So, I'm still trying to sit down, and get the rules for this line of games into my d20-addled mind; its strange dice, weird "the GM adds these dice, just because" mechanics, and mostly my own short attention span, at the moment make me like this game, but really not get it. Thus I decided to sit down, and try to build another character; if my friends are building theirs, and say "so, now what?" or "what does this mean?", I'd like to be a GM who can answer. Well, I decided to step just a bit out of my personal comfort zone (Human Jedi), and build something just a bit different, barely. Introducing "Black Hat", the Chiss Slicer. (I had that name before the movie, so I'm sad someone else thought of it, too
)
Anywho, I sat down to start, with a chunk of character fluff in my head, and hit some roadblocks, little ones. Chiss --> Spy --> Slicer was easy, but most of the Slicer talents don't make special rolls; they just add Boosts or Setbacks, remove Boosts or Setbacks, or occasionally decrease your time and footprint in the system. These are great, beyond not having much idea to what degree a GM is going to, for lulz, just add Setback and Boost to things, or how the opposed roll to get noticed will actually play out, but it doesn't hint at other good things to take? I will get Computers as high as it can go, Chiss have great Intellect, for free, and that's about it. I know that some other skills will help, too, like Skulduggery, Stealth, and some others, but "I'm assuming", rather than "the Slicer stuff is hinting". Their gear is little better. Most of the stuff I read doesn't "pull a d20", and say "you must have an x kit to even attempt a check"; computers have interfaces, so you could use their keys, if you wanted, and while I found slicer gear, blackops data breaker, electronic lock breaker, and datapad, all things Black Hat would probably try to own, next to none of them give a bonus for using them, or even say you must. "So, this is good for that? How good? What sort of check does this even call for?"
Did I run into the game's "narrative play" preference, or am I just missing something to make me look dense? Also, as I'm not really fond of one-trick ponies, any ideas on good complementary stuff, for when he's being an a-hole, but NOT hacking Imperial military systems? I know many people would say "Knight-level, or not, spend most of the XP on Attributes; you can boost skills easily enough during game play", but I'm uncertain what to pick up, as this character is less fleshed out in my head than my typical Clone War survivor, street urchin Force-user. My fault, I'll grant, but with what I'm perceiving as the game's vagaries, some thoughts would help out muchly. Scientist, to improve his gear, might be good. Infiltrator, just to reach the terminal. Maybe Recruit, if he really joins the Rebels, instead of selling them secrets. Beyond these, I need some ideas. Some of it will be more "you'll get there" than it is at character-build phase, but direction can always help, if you need to map a road. Thank you kindly, and have a great day.