Where would a new player fit in our group?

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

So our group has the possibility of adding a 6th member, and I was curious as to your opinions on the matter of where a 6th person might fit the best. Our group as such is this:

Mandalorian Hired Gun/Force Sensitive: Brawn 3, Agility 5, 2's for the rest. His heavy blaster (Amy) and Sidewinder are heavily modified to where he's pumping out insane dice pools (something like 2-4 yellows, 1-3 greens and I THINK 2-4 boost dice because of talents). Desire to free Mandalore from Imperial jurisdiction/blockades/etc. is his overriding motivation and obligation. Fairly willing to join the Rebellion.

Human...scoundrel? Cunning 4, Agility and Presence 3. Our deception master, and probably best roleplayer. Able to come up with ridiculously entertaining, off the wall conversations and propositions for NPCs. More of our "2nd Face" character, with some skullduggery and deception skills. A tad flaky on showing due to work. Plays his gambling addiction to a fault (leading to some really epic games of Sabacc), his main concern is being entertained and experiencing new things. Indifferent to joining the Rebellion, as long as it doesn't hinder him.

Corellian Mechanic: Intelligence 5, Computers and Mechanics 4, piloting 2 and astrogation 1. Our slicer, mechanic, weapon mod bot and occasional knowledge junkey (due to 5 intelligence). Very Corellian. VERY Corellian. However, on the run from CorSec due to a complex plot to turn him into a scapegoat. Insistent on joining the Rebellion, and our primary pilot for our primary ship, a now fully upgraded YT-2400, the Lady Triumph (take a guess why).

Antique Assassin Droid Heavy: Primary stats are Brawn and Agility, with rounded skills all ranged combat, and piloting (space), with a device installed to detect force users for data collection. Before a recent partial memory wipe from our mechanic, was concerned only glorious explosions and replaying these explosions of meatbags in his downtime. Now he is struggling to become "good". Our pilot for our secondary ship (which he flies solo with an astromech droid), a Firespray by the name of the Thermal Deathanator. Using primarily a missile tube, underslung grenade launcher, and any explosives he can get his hands on, he's our 2nd most effective combatant in most situations (unless we need the breach quality). Indifferent to the Rebellion, more concerned with freeing himself from Z1-Z0, ancient droid pirate. Also flakey because of work.

Twi'lek Fruit Merchant...I mean Politico: Presence 5, Cunning and Intelligence 3, Charm and Negotiation 4, Deception and Streetwise 3, Medicine and some Knowledges at 1, this is my own character. Our real "face" in pretty much any situation. Going either Entrepreneur, Quartermaster or Trader. Former slave, anti-Imperial but not necessarily pro-Rebellion. Uses a Mark-77 to attempt paralyzing opponents with darts instead of contributing minimally to combat (aside from Inspiring Rhetoric).

My question comes as thus; where does a new player fit in? We're lacking in Brawn, Brawl, Melee, Survival, Stealth, Athletics, Coordination, Willpower, Knowledge (Xenology), probably the most useful and hardest to come by knowledge skill, and Piloting (planetary), with some of us likely upping our current lacking skills such as Perception and Skullduggery, My main guess for a new player to fit would be some sort of stealthy, survivalist assassin, The Bounty Hunter: Assassin seems to fit the bill the best, but lacks Survival or Willpower as relevant stats, and the talents involved seem more relevant to a ranged assassin/sniper type. We don't necessarily NEED a melee character, but our highest Brawn is 3. Highest Willpower is 2. An additional pilot would be nice, but mostly a tertiary bonus. Does anything, as is released, seem useful? Presence and Intelligence seem to be the primary dump stats at this point, as help in slicing, repairs or chatting is already covered by someone else.

I know people say "Play whatever is fun!" Let's assume that the most fun would come from "Play what the group needs the most!"

Twi'lek Fruit Merchant...I mean Politico

LoL That's aawesome.

How about a sword-swinging explorer (archaeologist and scout)?

From what I can read :

Brawn, Brawl, Melee, Survival, Stealth, Athletics, Coordination, Willpower, Knowledge (Xenology) is what you need?

Then look no further than these fruits carried by the tree called Big Game Hunter.

It has most of what you need :

Career skills :

  • Astrogation
  • Cool
  • Knowledge (Lore)
  • Knowledge (Outer Rim)
  • Knowledge (Xenology)
  • Perception
  • Piloting (Space)
  • Survival.

Big Game Hunter Skills :

  • Knowledge (Xenelogy)
  • Ranged (Heavy)
  • Stealth
  • Survival

I'd stay focus on Stealth, Survival and Knowledge. Then you can mix it up with somthing else such as Marauder that has Brawn and Melee :)

Edited by Naglareph

You look like you need a medic.

Either the spec from rebels or a Doctor.

A high brawn, brawling Doctor.

You look like you need a medica.

First thing I noticed, too... But I'm biased. That's what I play.

Something with Leadership focus. Look at the Commander specs.

Are you running the game or just playing?

I like to pick what I think the group is lacking, but that is just me.

If the rest of the group has already gained experience, then the new player could be given enough experience to catch up and simply buy the skills that are needed?

In any game I would suggest just tailoring your campaign to match the skills of the characters, but put in a couple of things they aren't trained in from time to time to hint that maybe someone should take something. I think that if everyone builds their characters for what they think will be fun, and the GM forces a situation in which no one is trained to take care of, then the fun kind of falls out the window.

Force sensitive! Big Willpower, big Brawn. Train him in Discipline and Brawl, and eventually let him find a lightsaber.

If it were my character, I would go with a Wee Quay marauder/force sensitive *.

What about a Spy/Infiltrator? Career/Spec skills include Melee, Stealth, and Coordination; and the talents are all aimed at melee combat (Dodge, Frenzied Attack, Defensive Stance, Stunning Blow/Improved Stunning Blow, Soft Spot, Jump Up, Knockdown, Natural Brawler) or stealth (Master of Shadows and Natural Rogue).

If you're concerned about Willpower and Survival, consider an Ithorian, It's an unusual choice for an Infiltrator with his low Agility, but he does have a 3 Willpower to start, a free rank in Survival, and a unique natural weapon. Rodians are a more natural fit, with a 3 Agility and a free rank of Survival (and the very interesting Expert Tracker talent), but suffers in Willpower. An Aqualish of the Ualaq subspecies gets Brawl 1 and Survival 1 and has 2's in both Agility and Willpower. Weequay also get a free rank in Athletics.

Alternately, you could go with a species that's a natural fit for a brawler (Trandoshan, Wookiee, Aqualish) and go for a specialization that's focused on the non-combat skills you're looking for. Klatoonian is an interesting choice--they have Willpower 1 but Agility 3 with a free rank in Brawl and an additional rank in a non-career skill of their choice, which will help fill in those gaps not covered by specialization.

If you can cover melee combat (Brawl/Melee) with species, that will free you up to go for a non-combat-specific spec. Archaeologist has Survival, Athletics, and Knowledge (Xenology). Big-Game Hunter has Survival, Stealth, and Knowledge (Xenology). Explorer/Driver has Knowledge (Xenology), Survival, and Piloting (Planetary). Engineer/Saboteur gets Athletics, Vigilance, Coordination, and Stealth, as well as Skulduggery and Perception. Spy/Scout also gets Coordination, Stealth, Athletics, Survival, and Skulduggery and Perception as well.

That said, any Hired Gun looks like it covers some of what you want as well: Athletics, Brawl, Melee, Piloting (Planetary), and Vigilance. There's also Soldier/Commando, with Athletics, Melee, Survival, Brawl, and a host of melee-related talents.