Help with direction of Haas McGraa, Xexto Space Cowboy

By vivenvex, in Star Wars: Edge of the Empire RPG

Hey all.

I would like to pool some ideas on where ya'll would take this character career wise.

First a little ***very condensed*** background of Haas.

Xexto. Grew up on an agriplanet. Uses his Pa's old pistol grip blaster rifle and his custom M80 pistol. Grew up racing his junk swoop to pass the time. Loves tinkering and is a Ace: Rigger with his own homebrew heavy fighter that supports the crews main ship, a Gozanti. Most of his earned money goes into ship modifications. He is roleplayed as a good ol boy country type that is very confident, not cocky, in his gunslinging and piloting ability. Can sometimes be found not with the "main" group since he is technically not a part of the Gozanti's crew. As in he has been payed by the crew for repairing the Gozanti's hyperdrive etc etc. His faithful sidekick is an old astromech droid named "Tincan". Has been known to utilize technical abilities to hack things and is a pretty good mechanic. Known user of booster blue in intense life or death situations. Has recently gotten into cybernetics.

Sorry for the mini wall of text.

Anyhow, I'm mostly done with what i want to take out of the rigger tree and am trying to figure out where to go from there.

He is not the groups main mechanic. He is easily the best pilot, but as stated he flys his own ship and only on extremely rare occasions has he flown the Gozanti *once*. He is very skilled but not an expert in Ranged Light.

I recently bought an APC and outfitted it with some weapons and a slave circuit *see Batmobile* after we had a run in with 4 IG assassin droids.

Part of me wants to enhance his gunslinging. I don't really think I need to take another piloting style tree since he is already crazy when it comes to Flying/Driving stuff. We don't really have a dedicated doctor, and he has done some field dressings/stim applications but going down the doctor tree or something like that does not really fit his character.

Should I just wait for Fly Casual and see what the gunslinger tree has to offer?

Here is basic stats/gear info off the top of my head:

Haas McGraa

Xexto

Br3 Agi5 Int2 Cun2 Wil1 Pre2

WT 14/Soak 5/Strain 12?

Blaster Rifle (Pistol Grip, Augmented Spin Barrel)

M80 Pistol (Cartol's Target Scope, Cartol's Laser Sight, Superior??)

Vibrosword *fluffed into a vibro hatchet* (Mono molecular blade, Serrated edge)

Laminate (Str Enhancing System)

Brawn Cypernetic Legs.

Thanks for your time.

Edited by vivenvex

Word on the street is Fly casual is due in another week or 2, so it might not hurt to wait.

Yeah, I think i can tough it out then. Sitting on 35xp and next session isn't for 2 weeks anyhow.

What are your skills? You should probably invest in Cool and Vigilance, it helps to shoot first.

Have you looked at the gunner tree? It fits with your theme and true aim will certainly improve your gun slinging. Also it is an in class tree for you.

If you're describing him as a "space cowboy," then you'd probably want to wait and check out the Gunslinger Spec. Just keep in mind, that the Model 80 blaster is very nice, except it cannot be Quick Drawn. I'm guessing, just a guess mind you, Gunslinger has Quick Draw on it. Likely for only 5 points, but it'll be a Talent you won't be able to use with that pistol.

Gunner is also a nice tree. Would very much complement the "space cowboy pilot."

The right-side column of Scoundrel makes for a fine gunslinger, while the rest of that Spec is good for stuff that would support your Rigger Spec. This might be the way I would go if he were my character. I think it supports your concept overall with the information you've given us.

What's the name of your ship?

Name of my ship lol? The Cowboy #5.

In a weird turn of events I've noticed that the group lacks any type of medical aptitude. So my current thoughts is to use a Cyber brain implant *with my 1st M.D. educational software uploaded lol* to bring my INT up to 3 and toss a rank into Medicine. From there pick up a mini-med droid and an ECM Med backpack and about 5 stims for emergencies.

I absolutely LOVE the gunner tree but I don't want him to be insanely overpowered in combat, hence why im trying to find something that kinda fits the theme. The 5 Agility thing is already pretty gnarly.

Skill wise for ranks he has:

2 Mechanics

1 Pilot-P

2 Pilot-S

1 Stealth

2 Gunnery

2 Ranged Light

Are you using a house rule for character creation XP? Looking at your stats, even taking into account the brawn cybernetic legs, just your base characteristics alone would cost 20 for brawn, 20 for willpower, and 40 and then another 50 for agility. RAW, Xexto have at most 95 XP and that's with the +10 for obligation. If it's a house rule, then all the power to you, it's your group. If not, you're sitting on a 35 XP math error. Or did you get some kind of +1 agility cybernetic? That would explain the deficit.

Edited by politicfish

We had an extra 15xp for char creation. With the 10 obligation I was working with 110xp starting.

Reason for the bump is that we were establishing that our chars already new each other and were crammed into my Firespray for a couple months prior to the game running odd jobs and salvage operations.

Then they got a mission from the Empire to inspect a malfunctioning monitor satellite at the location of Alderaan after the Rebels blew it up **cough-cough** Our game began there.

Also OOPS! My Willpower is still at 1. Editing original post.

Edited by vivenvex