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The Skill Trees module of the Reforged Destinies Expansion. Updated 25/10/15

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Jedi Knight

There is no emotion, there is peace.
The Jedi Order has walked the Path of the Light Side for millennia. Although you are at first a humble Student of the Light, you may one day become a powerful Jedi Master.

You become fully leveled with 16 Skills (10 for companions. 16 Skills out of the 33 Skills is the maximum. Companions are not allowed to have a Prestige-class
You may only have one Prestige Class.


Martial Form
Prerequisite to all Skills; Martial Form represents the initial steps into mastering your chosen weapon and powers. As such it comes free of cost.

Weapons:
Ligtsaber(s)
Shoto Lightsaber(s)
Dual-phase Lightsaber
Crossguard Lightsaber
Double-bladed Lightsaber
Lightsaber Whip

Powers:
Telepathy
Force Sight
Force Blinding
Force Grip
Force Stun

You may only choose one weapon type; dual wielding is only possible with the Lightsaber and Shoto Lightsaber. You may only choose two of the listed powers.

Guardian I
Your proficiency with a Lightsaber has increased to that of an average Jedi Knight; allowing you one Lightsaber Form.

Guardian II
Your proficiency have increased to an above average skill level in the Jedi Order; allowing you two Lightsaber Forms.

Guardian III
You are now a Master of Lightsaber Combat, among the best in the Order; allowing you three Lightsaber Forms.

Guardian IV
Master swordsman they name you; for your Lightsaber and you are one and decimate all foes swiftly; allows you five Lightsaber Forms and Force Speed.

Guardian V Prestige-class Peacekeeper
You build your own technique by combining what you know with the unknown; allows you to use an additional type of Lightsaber.

Defender I
Your skill with a Lightsaber allows you to deflect energy ranged attacks of up to two enemies.

Defender II
You can now defend yourself against mental attack. In addition you may deflect energy ranged attacks of up to eight enemies.

Defender III
You can now reflect ranged attacks back against enemies and your mental barriers can withstand almost anything.

Defender IV
Your skill with defense grants you the ability to deflect ballistic ranged attacks and resist all mental attacks.

Force Insight I
Your studies in the Force grant you knowledge into more techniques and powers.

Force Insight II
You gain even more insight and increase your power over the Force.

Force Insight III
Your senses have enhanced to an extent greater than that of most others. The Force gives you visions of the future of others, but not your own.

Force Insight IV
Through much meditation you discover that you are able to enhance others natural abilities and shield others from a fair degree of harm, both physical and mental. But at the same time you discover the potential for destruction.

Force Insight V Prestige-class Consular
Your knowledge of the Force is so deep you do not discover a new technique; you create one of your own.

Commander I
You are able to command a Starfighter wing, or lead a battalion of men.

Commander II
You are able to command half a Battlegroup and half a Legion, or a garrison force. Battlegroup excludes dreadnoughts.

Commander III
You are able to command a full Fleet and full Legion, or a garrison force. Fleet excludes dreadnoughts.

Commander IV
You are now able to command a full Fleet, a full Legion and any garrison forces. Includes a dreadnaught

Sentinel I
You have learnt to conceal your presence from non-Force sensitives. Additionally you learn how to slice into basic systems.

Sentinel II
You have learnt to muffle sounds in your vicinity. Your slicing skills increase giving you limited access to government and corporate systems.

Sentinel III
You have learnt to conceal yourself fully from the sight of non-Force sensitives, but it requires concentration. Your slicing skills increase giving you full access to government and corporate systems and limited access to military systems.

Sentinel IV
You have learnt to conceal yourself fully from the sight of Force-sensitives, at this point the ability is passive. Your slicing skills give you full access to any and all systems.

Sentinel V Prestige-class Shadow
You have learnt how to alter your appearance and voice to that of anyone. Your slicing skills allow you to overwrite and reprogram almost any and all systems.

Wisdom I
Jedi are natural diplomats and mediators, convincing commoners of the Light and inspiring comrades. You can convince lesser men with some effort at a risk of betrayal.

Wisdom II
People look up to you and will consider your point of view carefully. Your own men feel a kinship with you.

Wisdom III
People bask in your presence; lesser men and those following you will be loyal to you to the end.

Paladin I
The Jedi are no stranger to combat and therefore see the use of armour. You may equip light armour without it hampering your Force abilities.

Paladin II
Sometimes you may find yourself in the thick of combat; it is only natural to use the most durable armour at your disposal. You may wear medium and heavy armour without it hampering your Force abilities.

Paladin III
The teachings of the old Jedi Weaponmasters are open to you; when in combat you may imbue your body with the Force creating durable armour.

Forbidden Insight I
For whatever reason you crave for more knowledge of the Force, but perhaps some mysteries are better left unresolved.

Forbidden Insight II
The path before you is dark but there is great power here, how you choose to use it remains to be seen.

Forbidden Insight III
You risk being branded a heretic and exiled by your contemporaries if discovered but where there is light and the risk of an all-consuming dark there may yet be balance.

Marksman I
Blasters are not a typical Jedi weapon yet you choose to use it over a Lightsaber in some cases. Permits you use of either a Blaster Rifle or a Pistol.

Marksman II
You continue your pursuit of ranged weapons and discover new ways to utilize them. You may dual wield Pistols and add basic attachments to a Blaster Rifle.





Sith Acolyte

Peace is a lie, there is only passion.
The Sith Code resonates within you and the power of the Dark Side makes you stronger. Though you begin a humble Acolyte of the Dark, you aspire to become a powerful Sith Lord without equal.

You become fully leveled with 14 Skills (8 for companions). 14 Skills out of the 30 Skills is the maximum. Companions are not allowed to have a Prestige-class.
You may only have one Prestige Class.


Martial Form
Prerequisite to all Skills; Martial Form represents the initial steps into mastering your chosen weapon and powers. As such it comes free of cost.

Weapons:
Ligtsaber(s)
Shoto Lightsaber(s)
Dual-phase Lightsaber
Crossguard Lightsaber
Double-bladed Lightsaber
Lightsaber Whip

Powers:
Telepathy
Force Sight
Force Blinding
Force Grip
Force Stun

You may only choose one weapon type; dual wielding is only possible with the Lightsaber and Shoto Lightsaber. You may only choose two of the listed powers.

Sith Offence I
Your proficiency with a Lightsaber has increased to that of an average Sith Warrior; allowing you one Lightsaber Form.

Sith Offence II
Your proficiency have increased to an above average skill level in the Sith Order; allowing you two Lightsaber Forms.

Sith Offence III
You are now a Master of Lightsaber Combat, among the best in the Order; allowing you three Lightsaber Forms.

Sith Offence IV
Master swordsman they name you; for your Lightsaber and you are one and decimate all foes swiftly; allows you five Lightsaber Forms and Force Speed.

Sith Offence V Prestige-class Marauder
You fuel yourself with Rage; pain heals you but it drains you of the Force and may cause permanent side effects.

Sith Defence I
Your skill with a Lightsaber allows you to deflect energy ranged attacks of up to two enemies.

Sith Defence II
You can now defend yourself against mental attack. In addition you may deflect energy ranged attacks of up to eight enemies.

Sith Defence III
You can now reflect ranged attacks back against enemies and your mental barriers can withstand almost anything.

Sith Defence IV
Your skill with defense grants you the ability to deflect ballistic ranged attacks and resist all mental attacks.

Force Manipulation I
Your studies in the Force grant you knowledge into more techniques and powers.

Force Manipulation II
You gain even more insight and increase your power over the Force.

Force Manipulation III
Your senses have enhanced to an extent greater than that of most others. The Force gives you visions of the future of others, but not your own.

Force Manipulation IV
Through much meditation you discover that you are able to enhance others natural abilities and shield others from a fair degree of harm, both physical and mental. But at the same time you discover the potential for destruction.

Force Manipulation V Prestige-class Inquisitor
Your knowledge of the Force is so deep you do not discover a new technique; you create one of your own.

Overlord I
You are able to command a Starfighter wing, or lead a battalion of men.

Overlord II
You are able to command half a Battlegroup and half a Legion, or a garrison force. Battlegroup excludes dreadnoughts.

Overlord III
You are able to command a full Fleet and full Legion, or a garrison force. Fleet excludes dreadnoughts.

Overlord IV
You are now able to command a full Fleet, a full Legion and any garrison forces. Includes a dreadnaught

Infiltrator I
You have learnt to conceal your presence from non-Force sensitives. Additionally you learn how to slice into basic systems.

Infiltrator II
You have learnt to muffle sounds in your vicinity. Your slicing skills increase giving you limited access to government and corporate systems.

Infiltrator III
You have learnt to conceal yourself fully from the sight of non-Force sensitives, but it requires concentration. Your slicing skills increase giving you full access to government and corporate systems and limited access to military systems.

Infiltrator IV
You have learnt to conceal yourself fully from the sight of Force-sensitives, at this point the ability is passive. Your slicing skills give you full access to any and all systems.

Infiltrator V Prestige-class Assassin
You have learnt how to alter your appearance and voice to that of anyone. Your slicing skills allow you to overwrite and reprogram almost any and all systems.

Intimidation I
To the Sith it comes naturally to strike fear into an enemy and inspire loyalty, yet you have only taken the first steps onto this path. You could convince lesser men with some effort at a risk of betrayal.

Intimidation II
Dread fills the heart of those facing you often times helping you to convince them of your opinions. Your own men learn better then to fail you.

Intimidation III
Your mere presence is able to convince lesser men and those following you will follow you to death with a mindless fanaticism.

Conditioned Body I
The Sith are no stranger to combat and therefore see the use of armour. You may equip light armour without it hampering your Force abilities.

Conditioned Body II
Sometimes you may find yourself in the thick of combat; it is only natural to use the most durable armour at your disposal. You may wear medium and heavy armour without it hampering your Force abilities.

Conditioned Body III
Sith Juggernauts withstood terrible blows; harness their power. You may now resist basic attacks to non-vital organs even when unarmoured.

Gunman I
Blasters are not a typical Sith weapon yet you choose to use it over a Lightsaber in some cases. Permits you use of either a Blaster Rifle or a Pistol.

Gunman II
You continue your pursuit of ranged weapons and discover new ways to utilize them. You may dual wield Pistols and add basic attachments to a Blaster Rifle.





Mandalorian

Haat, Ijaa, Haa’it.
The legendary Mandalorian Clans are without equal. Like those before you you are trained from birth to be a warrior and although you have much to learn your potential is limitless.

You become fully leveled with 12 Skills (6 for companions). 12 Skills out of the 23 Skills is the maximum. Companions are not allowed to have a Prestige-class.
You may only have one Ultimate Class.


Goten Verd
Prerequisite to all Skills; Goten Verd represents the warrior culture mentality and trained from birth nature of the Mandalorians. As such it comes free of cost.

Weapons:
(Heavy) Blaster Pistol(s)
Blaster Carbine(s)
Blaster Rifle
Blaster Sniper
Blaster Shotgun
Beskad(e) (bonus)
Armour Attachments:
Magnetic Boots
Armband Blades
Wrist Vibroblade
Wrist Stunner
Stealth Field Generator
Shield Generator

Secondaries:
Blaster Pistol (1)
Proximity Mines (2)
DetPacks (1)
Grenades (3)

You may only choose one weapon type; dual wielding is only possible with the Pistol, the Carbine and the Beskad(melee). You may only choose two of the listed Armour Attachments and two secondaries.

Kad Aranov I
The Beskad is an extension of yourself; you are superior to most adversaries.

Kad Aranov II
In addition to training your body you train your mind; protecting you from being read and allowing you to discern the moves of adversaries.

Kad Aranov III
You are as swift as you are precise; based upon your own knowledge you pierce weak points where possible.

Kad Aranov IV
Elegance aside the Beskad remains a heavy blade; with the proper amount of strength (and subpar quality) you may shatter an enemy blade.

Kad Aranov V Prestige-class Swordmaster
Although you are not a Jedi you realize that, with practice, the durable Beskad can be used to block blaster-based ranged attacks.

Kad Aranov VI Ultimate-class Legendary Swordmaster
Fighting is second nature to you and comes as easy as breath. You have a chance to disarm enemies below an appropriate III Skill.

Kad Aranov VI Ultimate-class
Fabled Swordsmaster
None can break your stalwart defences. You have a chance to block one attack once in an event.

Strategos I
You are able to command a Starfighter/Bomber wing, or lead a battalion of men.

Strategos II
You are able to command half a fleet and a moderately equipped army, dreadnaught/SSD not included.

Strategos III
You are able to command a full Standard Fleet and fully equipped army, dreadnaught/SSD not included.

Strategos IV
You are now able to command a full Standard Fleet and a fully equipped army, including a dreadnaught/SSD.

Ram'ika I
Allows you to take one warship to whichever Sector, regardless if it’s adjacent or not. Ship must be smaller than a Cruiser.

Ram'ika II (Requires Strategos I)
Allows you to take a small force to whichever Sector, regardless if it’s adjacent or not. Ship may be a Cruiser along with a complement of one Starfighter/Bomber wing.

Ram'ika III (Requires Strategos II)
Allows you to take a small force to whichever Sector, regardless if it’s adjacent or not. 3 ships is the maximum; one of which may be a Cruiser.

Ram’ika IV
Allows you to take a small force to whichever Sector, regardless if it’s adjacent or not. 10 ships maximum, three of which may be as Cruisers.

Gaid I
Allows you to equip more specialized Armour Attachments instead of what you already possess; Wrist Blaster, Wrist Fibercord and Wrist Gas Capsule

Gaid II
Doubles the load of the two secondaries you may carry (including other skills).

Gaid III
Doubles the amount of Armour Attachments you may have and permits you use of the following; Wrist Flamethrower, Wrist Dart Shooter, Wrist Rocket, Security Blades and Data Breakers.

Gaid IV
Doubles the load of the three secondaries you may carry. Permits you to use Folded Beskar Armour and expensive gadgetry such as Field Security Overloaders and Lock overriding systems.

Sen'tra I
You learn how to fly with a jetpack. The jetpack may be used up to three turns or in short bursts for five turns.

Sen'tra II
You learn how to fly and fight with a jetpack, and can now properly shoot your weapons during flight. Additionally this will allow you use of a Jetpack missile

Besbe'trayce I
Permits you the usage of rare and exotic weapons such as Verpine, Disruptors, Kunai and so on.

Besbe'trayce II
Permits you the usage of heavy weapons such as Cannons, Repeaters, Warhammers and so on.





Citizen

Destiny Reforged.
Heroic soldier, brave smuggler or veteran commander as an ordinary galactic citizen your options are without a limit and you aspire to fulfill your potential.

You become fully leveled with 15 Skills (8 for companions). 15 out of the 32 Skills is the maximum. Companions are not allowed to have a Prestige-class
You may only have one Prestige Class.


Basic Combat
Prerequisite to all Skills; Basic Combat represents training in self-defence to be prepared for the harsh galaxy. As such it comes free of cost.

Weapons:
(Heavy) Blaster Pistol(s)
Blaster Carbine
Blaster Rifle
Blaster Sniper
Blaster Shotgun
(Double)(Vibro)sword/blade/dagger(s)

Secondaries:
Blaster Pistol (1)
(Vibro)blade/dagger (1)
Proximity Mines (2)
DetPacks (1)
Grenades (1)

You may only choose one weapon type; dual wielding is only possible with the Pistol, the Carbine and some melee. You may only choose two of the listed secondaries.

Trooper I
Although you know how to aim you find it useful to do a refresher course. In addition you learn about useful new external attachments such as bipods, scopes, grapple hooks, underslung launchers, flamethrowers and shotguns. Your accuracy is sharpened due to your practice.

Trooper II
Research and practice have made you a seasoned fighter; you now hold knowledge of advanced internal weapon modifications, such as extended barrels, hair triggers and beam splitters; your accuracy with at short and medium range has increased above the standard.

Trooper III
In effort to gain more firepower you look for exotic weapons; you may use Disruptors and Pulse Canons. At long ranges you can accurately take down most targets, medium and short range becomes trivial. You now have access to advanced mobility equipment such as jetpacks and rocket boots.

Trooper IV
You realize when the situation calls for heavy weaponry to crack open a particularly hard shell and outfit yourself with heavy blaster repeaters and blaster handcanons. Your precision at long range is pin-point.

Fencer I
Your melee weapon is an extension of yourself; you are superior to most adversaries.

Fencer II
In addition to training your body you train your mind; protecting you from being read and allowing you to discern the moves of adversaries.

Fencer III
You are as swift as you are precise; based upon your own knowledge you pierce weak points where possible.

Fencer IV
Using heavier swords and enough power you may break and shatter the weapon of an adversary provided the weapon is of a weaker material. Permits you to wield a secondary ranged weapon in addition to your melee; your accuracy with the ranged weapon depends on your Trooper skill.

Fencer V Prestige-class Myrmidon
Although you are not a Jedi you realize that, with practice, you can use your melee to block blaster-based ranged attacks.

Juggernaut I
Protection is necessary to survive the dangers of the galaxy; you train in endurance and can wear light armour.

Juggernaut II
At risk of being slowed down you realize increased protection is needed; you endure and may wear medium or heavy armour.

Juggernaut III
As time passes along and you increase in physical strength and medium and heavy armour no longer slows you down.

Juggernaut IV
The benefits outweigh the costs; you purchase your own powered exosuit armour. Whether it is light, medium or heavy is left to your discretion.

Juggernaut V Prestige-class Behemoth
Upon discovering of special and rare alloys you decide to upgrade your powered exosuit armour with it.

Inventor I
The basic tools of the trade find their way in your hands. Permits; Security Spikes, Computer Spikes and Repair Kits.

Inventor II
Doubles the load of the two secondaries you may carry (including other skills).

Inventor III
Permits you the use of the following; Security Blades and Data Breakers.

Inventor IV
Doubles the load of the three secondaries you may carry. Permits you to use expensive gadgetry such as Field Security Overloaders and Lock overriding systems.

Inventor V Prestige-class Genius
Experience with various gadgetry has given you insight into in creating your own. You may create two secondaries.

Officer I
You are able to command a Starfighter/Bomber wing, or lead a battalion of men.

Officer II
You are able to command half a fleet and a moderately equipped army, dreadnaught/SSD not included.

Officer III
You are able to command a full Standard Fleet and fully equipped army, dreadnaught/SSD not included.

Officer IV
You are now able to command a full Standard Fleet and a fully equipped army, including a dreadnaught/SSD.

Pirate I
Allows you to take one warship to whichever Sector, regardless if it’s adjacent or not. Ship must be smaller than a Cruiser.

Pirate II (Requires Officer I)
Allows you to take a small force to whichever Sector, regardless if it’s adjacent or not. Ship may be a Cruiser along with a complement of one Starfighter/Bomber wing.

Pirate III (Requires Officer II)
Allows you to take a small force to whichever Sector, regardless if it’s adjacent or not. 3 ships is the maximum; one of which may be a Cruiser.

Pirate IV
Allows you to take a small force to whichever Sector, regardless if it’s adjacent or not. 10 ships maximum, three of which may be as Cruisers.

Charisma I
You see yourself as a natural mediator, convincing commoners of your ideals and inspiring comrades. You can convince lesser men with some effort at a risk of betrayal.

Charisma II
People look up to you and will consider your point of view carefully. Your own men feel a kinship with you.

Charisma III
People bask in your presence; lesser men and those following you will be loyal to you to the end.

Spy I
You have learnt to use your surroundings and camouflage to your advantage. Additionally you learn how to slice into basic systems.

Spy II
You may equip a sound dampening device to help hide your presence. Your slicing skills increase giving you limited access to government and corporate systems.

Spy III
Although rare you judge it useful to upgrade to a stealth field generator. Your slicing skills increase giving you full access to government and corporate systems and limited access to military systems.





Droid

Destiny Reforged.
Deet bwoop.
Droids are among the most important entities in the galaxy ranging from protocol and astromech droids to huge wardroids and assassins.

You may fully level all skills of all Droid classes. Companions are not allowed to have a Prestige-class.
You may only have one Prestige Class.


Droid Class
You must pick a free starting Skill which will represent the Droid type. Class 2 is Astromech, Class 4 is Battledroid and Class 6 is Artificial Intelligence.

Class 4
(Heavy) Blaster Pistol(s)
Blaster Carbine
Blaster Rifle
Blaster Sniper
Blaster Shotgun
(Double)(Vibro)sword/blade/dagger(s)

You may only choose two weapon types; dual wielding is only possible with the Pistol, the Carbine and some melee.

Slicer I
You may slice into basic systems.

Slicer II
Your slicing skills increase giving you limited access to government and corporate systems.

Slicer III
Your slicing skills increase giving you full access to government and corporate systems and limited access to military systems.

Slicer IV
Your slicing skills give you almost full access to any and all systems.

Slicer V Prestige-class Cipher
Your slicing skills allow you to overwrite and reprogram almost any and all systems. Grants limited wireless capabilities to linked networks.

Ranged Upgrade I
Mounting a weapon on a Droid is one thing, having it know when to use it another.

Ranged Upgrade II
Your aim is as precise as can be, Droids are known for accuracy. Class Four may use additional attachments such as grapple hooks, underslung launchers, flamethrowers and shotguns.

Ranged Upgrade III
Class Four Droids can be equipped with exotic weapons; you may use Disruptors and Pulse Canons.

Melee Upgrade I
Droids equipped with melee weapons now know how to use them in battle.

Melee Upgrade II
You to discern the moves of adversaries and are as precise as possible with your melee weapon.

Melee Upgrade III
You are as swift as you are precise; based upon your own knowledge you pierce weak points where possible.

Plating Upgrade I
The protective outer coating can’t stand up to much other than dirt. The upgraded plating provides the Droid a stealth coating allows it to stand up to the dirt and take it by surprise.

Plating Upgrade II
For combat a combat Droid should be outfitted with armour plating. Permits you to use light armour plating.

Plating Upgrade III
For more difficult and dangerous operations a decent layer of medium armour works well striking a mix between protection and weight making you fast and reasonably protected.

Plating Upgrade IV
When expecting direct and heavy battle only direct and heavy armour plating provides enough protection. However heavy armour is rather heavy and slows you down.

Plating Upgrade V Prestige-class Wardroid
Droids have a major weakness towards electrical and ion-based weaponry however there are particular methods to make Droids protected against this. Makes your Droid resistant to Ion attack when using any kind of armour plating.

Mainframe Upgrade I
Immortality for droids through a secure, Ion-proof data chip. Provided the Droid body is rebuilt exactly as it was the data chip can be implanted.

Mainframe Upgrade II
Through some updating of the Droid intelligence software the data chip implant becomes compatible for all Droid types. Proper use of a different Droid body is not guaranteed.

Mainframe Upgrade III
Installing aggressive BruteForce software allows the Droid on the data chip to takeover an active Droid body or computer system. Provided it is not protected.

Locomotor Upgrade I
Upgrades the Droid chassis to allow it to perform rotations of the upper chassis independently of the lower chassis.

Locomotor Upgrade II
Increases the speed at which the Droid can move by upgrading the joints with reinforced alloys.

Locomotor Upgrade III
Provides the Droid with rocket boosters allowing it to propel itself through the air momentarily. May be used for up to three turns with light and medium plating and for two turns with heavy plating.

Locomotor Upgrade L
Provides the Droid with rocket boosters allowing it to propel itself through the air momentarily. May be used for up to four turns.

Firewall I
Protects the Droid against digital attack from Infiltrator/Sentinel/Spy/Slicer II. Restricts use of Slicer V and IV.

Firewall II
Protects the Droid against digital attack from Infiltrator/Sentinel/Spy/Slicer III. Restricts use of Slicer III.

Firewall III
Protects the Droid against digital attack from Infiltrator/Sentinel/Spy/Slicer IV. Slows down digital attack from Infiltrator/Sentinel/Spy/Slicer V considerably. Restricts use of Slicer II.

Contender I
You are able to command a Starfighter/Bomber wing, or lead a battalion of men. Restricts use of Mainframe Upgrade III.

Contender II
You are able to command half a fleet and a moderately equipped army, dreadnaught/SSD not included. Restricts use of Mainframe Upgrade II.

Contender III
You are able to command a full Standard Fleet and fully equipped army, dreadnaught/SSD not included. Restricts use of Mainframe Upgrade III.

Post comment Comments
Ori`verda Author
Ori`verda - - 12,429 comments

Mandalorian expansion considerations.

I: Increase cost of abilities/add dummy skills.

II: Half abilities to curb power.

III: Add gunnery skills.

IV: Specialization requirement?

Reply Good karma+1 vote
Ori`verda Author
Ori`verda - - 12,429 comments

Kyrayc sur'haai - Dead Eye

Reply Good karma+1 vote
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