Character Options

The eleven classes and twelve ancestries open to players, reskinned for Star Wars.

Classes

Classes

All eleven Draw Steel classes are open to players. The mechanics are unchanged. The names and flavour are Star Wars.

Tags: Force (your powers can be the Force), Technology (or the same powers can be gadgets, gear and training), Ion specialist (ion damage is a signature of the class), Counter-Force (trained to counter the supernatural).

See Draw Steel in Star Wars for the ion damage rule, and The Force, Titles, Perks and Kits for becoming a Jedi, Grey Jedi or Sith.

Class Tags
Inquisitor Force, Technology, Ion specialist
Warden Force, Technology, Ion specialist
Catalyst Force, Technology
Marauder Force, Technology
Ascetic Force, Counter-Force
Operative Force, Technology
Commander Force, Technology
Adept Force
Scoundrel Force, Technology
Beastheart Force, Technology
Legion-Master Force, Technology

Inquisitor

Force, Technology, Ion specialist

A hunter sent to find and judge those who threaten the order you serve. You are at your best against the strongest foes. Your judgement stops enemies in their tracks, hurls them aside and wrecks droids and machinery.

Subclasses

Warden

Force, Technology, Ion specialist

A deep well of power runs through you, from the Force or from cutting-edge technology. You keep your allies in the fight and make them hit harder, while turning the same power on your enemies and filling them with unease.

Domains (you choose two)

Catalyst

Force, Technology

A master of seven elements, learned from ancient Force teachings or built into lab-made equipment. You blast crowds, put enemies where you want them, shape terrain and warp space, and your chosen element sets what you do best.

Subclasses

Marauder

Force, Technology

You do not temper the heat of battle. You unleash it. Your wild upbringing taught you the ways of predators, and now you devastate foes with overwhelming might, hurling yourself and your enemies around the field as your ferocity grows.

Subclasses

Ascetic

Force, Counter-Force

An unarmed warrior of perfect discipline, trained to counter the supernatural, Force or technology. You have mastered Teräs Käsi, the martial art designed to hunt Force users. Anyone who bends the laws of nature should fear you.

Subclasses

Operative

Force, Technology

Spy, assassin or commando, trained at a secret school in chemistry, illusion or shadow-work. You deal heavy damage, slip quickly across the battlefield and fade from notice, with more skills than any other hero.

Subclasses

Commander

Force, Technology

Strategist, defender, leader. With blade or blaster in hand, you lead allies into the thick of battle, heal them and boost their damage, movement and attacks, and stand between them and death, daring your enemies to best you.

Subclasses

Adept

Force

You are naturally in touch with the Force, perhaps as a mystic, a wanderer or a trained Jedi or Sith, and you may never have held a lightsaber. Bend matter, time or minds, but each use of power risks harming you.

Subclasses

Scoundrel

Force, Technology

The galaxy is a stage and everyone on it is an actor. You find drama in a duel, a story or a song, and turn the most ordinary moment into spectacle. Your performance lifts your allies and rattles your enemies.

Subclasses

Beastheart

Force, Technology

You never fight alone. A wild creature such as a nexu, a wampa or a young kell dragon is bound to you by a primal connection. Together you charge into the fray or prowl its edges to pick off the vulnerable.

Subclasses

Legion-Master

Force, Technology

You are the armada. You command a legion that never tires: reactivated droids, spawned abominations or Force echoes of the dead. Your minions hold the line and support your allies, and when it matters you call on your champion.

Subclasses

Next

Pick an Ancestry, then answer the Session Zero Questionnaire.

Ancestries

Ancestries

All twelve ancestries are open to players. Each lists its signature traits and the options you choose from.

Ancestry Home or origin
Ardennian Ardennia, Outer Rim
Droid Built, not born
Human Everywhere
Ithorian Ithor
Kaminoan Kamino
Nightsister Dathomir
Sith Pureblood Korriban
Sullustan Nearly every world
Tognath Yar Togna
Twi'lek Ryloth
Wookiee Wookiee homeworld
Zabrak Iridonia

Ardennian

Agile, quick-thinking natives of Outer Rim Ardennia, with an extra pair of arms and prehensile toes. Natural pilots, at home in any job that keeps their hands full.

Signature traits

Choose from: Four-armed athletics or martial arts, keen battlefield awareness (Beyondsight, Foresight), Unstoppable Mind, or a Psionic Gift.

Droid

Built, not born, and needing no food, water or air. Most are dutiful machines, but a rare few develop real personality and memory, and turn stubborn and opinionated.

Signature traits

Choose from: Machine Empathy with other droids, Bloodless, a Tracking Beacon, or Salvaged Programming from your original chassis.

Human

Humanity's grip on the Force is light, yet you sense the unnatural: an electronic hum in the air, a rogue droid nearby, a dark-side artefact close at hand.

Signature traits

Choose from: Perseverance, Determination, Staying Power, Resist the Unnatural, or Can't Take Hold against supernatural effects.

Ithorian

Gentle nature-stewards from Ithor's herdships. Rarely seen far from home, so their presence is taken as a significant sign, for good or ill.

Signature traits

Choose from: Great strength (All Is A Feather), Forceful shoves, Stand Tough, Great Fortitude, or Doomsight, a foretold end to your story.

Kaminoan

Tall, pale cloners and geneticists from storm-lashed Kamino, an ocean world. Their clinical culture treats emotion as an inconvenient variable to be managed.

Signature traits

Choose from: An orderly mind (Systematic Mind, Unphased, Keeper of Order), sharp reflexes (I Am Law), Useful Emotion, Nonstop, or great speed (Lightning Nimbleness).

Nightsister

Dathomiri witches who claim their haunted world's wilds by birthright, wielding ancient magicks handed down by clan-mothers. Trespassers should fear the trees.

Signature traits

Choose from: Forest Walk, Swift, thorny vines that bind a foe (The Forest Defends), Quick and Brutal on critical hits, Unshakeable Grace, or Revisit Memory.

Sith Pureblood

Crimson-skinned heirs of Korriban's ancient Sith, with horns, bone spurs and glowing eyes. Nearly all are Force-sensitive, in a warlike society where cunning and long memories lead to power.

Signature traits

Choose from: Bone Spurs, Glowing Eyes, Dark Sight, Impressive Horns, Predator's Stride, Wary Instinct, or Dark Levitation.

Sullustan

Adaptable generalists found on nearly every world, from starport administrators to freighter pilots. They share the culture around them while keeping traditions of their own.

Signature traits

Choose from: Ghost Step, Nimblestep, Graceful Retreat, Reactive Tumble, Fearless, or Corruption Immunity.

Tognath

Gaunt, exoskeleton-clad natives of volcanic Yar Togna, nearly immune to pain. Most carry cybernetics to sharpen dulled senses, and they are known as tenacious mercenaries.

Signature traits

Choose from: Grounded, Stand Tough, Great Fortitude, Resonant Tools, or a Weathered Hide.

Twi'lek

Graceful and charming, shaped by the hardships of Ryloth's deserts. Their history remembers a better age of art, dance and heirloom sculpture, before slavers and war.

Signature traits

Choose from: Graceful Retreat, Startling Retort, High Senses, Unshakeable Grace, Revisit Memory, or Unstoppable Mind.

Wookiee

Fierce, loyal and family-oriented, with a gift for craftsmanship. Their anger cannot be hidden, and they are famed for fury in battle, a reputation they find distasteful.

Signature traits

Choose from: Rage Rush, Grounded, Glowing Recovery, Nonstop, or Passionate Artisan.

Zabrak

Horned, often tattooed natives of Iridonia, hardened by its crags and acid pools and tolerant of great pain. Many sell their skills as soldiers and bounty hunters.

Signature traits

Choose from: Instinctive Guard, War Cry, Remember your Oath, Canister Rig, Jetpack Burst, or a fixed Acclimated immunity.

Next

Pick a Class, then answer the Session Zero Questionnaire. Homeworlds are listed on Known Worlds.