The Seeker's six career skills are Knowledge (Xenology), Piloting (Planetary), Piloting (Space), Ranged (Heavy), Survival, and Vigilance. Characters with this career automatically gain a rank in three of these skills without spending experience and gain a discount on increasing them with future experience points. Seekers begin the game with a Force rating of 1.
Each of the Seeker's specializations focuses on the ability to survive within savage and hostile environments. In many ways, these specializations center around the necessity for this character to be the apex predator at all times. However, they also reflect the character's intrinsic competence when operating in isolation.
When working alone in a hostile environment, every physical conflict must be resolved quickly and decisively. Frequently, an uncivilized planet completely lack any sort of medical facilities. In fact, at time, an isolated explorer could be the only sentient being on the world. In such a situation, a minor injury can be deadly. If a conflict is necessary, it is better to resolve it quickly, taking whatever risks are involved, than to fight more conservatively and prolong the risk of injury. The Ataru Striker embraces this approach, throwing themself into combat with every fiber of their being.
Ataru Strikers acquire Athletics, Coordination, Lightsaber, and Perception as additional career skills. If this is the character's starting specialization, they may choose two of these skills and gain one free rank in each, without spending starting experience. This fighting style is highly dependent on the combatant's ability to quickly assess a situation and use natural athleticism to exploit the environment. In this way, the combatant is able to gain every possible advantage over an opponent. The combination of these edges and the rapid attacks that characterize Ataru martial arts can force a combat to a very quick resolution.
Practitioners of the Ataru fighting style must be supremely confident in their abilities. They must also be exceptionally athletic and capable of committing all their energy into a very brief conflict. When engaged in a physical conflict, Ataru Strikers fight without remorse but also with little concern for their own safety. Every motion is designed to inflict a flurry of rapid and overpowering attacks against their opponents from myriad angles. Their vicious and unrelenting offense is their best (and sometimes only) defense - most opponents are so busy defending themselves that they have no time to attack in turn.
However, this style of unrelenting attack can have its disadvantages. An Ataru Stiker needs to see their opponent defeated quickly, before they exhaust themself. An individual who can outlast an Ataru Striker can prove to be their deadliest enemy.
Far from the civilized parts of the galaxy, there are many predators that can endanger sentient life. Some of these are animals that prey upon anything digestible. Others are malicious and twisted individuals who enjoy a savage and bloodthirsty existence. Hunters are Force adepts who are uniquely capable of tracking, confronting, and slaying these creatures, particularly those who hide in the wilds, far from civilization.
Hunters acquire Coordination, Ranged (Heavy), Stealth, and Vigilance as additional career skills. If this is the PC's starting specialization, they choose two of these skills and gains one free rank in each. These ranks do not cost experience. Hunters need to be able to sneak up on their targets, move through difficult terrain, and be constantly alert to their surroundings. Many hunters train with ranged weapons so that they can strike their targets from far away.
Most Hunters initially embark upon their careers focused on animal prey. Few, however, engage in this practice out of a desire to prove their mettle or a thirst for blood. Rather, their connection to the Force often lets them differentiate between predators that hunt out of necessity from those that are actively malicious. A Hunter doed not normally interfere in the natural cycle of life, but they're more than willing to restore balance by eliminating a predator that kills needlessly and destroys natural habitats. Sadly, these foul and twisted animalistic intelligences also have their parallels within sentient beings. All too often a Hunter finds themself hunting intelligent quarry; this can prove to be the most dangerous game of all.
Few are as capable as exploring a planet and discovering its secrets as a Pathfinder. The combination of Pathfinders' Force talents and their training enables them to quickly and precisely complete a search, even under the most adverse conditions. A Pathfinder can survive in a hostile wilderness for weeks or months, living off the land with minimal supplies and possibly a faithful companion animal. In fact, some Pathfinders are said to be able to bond with their companions through the Force, communicating with them mentally, seeing through their senses, and even directing their actions.
Pathfinders acquire Medicine, Ranged (Light), Resilience, and Survival as additional career skills. If this is the character's starting specialization, they choose two of these skills and gain one free rank in each, without spending starting experience. These skills are focused on complementing the Seeker's career skills, so that the character becomes even more capable of operating independently. The addition of Medicine is primarily for personal benefit but can also be useful in aiding the character's companions.
Some Pathfinders follow this career because they discover they have aknack for independent survival. This is most commonly true for Force-sensitive individuals who matured on primitive and uncivilized planets. If their small community was surrounded by hostile wilderness, a character is certain to have spent their youth exploring that environment - likely making friends with many of the wild animals present there. Pathfinders' natural abilities likely led them to a position of some responsibility within their tribe. Their roles might have included securing the safety of the surrounding wilderness and maintaining any trails leading to agricultural resources or other necessities needed by the community's residents.
Others who follow the Pathfinder career do so out of a preference for the company of animals over that of sentient beings. Through their Force abilities, some learn to establish effective communications with the relatively primitive minds. In these interactions, they find that they enjoy the sincerity and straightforward nature of wild creatures.
The existing specializations for Seekers in the Force and Destiny Core Rulebook illuminate the career's themes of exploration, survival, and self-reliance, often in wilderness or remote territories. The three specializations in Savage Spirits offer new means to independently pursue these goals, whether through performing lethal eliminations, embracing secluded lifestyles, or discovering effective pathways. These new specializations can also enhance any career should a player choose to tap into one as a non-career specialization.
The Executioner is a master at efficient and necessary killing, using anything from precision sniper weapons to vicious blades, and brings lethal combat skills to the Seeker career. The Hermit offers abilities designed to expand their knowledge of the Force as well as to help the character avoid outside interference; this specialization allows Seekers to better hone their wilderness and animal-handling skills. The Navigator excels at finding the best routes across land and space, and can be an essential part of any group voyaging through uncharted jungles or searching for lost worlds.
All Seekers, regardless of their specialization, have six core career skills. Knowledge (Xenology), Piloting (Planetary), Piloting (Space), Ranged (Heavy), Survival, and Vigiliance. These skills represent the core area of competency that all Seekers are likely to possess or develop. Seeker characters automatically gain one rank in any three of these skills of their choice without spending starting experience, and they receive a discount when they spend experience to purchase ranks in any of these skills.
Each specialization also has its own list of four additional career skills, from which players select two for their character. This may allow players to select a skill twice at creation, thus beginning with two ranks in that skill. No character may start the game with more than two ranks in any skill, however, regardless of how many opportunities the player may have had to select it (such as by combining a free rank from a species with one from the career list and one from the specialization list).
Seekers often focus on survival in hostile settings where they must rely solely on their own abilities. Such self reliance can also be reflected in their combat abilities, as each shot or strike must end a battle as swiftly as possible. Merely wounding or dissuading a foe is not sufficient in these cases, as often only one party can leavee the encounter alive. Executioners embody this focus on precise lethality. Many become feared across systems for their effective means of eliminating any threat that requires removal. Determining which threats deserve their deadly and personal attention though, can make for complex judgement calls. Such decisions and the methods by which they render them can also lead Executioners down the path to the dark side.
Executioners are prehaps the embodiment of the Seeker career as apex predator, and they excel at the art of death. While other careers and specializations can produce effective fighters, Executioners are more concerned with maximizing the damage they inflict to ensure a quick, definitive end to their conflicts. Given their emerging connection to the Force, there are few who can match these lethal characters' ability to achieve this goal.
Executioners receive Discipline, Melee, Perception, and Ranged (Heavy) as additional career skills, reflecting their deadly and efficient application of violence. Characters who select this as their starting specialization may choose two of these skills and gain one free rank in each without spending starting experience.
Others might view Executioners as brutal killers, but this is a simplistic view. Killing is often the outcome of combat, but Executioners might attempt to avoid conflict altogether, as their aim is only for a fatal end for their target. This could even mean a target is eliminated by long-range fire or a decisive lightsaber strike before even becoming aware of any danger. When eliminating one saves hundreds of others or frees entire villages from suffering, many Executioners see their work as perhaps distasteful, but certainly necessary.
Executioners are not always grim, dispassionate assassins, though many are driven by intellect rather than emotion. Some may can view their calling as a righteous one, celebrating each threat they remove before it can harm others. Others might see each lethal act as a step toward redemption for their past sins. Inflictin death should never be an easy act, however. Those who trivialize it or become too emotionally attached to their goals are at risk of becoming enthralled by the dark side of the Force - which some Executioners might not realize until far too late.
While most Seekers are often solitary and self-reliant by nature, some go beyond this simple tendency toward reclusion and desire to operate independently. A life isolated from the impositions and irritations of outsiders is instead the goal for them, so that they can develop their abilities and connnections to the Force in relative calm. Free from outside distractions, these Hermits can further themselves in ways previously unimaginable to them. Those who can be convinced to rejoin society can be of great value not only in their use of the Force but also in dealing with wilderness survival and deadly creatures.
For Hermits, solitude is not necessarily a result of abhoring social interactions or lacking any skills with them. Some Hermits might have even sought remote life to escape from outside entanglements. They may have had crushing debts, had bounties placed on their heads, or even deserted from the Imperial military. Hermits who desire seclusion after discovering their nascent Force abilities may use their isolation to more fully concentrate on uncovering the secrets of their mysterious new powers. Meditation can not only help them become more in tune with the Force, but also strengthen their connection with nature and the surrounding wildlife.
Hermits are not only solitary and self-reliant, but also seek to maintain their isolation against intruders and other who would disturb their reclusive existence. Some even hone their ability to avoid others to great extent, the better to escape unwanted attention. To represent this, Hermits receive Discipline, Knowledge (Xenology), Stealth, and Survival as additional career skills, allowing them to better develop their connections not only with the Force, but also with local flora and fauna. Characters who select this as their starting specialization may choose two of these skills and gain one free rank in each without spending starting experience.
Despite their previously isolated ways of life, though, Hermits are powerful additions to groups. When parties are stranded in harsh environments, whether sweltering jungles or barren ice wastelands, Hermits likely feel they are returning to their homes. Many find such locations more relaxing than the intense industry and frantic pace of typical cities, especially in Core systems. Their skills in dealing with these wilderness regions makes them invaluable for ensuring the party's survival when the characters venture into the wilds.
Hermits' skills in uncivilized areas also comes into play when facing dangerous animals or untamed creatures the group desires to use as steeds. Living in the wild, Hermits often develop close bonds with their fellow creatures and can form companionships that might last lifetimes. Many of these Seekers use their Force abilities, possibly unconsciously, to strengthen established connections with animals as well as to form new ones.
Despite having lived in isolation for long periods, Hermits are not unprepared for conflict. Most have maintained themselves well, simply in order to survive in an unforgiving wilderness where weather and even local plant life can be as hostile as any sentient enemy. Dealing with dangerous creatures and honing themselves to avoid such attacks can turn Hermits into equally dangerous combatants. Overall, this solitude can build powerful individuals, able not only to thrive in the harshest of environments but also to aid others unprepared for life outside advanced urban settings.
Seekers are often at the forefront of exploration, pushing back the edges of the unknown across planets and systems throughout the galaxy. Most view the mission itself as more important than the plotting needed to undertake it, and determining its best method and route unimportant when compared to what awaits at the destination. Others, though, see these as perhaps at least as important, and certainly more personally rewarding. Navigators represent those Seekers who devote themselves fully to these aspects, from charting hyperspace passages or plotting overland routes. No matter the environment, none can match the Navigator when they set about deciding a course. When Navigators use the Force, their abilities might even appear more reliant on fantastic luck than skill to the uninitiated.
Navigators are often excellent pilots as well, but these Seekers are generally more interested in the best way for their vehicle to arrive safely and expeditiously than in its firepower or maneuverability. Some of these individuals may have spent their entire lives in space, moving from ship to ship or working one specific area filled hazardous asteroids or nests of black holes. Most travel extensively, regardless of their origins, always seeking out new uncharted regions in need of their abilities.
Navigators receive Astrogation, Knowledge (Outer Rim), Perception, and Survival as additional career skills, representing their skills at locating and mapping out pathways both planetary and stellar. Characters who select this as their starting specialization may choose two of these skills and gain one free rank in each without spending starting experience. The addition of Astrogation allows Navigators to truly excel in outer space, where they can help ensure the group arrives speedily and accurately to distant star systems.
Navigators are also excellent on planets, charting routes over sea, land, and air, as well as even orbital voyages. Their skills are especially critical on uncharted worlds, but they are also valuable in urban settings, which can be as unfathomable as any dense jungle or endless steppe. When the PCs need to find the fastest, safest, or least conspicuous way to reach their destination, Navigators are whom they turn to. Invaluable in chases, whether the PCs are trying to run down their quarry or escape pursuit, Navigators can give a group the edge it needs by locating the most efficient route.
Navigators are often driven to find such routes on their own, and might become irritated when inferior passages are used. Not resting until the best path is discovered and followed, they soon become bored when success is achieved, as there is no challenge in following an established route. For some Navigators, this is a never-ending quest, and they are always seeking to shave just one light year from a hyperspace lane, or an hour from a city crossing, something that can always happen as they become more proficient with the Force. The Force can also allow them to offer guidance of a less tactical and more spiritual nature at times as well, something that can also aid the PCs in their adventures.
Seekers are best characterized by their preference for working in isolation, as well as by their knack for surviving in hostile and isolated situations. While there are exceptions to this rule, their origins tend to begin with situations that strongly depend on self-sufficiency.
Exploration: The desire to be the first to visit a new place, to see something that has never been seen before, can be a powerful draw. Some enter into this field with hopes of achieving fame and fortune. Others, however, are simply drawn by the idea of a completely novel experience. Jaded by life within more civilized environments, they wish to see the portions of the galaxy that remain wild and untamed, far from places they consider dull and traditional.
Sole Survivor: Perhaps, during childhood, the Seeker's escape pod crashed on an isolated world. Maybe their colony met with disaster. Or they could have become lost and separated during a tribal migration. In any case, the character learned to live apart from civilization at an early age. Through their Force sensitivity, they not only survived, but thrived in the isolation. Soon, they became as capable of living in the environment as any native animal. Even after reestablishing contact with the civilized world, the Seeker enjoys spending time outside of it.
The Natural World: While cities have myriad conveniences as well as social connections, there is a different splendor that can be found in the untamed hinterlands. These environments are a powerful draw to some individuals, whether they grew up in a city or a wilderness. Some characters discover that these places complement their Force talents, and they attempt to spend as much time as possible working and thriving within them. A simple appreciation for natural beauty and the joy of isolation from the pressures of civilized life can be transformative for some.
Escape: Throughout the galaxy, there are slave owners and tyrants who make life miserable for their victims. Many children dwelling in abject terror prefer to flee and attempt to survive apart from society rather than continue to fall prey to cruelty. A Force-sensitive individual who escapes from such a place could develop talents that enable them not only to survive, but to thrive within the wilderness. With animals as their allies and the wilderness as their pantry, the character could eventually become a virtual lord in their isolation. Even after reestablishing contact with civilization, such a character might prefer to dwell apart in the wilds whenever possible.
Also known as the Aggression Form, Ataru appears to the uninitiated as a blur of leaps and lunges. This style of lightsaber combat is exhausting, even for those who can enhance their speed and stamina through the Force. Consequently, it is most effective when the combat is expected to be brief, and a practitioner can swiftly overwhelm a foe's defenses.
In spite of its appearances, Ataru is a highly regimented form built upon a number of carefully refined techniques. By combining these different moves, a Jedi moves through all three axes of motion, striking at an opponent from unexpected angles. However, because of an Ataru attack's unrelenting aggression, the practitioner is much less capable of defending against multiple foes.
In addition to the specializations available within a given career, a character also has access to that career's signature abilities. These abilities are special, elite talents for only experienced characters of the specified career. They are feats only possible through skill and ability gained over a long and successful career.
A signature ability is composed of three elements: the nodes linking it to a talent tree, the ability's basic form, and a series of upgrades that augment the ability.
Each signature ability has four nodes lined up across its top. These four nodes match up with the four talents on the bottom row of a talent tree. Each node can either be active, showing a bracket facing upward, or inactive, remaining blank. To be able to attach a signature ability to a tree, the character must own all of the talents along the bottom row of the destination talent tree that match up with the active nodes on the signature ability.
To achieve a signature ability, a character must first purchase the basic form of the ability. This takes up the entire first row of the signature ability tree and is purchased with experience points. The experience cost of each signature ability is listed in its box.
A character who has purchased the basic form of the signature ability, can further customize the ability by purchasing upgrades. Upgrades, much like talents, are purchased with experience points, and each upgrade may only be purchased if it connects to the basic form of the ability or to a previously purchased upgrade. The experience cost of each upgrade is listed in its box.
Before purchasing a signature ability or any of its upgrades, the character must "attach" that ability to the bottom of one of the character's current in career talent trees. Once a signature ability has been attached to a tree, no other signature abilities may be attached to that tree, and the attached ability cannot be removed or switched to a different tree. A character can only acquire a signature ability from their career and can only attach that ability to in-career talent trees.
To attach a signature ability to one of their talent trees, the character must own all of the talents along the bottom row of the destination talent tree that match up with the active nodes on the signature ability. Then, once a signature ability has been attached to a talent tree, the character may purchase the ability's basic form and its upgrades using experience, just as if they were talents.
The seeker career has access to two signature abilities: Unexpected Demise and Unmatched Pursuit.
It's a dangerous and hostile galaxy, and only the most deadly survive to live another day. Seekers who know this hone themselves to eliminate threats before those threats eliminate them. Through exhaustive practice and careful examination, these characters stalk their prey to ensure that few will walk away once they become their target, whether in the midst of a chaotic battle or in the sights of a long-range blaster rifle.
Seekers often are called on not to just track down or navigate to a specific location, but instead hunt a moving target. This signature ability allows Seekers to better continue the chase, be it across frozen mountains, through asteroid fields, or underneath sprawling cities. Masters of pursuits can doggedly stay on the trail of even the most nimble and clever of foes, thwarting every trick until the exhausted target is run to ground and captured.