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!"