willpower) until the end of the encounter. This is a mind-altering effect. *An additional + 12 HP *+1 Ability Point *+1 Feat
Level 4: * Notorius: Upon reaching 4th level the Smuggler gains the "Notorius" Feat for free. *An additional + 18 HP *+1 Ability Point *+8 skill poInts
Level 5: *An additional + 20 HP * Companion: By 5th level the Smuggler has become so notorious and so infamous that they've gained a single loyal (for a change) companion. This companion is actually a friend to the Smuggler and will do all they can to protect them. The storyteller should make up a 3rd level character using the Character Creation rules. *+1 Ability Point *+2 Feats
Last edited by Lunarwolf on Mon Sep 06, 2010 12:34 pm; edited 12 times in total
Lunarwolf Chief Operative
Number of posts : 6401 Age : 44 Location : Southampton, UK Registration date : 2009-02-23
Subject: Re: Dynamic RP: Classes Fri Aug 20, 2010 11:25 am
Trooper
Troopers are top-class soldiers who combine discipline with martial skill to become the best pure warriors in the galaxy. Troopers can be stalwart defenders of those in need, cruel marauders, career military officers or front-line commandos. They can be hired guns, noble champions, or cold-blooded killers fighting for glory, honour, to gain wealth, right wrongs, a sense of duty or simply the thrill of the fight.
Their disciplinarian training often makes them more often career military than mercenary like Bounty Hunters, and a Trooper rarely switches sides. Troopers can be found in both the Republic and Sith armies.
TROOPER TRAITS
Faction: Either Starting HP: +15 Starting Skills:Troopers begin at level 1 with: * 3 Major skills (9 Ranks) * 5 Average skills (6 Ranks) * 8 Minor skills (3 Ranks) Suggested Class Skills Starting Feats: Troopers get 4 Feats at level 1 and can select any (Except Force Training & Strong in the Force) so long as they meet the requirements. Starting Abilities: * Armour Mastery: Your Reflex bonus with all armours is increased by +1 * Cover Fire: When you make a ranged attack with either a pistol or rifle (not heavy weapons, grenades or melee), every ally in your immediate vacinity get a +1 bonus to their Reflex checks as enemies find it hard to aim during your constant barrage of fire. * Demolitionist: Troopers are trained to make the best use of explosives. All thrown or planted explosives do +2 die of damage if set by the Trooper. That is, 4d6 becomes 6d6, 6d6 becomes 8d6 etc..
Starting Funds: Troopers begin play with 5d4x1000 credits.
Starting Equipment: A melee weapon of choice, a pistol and rifle of choice, 1d6 grenades, a suit of medium or heavy armour. The Trooper is most likely to spent his starting credits on weapon and armour mods, as well as survival and recon equipment. The Trooper also has a Starfigher-Class Starship of choice if agreed with the Storyteller.
TROPPER CLASS PROGRESSION
Level 2: * Draw Fire: You can distract opponents and convince them you are the most dangerous target on a battlefield and that they should concentrate all their attacks on you (a.k.a. 'holding aggro') As a swift action, make a Persuasion check and compare it to all the Willpower checks of enemies in the immediate area. Any who fail the check cannot attack anyone but you until the next full turn. This is a mind-altering effect. Note that while droids have no Willpower score and can't be effected they are highly likely to go for the most heavily armed and armoured opponent first anyway, *An additional +10 HP *+1 Ability Point *+4 Skill ponts
Level 3: * Armoured Warrior: When determining your Reflex Defence, rather than choosing your Trooper level(x2) or Armour bonus, you add both. *An additional + 15 HP *+1 Ability Point *+1 Feat
Level 4: * Assault Tactics: Select a single target. All allies who follow your instructions and attack that target do an additional 1d6+4 damage (this includes yourself) and also get a +2 to hit vs that target. This ability can be used once per encounter. *An additional + 15 HP *+1 Ability Point *+6 skill poInts
Level 5: *An additional + 20 HP * War Veteran: Upon reaching 5th level the Trooper has survived many war campaigns. He gets a bonus of +4 to hit with all weapons he is proficient with, causes an additional 2 points of damage in melee combat, gains a natural Damage Reduction (DR) of 5, and can swap his move-action for a second attack per round should he so choose. *+1 Ability Point *+2 Feats