Here are the Classes you may choose and the power you star off with.
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Jedi/
Sith - The Jedi Knights are known for two things: their observance of a spiritual awareness founded on The Force and their selection and admittance to the order, based upon specific talents that demonstrate that a person has a special link to such Force.
The Jedi Order has a nemesis in the Sith Order, an order much more simple in structure but just as old and just as rich in traditions as the Jedi Order. They are also "Force-driven beings", like the Jedi; however, the Sith are able to call on both the Light and Dark Sides of the Force, rendering them potentially more dangerous than the Jedi. They are characterized by their single-minded lust for power and disdain for sentient life. The Sith once ruled the Galaxy but were thrown out of power and exiled from the Galaxy by the Jedi Order.
Starting Power for
Jedi-
Skill- 300
Force Ability- 250
Aim- N/A
Strength- 150
Intelligence- 250
Credits- 100
Starting Power for
Sith-
Skill- 350
Force Ability- 300
Aim- N/A
Strength- 100
Intelligence- 150
Credits- 100
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Stormtroopers- Troopers are the oldest of fighters. Their model was created eons ago and now they fight for anyone with a large sum of money.
Starting Power for
Stormtrooper-
Skill- 350
Force Ability- N/A
Aim- 350
Strength- 200
Intelligence- 150
Credits- 100
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Smugglers- Smuggling, while having been a part of galactic trade for many years in the Old Republic, absolutely thrived under the Galactic Empire's strict control of goods. The nationalizing of former Separatist companies' assets, including their vast merchant fleets, greatly increased smuggling's appeal—and demand.
Starting Power for
Smugglers-
Skill- 150
Force Ability- N/A
Aim- 250
Strength- 300
Intelligence- 350
Credits- 100
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Bounty Hunter- Bounty hunters were hireable mercenaries who tracked down and captured or killed anyone with a price on their head, although they were also known for doing nearly anything for the right price including the protection of clients.
Starting Power for
Bounty Hunters-
Skill- 350
Force Ability- N/A
Aim- 350
Strength- 150
Intelligence- 250
Credits- 100
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Spy- Spies were individuals that were trained, and sometimes hired, to perform espionage, the practice of obtaining information from rivals or enemies for a military or political advantage.
Starting Power for
Spies-
Skill- 300
Force Ability- N/A
Aim- 350
Strength- 50
Intelligence- 350
Credits- 100
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Entertainer- An entertainer is a person who performed in front of audiences for money. It is a general term that could be applied to singers, dancers and musicians. One famous band was Figrin D'an and the Modal Nodes.
Starting Power for
Entertainer-
Skill- 350
Force Ability- N/A
Aim- 250
Strength- 150
Intelligence- 250
Credits- 100
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Politician- Politicians act as sectorial heads of state in the Old Republic, New Republic, and Galactic Alliance senates. Some senators alternately represented very powerful megacorporations and industries, such as the Trade Federation or the Corporate Alliance. During the waning days of the Old Republic, many senators were corrupt and decadent.
Starting Power for
Politician-
Skill- 350
Force Ability- N/A
Aim- 350
Strength- 100
Intelligence- 350
Credits- 100
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Assassin- Members of the profession were referred to by many euphemisms and epithets: "problem solvers" in the Corporate Sector Authority, "exterminators" in the Outer Rim Territories, and "slayers" in the Core Worlds. Whatever their name, most professional assassins were concerned solely with credits. This made assassins simultaneously the best paid and most despised members of the galaxy's underworld.
Starting Power for
Assassin-
Skill- 350
Force Ability- N/A
Aim- 350
Strength- 200
Intelligence- 350
Credits- 100