So, me and 2 other friends are doing co gm campaign with each other of a group of Jedi running from the Empire. This week it is my turn to GM. We are heading towards getting off the planet Weik, which is the DND planet of star wars. We have each have 2 jedi characters we can be (6 altogether) and each of us have created a Inquisitor to hunt down our Jedi. Yeah, it's kinda complicated but fun.
For my inquisitor, I did the master mind build from the Core Rule book with force harm, where he can use intellect for lightsaber (which is a 5), Parry 4 and Improved Parry. Stats are 3 brawn, 3 agi, 5 intellect, 3 cunning, 2 willpower, 4 Presence. Has Computers 4, Cool, 2, Mechanics 1, Charm 2, Deception 3, Negotiation 1, 2 in all knowledge checks.
I have been teasing over the past few sessions that my inquisitor has been keeping tabs on him and I'm at the point where he want to infiltrate the group of Jedi as they investigate a fall of a local raider group. He also has a challenger in place to see the full power among the group. So, he is going to be highly sus from the get go. I'm giving him a Blaster rifle to throw off suspicion off of him. To my players, he is going to look like a commando from a nearby town, when in reality he is anything but.
I feel like that he has the stats where he can legitimately deceive the whole group and have them on ring around his finger. He is going to try to divide them up one by one or pit them against one another.
Here's the stupid part: At some point during the adventure, he is going to take everyone on. He is going to try take one down by surprise. He is going to take on 6 Jedi and try to take them all down. Probably start off with a stun grenade to start affecting strain. His goal is to take them alive. If he has to retreat, he will cave in the mines they are in and smoke them out with the empire. The end goal of this adventure is for the players to see the full might of the empire in the sky and pick up with escaping the empire next week with someone else GM. (They are already planning it, or more accurately, planning it as much as they can)
So, am I stupid for wanting to pit an inquisitor against 6 Jedi and see how he fairs? (He will be getting 2 slots for combat, of course.) Also, what are some things I can do so the players don't just outright kill him? I'm hoping for him to stick around for a while.