Savage Species... and what comes next

By Maelora, in Star Wars: Force and Destiny RPG

It really, really is. Age bucks all the patterns, making it really hard to predict.

For instance: what type of book should we expect next? Well, Edge and Force follow the same pattern, so it's a good bet that we'll get a Region for Edge and an Adventure for Force, but...what's next for Age? No idea.

I'm tentatively predicting an Adventure, but that has no supportive basis.

So with this book, Seeker has the most efficient ways to gain additional FP and has two lightsaber/melee focus careers.

Seems like a better than average career to date.

While this is true, the Executioner flirts with Dark Side options, and increased conflict. Ataru Striker is less likely to have these temptations. The Hermit is another career who has two branches to its career tree that +! Force Rating. It also can get a bonded animal much faster, and suggests having a mount as a bonded animal for one choice.

Remember, too, that Guardians add the Armorer, who can choose Lightsaber as a career skill.

Not surprisingly, both Force and Destiny offer a new twist to Lightsaber-wielding characters. I wonder if this trend will continue.

Notice that new kyber crystals are also included in these books, one that stuns (Guardians) and one that points to 'true North' (Seeker).

Regarding the future options for F&D books, I created a spreadsheet at home of all of the published careers in that product line. As it stands now, Force-users must HATE computers! Only three of twenty-four career specializations have access to it as a career skill.

While it may be fun to speculate how X career may be more focused on Y skills or Talents or the Force, I am hoping for well-rounded balance options beyond living in the forests in exile. Sure, the two supplemental books account for the data skew, but I think data points in directions needed to go for balance.

Also worth noting:

Force and Destiny

Skill...# of Careers with Said Skill

Computers...3

Mechanics...3

Medicine...3

Streetwise...2

Gunnery...ONE

On the flip side...

Skill...# of Careers with Said Skill

Cool...14

Discipline...12

Perception...14

Survival...11

Vigilance...15

Melee...10

What does this data suggest to you?

Regarding the future options for F&D books, I created a spreadsheet at home of all of the published careers in that product line. As it stands now, Force-users must HATE computers! Only three of twenty-four career specializations have access to it as a career skill.

While it may be fun to speculate how X career may be more focused on Y skills or Talents or the Force, I am hoping for well-rounded balance options beyond living in the forests in exile. Sure, the two supplemental books account for the data skew, but I think data points in directions needed to go for balance.

Also worth noting:

Force and Destiny

Skill...# of Careers with Said Skill

Computers...3

Mechanics...3

Medicine...3

Streetwise...2

Gunnery...ONE

On the flip side...

Skill...# of Careers with Said Skill

Cool...14

Discipline...12

Perception...14

Survival...11

Vigilance...15

Melee...10

What does this data suggest to you?

Mostly that the themes that go along with those skills aren't a focus for many of what they do. But I dare say that if you went through all the EotE and AoR that you'd likely come up with a similar list. Computers and Mechanics are two skills that I don't see often on many list for instance. Though I've not created a spreadshet to check. Medicine is another skill that I never expect to see in all that many careers.

Force Users are encouraged to keep their cool and be disciplined :P

but Sentinel and Warrior should adjust those a bit, even Consular could have a tech analyst type character.

out of interest what are the top and bottom 5 for EotE and AoR respectively?

In theory, I could pull those career skills as listed on Doc, the Weasel's career trees, right? I only have the FnD books, but will try to use those references. I just don't know what non-FnD careers haven't been published in his updates (and access to what skills those un-updated career skills are).

ahh ok. most of its in his spreadsheets, but there is gaps so not exactly worth it

I'll take a look tomorrow and run the numbers. I know Mechanics is very common outside of F&D: every Technician spec save Slicer has it, a couple of Ace specs have it, as do must of the Engineer specs and any spec that deals with blowing $H!T up.

Computers I'm not as sure on. But like I said, I'll do the numbers tomorrow.

I'll take a look tomorrow and run the numbers. I know Mechanics is very common outside of F&D: every Technician spec save Slicer has it, a couple of Ace specs have it, as do must of the Engineer specs and any spec that deals with blowing $H!T up.

Computers I'm not as sure on. But like I said, I'll do the numbers tomorrow.

"What? No, I'm not addicted to spreadsheets. I make a spreadsheet every day, so how could I be addicted?"

Seriously, though, thanks for the work you put in, and are you okay?

Okay all, here’s the skill breakdown. There’s two different ways to look at this: how many starting characters, who have only their career skills and their skills from their initial specialization, have a skill, and, if you’re looking to branch out in order to pick a specific skill up, how many options do you have (i.e. how many specs out there actually offer the skill)?

EDGE OF THE EMPIRE

Starting Characters:

Perception: 24 (72.73%)

Streetwise: 19 (57.58%)

Piloting (Planetary): 18 (54.55%)

Piloting (Space): 17 (51.52%)

Vigilance: 17 (51.52%)

Coordination: 14 (42.42%)

Discipline: 14 (42.42%)

Knowledge (Outer Rim): 14 (42.42%)

Astrogation: 13 (39.39%)

Cool: 13 (39.39%)

Deception: 13 (39.39%)

Knowledge (Underworld): 13 (39.39%)

Athletics: 12 (36.36%)

Knowledge (Lore): 12 (36.36%)

Brawl: 10 (30.30%)

Ranged (Light): 10 (30.30%)

Computers: 9 (27.27%)

Knowledge (Education): 9 (27.27%)

Leadership: 9 (27.27%)

Mechanics: 9 (27.27%)

Negotiation: 9 (27.27%)

Skulduggery: 9 (27.27%)

Charm: 8 (24.24%)

Knowledge (Xenology): 8 (24.24%)

Melee: 8 (24.24%)

Resilience: 8 (24.24%)

Survival: 8 (24.24%)

Knowledge (Core Worlds): 7 (21.21%)

Ranged (Heavy): 7 (21.21%)

Coercion: 6 (18.18%)

Gunnery: 6 (18.18%)

Medicine: 3 (12.12%)

Knowledge (Warfare): 0 (0.00%)

Lightsaber: 0 (0.00%)

Total Specs:

Cool: 8

Mechanics: 8

Knowledge (Underworld): 7

Coercion: 6

Gunnery: 6

Perception: 5

Deception: 5

Computers: 5

Knowledge (Education): 5

Skulduggery: 5

Ranged (Heavy): 5

Streetwise: 4

Piloting (Planetary): 4

Discipline: 4

Ranged (Light): 4

Negotiation: 4

Charm: 4

Resilience: 4

Survival: 4

Stealth: 4

Piloting (Space): 3

Vigilance: 3

Athletics: 3

Brawl: 3

Leadership: 3

Knowledge (Xenology): 3

Melee: 3

Medicine: 3

Coordination: 2

Knowledge (Outer Rim): 2

Astrogation: 2

Knowledge (Core Worlds): 2

Knowledge (Lore): 1

Knowledge (Warfare): 0

Lightsaber: 0

AGE OF REBELLION

Starting Characters:

Perception: 22 (78.57%)

Ranged (Light): 19 (67.86%)

Cool: 16 (57.14%)

Knowledge (Warfare): 15 (53.57%)

Vigilance: 12 (42.86%)

Leadership: 12 (42.86%)

Mechanics: 10 (35.71%)

Computers: 10 (35.71%)

Piloting (Space): 10 (35.71%)

Deception: 9 (32.14%)

Athletics: 9 (32.14%)

Coercion: 8 (28.57%)

Gunnery: 8 (28.57%)

Piloting (Planetary): 8 (28.57%)

Discipline: 8 (28.57%)

Knowledge (Xenology): 8 (28.57%)

Knowledge (Education): 7 (25.00%)

Ranged (Heavy): 7 (25.00%)

Negotiation: 7 (25.00%)

Medicine: 7 (25.00%)

Knowledge (Outer Rim): 7 (25.00%)

Astrogation: 7 (25.00%)

Knowledge (Core Worlds): 7 (25.00%)

Knowledge (Lore): 7 (25.00%)

Skulduggery: 6 (21.43%)

Charm: 6 (21.43%)

Survival: 6 (21.43%)

Brawl: 6 (21.43%)

Resilience: 5 (17.86%)

Melee: 5 (17.86%)

Coordination: 5 (17.86%)

Stealth: 4 (14.29%)

Knowledge (Underworld): 3 (10.71%)

Streetwise: 2 (7.14%)

Lightsaber: 0 (0.00%)

Total Specs:

Gunnery: 7

Perception: 6

Computers: 6

Piloting (Planetary): 6

Discipline: 6

Ranged (Heavy): 6

Cool: 5

Vigilance: 5

Mechanics: 5

Knowledge (Education): 5

Resilience: 5

Piloting (Space): 4

Deception: 4

Negotiation: 4

Medicine: 4

Skulduggery: 4

Survival: 4

Brawl: 4

Knowledge (Warfare): 3

Athletics: 3

Knowledge (Core Worlds): 3

Melee: 3

Knowledge (Underworld): 3

Ranged (Light): 2

Leadership: 2

Coercion: 2

Knowledge (Xenology): 2

Knowledge (Outer Rim): 2

Astrogation: 2

Charm: 2

Coordination: 2

Stealth: 2

Streetwise: 2

Knowledge (Lore): 1

Lightsaber: 0

FORCE AND DESTINY

Starting Characters:

Vigilance: 15 (62.50%)

Perception: 14 (58.33%)

Cool: 13 (54.17%)

Discipline: 12 (50.00%)

Survival: 11 (45.83%)

Melee: 10 (41.67%)

Brawl: 9 (37.50%)

Resilience: 8 (33.33%)

Piloting (Planetary): 7 (29.17%)

Piloting (Space): 7 (29.17%)

Knowledge (Xenology): 7 (29.17%)

Knowledge (Lore): 7 (29.17%)

Lightsaber: 7 (29.17%)

Ranged (Heavy): 6 (25.00%)

Athletics: 6 (25.00%)

Leadership: 5 (20.83%)

Coercion: 5 (20.83%)

Knowledge (Outer Rim): 5 (20.83%)

Stealth: 5 (20.83%)

Knowledge (Education): 4 (16.67%)

Deception: 4 (16.67%)

Negotiation: 4 (16.67%)

Ranged (Light): 4 (16.67%)

Astrogation: 4 (16.67%)

Charm: 4 (16.67%)

Coordination: 4 (16.67%)

Computers: 3 (12.50%)

Mechanics: 3 (12.50%)

Medicine: 3 (12.50%)

Skulduggery: 3 (12.50%)

Knowledge (Core Worlds): 3 (12.50%)

Knowledge (Underworld): 3 (12.50%)

Streetwise: 3 (12.50%)

Gunnery: 1 (4.17%)

Knowledge (Warfare): 0 (0.00%)

Total Specs:

Discipline: 8

Lightsaber: 7

Perception: 5

Survival: 5

Resilience: 4

Athletics: 4

Ranged (Light): 4

Astrogation: 4

Coordination: 4

Vigilance: 3

Knowledge (Lore): 3

Leadership: 3

Stealth: 3

Charm: 3

Mechanics: 3

Medicine: 3

Knowledge (Underworld): 3

Streetwise: 3

Cool: 2

Melee: 2

Knowledge (Xenology): 2

Ranged (Heavy): 2

Coercion: 2

Knowledge (Outer Rim): 2

Knowledge (Education): 2

Negotiation: 2

Skulduggery: 2

Brawl: 1

Piloting (Planetary): 1

Piloting (Space): 1

Deception: 1

Computers: 1

Gunnery: 1

Knowledge (Core Worlds): 0

Knowledge (Warfare): 0

I don’t have the time to go through and do a summation of them all, nor to do an in-depth analysis, but the gist of it is this: the different lines represent different types of adventures, so the careers and specializations naturally focus on different skills. Certain universal skills, like Perception, are common across all three, but you find plenty of variance depending on what kind of game the line is tailored for.

I'll take a look tomorrow and run the numbers. I know Mechanics is very common outside of F&D: every Technician spec save Slicer has it, a couple of Ace specs have it, as do must of the Engineer specs and any spec that deals with blowing $H!T up.

Computers I'm not as sure on. But like I said, I'll do the numbers tomorrow.

"What? No, I'm not addicted to spreadsheets. I make a spreadsheet every day, so how could I be addicted?"

Seriously, though, thanks for the work you put in, and are you okay?

I never said I wasn't addicted to spreadsheets. In fact, I'm fairly certain that I am.

And...no, actually. I'm not really okay. I glad someone finally noticed.

EDIT: And dern-it-all! >_<

I just realized I forgot to sort alphabetically in-between different orders, and so the tied skills aren't listed alphabetically! Gaah, that's gonna drive me crazy(-er)! But I don't have time to go back and fix it now...

Edited by Absol197

So, the commit upgrade for Farsight. Someone care to elaborate how they interpret that particular upgrade? Does it only affect Perception, and must you commit one force die at a time? Can you commit many? Does it affect the base power or is it just a way to get ranks in perception? Thoughts?

I think it's a misprint. My interpretation is that it works like a normal commit action, such as the Enhance or Sense commits (not one that is triggered after using the power). It only affects Perception, as it's the only thing mentioned, and it can be done as many times as a character is able.
I would've thought so too, but it specifically calls out "adding" ranks per committed force die to perception... So at the moment it doesn't look like it's giving the base power a committed duration... which I'm fine with, but still, it's odd, if a nice flavourful touch.

The way I understand it is that instead of having to take a specific action to commit your FD to increase your ranks in Perception you can just do it as part of the action to use the basic power, and you may commit as many as you want at that time (maximum of 5 ranks though). I do wonder if the committed dice are only supposed to remain committed while the effects of the power continue, but since it doesn't say so I'm thinking it's like normal and you choose when to uncommit them.

See, I was hoping for this answer in the latest Order 66 podcast, but it seems the commit is only to increase rank of Perception by 1 (max 5). I'm not sure I'm game with that. 15XP to commit a force die for 1 rank of Perception isn't great (except if the commit results in rank 4 or 5, then there's at least some reward).

On the other hand, 15 XP, commit 1 force die and potentially gain 360 vision up to extreme range, seeing down to the microscopic level... potentially from a different perspective than the character's own. 15XP isn't that expensive for that, and committing 1 die could be considered cheap.