looking for the right specialization

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

hi all, i'm new to the sistem, coming from saga, i have a concept in mind but i dont know which specialization and career would fit it.
I would want to play a pirate with a silver tougue and maybe a little intimidating since he will wear the mask of silver skull, the mask that made his ancestor (anothet character of mine in an kotor timed campaign) a dreaded corsair, i would take in consideration as ispiration hondo honaka, also i would like to being usefull in combat, i dont know if i should go with melee or ranged, i used to play in saga a fun dual wield sword/gun character but seems that it doesnt work well in this system (no way to use the same charateristic with bboth weapon, worse penalties) but i could go for pure melee or ranged

Keep in mind that the name of a career or specification means less than what it buys you.

Smuggler: Charmer gets you the silver tongue. Scoundrel and Pilot can both be good piratey specs. Gunslinger is great for dual pistols.

Hired Gun: Enforcer is great for intimidation. Marauder would be good if you want to run around with a vibro-cutlass. Merc Soldier would make you a decent pirate captain (Command, Field Commander, Improved Field Commander).

If you want to lean more on the "boss" side of the role, have a look at the Commander career from Age of Rebellion.

Charmer and Gunslinger are from Fly Casual.

Enforcer is from Dangerous Covenants.

Edited by Col. Orange

Col. Orange is on the right track. As for your Sword and Pistol spec.

You can certainly wield both at the same time. You are not obligated to use both for every attack. Your character could alternate depending on the situation.

Depending on what you want to call your silver tongue, I'd probably go charmer or politico. The Scathing Tirade and Inspiring Rhetoric can be pretty potent, and the tree has lots of charm assists, removing blacks from a bunch of people skills. Combine it with a Marshal for your blaster and fighting skills and you're in pretty good shape. Plus the Signature Ability 'Unmatched Expertise' is pretty **** sweet.

That could be a pretty wicked combo.

You can certainly wield both at the same time. You are not obligated to use both for every attack. Your character could alternate depending on the situation.

Plus there's no reason that you couldn't have two swords as color, just something your character does as a narrative effect.
Edited by Desslok

From your description i suggest the Smuggler:Charmer & Smuggler:Gunslinger combo to give you the essential skills of a soft spoken pirate with combat prowess and coercion form the gunslinger side. For the combat side you can easily do the sword/gun combo: unless go too far down the gunslinger talent trees you will be able to pick talents that are useful with both melee and ranged weapons, and even if sword and guns use different characteristics both Brawn and Agility a very useful in general and for a combat minded charcter so you'd do well by raising them both at character creation. I think that a good charcteristics setup for your character (if human at least) is Brawn, Agility and Presence all at 3. The Suns of Fortune book even has a pirate styled cutlass: the Corellian Cutlass. Besides if you ever decide to go fully ranged you are already in the perfect path with gunslinger.

An alternative to gunslinger is Bounty hunter:Gadgeteer because it has coercion as career skill, it has the useful intimidating talent and the right column is perfect for a melee combat allowing you to either damage or subdue your adversary with disorient and strain damage, so it works both in combat and in a bar brawl. Plus you get quite some other talents useful in combat from the middle and left trees.

any way to use agility with melee weapon for a finesse style?

any way to use agility with melee weapon for a finesse style?

Currently no. In Force and Destiny (the Force centered book) there is a lightsaber spec, ataru striker, that lets you use agility instead of brawn with the lightsaber, i would suggest you ask if you can pick that spec and tweak it to work with melee weapons. Mind you it requires to be Force Sensitive to use the most powerful talents.

But in this system there is no exact concept of weapon finesse: even if you use brawn you can just narrate your attacks as elegant and precise cut and thrusts of your blade. Also, as agility is needed for ranged weapons having melee tied to it too makes it overpowered and the go-to spec for combat; which is what the devs wish to avoid.

any way to use agility with melee weapon for a finesse style?

Nope, but you can flip your pistol around and use it like a cudgel using improvised weapon rules which means Brawn/Melee for both weapons. Honestly in the pirate movies I watch, pirates shoot, or they hack, or they hack and pistol whip people, can't say as I've ever seen them hack and shoot someone simultaneously.

If you pick up Ataru Striker and take the Ataru Technique talent, Ancient Swords are regular edged weapons that use the lighstaber skill. Plus they are described as being curved, so one could use one as their "cutlass." You could then use Agility for melee attacks with your ancient sword. All of this is in the F&D core book.

Edited by Werewyvernx

The problem with going the Ataru route is that you start having to deal with pesky stuff like morality. I might just keep it narrative and say that's it's an elegant Bruce Lee style instead of your Schwarzenegger Brute Force Style

You don't have to deal with Morality. A player could have an Obligation or a Duty instead. I know some people are extremely staunch supporters of force users having a Morality because, "Conflict is the balancing factor!" I believe strain is the balancing factor, and Conflict is for story and plot.

If you have access to the Age of Rebellion core rules then I have a completely left field idea for your pirate captain.

Take the Diplomat Career, and start with the Quartermaster Specialisation. You get a heap of useful and thematic talents, every social skill except Coercion, and Skullduggery.

Then pick up the Recruit Specialisation for all the combat skills, and a heap of talents that toughen you up.

I would suggest 3 in Brawn, Agility, Cunning and Presence. 2 in Intelect and Willpower if your chosen species allows it.

all of your ideas arepretty good, my concern with going 3 brawn and agility is that i will be still be fairly fragile for really doing melee, so i think i will drop one of those aspect, also i dont wanna be too much a jack of all trades, since i know my gm really well, he tends to up che challenge a lot, so being specialized rather than versatile is better with him.

We can use every material, cortesy of the master, also we will use both obligation and duty, plus morality for any force user

Edited by xxalex

Commander: Tactician and Hired Gun: Mercenary Soldier are both great combat leaders if your wanting to focus more on that aspect. Add Performer to either and you have a lot of social and combat skills, and some nice talents to support your idea.

any advice on how spending 3000 starting credits? i have gone with the gunslinger/charmer ideally going for dual wield pistols.

all of your ideas arepretty good, my concern with going 3 brawn and agility is that i will be still be fairly fragile for really doing melee, so i think i will drop one of those aspect, also i dont wanna be too much a jack of all trades, since i know my gm really well, he tends to up che challenge a lot, so being specialized rather than versatile is better with him.

You know, I wouldn't worry about stats too much. Once you up to 3 or so dice in a skill, you're pretty golden. Honestly its the talents where the good stuff is. Black-B-Gone, bonus blues, free upgrades, free downgrades for the bad guys! It's awesome thataway.

any advice on how spending 3000 starting credits? i have gone with the gunslinger/charmer ideally going for dual wield pistols.

Buy 120 stimpacks.

(You think I'm joking, but some games it feels like we blow through that many! They really need to sell those things in bulk Costco sized containers)

Edited by Desslok

all of your ideas arepretty good, my concern with going 3 brawn and agility is that i will be still be fairly fragile for really doing melee, so i think i will drop one of those aspect, also i dont wanna be too much a jack of all trades, since i know my gm really well, he tends to up che challenge a lot, so being specialized rather than versatile is better with him.

We can use every material, cortesy of the master, also we will use both obligation and duty, plus morality for any force user

Then your GM has the wrong approach, this game isn't D&D where specialzied charcters are favored or necessary. Here, ebeing it skill based, everyone can do everything, with only different level of success; so being versatile is actually much more preferable, otherwise you risk becoming a one trick pony. And while it also depends on the rest of your group, having some skill overlap is a good thing, so you can take other roles in a pinch.

i should also note that my GM has an house rule, every talents that remove black dices instead add a blue every time that it cant remove the black dice

i should also note that my GM has an house rule, every talents that remove black dices instead add a blue every time that it cant remove the black dice

That's a common house rule that increases the useful ness of those talents, and a welcome improvement of the game.