Recruit Spec

By SirSprinkles, in Star Wars: Edge of the Empire RPG

I was looking through the AoR book when I found the Recruit Spec. At first I found it a nice way for a non-combat character to get less squishy, but then a thought occurred to me: "Is there any specialisation that gains a benefit from ALL the additional Career Skills that Recruit grants?"

As far as I can tell, no. All the careers will have some overlap with the offered career skills. But as you say, it allows a less combat oriented character get a leg up to save some xp on the skills, get another source of dedication, and some more strain and wounds. Plus a few interesting and useful talents.

Even combat characters can benefit, with the stacking of things like second wind, and adding things like spare clip and enduring. All in all, it's a solid investment for most characters. At least, imo.

I'm playing a Smuggler-Thief in my current game. I looked over Recruit for combat skills, and discovered that the only skill duplicated was Vigilance.

But yeah, Recruit adds up to 12 career skills. With only 30ish skills in the game, it's hard to not overlap.

There was a post (around here somewhere) about figuring out the best way to get all skills as career skills. Recruit was key to every build. If you can find that post, you'll likely find your answer.

Recruit is also a Universal, so anyone can take it, but can't be taken as your starting Spec.

Frankly, unless you're really going for a real long-haul campaign, getting all the skills as career skills isn't that big of a deal. Yes, it saves a small bit of XP, but anyone can get any skill to the same level (unlike D&D where class skills limit the max because you don't get the class skill bonus). Plus, while there is a list of just 30 skills... is that really the limit of all possible skills? While there is a list of recommended Knowledge skills, that doesn't mean that's all there is. Just all that was deemed needed as a basis for the game :)

I was looking through the AoR book when I found the Recruit Spec. At first I found it a nice way for a non-combat character to get less squishy, but then a thought occurred to me: "Is there any specialisation that gains a benefit from ALL the additional Career Skills that Recruit grants?"

You mean like the Colonist Unmatched Expertise Signature Ability from Far Horizons?

There was a post (around here somewhere) about figuring out the best way to get all skills as career skills. Recruit was key to every build. If you can find that post, you'll likely find your answer.

That was me. :D I swear I'm only known as "that guy who did the skill thing" around here. I showed my work over in this thread.

https://community.fantasyflightgames.com/index.php?/topic/129371-all-the-career-skills/

For 275 xp (235 xp for Cereans) you can be trained in every skill in the game. This makes Unmatched Expertise extremely powerful.

That was me. :D I swear I'm only known as "that guy who did the skill thing" around here. I showed my work over in this thread.

https://community.fantasyflightgames.com/index.php?/topic/129371-all-the-career-skills/

For 275 xp (235 xp for Cereans) you can be trained in every skill in the game. This makes Unmatched Expertise extremely powerful.

275XP covers the extra XP cost for 11 skills that aren't career, and since most Career/Specializations give you access to 10 or 12 skills total... That's almost the entire skill tree accounted for in XP cost. So, really not worth it for that. Now, the Talent Trees, that's where getting some of those other specializations comes in handy :).