Help with some power gaming: Outlaw tech vs Gadgeteer vs Modder

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

Hey guys, so I'm not a power gamer. I don't crunch the numbers and I usually play my character organically, goin with the flow of the story line and my characters reactions to the Galaxy.

That being said, my group is about to do a short campaign starting at Knight Level for a guy in our group who is new to DMing. Thus, power gaming might be in my best interest for a short game, for maximum fun and ridiculosity.

Character concept: The Mynock a mercenary tech based character who has all the right gadgets for all the situations (think morally neutral Batman who does things for money rather than the good of his city). Was going to go Gank and was maybe wanting to do some sort of crazy mods and upgrades to all my weapons and armor. Help and thoughts appreciated.

If you're going Gank I would consider cybertech, otherwise I would personally choose gadget eerie out of those three choices

Heh. Gadget eerie.

Heh. Gadget eerie.

My phone always auto-miss-corrects gadgeteer into "gadget eerie" I have to go back and fix it after I go on to the next word or remember to put a common after it before going on to the next word and then go back and delete the comma

Cyber Tech or Mechanic. You'll want Utility Belt if you want the gadget for all occasions handy since you'll never be able to know exactly what you need, and can't carry everything. I'd personally go Mechanic and grab Bad Motivator also if you want to be the ultimate gadget guy that can solve most problems with your techiness.

Edited by 2P51

I second 2P51's suggestion of Mechanic. Redundant Systems lets you repair anything (given a working device of similar tech level), Bad Motivator lets you wreck anything, and Contraption lets you MacGyver your way out of problems. Cyber Tech is tempting if you're playing a Gank (particularly for stretching out that knight-level starting cash on cybernetic purchases), but Outlaw Tech also has Utility Belt and is more specialized in the sort of modding and upgrading you're looking to do. Either Mechanic or Outlaw Tech can get their core shtick in place for 75-80 XP, which gives you some flexibility for spending the rest of your knight-level XP.

I'd only consider Gadgeteer or Modder if you wanted to emphasize the weapon modding over always having the right gadget at hand. Gadgeteer is combat focused with a minor in tech stuff and coercion, while Modder is tech focused with a minor in offense and flying, so choose based on what you want to emphasize.

Edited by Kaigen

Y'all make good points, and I thank you for it.

With the Cybernetic weapon (blaster 2hp) i feel like I may want to be able to focus on making that and another weapon my main "tools." Kaigen, you make a good point for the point cost, and may be able to use that to my advantage to pick up another spec that would help my combat prowess.