Help with a concept (Please?)

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

Hiya, I'm new here so I'll just take a moment to say hi to everyone.

I remember discovering the EotE beta near the end of last year, but I didn't have the money to invest in it. About a week ago, I re-discovered it and obtained a copy, and long story short we're going to try and start a game soon.

Anyway, I've got an idea for a twi'lek who is going to be the copilot/partner of the group's smuggler (pilot). But I can't figure out what would fit her best mechanically speaking.

Long story short, she was sold into slavery to a hutt, but escaped and was rescued by the smuggler, and joined them as their partner/copilot/whatever. I'm also toying (but not set on) her being (or ending up being) force sensitive.

So, I know it's not a lot but with that in mind I thought I'd ask for people's ideas on what career/specializations/anything else would help reflect this idea. What would work well for her job description? mechanic? smuggler as well? something else? It's all pretty new so I'm a bit overwhelmed by the ideas floating in my head and can't settle on what makes the most sense.

Thanks for your help in advance!

-PatriotArrow

Actually, Fringer/Explorer makes a pretty good co-pilot combination, while also providing a number of other useful talents on top of the "jack of all trades" skill list that the combination provides. Only thing you'd be short on are combat skills, but unless you're going to be purchasing several ranks in them, you can get buy with an Agility of 3 and one or two ranks in Ranged: Light (and buy that after character creation, as your XP is best spent on boosting your Characteristics).

As for being Force-Sensitive, unless it's going to be a major focus of the character, I wouldn't worry about buying into F/S Exile (or any other Force-Sensitive spec really) until after character generation. The days of the super-powerful Force-user at starting level doesn't exist in Edge of the Empire (or Age of Rebellion), so if you do opt to go the route of Force-user, you're going to be subpar in comparison to other characters, as you're simply not going to be succeed a lot of the time, unless you're willing to convert Dark Side pips by flipping a Destiny Point and suffering Strain to do so, which is going to eat through the party's Destiny Pool (something the other players may not appreciate).

I said it before, and I'll say it again: Exotic Dancer should have been a Career! :P

Anyway, what kind of slave was she? Maybe that will help you give an idea what Career she should take?

Personally, I would ask myself what she did before she was sold into slavery. For example, if she was a student or professor before she was taken, it would seem logical to have her start out as a Scholar.

Of course, if she was just a child when she was made a slave, this wouldn't work. Then I'd go with the type of slave she was and work from there.

Motivation can also come into play here. Maybe she's so angry and decides that she wants to prevent people from being sold as slaves, that this reflects her becoming an Assassin, Bodyguard or Marauder?

As Donovan says, the Fringer covers all kinds of eclectic concepts. It's also the 'co-pilot' career too. I don't especially like it personally, but it does give you a grab-bag of mixed abilities and works well in a game not focused on combat.

You can develop Force abilities later, you don't have to start out with them as with WEG d6 version. They can be pretty powerful, but only after you've spent LOTS of experience points on them.

I have a "prominent" NPC in my bag as well... I wanted to make a force sensitive as well, just to see what could be done as well as to have someone in the group that is. My back story was that she was captured by slavers...

Wait - let me just cut and paste...

Young Female Force User

Zeltron - near Human

http://starwars.wikia.com/wiki/Zeltron

While traveling off world with her aunt and uncle on a diplomatic business trip, she was kidnapped by Trandoshan slavers. Her affinity for the force at such an early age allowed her to slip her captives while they were hunting on another planet. Avoiding being put out to be hunted, she managed to survive, but had lost contact with her home world and had been unable to find “a friend” that could help her get home. Instead she became a dancer until old enough to tend bar. Her natural tendency to read emotions coupled with her pheromones allowed her to “read” her patrons and get bigger and bigger tips.

She had befriended some Twi’Lek dancers and had grown comfortable, if not rich. When an Imperial raid occurred she watched her friends die. Unable to help them survive, and overwrought with emotion, she “lashed out” and killed three Stormtroopers in a rage. She doesn’t remember exactly how it happened, since she was “giving into the dark side” at the time, and recognized that this was NOT a good thing. She vowed to NEVER do something like that again and began to repress her force tendencies. She had also heard rumors about a Jedi purge and didn’t want any extra Imperial entanglements.

She went on the run, smuggling herself aboard ship after ship and making her way as far from the Core Worlds as she could get…

She’s been captured and put on the Krayt Fang. Tired of fighting back, she feels all is lost… until the PC’s find her and renew her hope…

(at this point, I had not seen the Clone Wars episode with the slaver planet, so I'm considering changing the slaver that caught her to a Zygerrian)

When I rolled for Obligation, I got Debt, so I came up with this -

Obligation - 47, Debt - was caught stealing a rare artifact on Ord Mandell - was asked to steal something for the owner to keep out of jail. Ended up hopping a ship off world. On the run ever since…

So - since she's a thief, I made her a thief. She's a Smuggler/Thief, but I spent ZERO on career stuff - I just wanted her to be a thief in the lose sense. I spent 30 to raise her Intelligence to 3 and the rest as...

20 to buy the FSE spec - +1 force rating

5 - uncanny senses

5 - uncanny reactions

10 - convincing demeanor

10 - Force Power - Influence

10 - Force Power - Sense

Thanks for the advice so far! I'd been looking mostly at either Explorer (Fringer) or Technician (Mechanic) so far, to kinda reflect what she mostly does for the captain. I could tailor specifics of her past to justify either, of course.

But since a person or two were curious, she was the kind of slave you always see sitting around in front of a hutt. There to be an accessory and make the hutt's visitors jealous. that sort of thing.

Well, since all she does it just sit there looking pretty... maybe she just kept her ears open all the time. Now that she's escaped, she has all this information about everything the Hutt was involved with. Seems like Trader might also fit, but of information instead of goods.

I'd advise against fringer as everyone, whose taken it as a primary has regretted, it in my gaming circle (its been often described as the class's that do nothing).

For an all rounder who can do abit of everything, i suggest gadgeteer, it can pilot, has mechanics and a solid mix of skills.

I'd also suggest taking some extra obligation buying up your brawn and starting with 4 3s (presence and 3 others agi, int seem like go to)

I would focus on how the character escaped. A rank of skullduggery and possibly the slicer specialty could go a ling way.

(its been often described as the class's that do nothing).

There is no such thing. I'd venture to say that your GM isn't utilizing the character(s) correctly.

Example: If one of the players wants to sink all of the skillpoints into Knowledge:Core Worlds, and buy Talents that influence nothing but trade negotiations, then you **** well better have a GM that allows the group to trade for goods on core world planets. There's no such thing as a bad combination of skills or talents - it all comes down to what kind of character that person wants to play.

I realize that might be easier said than done, but that doesn't mean it's not true. EotE was obviously designed more as a cooperative storytelling exercise than as a classic advancement-based RPG. We must unlearn what we have learned. ;)

There's no such thing as a bad combination of skills or talents

While i respect your opinion, i do not agree with it.

I do rather like the Gadgeteer, and I'd really like her to pick that up. The problem with it is, I can't justify her having bounty hunter training in any way just yet, and I like to grow my characters organically. If they don't have an IC reason for it, then I won't do it, y'know?

I kinda agree with both Plan b and Borticus, though it kinda depends on the group. I mean, having a group that shoots lots of things, then having someone decide to make a trader/scholar might be out of place, but at the same time I'd hope the group could have fun making adventures that could include everyone's talents regardless what they picked, at least to some degree. Idk, that's my two cents on that.

Right now Fringer looks like the best option as a start, but I'll probably find a good story reason to pick up a class that's a bit better at fighting if it comes to it, and the third specialization depends largely on if I decided to go with the FSE tree and follow that potential storyline at all. Does that sound feasable?

(its been often described as the class's that do nothing).

There is no such thing. I'd venture to say that your GM isn't utilizing the character(s) correctly.

Example: If one of the players wants to sink all of the skillpoints into Knowledge:Core Worlds, and buy Talents that influence nothing but trade negotiations, then you **** well better have a GM that allows the group to trade for goods on core world planets. There's no such thing as a bad combination of skills or talents - it all comes down to what kind of character that person wants to play.

I realize that might be easier said than done, but that doesn't mean it's not true. EotE was obviously designed more as a cooperative storytelling exercise than as a classic advancement-based RPG. We must unlearn what we have learned. ;)

Yes, EotE was designed with cooperative story telling in the forefront.

There is no such thing as a bad combination of skills or talents, in the abstract. In the concrete of a given campaign this is not so true. Suppose I set up a campaign that is all in the style of the second act of Long Arm of the Hutt? Nothing but social conflicts and roleplaying. Characters who are optimized for physical combat, either ranged or melee, explorers and scouts, pilots, technicians and a host of others may feel very much like they have nothing to do. Likewise if I set my campaign in the Jundland Wastes fighting Sandpeople, all those charismatic, social conflict optimized "face" characters are going to feel useless.

A good GM will look at the player characters to see what sort of stories the players are interested in, but a good player will just as much ask the GM what sort of campaign is planned and a build a character to suit.

A female Twi'lek former Hutt arm candy turned co-pilot could be built off almost any career and specialization. As long as she ends up with at least a couple of ranks of Pilot (Space) and Astrogation, maybe some Mechanics and/or Gunnery she will be credible co-pilot. The rest of her skills could go in any direction. Chewbacca is Han Solo's co-pilot but seems more specialized in mechanics and repairs than piloting, he is also not bad at all in combat.

As for being Force Sensitive, I too would advice buying that with later experience, Luke Skywalker was a Force Sensitive and quite a strong one, but he did not realize it until Kenobi started training him. The flight to Alderaan seems in many ways to feel like the spend experience points break between sessions.