How would you make a character in the style of MacGyver. Im finaly getting the chance to play rather than GM and want to make the most of it. So what specilization's and skills would you advise getting?
Macgyver style character help.
Get the Special Modifications book, get your character a decent workshop. Gadget Crafting is not very hard. A good mechanics skill will do just right. Most talents just give you the ability to remove setback dice or make starship or vehicle repairs more efficient. There is a signature ability in special modification that is MacGyver-like but it depends on the GM how usefull they are. I think that they are kinda useless.
Clearly you need a Mechanic/Outlaw Tech spec. Just check out the massive list of everything you can have in your pocket for MacGuyvering on the spot, and the Sig Ability "Make a reactor out of Coconuts" is right up your alley.
The Technician: Mechanic tree incudes a talent called Contraption which allows you to once per session make a hard mechanics check to fashion a device that solves your current problem. The device and anything you used to build it are destroyed after it completes its task.
Other than that, just having a high mechanics check does wonders if you're a creative player.
Having a character who's highly skilled in the various mechanic trees does have a lot of other perks too. Mostly the fact that you get a ton of bonus hull trauma repaired when you get to make a check, which means a skilled enough mechanic can be so good that they can fix a fighter up like new by using only the one allowed mechanics check per encounter. Given that repairing a point of hull trauma that couldn't be fixed with that check costs ~500 credits in parts having a skilled technician on the crew is essential to actually using starships effectively.
In my opinion contraption is obsolete since special modification. It is a one purple check to craft a "simple tool". The description says: "Choose a General skill: the tool allows a characler to make checks with the skill. At the GMs discretion this counts as the right tool for the job". The rarity for the materials used is 1 and the price in credits is 50. So that covers pretty anything at hand.
Edited by KomrkIF you want a Force user, you can also go Sentinel: Artisanor Guardian: Armorer.
I think I'll start out with Armorer or Mechanic and grab the other one and FSE/recruit as well, for a pretty well rounded characer. Thanks for all the advice.
I think I'll start out with Armorer or Mechanic and grab the other one and FSE/recruit as well, for a pretty well rounded characer. Thanks for all the advice.
Well, if you go Guardian: Armorer, you won't need either of the FSE universal specs (Emergent or Exile) unless there are specific talents from them that you want. the Guardian Career starts with a Force Rating 1 right from the get-go. If you really want to get good, you might go Armorer, Artisan and Mechanic with either Guardian or Sentinel as careers, with Mechanic being a third out of career spec.
In my opinion contraption is obsolete since special modification. It is a one purple check to craft a "simple tool". The description says: "Choose a General skill: the tool allows a characler to make checks with the skill. At the GMs discretion this counts as the right tool for the job". The rarity for the materials used is 1 and the price in credits is 50. So that covers pretty anything at hand.
Contraption doesn't just make tools though, it makes anything that will overcome your current issue. Like, you could use it to turn your imperial prison undies and your food tray into a resonance amplifier to short out the energy barrier in your cell.
Edited by AetrionYou guys probably won't believe me, but no MacGuyver character is complete without the Diplomat [Analyst] talent tree. The Talent "Valuable Facts" is perfect for Mac. "Once per encounter, perform a Valuable Facts action and make an Average Knowledge check. IF successful, add 1 Triumph to one ally's skill check during the encounter." How many times has Mac explained how he was going to make a ridiculous gadget but one of the other characters was performing some small part of the task? Yep, Knowledge Education + Valuable Facts = Craziness.
In my opinion contraption is obsolete since special modification. It is a one purple check to craft a "simple tool". The description says: "Choose a General skill: the tool allows a characler to make checks with the skill. At the GMs discretion this counts as the right tool for the job". The rarity for the materials used is 1 and the price in credits is 50. So that covers pretty anything at hand.
Contraption doesn't just make tools though, it makes anything that will overcome your current issue. Like, you could use it to turn your imperial prison undies and your food tray into a resonance amplifier to short out the energy barrier in your cell.
Whch is precisely why I want it.
You guys probably won't believe me, but no MacGuyver character is complete without the Diplomat [Analyst] talent tree. The Talent "Valuable Facts" is perfect for Mac. "Once per encounter, perform a Valuable Facts action and make an Average Knowledge check. IF successful, add 1 Triumph to one ally's skill check during the encounter." How many times has Mac explained how he was going to make a ridiculous gadget but one of the other characters was performing some small part of the task? Yep, Knowledge Education + Valuable Facts = Craziness.
Thanks for the advice! Might be worth it to dip into their after a while for that talent.
In the long run I would be focusing on the Engineer Career from AoR, Mechanic and Saboteur combine very well to make The Big Mac, and i can only imagine there will be a Sig Ability similar to Inventive Creation to add on later.
But for now its Technician Mechanic with the Inventive Creation Signature Ability. Inventive Creation alone is the way you get to "I take a cement mixer, some bamboo, a fan and sheets and make a paraglider".
If you want to use the Force then Artisan with Manipulate is a great start. Then add in Navigator to get FR3 and a bunch of ways to know where you are and how to get away.