My gamemaster ran an interesting one-shot idea past a few of us - an adventure where the heroes play as Darth Vader.
How, you wonder? During combat, Darth Vader would essentially have a version of Draco's uber power in SotE, however each player controls Vader on a different Initiative count.
Non-combat? When it's time for Vader to make a decision, each player gets to do a Vader impression, then everyone votes (game-master included) on which is the most appropriate and Vaderly thing to say.
Now, the Game master asked me to come up with the Stats for Vader and gave me pretty loose guidelines. He said pb38 CL 20 and up to 3 completed destinies with w/e equipment, and levels in Imperial Knight were encouraged. I didn't go that all out, I used two destinies, and only bonuses to abilities, and I avoided tech specialist and superior tech specialist cause I don't think Vader would let other people monkey around with his stuff too much. I actually tried to build this to kind of seem normal, I still personally assess him at about CL 22 for the PB, the destiny bonuses to abilities, and his equipment.
Darth Vader, Imperial Enforcer CL 22
Medium human (cyborg-hybrid) Soldier 3/Jedi 6/Jedi Knight 1/Imperial Knight 5/Sith Apprentice 1/Sith Lord 3/Force Adept 1
Destiny 5; Force Points (3d6) 10; Dark Side 16
Initiative +12; Senses darkvision, Perception +15
Languages Basic, Binary
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Defenses Ref 41 (ff 39), 39 vs. adjacent foes, Fort 39, Will 38; Deflect, Djem So, fluid riposte, Force shield, Lightsaber Defense, Makashi, Melee Defense, rebuke
Defenses w/ Lightsaber Defense Ref 46 (ff 39), 44 vs. adjacent foes
Defenses w/ Lightsaber Defense and Melee Defense Ref 51 (ff 39), 49 vs. adjacent foes
HP 199; DT 39 (49 w/ Armored Augmentation); DR 10 (w/ Armored Augmentation, Lightsabers DO NOT ignore this DR)
Immune atmospheric and inhaled poison hazards, fear-effects
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Speed 4 squares; Reach 2 squares (w/ lightsaber)
Melee lightsaber +23 (2d8+14) or
Melee lightsaber +18 (2d8+14) with Melee Defense or
Melee lightsaber +29 (2d8+20) with dark rage DC 25 or
Melee lightsaber +24 (2d8+20) with dark rage DC 25 and Melee Defense
Base Atk +19; Grp +21
Attack Options Melee Defense
Special Actions Armored Augmentation II, Channel Vitality, Djem So, Equilibrium, Force Harmony
Force Powers (Use the Force +23) dark rage, falling avalanche, fluid riposte (3), Force grip (3), Force shield (5), move object (3), rebuke (3), saber swarm (4), surge (2)
Force Techniques Improved Dark Rage, Force Power Mastery (Force shield)
Force Secrets Distant Power, Quicken Power
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Abilities (38 point-buy) Str 14 (+2), Dex 14 (+2), Con 10 (+0), Int 14 (+2), Wis 16* (+3), Cha* 26 (+8)
Talents Armored Augmentation I, Armored Augmentation II, Armor Mastery, Attune Armor, Channel Vitality, Djem So, Deflect, Equilibrium, Force Harmony, Lightsaber Defense (3), Stolen Form (Makashi)
Feats Armor Proficiency (light, medium, heavy), Force Sensitive (H), Force Training (6), Improved Defenses, Melee Defense, Skill Focus (Use the Force), Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple weapons)
Skills Initiative +17, Mechanics +16, Persuasion +28 (+30 on checks made to Intimidate), Use the Force +23, Pilot +17
Systems walking locomotion, two hand appendages with stabilized weapon mounts (Darth Vader can double his strength bonus to melee damage when wielding a melee weapon in one hand), jump servos, magnetic feet, improved sensor package, darkvision
Possessions cyborg chassis, self-attuned phrik-laced heavy dark armor (imposing form), self-built dual-phase lightsaber, zeyd-cloth black robes, utility belt
*completed destinies; corruption (self) +1 Wis, +1 Cha, destruction (jedi order) +2 Cha
Now we haven't discussed anything about what he might be doing, but we imagine it's Jedi hunting rebel squashing awesomeness but at the end of the day it will be left up to the GM what the adventure holds.