PC Specialties

Attributes are further defined with Specialties. If your Attribute is zero rank, you have no Specialties in that Attribute. Players choose two Specialties for Gear, Body and Mind. Specialties are either general or expert by Player choice.

  • General Specialties:
    • Gear: mechanic, starship tech, computer tech,
    • Body: dancer, battle planner, acrobatics, martial art, stealth,
    • Mind: artist, actor, disguise, diplomat, scout
  • Expert Specialties:
    • Gear:

PILOT, HYPERDRIVE TECH, DROID TECH,

  • Body:

CRACKSHOT, DUELIST, BLINDFIGHT, ESCAPIST

  • Mind:

STREETWISE, DESERT SURVIVAL, DETECTIVE, FLEET BATTLE

General Specialties apply across a broad range of situations and add to your Attribute rank. For example, a Mechanic Specialty will allow added rank with many Gear conflicts and will allow added assistance or good judgment when other, related Expert Specialties are used in front of that Character.

Expert Specialties apply to a narrow situation, add two to your Attribute rank and may allow the Force to help the Character. For example, a DUELIST Specialty will allow added rank with Body conflicts and will make it easier to use the Force during such a conflict.

Expert Specialties will not help in General Specialties.

Example: having STREETWISE does not provide Diplomat skills; a HYPERDRIVE TECH is not a good Mechanic. Unaltered Attribute rank represents general skills without specialty adds. Some expert situations are handled by routine technology (such as autopilot) but while Gear skill might fix an autopilot or allow a character to move a ship about in simple tasks, it would not serve during a piloting crisis.

Example: having Gear allows operating complicated equipment you could not build or finesse in a crisis. A speeder bike can be driven through a forest; a hypership can be moved to orbit with the Gear Attribute.

During non-routine actions, characters with Specialties will be the ones who shine. Gear characters trying to PILOT without specialty would result in narrative complications.

Example: Character with Gear 3 attempting PILOT during non-routine expert actions is not precisely equal to Gear 1 + PILOT Expert Specialty. Not only might the Gear 1 + PILOT add the Force to actions, the Gear 3 character will encounter more narrative complications.

The Force cannot help you substitute Expert Specialty and does not add to General Specialty.

Players should also choose (or create with the GM) a single Force Specialty. This Specialty may be in your lower Force score.

  • Dark:
    • Lightning, Grip, Seduce, Ferocity, Fear, Negate Energy, Hold Environ
  • Light:
    • Healing, Lift, Hidden, Serenity, Spot Life, Tamper, Leap, Communication

Campaign play may present chances for adding Specialties from events in play