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Professions

Professions are a big part of designing your character, mainly because different professions have different bonuses. You may change your profession once every month, but watch out when doing this. It's never easy for an Imperial officer or Pirate to just up and leave. Your ex-superiors wouldn't want all those secrets loose.

 

Professions do not necessarily tie your character down. Professions can represent more a style of play than an actual specific type of job. For example a smuggler could actually be either a rogue, a pirate, or a gangster depending on their style. A smuggler gangster might work more along the lines of an organization like Talon Kardde's, large and organized. Pirate smugglers might have a more aggressive stance as criminals for example ship thieves like Niles Ferrier. Rogues who are smugglers might be more independant with only a few trusted colleagues like Han Solo and Chewie.

 

Your profession also does not mean you have to be in any faction. You can have Gangster as your profession and still be in the Empire. You can even be an Imperial for your profession but in the rebel faction, though your bonus would be nul except the initial experience bonus. Got it.

 

 


 

 

 


 

  • 10 XP to any skill

  • 200 credit weekly salary on top of normal player salary that increases as rank increases.

  • Access to Imperial vessels (without buying them) based on rank or access to Imperial army forces based on rank

An Imperial Officer may choose from several specialties in either branch. All specialties lead to general officership. Also Imperial Officers are granted startinig equipment equal to that of the lowest NPC of their branch. This is returned to the Empire if you leave the Empire but if it is destroyed it is replaced for free.

 

Navy

Army

Capital Starships Starfighters Infantry Mechanized Commando

 

Ranks and Commands table

To achieve a new rank and acquire its rewards a character must accomplish a mission.

 

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  • 10 XP to any skill

  • 200 credit weekly salary on top of normal player salary that increases as rank increases.

  • Access to New Republic vessels (without buying them) based on rank or access to New Republic army forces based on rank.

A New Republic Officer may choose from several specialties in either branch. All specialties lead to general officership. Also Officers are granted startinig equipment equal to that of the lowest NPC of their branch. This is returned to the Republic if you leave the Republic but if it is destroyed it is replaced for free.

 

Navy

Army

Capital Starships Starfighters Infantry Mechanized SpecOps

 

Ranks and Commands table

 

To achieve a new rank and acquire its rewards a character must accomplish a mission.

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  • 10 XP Melee Combat starting bonus.

  • Receive twice the credits from participating in personnel battles.

  • Receive 20% off of weapon and armor purchases.

  • Receive 20% discounts off the purchase price and maintenance costs of mercenary and veteran mercenary npcs .

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  • 10 XP Ranged Combat starting bonus.

  • Inflict extra damage in battle; +5 with any weapon.

  • Bounty Hunters receive triple credits for bounties.

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  • 10 XP starting bonus to any skill.

  • Wounds received by a Jedi heal twice as fast.  

  • Natural armor of 10 (Deflective) that is not cumulative with other armors.

  • Begin with one Initiate level force power.

  • Can learn force powers from mentors and missions and acquire a random new force power every 75 XP.

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  • 10 XP starting bonus to any skill.

  • Wounds inflicted by Dark Jedi and Sith take twice as long to heal (double damage for purposes of healing).

  • Natural weapon power of +10 that is only cumulative with melee weapons. 

  • Begin with one Initiate level force power.

  • Can learn force powers from mentors and missions and acquire a random new force power every 75 XP.

  • Dark Jedi and Sith have a combat wound penalty for giving up their body to the Darkside. Begins at apprentice 5 wounds more after any battle gen. Knight 10 wounds after any battle gen. Master 15 more wounds after any battle gen.

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  • 10 XP starting bonus to any skill.

  • Natural armor of 5 (Deflective) that is not cumulative with other armors.

  • Natural weapon power of 5 that is only cumulative with melee weapons.

  • Can learn every neutral force power, but no light side or darkside powers.

  • Begin with one Initiate level force power.

  • Can learn force powers from mentors and missions and acquire a random new force power every 75 XP.

  • Can not imbue light or dark side force crystals.

  • Receives LSPs or DSPs for doing good/bad deeds respectively, more information found in The Force section

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  • 5 XP starting bonus to Light & Capital Ship XP

  • Receive twice the credits from space battles; 1.5 if in a capital vessel.

  • Receive 20% off the purchase price of uglies.

  • Receive 20% off the purchase price and maintenance costs of pirates and dread pirate npcs.

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A Rogue may choose from one of the following...

Smuggler

+10% to Pilot Light Checks

+10 XP starting bonus to Pilot Light

Gambler +10% to Gambling Checks +10 XP starting bonus to Perception
Racer +10% to Ground Vehicle Checks +10 XP starting bonus to Ground Vehicle
Smuggler/Gambler +5% to Pilot Light Checks

+5% to Gambling Checks

+5XP starting bonus to Pilot Light

+5 XP starting bonus to Perception

Gambler/Racer +5% to Gambling Checks

+5% to Ground Vehicle Checks

+5 XP starting bonus to Perception

+5XP starting bonus to Ground Vehicle

Racer/Smuggler +5% to Ground Vehicle Checks

+5% to Pilot Light Checks

+5 XP starting bonus to Ground Vehicle

+5 XP starting bonus to Pilot Light

 

Only Smugglers, Smuggler/Gamblers, or Racer/Smugglers may smuggle spice for profit.

 

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  • 10 XP starting bonus to any skill.

  • Receive +250 maximum credits to cantina's owned.

  • Receive 20% discount off the purchase price and maintenance costs of henchman and hit men npcs.

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  • Can purchase healing equipment for 25% off

  • -10 wounds to self and to combat allies after a three round battle generation

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  • 10 XP to perception

  • +10% to espioniage related perception checks only

  • -5% to be hit

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  • Must choose an area of specialty: range, melee, pilot light, ground vehicle or pilot capital

  • 10 XP to specialty skill except perception

  • 20% off cost to area of specialty equipment and upgrades

  • Doubles healing points to area of specialty vehicles (available to pilot light, pilot capital and ground vehicle only)

  • Does 5 extra damage points and a +5% to hit due to refinement by the mechanic/technician on one ranged or one melee weapon of choice only (available to melee or ranged specialties only)

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