![star wars: age of rebellion classes star wars: age of rebellion classes](https://i.ebayimg.com/images/g/OTIAAOSwEMBggadO/s-l400.jpg)
Motivations deserve some note, as each character has to pick four motivations, separated in four types: Desire, Fear, Strength, and Flaw. Pretty much like star wars here, even the amount of money is the same (500), but the currency has no name. Then you invest the starting experience points, calculate his secondary attributes (wounds, strain, soak), pick a motivation and spend his initial money on gear. Then you pick your career, which also shows some generic examples, like Soldier, or Ship Captain, and describes how they can be customized to be either role-based or setting-based careers. Since Critical Injuries are what kills, maims, or hampers your characters, this ability ensures that the laborer keeps going when everyone else gives up. Once per session, they can spend a Story Point immediately after suffering a Critical Injury, see the result, and then count the result as the weakest Critical Injury instead. This ability ensures the character can always use them at the critical moment. Though this seems like a pretty minor ability, Genesys has a lot of powerful abilities fueled by Story Points. Once per session, they can take a Story Point from the game master’s pool and add it to the player’s pool. The average human has Ready For Anything. Then it describes how different settings could use these archetypes differently or how species could be used instead of archetypes. Average Human, which has few strong points but is very customizable.Aristocrat, which is a social operator who focus on solving conflicts.Intellectual, who focuses on being smart and solving issues, sacrificing his toughness for it.
![star wars: age of rebellion classes star wars: age of rebellion classes](http://images-cdn.fantasyflightgames.com/filer_public/19/05/19057249-ba90-4cb4-b758-1059d8d06394/swr10_preview5.png)
Laborer, which is our standard strong and tough character.Character creationĬharacter creation is very simple, you pick a background, which is mostly a questionary of things that could fit into any setting, then pick your archetype, which works similarly to species and the book offers four examples:
![star wars: age of rebellion classes star wars: age of rebellion classes](https://files.rebel.pl/products/109/23/1150/_107506/podrecznik-ffg-star-wars-swr10-cover-1200x900-ffffff.jpg)
Of course, you could always homebrew all of this, but if that was your intent you wouldn't be considering buying the book.
#STAR WARS: AGE OF REBELLION CLASSES HOW TO#
The system itself is generic though, that means that it has a few examples on how certain things work, and a bunch of guidelines on how to make your own things, from weapons to armors to spells. The symbols on the dice are different, but mean pretty much the same thing: success, failure, advantage, threats, etc. The game is very similar with their star wars line, which is similar to their warhammer fantasy 3th edition system.
#STAR WARS: AGE OF REBELLION CLASSES LICENSE#
Unless Fantasy Flight decides to go with some kind of Open Game License (or you decide to pirate the game).