Request for help building an Archaeologist: Indiana Jones!

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

I'm building my first character (and first post here) and I need some advice.

(Please keep in mind I'm relatively new to the system, having only run a couple sessions of the EotE Beginner Game with only pre-made characters, though I've poured over the books and online.)

The concept is much like Indiana Jones. I've read everything I could find here and elsewhere online about such a concept. However, there’s not a lot, it doesn’t quite have the focus I'd like (brawl/melee over ranged, and some modification due to a twist on his personality and background, with him having worked for a “Monuments Men” group at one time.) Also, I’ve not seen any discussion recently for such a concept with the newer possible secondary specializations. I think I could really enjoy playing this character with his personality and abilities, but not exactly sure how best to go about building it!

I’d like him fairly well-rounded (with some notable exceptions), though here are the most important things I’d like to have fun with and for the character to be able to do well:

* Physical stunts: jumping (onto moving vehicles, over things), climbing, running
* Taking abuse
* Combat unarmed and improvised
* Using a whip: disarm, trip, swing, climb
* Knowledge of history, antiquities, and the occult (especially The Force and Jedi lore)
* Navigate tombs and ruins, avoiding traps


Things he isn’t particularly good with (I like some interesting faults!):
* Flying (at least with landing!)
* Small creatures (certain reptiles!)
* Social interaction (his personality is going to be outwardly abrasive, disagreeable, challenging, combative, and curmudgeonly -- which goes along with the species Arkanian -- though also with a good heart, when he chooses to show it.)

Given that: how best do I attain this?

Specific Questions:

1. Specialization Synergies for Brawling: The Explorer-Archaeologist seems the obvious path, but what additional specializations might synergize well and make sense? Is a pure archaeologist going to be able to hold his own in brawl combat? If not, which one of these might make the most sense?

* Universal: Force Adherent
* Bounty Hunter: Martial Artist
Or Soldier: Commando or some other?

2. What should be his starting Characteristics? (assuming that’s the priority for spending starting XP) Given a likely Arkanian with 3-2-2-2-2-1, how’s this?

3-3-4-2-2-1

Or does Cunning need some upgrading?

3. What skills should be prioritized for training? What ones should be career skills (given both the Well-Rounded Archaeologist Talent and any gained through additional specialization)? How is this?

Starting Ranked Skills:
Explorer: Knowledge Lore, Perception, Cool, Survival
Archaeologist: Knowledge Lore, Knowledge Education

Other Career Skills to invest XP in:
Athletics
Discipline

Priority order to possibly add as Career Skills with Well-Rounded and any additional specialization:
1. Coordination
2. Braw
3. Melee
4. Resilience
5. Vigilance
6. Ranged Light

(I’ve determined Background, Obligation, Motivation, and Equipment, but the areas above are what I’m most uncertain about.)

Answers to these 3 questions and any additional advice, thoughts, or suggestions are most welcome. Thanks in advance!

Here is something I worked up last year. It's not to your exact specifications, as I made it for a friend who had his own preferences in mind, but I hope that it can serve as inspiration!

https://1drv.ms/b/s!ApsITI_KCIhsgcZXzA4fUDHoT7_2dw

I'm away from book at the moment, so I'm not a huge help - but consider leaning hard on Skullduggery. That's your open locks and defeat traps skill (among other useful things).

4 hours ago, awayputurwpn said:

Here is something I worked up last year. It's not to your exact specifications, as I made it for a friend who had his own preferences in mind, but I hope that it can serve as inspiration!

https://1drv.ms/b/s!ApsITI_KCIhsgcZXzA4fUDHoT7_2dw

Thank you! This is very helpful, even if it's a little different than my exact direction. It confirms that where I was going with characteristics and skills is not too off base. I like the Motivation Discovery:Treasures; even though it's not something I originally mentioned, it's right along with I was already thinking. I also like the bit about the self-inflicted scar, ha! Speaking of cryowhips: could they be used for stunts like climbing and swinging as well?

If you have any additional suggestions on how I might tailor it for Brawl-oriented (rather than ranged), particularly with an additional specialization, please don't hesitate to let me know!

3 hours ago, Desslok said:

I'm away from book at the moment, so I'm not a huge help - but consider leaning hard on Skullduggery. That's your open locks and defeat traps skill (among other useful things).

I had not looked at Skullduggery! Thanks for the recommendation.

Also, with yet another skill thrown into the mix, it suggests to me that the idea of being well-rounded is not misplaced...

(From a few months ago)

For your character's early days, I would just get the Archaeologist spec and use Well-Rounded and out-of-career skill increases to make him more like Indy. I would want to pick up the Sudden Discovery signature ability. After filling both of those, I might pick up Colonist:Scholar for more knowledge specializations, another well-rounded, and a second dedication.

I think what's important to note is that Indy is not a starting character. Focus on one side of his skillset at first and build up to the rest. And always watch out for that other archaeologist running around...

4 hours ago, Cifer said:

I think what's important to note is that Indy is not a starting character. Focus on one side of his skillset at first and build up to the rest. And always watch out for that other archaeologist running   around...

This. I started my knight level Archaeologist without branching into any other specs, at chargen. Even then, I was primarily focused on the right (Intelligence/Education) side of the tree.

The left side of the tree is primarily for punching Stormtroopers (and staying in the fight when they punch back).

On 7/5/2018 at 5:10 AM, Cifer said:

I think what's important to note is that Indy is not a starting character. Focus on one side of his skillset at first and build up to the rest. And always watch out for that other archaeologist running around...

Thanks for the reply. So you would suggest just focusing on one side of both the Skills and Talent Tree at a time (either combat-oriented or knowledge-based, correct?), before moving onto the other?

On 7/5/2018 at 9:39 AM, Edgehawk said:

This. I started my knight level Archaeologist without branching into any other specs, at chargen. Even then, I was primarily focused on the right (Intelligence/Education) side of the tree.

The left side of the tree is primarily for punching Stormtroopers (and staying in the fight when they punch back).

And you were happy that you could hold your own in combat as well as knowledge checks, without having to delve into a second specialization like Colonist:Scholar for knowledge or Bounty Hunter: Martial Artist (or some such) before completing the Archaeologist Talent Tree?

3 hours ago, Golloca said:

Thanks for the reply. So you would suggest just focusing on one side of both the Skills and Talent Tree at a time (either combat-oriented or knowledge-based, correct?), before moving onto the other?

Exactly. Decide whether you'll start as Indy or Doctor Jones and move to the other one when you feel like you can actually fill out the first role.

one thing to remember is that a starting character in this game is already a hero to some extent ,they stand above rivals and minions , and at 0 earned xp already sit above your standard mook in a film. The increase in characteristics alone is enough to do that.

On 7/8/2018 at 11:07 AM, Golloca said:

And you were happy that you could hold your own in combat as well as knowledge checks, without having to delve into a second specialization like Colonist:Scholar for knowledge or Bounty Hunter: Martial Artist (or some such) before completing the Archaeologist Talent Tree?

With Well-Rounded , and also the two bonus ranks for being Human, she truly was a jack-of-all-trades (with Lore being her only real standout skill).

In at least one encounter, she took down the chthonic horror that was chasing our party, after our warriors all failed their checks, miserably.

Ranged Light can cover a pistol, but don't hesitate to slip a couple grenades into that surveyor's satchel. Skulduggery, as previously mentioned, would also be appropriate.

1) What does Force Adherent, Martial Artist, or Commando have to do with Indiana Jones? Nothing at all, that’s what. Don’t bastardize the concept. He rarely “won” a (fist) fight. He often won those fights with creativity and cunning (or a gun).

2) One might consider something like 333322 or 234321. He was cunning, smart, agile, but maybe not so strong. He was a skilled fighter, to a point, but not so strong or tough in soaking damage.

3) A base attribute of ‘3’ will make him okay at all of those skills. Getting a rank in Vig/Disc would be more helpful with only a 2 Willpower. Melee/brawl would be next. Maybe he’s not the strongest, but makes up for it with skill (and creativity Int/Cun).

7 hours ago, DurosSpacer said:

1) What does Force  Adh  eren  t, Martial Artist, or Commando have  to do with Indiana Jones? Nothing at all, that’s what  . Don’t bastardize the concept. He rarely “won” a (fist) fight. He often won those fights with creativity and cunning (or a gun).

2) One might consider something like 333322 or 234321. He was cunning, smart, agile, but maybe not so strong. He was a skilled fighter, to a point, but not so strong or tough in soaking damage.

3) A base attribute of ‘3’ will make him okay at all of those skills. Getting a rank in Vig/Disc would be more helpful with only a 2 Willpower. Melee/brawl would be next. Maybe he’s not the strongest, but makes up for it with skill (and creativity Int/Cun).

Force Adherent is a Lore/ Melee focused spec, which I personally think would be very appropriate as a second spec, following Archaeologist.

And Indy could definitely soak some abuse, and keep fighting. Not too brawny, perhaps, but definitely hard-headed.