Hello folks!
I am about to adventure into the realm of Star Wars rpg and stumbled upon this site as I was looking for inspiration and thought I could ask you for help.
We are a new group and we was asked by the DM to have at least one pilot and I volunteered, but I am lost as to where to go from here
I usually start with my characters personality, and I think I will go for a stereotypical speed junkie that can almost drive anything he gets his hands on and love speeds over all else. He isn't all to careful when driving, if the thing he drives breaks down he might just "borrow" from someone close to the wreckage. I will probably try to play him cocky bit since I am rather timid in real life I think it will be hard
And he will have some medicin as cross-class I think its called from mending himself from crashes that happened because of others around him (in other words we have no medic and the DM said it would be good if someone had a bit in medicine
).
So, I was thinking about Ace: Hotshot or Ace:Pilot/Driver seemed nice (not really able to tell a big difference between these two), I am allowed to take from any book. I am not really going for min-max, just interested in playing a very good pilot that might not be good at much else, just not to bad to be a burden on my teammates. Played a trader once who knew nothing of fighting but had the special ability to flee and make it hard for people to follow him... which I used in combat and caused some problems (and lots of laughs) to my teammates. So more interested in tips to make a fun to play pilot then a good pilot that also will survive a campaign.
So any tips and ideas are more then welcome to how to think when creating a pilot/daredavil/speed junkie when it comes to talents, abilities and even species. Our DM have no real restrictions when it comes to books or so when thinking about career/species so therefor I seek advice from those who know more.
Have a nice evening all!
Write you later / mczon