Well, my original idea was sorta like pilot/unarmed combatant, and I think I would like to develop it from that point. That said, perrin, I'm pretty much of the opinion that more than one pilot is always a good idea. Running a swse game on tabletop, I find that the group would have often benefitted of onether pilot when they still only had one. But that does depend on the availability of crafts to fly
Blackrat:That is fine. Since you are in the Ascendant game, you have a good idea of how I run the games. What about recently released/escaped from Kessel. You can keep the attitude towards the imperials.
Yeah, that's a good idea. Don't need much tweaking to the background blurb
Well, it seems I already had the sheet done for that other game too. Didn't even remember it

I'll check the equipment, but I think I'm fine with these. The consept of the character in a nutshell: Pirate mechanic pilot who hits hard with his fists

[sblock=Naar]
Feeorin soldier 1
Background: Enslaved
Force Points 5
Init: +6; Senses: low-light vision, Perception +3
Languages: Basic, Feeorin, Huttese, Ryl
Defenses: Ref 15 (14 flat-footed), Fort 17, Will 9
hp: 32; Threshold: 17
Speed: 6 squares
Melee: Combat Gloves +4 (1d6+7)
Ranged: by weapon +2
Base Atk: +1; Grp: +6 (4+2)
Abilities: Str 17, Dex 12, Con 15, Int 14, Wis 6, Cha 6
Special Qualities: Low-Light Vision, Stronger By Age, Brutal, Inborn Resilience
Talents: Hammerblow
Feats: Armor Proficiency (light, medium), Martial Arts I, Weapon Proficiency (Simple, Pistol, Rifle)
Skills: Endurance +7, Initiative +6, Mechanics +7, Perception +3, Pilot +6
Possessions: combat gloves, slugthrower pistol, blast helmet and vest, all-temperature cloak, utility belt, bandolier, hip holster, Clips x5, 162cr[/sblock]Hammerblow is from Legacy Era book, but is non era-specific. Mechanically speaking, it allows unarmed attacks to be made as two handed attacks, doubling the str for damage.