Age of Star Wars: Classes and Talents

With the holidays and the first playtest behind, it is time for an update. This raises the level cap to 10, adds three new classes, and does a bit of housekeeping. My hope is to clean up my source doc and get a decent playtest document so that others can give it a shot.

CLASSES

Comments on the Adept: Admittedly, I was very reluctant to add in Adepts but part of running a game is playing to your audience. This is the one class that did was not part of the playtest and has been added after the fact. The Mage served as the foundation of this class, and the design concept was that of a Force-using wizard.

ValaraSaarHumanForceAdeptAdept
The Force is strong with you. Your gifts make you a target—of superstition, of fear, and of Imperial authorities. GM’s Note: As Force-User are rare, only one Adept is allowed at the table at any given time.

Primary Abilities: Accuracy, Dexterity, Force, and Willpower
Secondary Abilities: Communication, Constitution, Dexterity, Fighting, Force, Intelligence, Perception, and Strength
Starting Health: 20 + Constitution + 1d6
Weapon Groups: Brawling, Staves, and Blasters or Vibroblades.

LEVEL 1

Force Power Training: You gain training one Force Power group.

Starting Talents: You become a Novice in one of the following talents: Animal Training, Lore, Observation, or Unarmed Style. You also start as a Novice in Force Sensitivity.

LEVEL 2
Force Power Training: You gain training one Force Power group.

LEVEL 3
New Talent: You become a Novice in a new talent or gain a degree in a talent you already have.

LEVEL 4
New Specialization: You may choose one specialization for your class. You gain the Novice degree of its specialization talent.

LEVEL 5
New Talent: You become a Novice in a new talent or gain a degree in a talent you already have.

Level 6
New Specialization Talent: You gain the Journeyman degree in the specialization talent you gained at level 4.

Force Power Training: You gain training one Force Power group.

Level 7
New Talent: You become a Novice in a new talent or gain a degree in a talent you already have.

Level 8
New Specialization Talent: You gain the Master degree in the specialization talent you gained at level 4.

Force Power Defense: You receive a +2 bonus on all ability tests to resist Force Powers.

Level 9
New Talent: You become a Novice in a new talent or gain a degree in a talent you already have.

Level 10
Favored Force Power: You choose one Force Power that you receive a +1 bonus on recharge rolls.

Comments on the Fringer: There was a lot of confusion about the fringer at first. The goal was to make a tech savvy ranger–tech specialists have been a part of a multiple of adaptations of Star Wars, but with much of the emphasis being placed on it as a support class, which felt rather un-heroic. Making it a little more rugged and tough helped to not only give it an edge in combat but also more depth than just being the person that fixes stuff. It also allowed for Willpower to play more of a role outside of Force powers.

In play, the fringer took quite a beating. Despite adding two abilities to Health, it came out as on par with the soldier without the benefit of armor, so starting Health was further increased. Much of the feedback I received from the player had to do with how it incorporated droids, and so the Droid Companion talent underwent significant revision.

KazLoZabrakTechSpecialistFringer

Life is hard on the Outer Rim. Getting by on the fringes of civilized space requires grit, ingenuity, and self-reliance. Having had to retrofit or jury-rig any technology you have been able to find, others will look to you for your technical skills, while your fortitude means that can endure a great deal of punishment in combat.

Primary Abilities: Accuracy, Constitution, Intelligence, and Willpower
Secondary Abilities: Communication, Dexterity, Fighting, Force, Perception, and Strength
Starting Health: 35 + Constitution + Willpower + 1d6
Weapon Groups: Brawling, Blasters, Staves, Vibroblades, and Explosives or Exotic weapons.

LEVEL 1

Mechanic: You add your ability focus to your Stunt Die when making repairs.

Also, you can use a repair kit of any type while making an Intelligence (Engineering) test to make a repair. The GM can put limitations, for example, you may not be able to use a droid repair kit to replace a hyperdrive core.

Stating Ability Focuses: You receive one of the following ability focuses: Dexterity (Piloting), Intelligence (Healing), or Perception (Tracking). You also receive Intelligence (Engineering) if you do not have it already.

Starting Talents: You become a Novice in one of the following talents: Astrogation, Droid Companionship, or Medicine.

Special Starting Equipment: If you have the Droid Companionship talent, you begin with a R2 Astromech. Otherwise, you have a choice between a 614-AvA Speeder Bike or an Arm or Eye Cybernetic Augment.

LEVEL 2
Resilience: You add your Willpower, as well as your Constitution, to your Health whenever you gain a level.

LEVEL 3
New Talent: You become a Novice in a new talent or gain a degree in a talent you already have.

LEVEL 4
New Specialization: You may choose one specialization for your class. You gain the Novice degree of its specialization talent.

LEVEL 5
New Talent: You become a Novice in a new talent or gain a degree in a talent you already have.

Stunt Bonus: You know how to defend yourself. You can perform the Defensive Stance stunt for 1 stunt point instead of the usual 2.

Level 6
New Specialization Talent: You gain the Journeyman degree in the specialization talent you gained at level 4.

Switch On: You can use an Activate action as a free action when you using items.

Level 7
New Talent: You become a Novice in a new talent or gain a degree in a talent you already have.

Quick Recovery: Once per game, you can regain Health equal to 3d6 + your Willpower as a free action.

Level 8
New Specialization Talent: You gain the Master degree in the specialization talent you gained at level 4.

Level 9
New Talent: You become a Novice in a new talent or gain a degree in a talent you already have.

Level 10
Expertise: You add your ability focus to the Stunt Die whenever you or an ally within sight is performing an ability test in which you have the ability focus as part of an advanced test.

Comments on the Operative: Like the fringer, there was some confusion about this class as to how it fit into Star Wars. However, as I was looking back at other adaptations and the concept of an “expert,” I kept coming upon the noble and how their emphasis was on working with other classes. Again, rather than making a strictly support class, instead I tried to draw on mechanics that would require the player to coordinate his or her actions with others and drawing inspiration from Leia the rebel spy as opposed to Leia the princess.

Deadly Aim and the scoundrel’s First Shot may seem very similar at first glance, but they worked very differently in play. Action economy and planning moves ahead of time as the player moved from sniper’s nest to sniper’s nest made for a much more different gameplay experience.

Operative
From Imperial intelligence agents to Rebel spies, both sides recognize the importance of covert operatives. Intelligence, infiltration, and precision are your tools. Although you will often find yourself alone, your abilities often require strategic thinking and using group tactics.

sithintelligenceoperativeat580Primary Abilities: Accuracy, Dexterity, Perception, and Intelligence
Secondary Abilities: Constitution, Dexterity, Fighting, Force, Strength, and Willpower
Starting Health: 25 + Constitution + 1d6
Weapon Groups: Brawling, Blaster, Explosives, and Rifles or Vibroblades.

LEVEL 1

Deadly Aim: You must first use the Aim action and then hit with a Melee or a Ranged Attack in the same round. If successful, you can add 1d6 damage.

Operative’s Armor: You can ignore the Armor Penalty of light armor altogether. It affects neither your Speed nor your Dexterity.

Starting Talents: You become a Novice in one of the following talents: Intrigue, or Scouting, or Slicing.

LEVEL 2
Evasion: You can prepare yourself to dodge an attack. You use a Ready action and one hit until your next turn must also succeed an opposed test vs. your Dexterity (Acrobatics) or miss.

LEVEL 3
New Talent: You become a Novice in a new talent or gain a degree in a talent you already have.

LEVEL 4
New Specialization: You may choose one specialization for your class. You gain the Novice degree of its specialization talent.

LEVEL 5
New Talent: You become a Novice in a new talent or gain a degree in a talent you already have.

Coordinated Aim: When you take the Aim action, you and all your allies that can see and hear you also gain the benefit.

Level 6
New Specialization Talent: You gain the Journeyman degree in the specialization talent you gained at level 4.

Stunt Bonus: You know how to leverage a situation in your favor. You can perform the That Makes Me Wonder exploration stunt for 3 stunt points instead of the usual 4.

Level 7
New Talent: You become a Novice in a new talent or gain a degree in a talent you already have.

Out of Sight: You can perform Out of Sight, a special combat stunt for 4 SP. This allows to be hidden from one enemy, which lasts until you attack or the start of your next turn.

Level 8
New Specialization Talent: You gain the Master degree in the specialization talent you gained at level 4.

Level 9
New Talent: You become a Novice in a new talent or gain a degree in a talent you already have.

Level 10
Lethality: You use your wits to hit enemies where it hurts. You can add your Intelligence to your damage when making attacks.

Comments on the Scoundrel: The scoundrel was one of the first two classes and came together very easily. Fantasy Age already had a Rogue and so adapting it to Star Wars required very little work. Most of the design choices came from how damage is much less reliant on class abilities to make up for 1d6 damage one would normally get from the typical fantasy weapons like daggers and shortswords, and more on how to give it a little more of a swashbuckling style panache.

The player playing the scoundrel also exposed a weakness in the previous design. As the character was a Wookiee, the penalty to Communication was more severe than intended. Although not every class-race combination is optimized, they should all be viable. The player also built the character around Strength and melee, which revealed the possibilities and potential need to re-work abilities to be utilized in melee as well. 

Smuggler_TORScoundrel
Outlaws and rogues, scoundrels live outside the law and make up the rules as they go. Scoundrels are opportunistic and you are at your best when you act before your enemies have a chance to react. Talking your way out of problem is always an option when your trusty blaster won’t do.

Primary Abilities: Accuracy, Communication, Dexterity, and Perception
Secondary Abilities: Constitution, Dexterity, Fighting, Force, Strength, and Willpower
Starting Health: 20 + Constitution + 1d6
Weapon Groups: Blasters, Brawling, and Explosives or Vibroblades.

LEVEL 1

Canny Defense: You use trickery and misdirection to outwit your enemies. While unarmored, you add your Communication to Defense if it is greater than your opponent’s.

First Shot: During the first round, you receive a +2 attack bonus and add 1d6 damage against an opponent who has not yet acted during the round.

Starting Talents: You become a Novice in one of the following talents: Contacts, Quick Reflexes, or Thievery.

LEVEL 2
Cheap Shot: You hit hard where your enemy is most vulnerable. While performing the Pierce Armor stunt, you ignore the opponent’s full Armor Rating rather than half, as is normal.

LEVEL 3
New Talent: You become a Novice in a new talent or gain a degree in a talent you already have.

LEVEL 4
New Specialization: You may choose one specialization for your class. You gain the Novice degree of its specialization talent.

LEVEL 5
New Talent: You become a Novice in a new talent or gain a degree in a talent you already have.

Second Chance: After determining initiative order, you can choose to re-roll, but must take the second result.

Level 6
New Specialization Talent: You gain the Journeyman degree in the specialization talent you gained at level 4.

Stunt Bonus: You are prepared for whenever a situation goes sour. You can perform The Upper Hand roleplaying stunt for 3 stunt points instead of the usual 4.

Level 7
New Talent: You become a Novice in a new talent or gain a degree in a talent you already have.

Called Shot: You know the value of a well-placed shot. When you make an attack, you can take up to a –3 penalty on your attack roll to receive a corresponding bonus to your damage roll. For example, you can take a –2 penalty on your attack roll to get a +2 bonus on your damage roll. Alternately, you can receive up to a +3 bonus on your attack roll if you take a corresponding penalty on your damage roll. You must choose before you roll.

Level 8
New Specialization Talent: You gain the Master degree in the specialization talent you gained at level 4.

Level 9
New Talent: You become a Novice in a new talent or gain a degree in a talent you already have.

Level 10
Scoundrel’s Luck: If you are at the top of the initiative order, you add your Stunt Die as a bonus to your first ability test.

Comments on the Soldier: Soldiers have always taken up the role of the straight-forward fighter character and the name changed to try to tie this adaptation with previous ones. Despite this, it plays a little too basic. It essentially remains unchanged for now, but may in the future with further feedback. This also presented with an interesting class-race combination, as the player made a Mon Calamari soldier character.

Republic_Trooper_TORSoldier
Wherever there is war, there are those at the frontline. With an arsenal at your disposal and being able to make the most out of armor, you are a formidable combatant.

Primary Abilities: Accuracy, Constitution, Dexterity and Fighting
Secondary Abilities: Communication, Force, Intelligence, Perception, Strength, and Willpower
Starting Health: 30 + Constitution + 1d6
Weapon Groups: Brawling, plus any three of the following: Blasters, Explosives, Heavy Weapons, Rifles, or Vibroblades.

LEVEL 1

Load-Out: You reduce the minimum Strength for weapons by 1.

Starting Talents: You become a Novice in one of the following talents: Command, Dual Weapon Style, Gunslinger Style, Rifleman Style, Ship Gunnery, Single Weapon Style, Staff Weapon Style, Thrown Weapon Style, Two-Hander Style or Unarmed Style. You also start as a Novice in Armor Training.

LEVEL 2
New Ability Focus: You now gain one of the following ability focuses: Communication (Investigation), Dexterity (Stealth), or Strength (Jumping).

LEVEL 3
New Talent: You become a Novice in a new talent or gain a degree in a talent you already have.

LEVEL 4
New Specialization: You may choose one specialization for your class. You gain the Novice degree of its specialization talent.

New Weapon Group: You learn a new weapon group of your choice.

LEVEL 5
New Talent: You become a Novice in a new talent or gain a degree in a talent you already have.

Stunt Bonus: You can strike so fast in combat that your attacks are a blur. You can perform the Dual Strike stunt for 3 stunt points instead of the usual 4.

LEVEL 6
New Specialization Talent: You gain the Journeyman degree in the specialization talent you gained at level 4.

LEVEL 7
New Talent: You become a Novice in a new talent or gain a degree in a talent you already have.

Stunt Bonus: You know how to unhinge your opponents. You can perform the Threaten stunt for 1 stunt point instead of the usual 2.

Level 8
New Specialization Talent: You gain the Master degree in the specialization talent you gained at level 4.

New Weapon Group: You learn a new weapon group of your choice.

Level 9
New Talent: You become a Novice in a new talent or gain a degree in a talent you already have.

Level 10
Veteran: Persevering through long hours of practice and many bloody encounters has made you a fearsome combatant. When you inflict damage with an attack, you can add your focus bonus to your damage total if you have an applicable weapon group focus. The focus must match the weapon group of the weapon you attack with. For example, if you attack with a heavy rifle, you must have the Accuracy (Rifles) focus to get the +2 bonus damage of this power. If you have the same focus twice, the damage bonus increases to +3 as well.

TALENTS

Key
A = Automatically a Novice in this talent.
C = Class option that you can take at Level 1
O = Open to take this talent at any time
X = Unable to take this talent
*New talent or has undergone change

Talent Adept Fringer Opt. Soldier Scoundrel
Animal Training A O X O O
Armor Training* X O X A X
Astrogation* O C O O O
Carousing O O O O O
Command O X O C X
Contact X X O X C
Droid Companionship* O C O O O
Dual Weapon Style O X O C O
Force Sensitivity* A O O O O
Gunslinger Style X O O C O
Intrigue O X C X O
Linguistics O O O X O
Lore C O O O O
Medicine (Chirurgy)* O C O O O
Music O O O O O
Observation O O O O O
Oratory X X O O O
Quick Reflexes O O O O C
Rifleman Style* X O O C O
Scouting X O C O O
Ship Gunnery* X O O C O
Single Weapon Style O O O C O
Slicing* X O C X O
Staff Weapon Style (Polearm Style)* O O O C X
Thievery* X O O X C
Thrown Weapon Style* X O O C O
Two-Hander Style X O O C O
Unarmed Style O O O C O

Non-Age of Star Wars Talents: Alchemy, Archery, Horsemanship, Mounted Combat Style, and Weapon and Shield Style.

Armor Training
Classes: Fringer and Soldier
Requirements: None

Novice: You can wear light armor without suffering a penalty to Dexterity.

Journeyman: You can wear heavy armor without suffering a penalty to Dexterity.

Master: You can get the most out of your armor. You gain the benefit half the Armor Rating (rounded down) of your armor when you take penetrating damage. (Normally, armor provides no defense against penetrating damage.)

Astrogation
Classes: All
Requirements: Intelligence (Astrogation) focus

Novice: You are familiar with many different space lanes. If you fail an Intelligence (Astrogation) test, you can re-roll it, but you must keep the results of the second roll.

Journeyman: You know your way around the space lanes. You get a +2 bonus when making an Intelligence (Astrogation) test.

Master: You are an accomplished navigator. When making Intelligence (Astrogation) tests as part of an advanced test, you gain a +1 bonus to the result of each Stunt Die. This allows you to reach the success threshold faster.

Droid Companionship
Classes: All
Requirements: None

Novice: You designate a droid as your droid companion. When your droid companion is adjacent to an enemy, all allies that can see and hear it receive a +1 attack bonus against that opponent.

Also, your droid companion acts on your initiative, and can take a major and minor action. Normally, a droid acts at the end of the initiative order and can take either a major or minor action.

Journeyman: You can use the Heal action on your droid companion. The ability test is based on Intelligence (Engineering) instead of Intelligence (Healing). Normally, you can only do repairs when out of combat.

Master: If your droid companion is adjacent to an opponent that just successfully hits or damages you, it can immediately attack that enemy as a free action once per round. This attack does not generate stunt points.

Also, your droid companion also increases its health by 10 and it receives the Willpower (Morale) focus.

swf01_art_belandiForce Sensitive
Classes: All
Requirements: You must have Force 2 or higher

Novice: You become attuned to the Force. Force becomes a Primary ability for you if it isn’t already. Also, when you Use the Force, you gain a bonus to the roll equal to your Force. If this is a Force ability test, you add it twice.

Journeyman: You immediately sense the presence of other force sensitive creatures within 20 yards, unless they are actively attempting to conceal their presence. In which case, you can make an opposed Force (Senses) vs. Willpower (Self-Discipline) ability test to detect them.

Master: You can use your will and connection with the Force to counteract another Force-User. You can use a Ready action to counter a Force Power until you next turn or an Attack action to disrupt a Force Power with an ongoing effect. A successful Willpower (Self-Discpline) ability test vs. the opponent’s Forcepower ends the effect.

Gunslinger Style
Classes: Fringer, Operative, Soldier, and Scoundrel
Requirement: You must be trained in Blasters

Novice: You can draw a blaster as a free action, instead of the usual minor action.

Journeyman: When you attack an adjacent enemy with a blaster, you do not provoke an opportunity attack.

This bares some explanation, as this deviates from the core Fantasy Age game. In order to give melee weapons an edge, opportunity attack rules from D&D 5E are being used to level the field. Certain actions “provoke” an attack, such as firing a ranged weapon in melee.

Master: When shooting with a blaster, you can perform the Lightning Attack combat stunt for 2 stunt points, instead of the usual 3.

Medicine (Chirurgy)
Classes: All
Requirements: None

Description: This functions almost exactly as Chirurgy (Fantasy Age Basic Rulebook, page 43), except that you must have a use of a Medpac in order to Heal.

b0d5861468878ac49cdc8b672b72cc60-1Rifleman Style
Classes: Fringer, Operative, Soldier, and Scoundrel
Requirements: You must be trained with Rifles

Novice: You know how to punish enemies who get too close. When shooting a rifle at an enemy within 3 spaces of you, you inflict +1 damage.

Journeyman: When shooting with a rifle, you can perform the Knockdown combat stunt for 1 stunt point, instead of the usual 2.

Master: When shooting with a rifle, you can choose to re-roll your damage, but you must keep the results of the second roll.

Ship Gunnery
Classes: All
Requirements: You must be trained in Heavy Weapons

Novice: When you take the aim action while using starship weapons, you gain +2 bonus on your attack roll instead of the usual +1.

Journeyman: You know precisely what to aim for when firing your guns. You can perform the Lethal Blow stunt for 4 Stunt Points instead of 5.

Master: You’ve learned to find weaknesses in starship shields. Your attacks always receive a +2 bonus to damage when attacking a ship’s shields.

Computer_ExpertiseSlicing
Classes: Fringer, Operative, and Scoundrel
Requirements: Intelligence (Computers) focus

Novice: If you fail an Intelligence (Computers) test, you can reroll it, but you must keep the results of the second roll.

Journeyman: When you attempt an Intelligence (Computers) test to slice into a computer you gain a +2 bonus to your roll.

Master: You are an experienced slicer. When making Intelligence (Computers) tests as part of an advanced test, you gain a +1 bonus to the result of each Stunt Die. This allows you to reach the success threshold faster.

Staff Weapon Style (Pole Weapon Style)
Classes: Adept, Fringer, Operative, and Soldier
Requirements: Trained in the Exotic, Lightsabers, or Staves Group

Description: This functions almost exactly as Pole Weapon Style (Fantasy Age Core Rulebook, page 45), except that its benefits apply to blasterstaffs, electrostaffs, lightsaber pikes, saberstaffs, and quarterstaffs.

Thievery
Classes: Fringer, Operative, and Scoundrel
Requirements: Dexterity 2 or higher

Description: This functions almost exactly as Thievery (Fantasy Age Basic Rulebook, page 47), except that its Novice benefit applies to Dexterity (Disable Device) tests.

Thrown Weapon Style
Classes: Adept, Fringer, Operative, and Soldier
Requirements: Trained in the Explosives or Vibroblades Group

Description: This functions almost exactly as Thrown Weapon Style (Fantasy Age Basic Rulebook, page 47), except that its benefits apply to flashbangs, thermal detonators, and vibroknives.

Advertisements

2 thoughts on “Age of Star Wars: Classes and Talents

  1. I have been looking for something I can use as a “universal” system without being overly complex. FAGE seems to be it and your SW conversion is tempting me to buy it as FFG SW is too big and other systems too complex etc.

    Liked by 1 person

    1. Thanks for the comment. FAGE has been great both for this and standard fantasy. The low price for entry definitely helps and is very easy for new players to pick up!

      Like

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s