Star Wars RPG CLASSES: REBEL
Rebel
Pilot: the pilot is exactly what it sounds like, mastery of piloting and Engineering skills, the pilot will do its best assisting the party in traveling through space and caring for their craft or their own personal fighter. The Pilot isn’t designed for ground combat but will excel in space combat.(based on Wedge Antilles)
Piloting+30
Luck+20
Accuracy+20
Health+10
Stamina+4
Starts with
one Rebel Fighter(discussed with game master)
One blaster pistol(discussed with Game Master)
Senator: the senator is a class that uses diplomacy to their advantage, they are representative of a planet in the galactic senate and will use their diplomatic immunity to pass through imperial blockades and usher in new legislation in the senate.as for combat, it is rare a senator will see combat, but if they do they can use their skills to bolster their team as a support character or deal in aggressive negotiations(based on Padme Amidala)
Accuracy+10
Diplomacy+30
Leadership+20
health+10
Starts with
One blaster pistol(discussed with Game master)
Diplomatic Immunity(allows them to pass through imperial blockades and republic checkpoints with ease)
Aggressive negotiations ability: buff all party members with +10 attack, +5 health +2 stamina.
90,000 credits.
The Noble: the noble is leader of a world in the galaxy or comes from the nobility of their homeworld. They are another support unit, who can use diplomatic immunity as stealth with imperial blockades and to pass Imperial inspections, the Noble also focuses on supporting their party buffing their allies, and tricking their enemies(Based on Leia Organa)
Charisma+20
Diplomacy+20
Accuracy+10
Strength+5
Health+5
Stamina+5
Start with
Infinite funds as long as your home world is not blockaded.
Diplomatic Immunity(allows them to pass through imperial blockades and republic checkpoints with ease)
+1000 Rebel and Republic Renown
One blaster pistol(discussed with Game master)
Spy: the Spy is a stealth unit, focusing solely on Stealth. The Rebel Spy however has its own special perk of being able to steal imperial data and sell it back to the rebellion for credits and renown.
Stealth+50
Accuracy+10
Luck +5
Parkour+10
survival+2
Piloting+5
Tech+5
security+10
Starts with
One blaster pistol(discussed with Game master)
Spynet: spy nets allow players to learn of secret hyperspace lanes and locate safehouses on dozens of worlds across the galaxy. When traveling through space Spies can use their spy net to move their starship+3 spaces if they are the pilot or co-pilot of their vessel.
Spy gear
One scomp link
One Data pad
One encrypted comms device
One grappling hook
One stealth field generator :stealth +100 while in use.
Spy abilities: if a spy falls in battle and isn’t resurrected they are actually captured by the faction who killed them instead, their intel however will create new challenges for their Party.
Veteran: the veteran served in the clone wars. They were disillusioned with the Empire and left to join the Rebellion, they now are leaders of the rebellion focused in a choice of either Space or Ground Combat. As such they are a support Character to their party and will bolster units or assist in charging hyperdrives faster to make better escapes. The Veteran starts with higher skills dependent on their species and can use these skills to improve the group(Based on Rex, General Dodonna and Admiral Ackbar)
Leadership+50
Accuracy +10
Knowledge+10
Intuition+30
Players have a choice
Space combat expert
Piloting+50
Tech+5
Engineering+10
Ground combat expert
Topour+50
Health+10
Survival+5
Starts with
Veteran knowledge of the galaxy: they know secret base locations, hyperspace routes and where to find weapons, ships and upgrades for both for cheap.(Dependent on if they chose Space or Ground combat advantage, at the Game Masters Discretion)
+1000 Rebel and Republic renown
One side arm or main weapon of choice(discussed with the Game Master)
Starts with one ship(discussed with the game master)
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