This being Star Wars and being the Rebellion Era, melee is far from necessary. My only slight concern for the party is firepower, since most of the combat types aren't FULL combat types. We'll see how it goes with this little prologue adventure, but I don't see melee as being that much of a necessity.Shalimar said:I think the main role that we are missing party wise is a melee specialist/main fighter. Looking at the lst I put up we have all the skills covered, a lot of the major ones have skill focus.
Ampers& said:AMG, I've gone over Shalimar's list, and cross-referenced it with the Rogues Gallery thread, and I'm sorry to say there's not much I can do to stand out at this point. I had thought up the Clawdite infiltrator concept before Shalimar decided to take SF (Deception), and before possum decided to take SF (Stealth), but alas, now it is otherwise (although by no means am I trying to place blame on them!). Honestly, the only skills that haven't now been covered are Acrobatics, Climb, Jump, Treat Injury (to the extent of SF), and Use The Force . I could put up stats for the Clawdite if you'd like to see them, or maybe suggest my Force-using concept again as a last-ditch effort, but otherwise I'll just bow out and wish you guys a great game!
Ampers& said:Alrighty, I submitted my Clawdite in the RG thread for approval; fingers crossed!
. I've got bit of problems creating the character. I think I'm running through 7th sheet at the moment as my crunch keeps changing whenever I go through the book. Right now I'm at Scout 1/ Scoundrel 1/ Soldier 2. I think this is finally my final sheet. I haven't yet picked the scout talent but with scoundrel I take from outlaw tech tree, and with soldier the demolitionist talent. I'm at work right now so I can't yet post the sheet, sorry about that. Here's a bit backstory: