Assassin character.

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

Hey everyone. I have an idea for a character, but I'm not sure it is doable under this system. I know there is an assassin skill tree in the bounty hunter career, but that isn't really what I have in mind. I'd want something that is sneaky, uses light blasters, light, if any, armor, and uses poison. I don't want him to be only rely on shooting though so someone who is able to talk or sneak his way past problems would be good. Do you all know of a career that might fit this basic concept?

Edited by Brucewayne

What kind of poison are you planning to use? Darts? Sprays? Blades? Consumed? It makes some difference whether it's part of your combat style or something you just slip into their air/food/water in a non-combat situation.

What kind of poison are you planning to use? Darts? Sprays? Blades? Consumed? It makes some difference whether it's part of your combat style or something you just slip into their air/food/water in a non-combat situation.

Well it would mainly be for role-play such as slipping it inside someone's drink, but I was thinking he may keep a few poison darts for combat use, but he would mostly rely on a blaster if it came down to a shoot out.

You seem to be looking at Deception, Ranged (Light), Skulduggery, and Stealth. I would suggest Smuggler with the Scoundrel Specialization taking most of the far right column of Talents. When you can, pick up either the Thief or the Assassin Specialization for more of a Stealth focus.

Edited by HappyDaze

You seem to be looking at Deception, Ranged (Light), Skulduggery, and Stealth. I would suggest Smuggler with the Scoundrel Specialization taking most of the far right column of Talents. When you can, pick up either the Thief or the Assassin Specialization for more of a Stealth focus.

That's what I was thinking. I looked it up in the core rule book and it doesn't seem that poisons use any special skill. So I'm thinking if I wanted to use them in combat it would be governed by my ranged (Light) skill to hit and then my opponents would me a resilience check.

You seem to be looking at Deception, Ranged (Light), Skulduggery, and Stealth. I would suggest Smuggler with the Scoundrel Specialization taking most of the far right column of Talents. When you can, pick up either the Thief or the Assassin Specialization for more of a Stealth focus.

That's what I was thinking. I looked it up in the core rule book and it doesn't seem that poisons use any special skill. So I'm thinking if I wanted to use them in combat it would be governed by my ranged (Light) skill to hit and then my opponents would me a resilience check.

All of the poisons in the book mention what sort of vector is required to get them to affect a target (inhaled, ingested, etc.).

Just straight-up using Ranged (Light) might not make sense in some cases; it's not like you're just throwing the poison at someone and hoping to hit them. Maybe you could get darts or throwing knives and coat them with the poison, then use Ranged (Light) as the skill to hit with those (after which the opponent would need to roll Resilience, if the attack was successful).

If you did, in fact, just poison someone's drink or food, then it would just be a matter of doing it without being seen, and upon being ingested, it'd be a Resilience check.

You seem to be looking at Deception, Ranged (Light), Skulduggery, and Stealth. I would suggest Smuggler with the Scoundrel Specialization taking most of the far right column of Talents. When you can, pick up either the Thief or the Assassin Specialization for more of a Stealth focus.

That's what I was thinking. I looked it up in the core rule book and it doesn't seem that poisons use any special skill. So I'm thinking if I wanted to use them in combat it would be governed by my ranged (Light) skill to hit and then my opponents would me a resilience check.

All of the poisons in the book mention what sort of vector is required to get them to affect a target (inhaled, ingested, etc.).

Just straight-up using Ranged (Light) might not make sense in some cases; it's not like you're just throwing the poison at someone and hoping to hit them. Maybe you could get darts or throwing knives and coat them with the poison, then use Ranged (Light) as the skill to hit with those (after which the opponent would need to roll Resilience, if the attack was successful).

If you did, in fact, just poison someone's drink or food, then it would just be a matter of doing it without being seen, and upon being ingested, it'd be a Resilience check.

Covertly slipping poison into a drink or gas into the air circulation system are examples of Skulduggery. Using a dart gun is an example of Ranged (Light) for a pistol-type weapon or Ranged (Heavy) for a rifle. Firing rockets filled with nerve gas is Gunnery.

You might want to look at the far right tree in Doctor.

Good suggestions all around here.

I'm working on some more types of poisons, mainly some more potent ones, but also with varying effects. Also, remember that drugs can be used as poisons, as long as you overdo the dosage. :ph34r:

You can also find dart weapons in the Free-traders and freebooters catalogue (link in my signature). This whole document is under revision, but those dart weapons are not changing much in the next version.

When it comes to coating a weapon, like Zenji needles or a vibrodagger (or some other bladed/piercing weapon) with poison, I'd consider Medicine, Skulduggery, Knowledge Lore or Xenology - depending on poison, location and stuff, with varying difficulties perhaps. Medicine could perhaps be better used for creating or improving poisons, skulduggery to apply in drinks unseen, but also, perhaps, applying to darts during combat - both to keep it unseen, but also so as not to mess it up. Knowledge skills could be used to identify, but also apply in a proper manner, and how to treat it, store it and modify it. I can see all of them involved, but perhaps some should have higher difficulties than others when it comes to overlapping tasks. ? A mechanics check could be used to create a small pump of sorts that re-coats the weapon with poisons after each use, or whenever a button is pressed.

Careful not to roll a despair when applying poison. Oof.

in my opinion I agree with everyone but that's the kind of guy I started was a stealth class and was a bounty hunter assassin/gadgeteer and went with the human and pretty much did very similar to what ur talking about but added brawl to the mix to incapacitate people that I didn't want to kill and its working very well for me. I think ur dude sounds straight like a beast. I think you'll like playing that style that's my personal preference that I always play (or an archer ).

If you can find the talent tree, you also might consider some stuff from the Spy in Age of Rebellion. I don't know what it looks like, but I feel like an Infiltrator might be good?