I decided to make a group using rules like a PC as far as character creation to use for role-playing. The group is a band of spacers who do any job you can offer so my question is what career/specs should everyone be to be the best suited to handle any job that pays credit$ the crew is between 6-8 characters. If yall can list the class and purpose they have in the group to get ideas, awesome race is not required but if you want you can put it also!
Well rounded group
Back when i was playing d6 Star Wars we had a party on a ship and the core players took turns running some of the adventures. We had a Captain who was a passable pilot, a former fighter pilot & soldier who was the main pilot and a rodian gunner. There was a lot of overlap but we learned some important lessons--we could jery rig repairs until a real mechanic or a droid got to it and we sucked at first aid. My suggestions are as follow:
Smuggler (Pilot)--if there is an engine in it he can fly it
Colonist (Doctor)--great for interrogations and non-lethal captures
Hired Gun (Heavy or Mercenary)--if it has a gun she can shoot it
Technician (Mechanic)--walking tool box
After that round out with Technicial (Slicer); Explorer (Fringer or Scout); Bounty Hunter(Gadgeteer); Hired Gun (Demolitionist)
This should provide a nice range of skilled characters with some backup in essential skills like pilot (any), medicine, & mechanics--just in case someone gets hurt and the party still needs to get away.
Hope this helps
Awesome I'll definitely take this into consideration.I had an idea of what to have but wanted to see other ideas
Chadra-Fan, Ace-Rigger (w/ 2 Brawn, 4 Agility, 4 Intellect)
Faleen, Colonist-Entrepreneur (w/ 2 Brawn, 3 Cunning, 4 Presence)
That's all you need as a base. Add flavor to taste.
The groups that I've ran that were able to handle just about everything included someone who is above average with the following.
A Pilot (space)
A Social character (Deception and/or Charm, usually)
One or Two heavy combatants
A Techie (Computers and Mechanics)
Quality-of-Life
A medic (Doctor/Medic/Protector/Healer/Heal Force power)
A Buffer/Debuffer (Inspiring Rhetoric/Field Commander/Scathing Tirade/Battle Meditation)
A know-it-all (Knowledge skills)
A Force User (usually with Move, Influence, or some other obstacle-clearing power)
The neat thing is that most characters can usually cover two of these pretty quickly in their career, especially if your Heavy Combatant has a Lightsaber spec.
Edited by DarthGM