Spy Builds

By JinFaram, in Star Wars: Age of Rebellion RPG

How would you guys build a spy character based on Adam Jensen? My bro loves Deus Ex and I was thinking Id make a knight level spy for him to look at.

Dipping into the Cyber Tech from Edge's Special Modifications seems like a good idea. For extra 'I didn't ask for this but I still put it in character creation', if you're willing to make SW!Jensen non-human, consider the Gank species from Lords of Nal Hutta .

Depends on what augmentations/aspects of Jensen's skill set you want to emulate. I know that when I played HR, I tended to focus on sneaking around and doing a lot of melee takedowns, which suggests a heavy investment in Infiltrator. A dip into Slicer might be good if you want to represent his hacking abilities; Bypass Security is pretty useful for the kind of infiltration Jensen does, and Codebreaker is a big deal in terms of eavesdropping on your enemies. Alternately, you could forget Slicer and leave that sort of thing up to Pritchard. Scout seems like less of a good fit, but it does have some talents to boost sneaking around and spotting things.

Cannibal Halfling is right that Cyber Tech is probably a good cross-career pick. Just picking up a rank of Cyberneticist gives you a significant discount on buying cybernetics, More Machine Than Man lets you add more cybernetics, and the ranks of Toughened and Durable help emphasis the "unstoppable cyborg" aspects. And of course, Overcharge can be very useful once you have the skills to use it.

If I were building this Knight-level, I'd start with Spy Infiltrator, dip into Cyber Tech for Cyberneticist and a rank of Toughened (40 XP), and follow Infiltrator's talent tree from Frenzied Attack through Stunning Blow (35 XP). That's half your Knight-level XP bonus. The other half can be spent on skill ranks, more Infiltrator talents, or maybe getting a little start on Slicer. I would only invest in Cyber Tech as much as necessary to keep your implant cap ahead of your cybernetic acquisition (and don't forget the Biofeedback Regulator in Special Modifications for more help with the cap), at least until you have a chance to buy up Mechanics enough to reliably use Overcharge. Especially given that Mechanics is probably further down your list of important skills relative to Stealth, Skulduggery, Melee/Brawl, etc.

Characteristic-wise, you're looking at supporting a broad base of competencies, so shooting for several 3 scores is probably a good idea. You want Brawn for the cybernetics cap, soak, and hand-to-hand combat, Agility for sneaking and ranged combat, Cunning for Deception, Skulduggery, and the Infiltrator talents that run off it, and potentially Intellect for Computers and Mechanics. Depending on what species you use, that many 3's might be hard to pull off. If you have to skimp somewhere, I'd skimp on Intellect and make up for it with skill ranks.

I kinda don't like the Cyber Tech Spec. It just seems to me most people with cybernetics have an ally/doctor that attaches and mods all their cybernetics. Thats a personal problem though, the spec itself is fine.

What armor can Optical Camouflage be used on? It requires two hardpoints but says laminate and anything heavier wont work, but the others have fewer hardpoints.

Dipping into the Cyber Tech from Edge's Special Modifications seems like a good idea. For extra 'I didn't ask for this but I still put it in character creation', if you're willing to make SW!Jensen non-human, consider the Gank species from Lords of Nal Hutta .

You could also resin the gank as a human

Edited by EliasWindrider

Depends on what augmentations/aspects of Jensen's skill set you want to emulate. I know that when I played HR, I tended to focus on sneaking around and doing a lot of melee takedowns, which suggests a heavy investment in Infiltrator. A dip into Slicer might be good if you want to represent his hacking abilities; Bypass Security is pretty useful for the kind of infiltration Jensen does, and Codebreaker is a big deal in terms of eavesdropping on your enemies. Alternately, you could forget Slicer and leave that sort of thing up to Pritchard. Scout seems like less of a good fit, but it does have some talents to boost sneaking around and spotting things.

Cannibal Halfling is right that Cyber Tech is probably a good cross-career pick. Just picking up a rank of Cyberneticist gives you a significant discount on buying cybernetics, More Machine Than Man lets you add more cybernetics, and the ranks of Toughened and Durable help emphasis the "unstoppable cyborg" aspects. And of course, Overcharge can be very useful once you have the skills to use it.

If I were building this Knight-level, I'd start with Spy Infiltrator, dip into Cyber Tech for Cyberneticist and a rank of Toughened (40 XP), and follow Infiltrator's talent tree from Frenzied Attack through Stunning Blow (35 XP). That's half your Knight-level XP bonus. The other half can be spent on skill ranks, more Infiltrator talents, or maybe getting a little start on Slicer. I would only invest in Cyber Tech as much as necessary to keep your implant cap ahead of your cybernetic acquisition (and don't forget the Biofeedback Regulator in Special Modifications for more help with the cap), at least until you have a chance to buy up Mechanics enough to reliably use Overcharge. Especially given that Mechanics is probably further down your list of important skills relative to Stealth, Skulduggery, Melee/Brawl, etc.

Characteristic-wise, you're looking at supporting a broad base of competencies, so shooting for several 3 scores is probably a good idea. You want Brawn for the cybernetics cap, soak, and hand-to-hand combat, Agility for sneaking and ranged combat, Cunning for Deception, Skulduggery, and the Infiltrator talents that run off it, and potentially Intellect for Computers and Mechanics. Depending on what species you use, that many 3's might be hard to pull off. If you have to skimp somewhere, I'd skimp on Intellect and make up for it with skill ranks.

A gana has 110 xp 1 in presence and 2'see in the other 5 attributes. If you rescinded the gank as human you could justify the 1 in presence by saying that the machine parts are perceived as freakish which is why you have the "penalty" of a 1 in presence. With 10 extra obligation you could get a 3 in 4 attributes and a gang starts with 5000 extra credits to spend on up to 2 cybernetics. These are "use it or lose it" credits. By the way I just put together a gang marauder doctor with 465 earned xp (same as everyone else) for a new player joining my ongoing campaign... with 18,000 starting credits the character is a beast. 6 in brawn 3 in agility, 3 in cunning, 3 in willpower. Got to 6 brawn by a strength enhancing arm with a built in dragoon pistol (using special modifications crafting rules, mother is a cybertech), got a tricked out vibró katana (again special modifications, made by his mother), has deflective armor (keeping the peace) upgrading only hard points, soak, and ranged an melee defense... 9 soak, 21 wounds, 16 strain, 2 ranks of resolve, defense 2, 3 ranks of verla strength so his base brawling damage is 9, wit 3 ranks in brawl so 3 green and 3 yellow, 4 ranks in medicine, and pressure point, 4 ranks in melee, 3 ranks in ranged light... and saying that he's out to avenge the death of his "murder" (a pack ofor ganks is called a "murder") still helping the player work out the rest of the back story. Now pretty much everyone in the party is pretty combat capable, one PC just left the game as the new CEO of Czerka, another is Thad Bane (you may have heard of his infamous uncle Cad Bane who killed his father in a quick draw gun fight show down 20 years ago) who just "broke the holonet" after "half the galaxy" (hyperbole) started "space googling" him (last session he had a quick draw showdown with a mandalorían gunslinger, she rolled 1 triumph 5 successes on the cool check he rolled 2 triumphs 3 successes) which was quite possibly the fastest quick draw ever recorded (by no less than 5 hovercam droids) during the public speaking appearance turned assassination attempt of the PC turned NPC CEO of Czerka by anow elite hit squad led by Boba Fett (who was the only assassin to survive the attempt) thanks to in part the assistance of uncle Cad Bane who was also in the 5 holovid news feeds. So yeah new PCs need to be pretty impressive, especially when thereading could be a little player vs player conflict in the first session or two due to competing objectives. The new gank PC "Han Vane" and another Andra (infamous fixer in the employ of Grondo The Hutt) have to ensure that the rest of the PCs don't kill Emil Mola (star wars Keyser Soze Ala "the usual suspects" ally of Grondo, who two of the PCs incurred a debt to) yeah last session was epic and the next one or two are also going to be (wrapping up several characters obligations)