need help for a character concept

By miichl, in Star Wars: Age of Rebellion RPG

so, my group is starting an age of rebellion campaign, but i can't think of any concepts that fit the group/aren't already taken. so far we have a stealth/assassin, a fast gun diplomat, and a thief/pilot/gunner/mechanic/slicer/long range. honestly, with that last character in place i'm kinda stuck on what to do. he mentioned healer, but i don't want to have a character to replace a 25 credit stim pack. so if anyone has anyone has any ideas of what i can play, i welcome advice. i was thinking a heavy weapon melee, but with two blaster rifles in the party, i would still never get to do anything.

How is that last person so many things? And why?

How can you have too many heavy gunners in a group?

If you want to play a medic, then it's a good idea. And Stimpaks don't have the ability to cure critical hits. If you don't want to play the medic, then don't do that either.

Another thing I'd recommend is checking out the talent trees for the various careers. Each career, especially if you focus Exp on a specific career, can help you form a very good niche for the group (where generalists aren't able to do that).

Another thing to consider is to pick a career you like and then pick up the Force Sensitive Emergent. (I'm only beginning to get a grasp of the Force in FFG Star Wars, but I like the "Sense" Force Powers as a combatant. That power looks like it buffs your defenses nicely).

In your case, I'd recommend forgetting what the other players are doing with their characters. Another thing that might help is to focus on step 1 and step 2 of character creation, making a realistic character! Forget the skills and abilities until you have a character you are comfortable with. It may help.

Don't worry about overlap. Our group is comprised of eight Player Characters and we have 2 Solid Pilots, 2 Solid Gunners, and 2 Solid Astrogators. All for 1 ship. WE need more Pilots because they are also our only Gunners. We need WAY more Gunners for our YT-1300.

Everyone in our group can handle themselves in a firefight. And the first time we took on a single Mandelorian, we needed everyone to contribute to that fight.

You could play something that mixes Medic and something with the Bodyguard ability. All three AoR specs I can think of with it have some pretty good party boost abilities. I may recommend Vanguard however as it's got some pretty good combat ability of its own, making you the tank whose everyone's best friend but able to hold your own ground. Or maybe take Instructor to help push the rest of the party to their limits and beyond. It could make you a flexible and well regarded team member. Take Support as your Duty and you'll be able to regularly justify a few Duty Points rewards.

How is that last person so many things? And why?

That last PC sounds like an import from a previous campaign or a player who has spent all his Chargen XP on specializations and nothing else. I sure hope that person realizes that you only get starting skills from the first Career/Spec tree you choose. But I hope I'm wrong on that count.

Edit: Since everyone else is long range, go for that hard, close up heavy hitter as the Vanguard. Maybe even get a little Saboteur or Demolitionist in the mix as well for some 'splosiony goodness.

Edited by Oden Gebhac

so, my group is starting an age of rebellion campaign, but i can't think of any concepts that fit the group/aren't already taken. so far we have a stealth/assassin, a fast gun diplomat, and a thief/pilot/gunner/mechanic/slicer/long range. honestly, with that last character in place i'm kinda stuck on what to do. he mentioned healer, but i don't want to have a character to replace a 25 credit stim pack. so if anyone has anyone has any ideas of what i can play, i welcome advice. i was thinking a heavy weapon melee, but with two blaster rifles in the party, i would still never get to do anything.

Have you consider being more of a party 'leader' by keeping your companions optimized and able to fight? A Tactician/Medic would have good combat skills, but also be able to give extra maneuvers via Field Commander. Medic not only makes healing more efficient, it has options for turning stimpacks into combat buffs. Tactician also has Cool and Vigilance as career skills. These skills are used for initiative in combat. Being able to have a PC slot high in the initiative order will let those long range combat machines bring the hurt early in the fight.

How is that last person so many things? And why?

That last PC sounds like an import from a previous campaign or a player who has spent all his Chargen XP on specializations and nothing else. I sure hope that person realizes that you only get starting skills from the first Career/Spec tree you choose. But I hope I'm wrong on that count.

Edit: Since everyone else is long range, go for that hard, close up heavy hitter as the Vanguard. Maybe even get a little Saboteur or Demolitionist in the mix as well for some 'splosiony goodness.

This. I was about to suggest exactly the same thing before I read this, and definitely saboteur instead of demolitionist, because vanguard will give you all the toughened you want but tour strain threshold will be a little low, and saboteur is the best strain management spec in all three games (aor, eote, fad)