We're starting a new campaign in the new year, rotating between myself and a friend as GM. The premise is we are scavengers with a salvage company called "Sticky Fingers". The only real Star Wars fan is me, the others are fine with it as long as they don't have to know any SW trivia. There is one player who is relying on me to help him build a PC because a) he is the GM for a fantasy campaign, which takes up some time, and b) is too busy with family life to devote much time to a PC.
His PC concept is a know-it-all type...in another era he might wear a top-hat, monocle, and sport a cane. One could imagine him monologuing as he describes the effects of an upcoming explosion to a group of hapless minions, or holding forth on atmospheric irregularities as a pilot desperately tries to bring us to ground. How this fits with a salvaging company is beyond me but it's what he wants to play. He also very much wants to show up, say his piece, roll dice, and not think much about Talents.
I have three options I've offered, but I'm wondering if anyone has others. First is Scholar + Politico. Pretty straightforward, gives every Knowledge skill and every social skill, and many of the talents end up affecting the dice pool, which makes it easy for him. If I know him, once he learns what Scathing Tirade and Inspiring Rhetoric can do he will have fun with it. Second is Archeologist, which gives a pretty well-rounded set of skills, good for the group because we get a navigator and a pilot, and a cheap Well Rounded that he'd probably use for Ranged(Light) and Medicine, but no real social skills (which this player does know how to leverage, when prompted). Third is Diplomat:Analyst + Agitator. Good mix of Knowledge + social, with Computers as a bonus so he can be useful in other contexts, plus the Analyst talents, like Valuable Facts, are pretty cool.
Any other ideas? Something simple that doesn't take a lot of memorizing?