An Assassin with a Creed 😉

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

So what gear would be fitting for making a character based off of the basic assassin's Creed load out???

For sure I would like ideas on the hidden wrist blade? (I can't remember the name 🤦🏼‍♂️)

Also is there anything like their wrist mounted phantom blade or like tiny pistol thing?

P.S. don't forget armor/ clothing.

Any and all ideas are welcome, but just as a heads up I myself probably won't end up using any home brews, but they are more then welcome for other people that read this.

Thanks for any responses and may the force be with you!

The Vamblades from Dangerous Covenants and Concealing Robes from the Force & Destiny core would probably be what I'd go with to start.

You could also use a blaster pistol with the Wrist Mount attachment (also from DC) for a wrist gun.

Edited by Subhntr

*Whispers* Anythings possible with crafting.

14 hours ago, Subhntr said:

The Vamblades from Dangerous Covenants and Concealing Robes from the Force & Destiny core would probably be what I'd go with to start.

You could also use a blaster pistol with the Wrist Mount attachment (also from DC) for a wrist gun.

These definitely sound great, I will look into them tonight probably 👍👍

Any and all additional information or ideas are still welcome!

23 hours ago, swordfishson said:

These definitely sound great, I will look into them tonight probably 👍👍

Any and all additional information or ideas are still welcome!

There are wrist blades as an armor attachment in collapse of the republic. As for armor/clothes, if you're going for the medieval/renaissance assassin look, try concealing robes or armored robes from Force and Destiny.

Also talk to your GM about making some "Attacks" Stealth checks instead of weapon skill checks when attacking Minions in certain situations. For example I run Stealth based attack like this:
If the PC hasn't already been seen (ie. can reasonably have a way to sneak up behind their target without being seen) I allow them to use their Stealth Skill as an Opposed roll in place of their Melee or Brawl Attack. If the target is a Minion and if they are successful they Kill or render unconscious a single individual in the Minion group and remain hidden. If the target is a Rival or Nemesis and they are successful they do no damage that Round but add +1 Damage for each Success and +1 Bonus die for every 2 Advantages to their next Attack against that target, additionally they remain hidden until that attack (ie. their target can't target them that round). It sounds complicated but it's actually pretty simple when you run it, here is an example from one of our sessions:

  • There was a fire fight between the party and four groups of Stormtrooper Minions lead by a ST Sargent (Rival) in a wooded area. The sneaky PC wanted to sneak around and get the Sargent, I ruled that she'd have to take out a trooper first to get around the RAW for Squads (mechanically the Sargent was part of a Squad and squad rules call for all the squad members to get hit first before you can damage the leader). Since the Sargent was part of the Minion group I ruled that the Opposed Stealth Check would be against the Sargent's Perception not the troopers, she rolled well and got several Successes and a few Advantages, also because of her success she immediately killed one of the troopers and ended the Round hidden and poised to attack the Sargent the next Round. Since the Sargent was unaware of her neither he or his that Minion group could Attack her. On her next turn she added a number of Bonus dice (I don't remember how many) to her Melee Attack on the Sargent and several extra Damage when she hit, she hit and damaged him but he didn't go down (not a great roll) so she was no longer hidden but if she had she would have remained hidden and been able to target another trooper with a Stealth based attack next round.


Now keep in mind that mechanically Minions are pretty easy to take down, they usually only have 5-10 HP and low Soak so with her Melee Skill she probably could have killed a couple of them with a regular attack rather than just one when using her Stealth skill but the advantage of not being targeted was worth not doing more damage.

Edited by FuriousGreg
1 hour ago, FuriousGreg said:

Also talk to your GM about making some "Attacks" Stealth checks instead of weapon skill checks when attacking Minions in certain situations. For example I run Stealth based attack like this:
If the PC hasn't already been seen (ie. can reasonably have a way to sneak up behind their target without being seen) I allow them to use their Stealth Skill as an Opposed roll in place of their Melee or Brawl Attack. If the target is a Minion and if they are successful they Kill or render unconscious a single individual in the Minion group and remain hidden. If the target is a Rival or Nemesis and they are successful they do no damage that Round but add +1 Damage for each Success and +1 Bonus die for every 2 Advantages to their next Attack against that target, additionally they remain hidden until that attack (ie. their target can't target them that round). It sounds complicated but it's actually pretty simple when you run it, here is an example from one of our sessions:

  • There was a fire fight between the party and four groups of Stormtrooper Minions lead by a ST Sargent (Rival) in a wooded area. The sneaky PC wanted to sneak around and get the Sargent, I ruled that she'd have to take out a trooper first to get around the RAW for Squads (mechanically the Sargent was part of a Squad and squad rules call for all the squad members to get hit first before you can damage the leader). Since the Sargent was part of the Minion group I ruled that the Opposed Stealth Check would be against the Sargent's Perception not the troopers, she rolled well and got several Successes and a few Advantages, also because of her success she immediately killed one of the troopers and ended the Round hidden and poised to attack the Sargent the next Round. Since the Sargent was unaware of her neither he or his that Minion group could Attack her. On her next turn she added a number of Bonus dice (I don't remember how many) to her Melee Attack on the Sargent and several extra Damage when she hit, she hit and damaged him but he didn't go down (not a great roll) so she was no longer hidden but if she had she would have remained hidden and been able to target another trooper with a Stealth based attack next round.


Now keep in mind that mechanically Minions are pretty easy to take down, they usually only have 5-10 HP and low Soak so with her Melee Skill she probably could have killed a couple of them with a regular attack rather than just one when using her Stealth skill but the advantage of not being targeted was worth not doing more damage.

I believe the garrote in one of the books (cyphers and masks?) Talks about this...

2 hours ago, FuriousGreg said:

Also talk to your GM about making some "Attacks" Stealth checks instead of weapon skill checks when attacking Minions in certain situations. For example I run Stealth based attack like this:
If the PC hasn't already been seen (ie. can reasonably have a way to sneak up behind their target without being seen) I allow them to use their Stealth Skill as an Opposed roll in place of their Melee or Brawl Attack. If the target is a Minion and if they are successful they Kill or render unconscious a single individual in the Minion group and remain hidden. If the target is a Rival or Nemesis and they are successful they do no damage that Round but add +1 Damage for each Success and +1 Bonus die for every 2 Advantages to their next Attack against that target, additionally they remain hidden until that attack (ie. their target can't target them that round). It sounds complicated but it's actually pretty simple when you run it, here is an example from one of our sessions:

  • There was a fire fight between the party and four groups of Stormtrooper Minions lead by a ST Sargent (Rival) in a wooded area. The sneaky PC wanted to sneak around and get the Sargent, I ruled that she'd have to take out a trooper first to get around the RAW for Squads (mechanically the Sargent was part of a Squad and squad rules call for all the squad members to get hit first before you can damage the leader). Since the Sargent was part of the Minion group I ruled that the Opposed Stealth Check would be against the Sargent's Perception not the troopers, she rolled well and got several Successes and a few Advantages, also because of her success she immediately killed one of the troopers and ended the Round hidden and poised to attack the Sargent the next Round. Since the Sargent was unaware of her neither he or his that Minion group could Attack her. On her next turn she added a number of Bonus dice (I don't remember how many) to her Melee Attack on the Sargent and several extra Damage when she hit, she hit and damaged him but he didn't go down (not a great roll) so she was no longer hidden but if she had she would have remained hidden and been able to target another trooper with a Stealth based attack next round.


Now keep in mind that mechanically Minions are pretty easy to take down, they usually only have 5-10 HP and low Soak so with her Melee Skill she probably could have killed a couple of them with a regular attack rather than just one when using her Stealth skill but the advantage of not being targeted was worth not doing more damage.

I think an easier way to rule this, when dealing with minions at least, is if the Stealth check succeeds, the attack, automatically crits. Since crits just flat out kill minions, it ends up accomplishing the "stealth kill" from the AC series. If they roll a Triumph you could trigger another Crit as well, thus pulling off the "double shank" trick from the AC series. Since the AC games don't really allow you to totally take out a horde of minions with stealth kills, unless you do a lot of planning, it usually translates to taking out a few at the start, and then going into regular combat. So if you have a large minion squad (4-5 or whatever), then this would allow the Assassin to thin out the herd a bit, before going into regular combat. Or, if they are really good, they can do the Conga Line of Death, where you just keep shanking the person at the back of the procession, working your way up the chain quietly.

Honestly I would suggest making a talent chain for this, especially since the games themselves have a progression for the skills needed to pull off the stealth kills, making it easier to do as you become stronger. This could be similar to the Perfected Strike chain, which eventually lets you just pick the type of critical injury inflicted on the target. In fact, you could just incorporate that into the line of talents. Thus, when maxed out, you can just Death them, which you could use on Rival/Nemesis targets, but wouldn't help as much at the start of a campaign. Limiting the insta-kill abilities to minions when the Assassin is low level, but gradually becoming stronger with time, eventually being able to shank the Pope in the middle of Easter Mass, or the Star Wars equivalent.

3 hours ago, Daeglan said:

I believe the garrote in one of the books (cyphers and masks?) Talks about this...

Nope. I just checked. Neither the Garrote, Garrote Chrono, nor Retractable Garrote gear attachment say anything about it.