First character design help

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

Ok our campaign will be starting between episode 1/2 or 2/3.

My character will be more of a charter hiding in plain site.. Hiding the fact i am moving towards the dark side and i am obsessed with the little voice telling me i am Destin to be a powerful being but only if i can learn three secrets of the dark side and Sith..

This will be a basic character but out gm may give us some extra starting xp...

Can you help a newbie with a template? I was thinking warrior/aggresor..

But my story will be of a prevelged child father is a politician and wants be to follow his footsteps but he put me into the military also because that will look good on my political resume...

So my base character i am thinking will be tough but aimed toward a palpy type

Thanks in advance.. It is much apprecaited

Mystic:Advisor seems right up your alley as the progeny of a Political dynasty.

It comes with many skills and talents to help you navigate the political landscape of deceit and diplomacy as well as keeping an eye out for backstabbing rivals:

Charm, Coercion, Knowledge (Lore, Outer Rim), Perception, Vigilance, Deception, Negotiation, Streetwise

Presence will be your chief stat, but you will probably benefit from a balanced build. A 4 in Presence and a 3 in Brawn or Agility, and if you choose a nonhuman of certain species, you should be able to pick up another 3 for good versatility. Nautolan, Mirialan, Twilek, Sathari can all choose 4, 3, 3 in some stats useful to you.

Gain your combat training through a second Specialization; either Makashi Duelist or Shii-cho Knight.

Or the universal Recruit Specialization from the Age of Rebellion book.

Edited by Vulf

The _most_ important thing to do is to spend as many of your beginning points as you possibly can on your stats. The second most important thing you can do is to make sure you have no stats at 1.

The _most_ important thing to do is to spend as many of your beginning points as you possibly can on your stats. The second most important thing you can do is to make sure you have no stats at 1.

I’m not sure I completely agree with either statement. I mean, from a pure meta-game mechanics perspective, you’re probably right.

But for me, the most important thing is to have a character concept that I really like, with interesting flaws that I can work in, and that will be fun to role-play over the long-term.

And that runs somewhat counter to your statements.

The _most_ important thing to do is to spend as many of your beginning points as you possibly can on your stats. The second most important thing you can do is to make sure you have no stats at 1.

I’m not sure I completely agree with either statement. I mean, from a pure meta-game mechanics perspective, you’re probably right.

But for me, the most important thing is to have a character concept that I really like, with interesting flaws that I can work in, and that will be fun to role-play over the long-term.

And that runs somewhat counter to your statements.

I've found that concept and flaws come from Obligation, Duty, Morality, your concept of the character, and from what happens in the campaign, not from your stats. There are settings where the iconic characters are broadly incompetent in large areas (Stat of 1). Star Wars is not generally one of those settings, except for droids. If you're not a human the first thing you should do is buy up your one stat to a two. Then, spend as many points as you can buying up twos to threes.

for the Mystic:Advisor what foce skills would you include? we will be using force and destiny as well...

and remember I want to be dark side seeking sith knowledge

I loved the thought of the warrior / aggressor though...

Edited by LordEnforcer

I've found that concept and flaws come from Obligation, Duty, Morality, your concept of the character, and from what happens in the campaign, not from your stats.

There are some aspects of a character that can really only be explained by their stats.

At the very least, the stats that a character has are at least as basic to the concept and flaws as any other thing that you can find on the sheet of paper in front of you.

There are settings where the iconic characters are broadly incompetent in large areas (Stat of 1). Star Wars is not generally one of those settings, except for droids. If you're not a human the first thing you should do is buy up your one stat to a two. Then, spend as many points as you can buying up twos to threes.

I have a character in a game right now with an Intellect of 1. He is far from the brightest bulb in the pack. He’s loyal, he’s good at shooting things, there are lots of other good things about the character, but his intellect is probably the single biggest factor in role-playing.

IMO, all the most interesting characters I’ve ever played have always had a major flaw. When playing a character like this, I am forced to bring my best role-playing to the table, because the dice cannot save me in this area.

any thoughts on this?

for the Mystic:Advisor what foce skills would you include? we will be using force and destiny as well...

and remember I want to be dark side seeking sith knowledge

I loved the thought of the warrior / aggressor though...

any thoughts on this?

for the Mystic:Advisor what foce skills would you include? we will be using force and destiny as well...

and remember I want to be dark side seeking sith knowledge

I loved the thought of the warrior / aggressor though...

I assume you mean Force powers? Conventional wisdom says buy as much of the left side of Sense as you can afford, or possibly Enhance (left & central nodes for Force-enhanced skill rolls, right side for Force jump). Sense is a little better at keeping you alive during structured play. You'll have a hard time generating enough pips to really use Move or Heal/Harm to their best effect as a Force Rating (FR) 1 character. You can certainly invest in one of the other powers now, but you won't see as much utility out of it until you raise your FR.

I'd like to say, though, that any of the Force powers will serve just fine. I hate to be trite, but it isn't the power, it's what you do with it. Harm generates automatic conflict and Unleash is cool, but you can be just as dastardly with Foresee or Seek. I don't see any of the powers as really better or worse than the others, just different.

Bind can also be extremely powerful against groups or even to help allies narratively. You'll need a decent score in Willpower and ranks in Discipline

That said, Battle Meditation can add incredible results to your party's combat potential when used by high Presence character.

Mystic and Consular are both good fits, and you may even want to take specializations from each. Having a 4 in either Willpower or Presence and a 3 in the other would make for a charismatic and disciplined combat leader.

If you want to make a zany character, check out Toydarians from Enter the Unknown, they start with 3 in both Willpower and Presence. You could start with two characteristics at 4 or with a single 4 and two 3s with 10xp leftover for talents. You could even start with a 4 in Brawn if you want to be a tough Beetle-like Toydarian.

Fun fact, Toydarian body-odor is pleasantly similar to sweet-spice. Imagine something like sugar and cinnamon.

Edited by Vulf