Archetypes
Please excuse the mess! This page may be incomplete. |
This page adapts D6-based archetypes to a diceless system until the D6-based system is ready for use. Keep in mind that these are simply examples meant to assist new players during character creation, not that every character of that type has to have those skills. These will be simple skill structures, as skill descriptions should be specific to each character.
Jedi
Name | Class | Rank | Specialization(s) |
---|---|---|---|
Pilot | Coordination | 1 | None |
Drive | Coordination | 1 | None |
Academics | Knowledge | 2 | History, Literature, Politics |
Stamina | Physique | 2 | n/a |
Persuade | Presence | 2 | Charm, Intimidate |
Melee | Reflex | 2 | Lightsaber Combat |
Force Insight | Force | 3 | n/a |
Farsight | Force | 2 | n/a |
Telepathy | Force | 3 | n/a |
Telekinesis | Force | 2 | n/a |
Meditate | Force | 1 | n/a |
Influence | Force | 3 | n/a |
Sense Life | Force | 1 | n/a |
When the Order has need of effective negotiations with other parties or entities, it turns to the Jedi Consular. Consulars are wise visionaries who excel in diplomacy as much as they do in combat. Their cunning insight allows them to seek and find even the most carefully veiled truths, and their gifts in foresight provide them with the advantage of anticipating an enemy's next move before it is carried out.
Name | Class | Rank | Specialization(s) |
---|---|---|---|
Search | Awareness | 1 | n/a |
Track | Awareness | 1 | None |
Pilot | Coordination | 1 | None |
Shoot | Coordination | 1 | None |
Drive | Coordination | 1 | None |
Investigation | Knowledge | 1 | n/a |
Medicine | Knowledge | 1 | None |
Language | Knowledge | 1 | n/a |
Academics | Knowledge | 1 | None |
Strength | Physique | 1 | n/a |
Toughness | Physique | 1 | n/a |
Stamina | Physique | 1 | n/a |
Willpower | Presence | 1 | n/a |
Bargain | Presence | 1 | n/a |
Persuade | Presence | 1 | Charm, Intimidate |
Lead | Presence | 1 | n/a |
Melee | Reflex | 2 | None |
Force Leap | Force | 2 | n/a |
Force Telekinesis | Force | 1 | n/a |
Control Self | Force | 1 | n/a |
The path of a Jedi Knight is a difficult one, demanding high levels of focus, dedication, and discipline. Therefore, not all who begin training within the Order will ever finish it. However, the Order takes care to ensure that those who cannot finish their training do not feel worthless and are not left out in the cold. The Council is certain to give these individuals a place within the Order, where they will still be valued and given the opportunity to continue contributing to the organization's ongoing efforts to protect the galaxy. Furthermore, those who leave the path of the Jedi Knight behind gain more freedom to hone other skills that may be just as important to the goals of the Order and the Republic.
Name | Class | Rank | Specialization(s) |
---|---|---|---|
Investigation | Knowledge | 1 | n/a |
Strength | Physique | 1 | n/a |
Toughness | Physique | 2 | n/a |
Stamina | Physique | 1 | n/a |
Willpower | Presence | 2 | n/a |
Persuade | Presence | 1 | Intimidate |
Lead | Presence | 2 | n/a |
Dodge | Reflex | 1 | n/a |
Melee | Reflex | 2 | Lightsaber Combat |
Acrobatics | Reflex | 1 | None |
Telekinesis | Force | 1 | n/a |
Barrier | Force | 3 | n/a |
Control Self | Force | 3 | n/a |
Deflect | Force | 2 | n/a |
Leaders both on and off the battlefield, Jedi Guardians stand valiant and determined as protectors of the galaxy, sometimes against overwhelming odds. Some of the Order's best warriors are Guardians who have honed their minds and bodies into perfect harmony through years of Force attunement, training, and meditation.
Inspiring allies to incredible feats and striking fear into the hearts of their foes, Guardians are critical to the preservation and continued well-being of the Galactic Republic.
Name | Class | Rank | Specialization(s) |
---|---|---|---|
Search | Awareness | 1 | n/a |
Pilot | Coordination | 1 | None |
Drive | Coordination | 1 | None |
Investigation | Knowledge | 2 | n/a |
Medicine | Knowledge | 3 | None |
Academics | Knowledge | 1 | Biology |
Willpower | Presence | 1 | n/a |
Persuade | Presence | 2 | Charm |
Melee | Reflex | 2 | Lightsaber Combat |
Heal | Force | 3 | n/a |
Control Self | Force | 2 | n/a |
Telepathy | Force | 3 | n/a |
Wisdom and empathy are the focus of the Jedi Healer. Trained to wield some of the Force's more esoteric powers of healing and fortification, the Healer is the one the Order calls upon when grievous wounds both physical and emotional need mended. Healing and supporting allies is often just as important as dealing blows to the enemy; therefore, the Jedi Healer is critical to the Order's goals of protecting peace throughout the galaxy.
Name | Class | Rank | Specialization(s) |
---|---|---|---|
Investigation | Knowledge | 1 | n/a |
Strength | Physique | 2 | n/a |
Toughness | Physique | 1 | n/a |
Stamina | Physique | 2 | n/a |
Willpower | Presence | 2 | n/a |
Persuade | Presence | 2 | Intimidate |
Melee | Reflex | 3 | Lightsaber Combat |
Acrobatics | Reflex | 1 | None |
Telekinesis | Force | 2 | n/a |
Telepathy | Force | 1 | n/a |
Force Leap | Force | 3 | n/a |
Focus | Force | 1 | n/a |
Jedi Sentinels excel at taking control of the battlefield through their fine-tuned focus and deep connection to the Force. When it comes to lightsaber skills, Sentinels are nearly unparalleled, and are often seen dual wielding. As such, they are best equipped to deal high amounts of damage within a short period of time. Need to hit something fast and hard? The Jedi Sentinel is not likely to disappoint.
Military
Name | Class | Rank | Specialization(s) |
---|---|---|---|
Track | Awareness | 3 | None |
Search | Awareness | 2 | n/a |
Shoot | Coordination | 3 | n/a |
Pilot | Coordination | 1 | n/a |
Investigation | Knowledge | 1 | n/a |
Medicine | Knowledge | 1 | n/a |
Streetwise | Knowledge | 1 | Underworld |
Strength | Physique | 2 | n/a |
Toughness | Physique | 1 | n/a |
Stamina | Physique | 1 | n/a |
Persuade | Presence | 2 | Intimidate |
Willpower | Presence | 1 | n/a |
Brawl | Reflex | 1 | None |
Dodge | Reflex | 1 | n/a |
Smugglers dropping their cargo at the first sign of Imperial trouble? Gamblers not paying their debts? Time to call in a Bounty Hunter. These are the people who can find the ones who don't want to be found, and bring them back to you alive so you can do whatever you need to do to with them.
Bouny Hunters are expert trackers; able to use their wits and knowledge to trick their quarry into being in the right place at the right time for capture. Bounty Hunters aren't killers, and prefer to bring in their targets alive whenever possible; they're worth more that way. Bounty Hunting is dangerous, lonely work, and hunters need to be able to handle themselves well in a fight; usually their targets aren't the type who will just come quietly.