How have you built/played your Engineer Scientist concept?

By -Spaceman Spiff-, in Star Wars: Age of Rebellion RPG

Im looking to start a new campaign with a Bith Engineer Scientist. What have you done with yours?

I was thinking of a quirky Tony Stark/Adrian Monk cross taking his intellect to 5.

Anyway, what have you done with yours? What inventions did you create?

I GM mostly, but my favourite I've made for fun was:

Jawa

Intellect 4

Presence 3

Focusing on mechanics, knowledge and charm.

Engineer Scientist, focus on the right side of the tree, the hands on part.

By 100 earned XP pick up Rigger, focusing on the signature vehicle part.

She just loves making and modifying things, especially ships, and the party's ride is no exception. She is always looking to get it going faster, handling better whilst being tougher.

But she is naturally a charmer, and uses it to get the latest, greatest and let's be honest stolen tech.

She is very methodical, resulting in a Jawa who gets very reliable results (hence the signature vehicle stuff and Tinkerer) but steers clear of combat.

Haven't done any with FFG's rules yet but most of my Engineer: Scientist types are strongly focused on Starships and starship design. Almost always hybrided with something else. Hybrids with Commander: Commodore would be most common followed by Ace: Pilot or Smuggler: Pilot.

Richard,

Lovin' the Jawa concept. Very cool and I'm sure real fun to play!

Sadly enough, none of my players were all that interested in the Scientist. The most they saw from it was the ability to get a few ranks of Speaks Binary to have super-boosted droid assistants. Hopefully when the Engineer expansion comes out we'll see some more rules on making new stuff.

Daze, I almost seeing this specialization as the old D&D Magic user. Weak at the start of a campaign but increasingly deadly as it goes on. With an inventor who can create droids, hacks, equipment, and armorment - what a force they can be!

Daze, I almost seeing this specialization as the old D&D Magic user. Weak at the start of a campaign but increasingly deadly as it goes on. With an inventor who can create droids, hacks, equipment, and armorment - what a force they can be!

Yeah, but this is in a game where the rules suggest keeping gear and cash somewhat scarce. With that in mind, I'm not so sure about the Scientist (or the Outlaw Tech for that matter).

I think encumbrance is such a limiting factor that characters can't just walk around First Person Shooter style with 1 of the every thing. So giving them the opportunity to get more is ok because every time they leave the ship they have to leave stuff behind.

I think encumbrance is such a limiting factor that characters can't just walk around First Person Shooter style with 1 of the every thing. So giving them the opportunity to get more is ok because every time they leave the ship they have to leave stuff behind.

That doesn't necessarily apply to having a personal entourage of droids.

Just a FYI to anyone considering this track - its dominant!

I played the first episode of a new campaign with a Bith Scientist who I spent 90 Xp to boost Intellect to a 5 and simply took the specialization and career points for 2 skills in Computers, Education, and the last 10xp to bring Mechanics to 2.

Let me say that this character is the most dominant character I've ever started and is only going to skyrocket. In the first night he hacked major security systems, dropped in spying subroutines, built a new droid from scrap (in exchange for fixing the scrappers' shoddy droid), hacked 2 security droids who instead of killing us are now our muscle, and even added ourselves to CoreSec's payroll!

Folks, that was episode one! This guy doesn't even own a weapon! He is a weapon. Seriously, if you're even thinking of this track, it is wicked awesome! No joke. Think on your feet just a little and you have a monster.

The Geek shall inherit the Galaxy.....