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Old 11-10-2017, 11:03 AM   #11
Mark Caliber
 
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Default Re: Scientist in the Star Wars galaxy RPG build

In the Rim, there is a LOT of work relating to paleontology since most systems will be home to relatively new colonies. Or they are established worlds with newly discovered species (for the rest of the galaxy).

Biochemistry will be another hot topic for research. New flora & fauna with new products to be explored and exploited.

One common problem in the Rim is that they don't have a lot of mature hyperspace navigational data so a scientist could spend an entire lifetime just trying to find shorter and better space routes.

Spring boarding off of the previous idea, any star which is unique or abnormal. Heck any unique or bizarre astronomical object.

And depending on his patron, researching "spice" is always a possibility.

There are remnants of collapsed civilizations throughout the galaxy, so archeology would be a possibility.

There are a couple of ideas to noodle over.
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Old 11-10-2017, 11:41 AM   #12
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The mating habits of the denobulan slime slug.

They have some striking similarities to Hutts. The ability to study such a creature is a blessing. You feel deeply honored that you were given this opportunity.

Just because you're a scientist doesn't mean that you're doing something terribly awesome. And humble beginnings make for good characters.
Actually it ought to be something with the potential to make the character a hunted person because only thus can you explain why it leaves its comfortable lab to get shot at. Now it could be something unexpected, like astrophysics research that could lead to a method for destabilizing suns. Or...here's one with some adventure potential. You're studying hyperspace and managed to discover a method for plotting a safer course into parts of the galaxy that have historically been impenetrable barriers and have forced explorers to chart hyperspace routes around them.
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Old 11-10-2017, 12:54 PM   #13
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Actually it ought to be something with the potential to make the character a hunted person because only thus can you explain why it leaves its comfortable lab to get shot at. Now it could be something unexpected, like astrophysics research that could lead to a method for destabilizing suns. Or...here's one with some adventure potential. You're studying hyperspace and managed to discover a method for plotting a safer course into parts of the galaxy that have historically been impenetrable barriers and have forced explorers to chart hyperspace routes around them.
I don't agree.

Why does it have to be something that the character has done or is on the cusp of doing? Why can't it be something that The Force has predicted they will do. This is Star Wars, think outside the box.

If two opposing Force users discover that, in the future, they will perfect a method for infusing normal people with Force Sensitivity (be it Midichlorians or some other tchotchke of plot device), both side would be desperate to possess that ability.

Or maybe they'll be the one to discover an improved hyperdrive, but, right now, they're just a simple botanist. Or, they'll develop a world-ending plague, or maybe a serum that makes everyone immune to the Jedi Mind Trick (or, worse, makes everyone susceptible to the JMT). Easiest case for the GM, the character is hunted for something they will do, but no one tells them, to try to ensure that they don't do it.

This gives more depth to the character, and gives the character the chance to reflect on their place in the universe. You don't have to start out as Reed Richards to be an interesting character.
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Old 11-10-2017, 01:06 PM   #14
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Default Re: Scientist in the Star Wars galaxy RPG build

I've only seen the original trilogy. But in those, Jedi were strongly encouraged not to mess with fate.
This would suggest that regardless of what they're "going to do", they'll mainly be noticed by Sith. Jedi may approve or disapprove, but won't interfere, except for mavericks that "don't need no force telling them what to do, or who to save".
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Old 11-11-2017, 01:01 AM   #15
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I've only seen the original trilogy. But in those, Jedi were strongly encouraged not to mess with fate.
This would suggest that regardless of what they're "going to do", they'll mainly be noticed by Sith. Jedi may approve or disapprove, but won't interfere, except for mavericks that "don't need no force telling them what to do, or who to save".
Well, considering that in the original trilogy, the only Jedi out there are Yoda and Obi-Wan... and old Ben gets killed off with a half hour to go in the original movie (A New Hope for you youngsters; I grew up with it being called simply Star Wars, even after the sequels hit VHS). Luke's not truly a Jedi until the climax of the appropriately-named Return of the Jedi, and by then both Ben and Yoda are both physically merged with the Force, which led to an entire generation growing up thinking all Jedi merge with the Force when they die.

I don't recall Ben or Yoda telling Luke not to mess with fate, or even fate being part of the lore in those movies. If anything, Ben tells Luke, "you must do what you feel is right, of course" in the original movie, and later Yoda says "always in motion is the future", meaning that what could be the future now may prove to be false, and that it's up to the Jedi to determine for himself what the best course of action is. Yoda and Ben don't want Luke to face Vader on Bespin for fear of Luke becoming Vader (as shown in the dark side cave), but they don't do anything to stop him when he goes except for a few encouragements against it. No one mentions messing with fate until the prequels.
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Old 11-11-2017, 02:23 PM   #16
David Johnston2
 
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I don't agree.

Why does it have to be something that the character has done or is on the cusp of doing? Why can't it be something that The Force has predicted they will do. .
That doesn't seem like something the Force really does. It's not so great at making meaningful long range future predictions about abstract things. But apart from that, I wasn't suggesting that their work really has to be on the cusp of a great discovery. Just close enough that someone somewhere can see a potential in their research.
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Old 11-12-2017, 10:27 AM   #17
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Default Re: Scientist in the Star Wars galaxy RPG build

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Actually it ought to be something with the potential to make the character a hunted person because only thus can you explain why it leaves its comfortable lab to get shot at.
Well they could just be kidnapped by space pirates, and their actual field is irrelevant.
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Old 11-12-2017, 01:20 PM   #18
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Well they could just be kidnapped by space pirates, and their actual field is irrelevant.
I'm with Sir Pudding on this. There's no reason that their field is relevant, unless it's what the player wants.
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Old 11-12-2017, 05:38 PM   #19
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Well they could just be kidnapped by space pirates, and their actual field is irrelevant.
Men in white coats doing Science for its own sake! (Probably misquoting there, from Mystery Science Theater 3000: The Movie.)

Yes, unless you want the field of science to be plot-relevant, this might be the best way to go.
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Old 11-13-2017, 06:45 PM   #20
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Men in white coats doing Science for its own sake! (Probably misquoting there, from Mystery Science Theater 3000: The Movie.)

Yes, unless you want the field of science to be plot-relevant, this might be the best way to go.
I think even asking what the scientist is working on means it is. Otherwise you're just a scientist working on sciencey stuff and you have a great deal of expertise that is irrelevant to what's going on.
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