
Expertise represents a character’s training, talent, and/or general aptitude with a particular skill or ability. Having Expertise in something by definition means your character is above and beyond the average person, the standard user, the rank and file, when it comes to the field in question. While any Player Character can be considered to be better than the average joe in the galaxy at just about anything (within reason), this is generally just the “notable character” effect — merely by being a Player Character, an individual worth having a story told, you are as competent or better than a normal NPC. With Expertise, you are taking that to the next level, developing your character’s actual focuses and specific practiced skills.
Mastery represents the state of having taken an Expertise to its peak. One Expertise may be designated to be ascended to Mastery level as your character’s capstone, being the skill they have worked on and developed above all others. This is a central, and in part defining aspect of your character. A character with Mastery in something is without question among the greatest in the entire galaxy at that thing, beaten out only by canon plot NPCs of the era known for that ability (i.e., someone with Mastery in Force Drain is still not as powerful with it as Darth Nihilus, and someone with Mastery in Battle Meditation is not as good at it as Bastila Shan).
While we have a list of established fields of Expertise, inventing a new Expertise is also possible so long as it makes sense and Staff deems it suitable and fitting with the setting.
Generally, an Expertise must be something that is a measurable, worthwhile, and actively usable skill, ability, or knowledge, and should be something that makes sense on a scaling system of increasing ability — therefore, anything that does not fit these criteria is unfit to be an Expertise. Some things simply work better as Feats (see “What are Feats?” below) because they are more of a binary, or are simply cleaner to implement in that way.
Any proficiency at purely social or intellectual pursuits, such as Philosophy, are not deemed suitable for Expertise. Things like these rely too much on the player’s ability to roleplay them. Similarly, anything that cannot be reasonably and somewhat clearly defined, anything that cannot be trained and practiced, and anything that provides no actual, discernible benefit should not be proposed for Expertise.
This system works on a 3-point scale, with each point representing an additional degree of training and practice towards developing your abilities to greater heights. The terms ‘rank’ and ‘point’ may be used interchangeably here.
Feats, inspired by the same-named system in tabletop systems like Dungeons & Dragons, Pathfinder, and other d20-based systems, are ways to represent additional facets and capabilities your character has, without necessarily being things that make sense to be scaling levels of competency. The benefits Feats give are not standardized, and are subject to the rulings of whatever GM may be present and running any given event or interaction, but GMs are strongly encouraged to give them some kind of effect should they become relevant.
More so than Expertise, Feats are meant to be somewhat free-form. There will likely never be a full comprehensive list of feats, but there are a number that we have defined. Like with Expertise, new Feats can be proposed and applied for.
Feats can be things like:
Feats are applied for and approved just like Masteries and Expertise — generally “Fluff” feats (see above) do not require approval.
Each player character starts with two (2) feats representing their journey through life up until the point of arriving in the game world, and it is recommended and expected that these beginning feats will fit the “Fluff” category mentioned above. Feat slots are unlocked at a rate of one for every 3 ranks of Expertise and once a character gains their Mastery (3☆), totaling to eight (8) at maximum. GMs may also rarely grant PC’s feats as rewards for events or plotlines, and bonus feats granted in this way do not count towards this cap — though this will be discussed amongst Staff first, and consideration will be taken for any existing GM-granted feats.
While many can be ‘self-trained’ so to speak, or developed and practiced without specific guidance after some initial learning period, some Feats and Expertise have additional restrictions or requirements to be taken. This can be broken down into two categories, which can overlap.
While it is expected that some degree of training and learning is happening for all characters in-game (especially when it comes to Force abilities), many of them can be developed further after initial learning without the need for specific extra teaching. Mentored feats and expertise, by comparison, require a PC (or, if needed, NPC) with the feat or ranks in the expertise to act as a teacher, or some other GM-enabled RP source such as a holocron.
A “Mentored” feat or expertise is one that must be taught to a character by another character who already knows it. This is generally specialized knowledge or abilities that require a particular mindset or method, and cannot be easily accessed through commonly available avenues. To learn a Mentored expertise at its first rank, you must have a teacher with that expertise - to advance to higher ranks does not require a teacher of a higher rank explicitly, but having one will make it easier to get approval for those higher ranks. Advancing beyond Rank 1 without a teacher is possible, but will require more RP investment and examples, and it is encouraged for this to include the pursuit of knowledge sources.
A Technician can study Engineering and practice their craft on their own time, but to learn the vaunted art of Sith Sorcery one would need a tutor to teach them its dark secrets.
Note: While not all Force-based expertise is Mentored, it is generally considered good form for Force Sensitives to be taught by someone in-game how to use the Force and its various abilities before they can begin to do so themselves with any notable degree of proficiency. This is not a hard and fast rule; self-teaching is possible for many, and it is not uncommon for Force Users to have one ability or another that they can use to some innate but unskilled degree — similarly, it is accepted that your characters have had lives before coming to Viscara, and so may have learned some things before their time in the game-world.
A Rare feat or expertise is one that is, as the name suggests, rare: it is very uncommon, a skill or ability only a scarce few in the galaxy possess, whether because it is a heavily guarded secret or because only certain people have what it takes to practice it. An ability that is Rare, but not Mentored, will have a higher degree of scrutiny for approval, and any additional Rare feat or expertise beyond the first will raise the bar further; however, after its initial learning period, it can be advanced through regular use and practice.
An ability that is both Rare and Mentored is not only uncommon, but also requires careful teaching by an existing mentor.
Teräs Käsi, the martial art of the Steel Hand, is a Rare and Mentored expertise - very few people in the galaxy know these techniques, and to learn them requires specific guidance and teaching. Instinctive Astrogation, however, is only Rare because it is not something that can be simply taught, and it is not common among Force Sensitives.
Expertise is applied for via Discord tickets to be reviewed and approved by staff. To be eligible to apply for Expertise, your character must have at least 200 SP (Skill Points) in-game. You are also required to have the maximum of 50 points in the relevant skill if your requested expertise is related to any of the following mechanical skills:
For anything else not relating to those categories, this requirement is waived.
Generally speaking, approval for Expertise ranks will require sufficient in-game roleplay build-up demonstrating consistent work towards learning, practicing, and improving at the skill in question. This could be taking lessons from other PCs, using the skill to good effect in events, taking opportunities granted by GMs, spending time in-game practicing and developing your skills (it is strongly encouraged that this be done in the presence of other players and/or GMs; ‘solo’ RP is fine to do, but will carry very little weight in an application), and even using the skill in PvP scenes.
The first rank of any given expertise will require a moderate amount of investment. Generally, staff will want to see evidence of learning RP in particular (especially for Mentored and Rare expertise), and multiple scenes in which your character is training, practicing, or actively using the ability in question. One or two scenes is not enough — shoot for at least four or five examples of your character working towards this, whether they’re succeeding or failing during those examples.
Each subsequent rank after the first raises the bar further. This means either more given examples of using and improving their skills, or greater examples. The higher rank you are aiming for, the more you will need to showcase its use in Staff-overseen scenarios like events and plotlines, and the more effort you will have to put into making these examples demonstrative of higher levels of skill. When applying for Mastery in something (3☆), you must be able to present very significant and consistent evidence of your character pushing their skills, knowledge, and capabilities with the Expertise to the limit, with bold and highly effective use in GM-run scenarios, and likely taking risks in the process.
Applying for Feats carries the same general process, but given that they can vary widely in impact, there is a similar variance in how much build-up roleplay will be expected. As a general rule, Mentored and Rare Feats will have a greater expectation than Feats without those tags. Overall however, Feats should take about as much work as Rank 1 in an Expertise as a baseline.
When a character is approved for their first Expertise, an Expertise Sheet will be created and the player will be provided with a screenshot of the sheet to keep on hand for reference until the next time it is updated.
Submit a ticket once the character is eligible. Use this format:
Expertise/Feat Request
Character Name:
Expertise or Feats Requested:
RP Justification for Each Expertise, Feat, or Rank-Up:
Does your character have at least 200 total SP?:
Is the relevant skill rank 50?:
Pilot 1, Pilot 2, Diplomacy 1.Justifications should focus on in-game roleplay rather than long backstory. Staff may deny requests that do not show enough active roleplay for the requested rank.
Once approved, an Expertise rank is immediately granted and usable, but there is a period of cooldown time afterwards meant to represent the time spent training and refining your skills before another rank can be granted.
Up to 3 Expertise ranks can be approved at one time. In cases like this, they are “queued” and become usable sequentially. The first one is available to use immediately, the second becomes available after the cooldown time from the first, and the third becomes available after the cooldown time from the second.
The very first Expertise rank a character takes has a cooldown of 2 Weeks (14 Days); the second, whether for a new Expertise or advancing the first by another rank, has a cooldown of 3 Weeks (21 Days). Every subsequent Expertise rank that character gains will have cooldowns of 4 Weeks (28 Days).
When Mastery in an Expertise is approved, it has an extended cooldown of 3 Months (84 Days).
Given that their slots are earned at a staggered rate, Feats have no standard cooldown time.
Sometimes, if roleplay develops in certain ways and calls for it, you may want to change out one expertise rank for another — especially if your character is already at their maximum total expertise ranks. In cases like these, you can Retrain out of one expertise into another, one rank at a time per expertise. To do this, you would apply for the new expertise rank as normal, provide evidence or explanation of the RP put towards it, and make clear that you are requesting to Retrain an existing rank for the new rank. It’s also encouraged that you show this shift of focus in RP, one skill suffering so another can grow. It’s unlikely for a character to simply forget knowledge, but they may fall out of practice, get rusty, or just not be up-to-date on the latest developments in the field, depending what’s appropriate.
Once approved, the swap will be made and the cooldown time will be shortened by half (from 28 days to 14 days).
You can also choose to Retrain Feats, particularly in cases where you may no longer have the required Expertise rank for a particular Feat. The process for this is the same, but with no shortening of cooldown since there is no cooldown to begin with on Feats.
Characters die, or sometimes we simply feel they’ve run their course and no longer wish to play them. When this happens on SWLOR, staff offers the chance to apply for Retirement benefits. What this means is that the original character being retired (if they aren’t dead from IC occurrences) is no longer playable, but a new character receives some starting boost in exchange.
This process is applied for via Discord tickets similarly to requesting Expertise, Mastery, or Feats. You can ask for the relevant application form on Discord. Applying for Retirement of a character that has not died in an Event requires that the character be at least ninety (90) days old from time of creation and have the maximum of 400 skill points in-game.
There are three available Retirement packages. All of them grant a baseline of 100,000 credits, 1 Feat, and 3 Expertise ranks with a cool-down of only 1 Week (7 Days) each, which must all be spread out to different Expertise. If your chosen Feat is an existing one with a requirement, you must meet that requirement with your granted Expertise ranks. Each package has different additional benefits:
Because this system is quite different from the previous Mastery system, existing characters will need to be updated and transferred to the new system. This will provide some challenges, and the process will have some rough parts that cannot be completely smoothed over — but we will do our best to make it as easy as possible for both players and staff.
The previous system worked on a 5-point scale of Mastery ranks. This change to a 3 and 3☆ system makes each individual rank more meaningful and valuable than before, where the difference between each rank was a bit smaller and harder to quantify and, in many systems, the point total would be cut in half and rounded up for dice roll bonuses anyway. Part of the intent of the new system is to remove the need for that extra mental math going downward (dividing and rounding), which can feel unsatisfying, in favor of a baseline that feels agreeable to those GMs who currently use the halve-and-round-up systems and allows for easy scaling up for those who want more heroic or impactful uses of Expertise (see “How does this system work?” above for examples of the intended dice system usage).
Because there’s a bigger gap between ranks of Expertise than the old Mastery ranks, the expectations for applications are generally higher, with a greater burden of support and proof.
Going forward, existing Mastery ranks will be converted to Expertise ranks thusly:
Mastery 1-2 → 1 Expertise
Mastery 3 → 2 Expertise
Mastery 4 → 3 Expertise
Mastery 5 → 3☆ Expertise (Mastery)
This presents a slight issue for players who currently have 2 Mastery ranks in any given field, and may feel as if progress or time is being lost. Additionally, some things that were valid Masteries previously are no longer considered such, so some characters may be losing whole lines of training. To mitigate this, we have a few measures in place.
Outside of these cases, ongoing queue timers will remain in place as they were before, with the exception that queued Rank 5 Masteries will have their existing queue timers reduced to account for the new timer length and however much time had passed already. Any existing queue timers will also be considered Cooldowns now instead of the old Cook Timers, meaning what was queued is immediately usable as described in the “Training Time” section above.
Note that Expertise, unlike in the old system, is not tied to having 50 ranks in a particular mechanical skill anymore unless they relate to certain specific skills (see Application, above) - instead, the requirement is simply to have at least 200 total SP on your character.
There are going to be niche cases and difficulties in the transition period from the old system to the new; this is unavoidable. Some characters will convert cleanly, others will not. We ask for patience as the transition is worked through.
Following is a list of all current standard masteries and a number of other, commonly chosen ones. If there is a change or a recommendation for how to implement it in the new system, it will be noted. If no change or note is listed, there is no notable change. This list is not exhaustive of all masteries that have been taken, because that would be far too long.
|
Mastery |
Changes & Notes |
|
Archival / Archivist, Lore, Knowledge, Education (Any Topic) |
Best represented by a Fluff Feat |
|
Agility Training |
No major changes, now a branch of Fitness Training |
|
Alter Environment |
Rare, Light Side Only - Dark Siders can replicate this with Sith Sorcery rituals. |
|
Animal Friendship, Animal Bond, Beast Bond, Animal Handler, etc. |
All Creature Handling related masteries now unified and represented together in one expertise (Creature Handling) |
|
Archaeology |
Now a specialization of Science |
|
Armor, Armored Combat, etc. |
Now a specialized expertise, covering Armor, Personal Shields, and Powered Armor |
|
Art (Any kind) |
Best represented by a Fluff Feat |
|
Assassination |
Likely best made a Specialization Feat of Stealth expertise |
|
Assault |
|
|
Astrogation |
No longer tied to Piloting |
|
(Force) Barrier |
Now its own expertise separate from Telekinesis |
|
Battle Meditation |
Mentored, Rare, no changes at present |
|
Battlemind |
|
|
(Force) Bellow |
Neutral Force Expertise, Dark Siders can treat it as Force Scream |
|
Beskar Smithing |
Now a Mentored sub-Feat of Smithing Expertise |
|
Black Ops Training |
Likely best made a Specialization Feat of a Stealth expertise |
|
Bodyguard |
|
|
(Force) Bond |
Now a Rare feat |
|
Bureaucracy, Business, Administration, etc. |
Best represented by a Fluff Feat |
|
Buried Presence |
No change to itself, now covers both Force Concealment and Force Clouding |
|
CQC / CQB (Close Quarters Combat or Close Quarters Battle) |
Best represented as a flavoring of Martial Arts or a relevant Weapon expertise |
|
Chemist / Chemistry |
Now a specialization of Science |
|
(Force) Cloak |
Now a Rare and Mentored Feat power, sub-feat of Buried Presence |
|
(Force) Clouding |
Folded into Buried Presence |
|
(Force) Concealment |
Renamed as Buried Presence |
|
Cooking / Chef |
Now a specialized expertise |
|
(Force) Cryokinesis |
Now Rare, Dark Side only |
|
Cybernetics (when used to represent having cybernetics that grant effects) |
Fold into most appropriate/relevant expertise as a flavor note; i.e. Strength (Cybernetic) |
|
Cybernetics (making, designing, repairing) |
Now a feat under Engineering expertise (“Cyberneticist”) |
|
Dark Transfer |
Best represented as an application of either Sith Sorcery or Force Drain |
|
Deadly Sight |
Dark Side Rare power, Feat |
|
Demolition(s), Sapper, etc. |
Covered by Explosives expertise |
|
Demoralizing Presence |
Combined with Inspiring Presence in a specialization for a unified Leadership expertise. |
|
Depths of Rage |
|
|
Devices masteries (Sapper, Shield Tech, Jetpack, etc) |
‘Devices’ is defunct as a broader category. Masteries under it will be split up.
|
|
Diplomacy |
Separated from Leadership; note this expertise should not supercede or replace well-roleplayed negotiation |
|
Doctor, Medic, Surgeon, First Aid, etc. |
All collected now under a unified “Medical” expertise with various specializations and sub-feats. |
|
Dogfighting |
Now folded into the Starship specialization of Pilot. |
|
(Force) Drain |
|
|
Droidcraft |
Now a specialization branch of Engineering |
|
Dueling |
Best represented with an appropriate Weapon or Martial Arts expertise |
|
Dun Moch |
|
|
EVA Operations / EVA Operative |
Now a Feat |
|
(Force) Empathy |
Covered in part by both Force Sense and Mentalism; for particular focus in it, it could be a sub-feat tied to Rank 1 in both. |
|
(Force) Enhancement / Enhance Attribute |
No major changes, focused under single expertise |
|
Endure Pain |
|
|
Engineering masteries (Droidcraft, Shipwright, Warships, Cybernetics, etc.) |
Most of the specifics typically noted in () parentheses are now covered by taking specializations or sub-feats within the Engineering expertise. |
|
Espionage |
No longer its own expertise, see Stealth |
|
Fabrication |
No major changes; things like “Interior Designer” are likely best relegated to fluff feats, otherwise largely the same. |
|
Fishing |
Now a specialization under Gathering |
|
Foreman |
Now a specialization under Leadership |
|
(Smithing) Forgeworks Operation |
Now a sub-feat of broader Smithing expertise, representative of efficient materials use |
|
Form I-VII (Lightsaber Forms) |
All considered variants of Weapon expertise; functionally little to no change. |
|
Gambling, Gaming, etc. |
Fluff feats |
|
Genetics / Geneticist |
Rare. Like Chemist, likely best represented as a specialization of a Science expertise. |
|
Gunslinger |
|
|
(Force) Healing |
Mentored, otherwise no change; see scaling guide for breakdown |
|
Heavy Weapons |
A Mentored variant of a Weapon expertise |
|
Hunter / Hunting |
Likely a fluff feat, or a flavoring to go with a Tracking expertise of some kind? |
|
(Force) Illusion |
Covered by Mentalism; for particular focus, take the Illusionist feat at Mentalism 2 |
|
(Force) Imbue |
Mentored, otherwise no change |
|
Improvised Weapons |
A Weapon expertise variant |
|
Industrial Farming |
Now a specialization of a unified Agriculture expertise. |
|
Infiltration |
Likely best made a specialization or sub-feat of Espionage or Stealth |
|
Inner Tranquility |
Now a Feat |
|
Inspiring Presence |
Combined with Demoralizing Presence as a specialization of a unified Leadership expertise |
|
Instinctive Astrogation |
Rare power, sub-feat of Astrogation |
|
Instrument, Musician, etc. |
Fluff Feats |
|
Investigation |
Now a specialized expertise. |
|
Jar’Kai |
No longer considered a valid expertise, best represented by either a Feat or as flavoring on a Lightsaber Form expertise. |
|
Leadership masteries (Inspiring/Demoralizing Presence, Tactics & Strategy, etc.) |
Leadership is likely best collapsed into a singular expertise with various specialties (Presence, Tactical, etc.) |
|
(Force) Light |
Still Rare, now also Mentored; see scaling guide for breakdown |
|
(Force) Lightning |
|
|
Martial Arts (Echani, Na Jang, Chiss, Mandalorian, etc) |
A variation of a Weapon expertise, whatever specific form you practice is pure flavor and can be noted parenthetically. Teräs Käsi is its own separate Rare & Mentored expertise. |
|
Matukai masteries (Hardening, anything else not Martial Arts related) |
|
|
Mechu-Deru |
Rare, Mentored, a sub-feat/specialization of Sith Alchemy |
|
Mental Defense, Mental Resistance, Iron Will, Mental Fortress, etc. |
Unified under the name “Mental Fortress,” for both Standards and Force Users. |
|
(Force) Mentalism |
Mentored; Covers Mind Trick, Illusions, Telepathy, Domination, and so on, with specializing sub-feats |
|
Necromancy |
Rare, Mentored, now a sub-feat power of Sith Sorcery |
|
Pathfinding & Prospecting |
Renamed to “Surveyor” |
|
Piloting masteries |
All Piloting variants now fall under a unified “Pilot” expertise with specialization feats to designate capability. |
|
(Force) Plant Surge |
|
|
Powered Armor Operation |
Now a specialization of Armor expertise |
|
Precognition |
Battle Precognition is covered by Force Sense, Force Visions/Future Precognition are now a GM-Granted Feat only |
|
(Force) Purification |
Mostly unchanged, see scaling guide for breakdown |
|
(Force) Pyrokinesis |
Now Rare, now also covers Convection for Dark Side users |
|
Racial / Species-Specific Abilities |
If they can be represented by an existing common expertise, simply take that - if not, work with Staff when applying. |
|
“Ranged” masteries (Ranged (Shotgun), Ranged (Shuriken), Ranged (Sniping) etc.) |
Anything pertaining to a specific weapon or class of weapon is better labeled as simply an expertise in that weapon, or something like “Weapon (Shotguns).” Anything pertaining to a fighting or tactical style, such as Gunslinging or Assault (now Assault Tactics) does not need the “Ranged” prefix. |
|
Recon / Reconnaissance |
Now a specialization of Stealth |
|
Rifles |
A variation of a Weapon expertise |
|
Saboteur |
Too broadly named, unclear what it’s referring to. Would need to be discussed with Staff; something as general as ‘Sabotage’ is a bit too vague. |
|
(Force) Sense |
Largely unchanged; Battle Precognition is covered by this |
|
Sharpshooter / Sharpshooting, Marksman / Marksmanship |
|
|
(Force) Shatterpoint |
Now a Rare Mentored Feat tied to Sense 3. |
|
Shield, Shield Tech, Shield Generator |
Now either a flavoring for Armor expertise (for using personal shields) or a sub-feat of Engineering or Smithing (for making shields at vehicle or personal scale respectively) |
|
Shipwright |
Now a specialization of Engineering |
|
Sith Alchemy |
Now Mentored, see scaling guide for breakdown |
|
Sith Language (ur-Kittât) |
Now a Mentored Feat |
|
Sith Sorcery |
Now Mentored, see scaling guide for breakdown |
|
Sleight of Hand |
Best represented by a sub-feat of Stealth |
|
Slicing |
No longer tied to Engineering |
|
Smithing |
No longer just Beskar or Forgeworks Operations |
|
Sports (i.e. Huttball) |
Best represented as a Fluff feat |
|
Stealth |
Now a specialized expertise |
|
Strength Training |
Now a branch of Fitness Training |
|
Swordsmanship |
A variation of a Weapon expertise. |
|
Tactics & Strategy |
Now a specialization of a unified Leadership expertise |
|
Technician |
See Engineering above |
|
(Force) Telekinesis |
Largely unchanged; no longer covers Force Barriers. |
|
Teräs Käsi |
Rare, Mentored; see scaling guide for breakdown |
|
Tracking |
Now a specialization of Investigation |
|
(Force) Tutaminis |
See scaling guide for breakdown |
|
Twin-blade |
A variation of a Weapon expertise |
|
Underwater Traversal |
|
|
Vibroblades |
A variation of a Weapon expertise |
|
Warship Engineer |
A feat under Engineering |
|
Warship Operations |
Now a specialization under a unified Pilot expertise, “Warship Command” |
|
Weapon masteries (of any kind) |
|
|
Wilderness Survival |
|
|
Wookiee Hunting |
|
|
Xenobiology |
Now a specialization under Science |
|
Xenobotany |
Now a specialization under Agriculture |