Creating Minions/Rivals/Nemesis

By GM Hooly, in Star Wars: Edge of the Empire RPG

I'm looking for any rules for the creation of NPCs. Are there any in any of the rule books, or have I missed them completely?

No there are no rules in the book what I know of.

The quick and dirty way to create an NPC is to check through the Adversary list of Core Books and premade Adventures to see if you can find an appropriate NPC or NPCs to use. Then you just modify it to your taste if needed.

Edited by Chorpa

Sure, but I was hoping for something a little more concrete, specifically for Nemesis in order to create unique NPCs for my campaign. If it's just s case of nearest fit, that's cool, but if there were rules out there, that would be of assistance.

Edited by GM Hooly

If you are looking to create NPC's I HIGHLY recommend OggDude's Character Generator.

It is a Window's program and has a very robust GM's tab where you can create NPC's

While you are building it keeps track of your NPC's power level so you can tailor your NPC to your party's current XP level, you can build from currently available options as well as create custom content.

As an example of ease of use. I just finished a year long campaign which culminated in a battle

against a High Inquisitor. A robust suite of Force powers as well as several custom tweaks and it took

me a about 15 minutes from concept to printed sheet.

I believe Chorpa is correct as I have not come across any step by step, printed NPC creation rules either.

For rules, the EotE GM kit comes with some rules for creating nemeses.

No rules. Even designers don't use the common rules XD

So my suggestion is: Build up what you need and don't fear to create/invent new Abilities :)

Edited by Josep Maria

Of rules i know of there is the one that says "create the npc with 2 in all stats and then up what you think he is good at".

Combine that with the adversary skill tree and good luck

Of rules i know of there is the one that says "create the npc with 2 in all stats and then up what you think he is good at".

Combine that with the adversary skill tree and good luck

Pretty much this.

If they're going to be shooting, give them an Agility of 3, or 4 if they're really meant to be tough. If they're using a sword, give them a Brawn of 3 or 4. If you expect them to get into deep social encounters, give them a Willpower or Presence of 3 or 4.

Give them a couple of ranks in whatever their combat skill is. Give them a weapon. If you REALLY feel it's necessary, give them a couple of talents.

I'd be wary of making even a Nemesis too complex. For the most part, all you really need to know is "how many hits can they take" and "what's their attack roll".

For combat, sure. But I think there is certainly more to an NPC than their combat stats.

I guess I was looking for a way to add talent like abilities similar to the way things are done in the stat blocks provided in the book.

I have Ogg Dude's character builder, and did not realise it also covered NPC creation.

For combat, sure. But I think there is certainly more to an NPC than their combat stats.

I guess I was looking for a way to add talent like abilities similar to the way things are done in the stat blocks provided in the book.

It is a less structured game than, say, D&D, where add stuff was somewhat formulaic, so it's a bit harder to work with. It's also harder to scale, and you can easily scale them all out of proportion to the players, so be cautious. But you can add whatever Talents (or ranks of Talents) from the core books you feel are appropriate to give them flavour. If they're smart and mouthy you can certainly give them Scathing Tirade. If they are good leaders, make sure to buff them with stuff from the Merc or other leadership trees so their minions are more effective. If they have a menacing appearance, give them a couple ranks of Intimidating.

The GMs Tool kit (GM screen) expounds on the Core Book, but there is nothing formulaic out there. As GM you are expected to figure this out and feel free to fudge some information to suit what you want your Nemisis to be capable of accomplishing. If he is too strong, have him trounse the Characters and "Leave them for dead," only to return when they are stronger. "If you kill him, he won't learn nuthin'!" If you want a tough Social encounter this is much more on the GM, Social encounters aren't really about stats. Either way, plus your guy up where you feel he needs it and go from there. If you look at all of the examples out there to include the various supplements none of the Nemesis characters are presented on a full blown character sheet. Jot down some notes to "mimic" the information you find neccesary in the example and go. If you are looking to create a random Nemisis for your party you are kinda missing the point of the nemisis.

For combat, sure. But I think there is certainly more to an NPC than their combat stats.

I guess I was looking for a way to add talent like abilities similar to the way things are done in the stat blocks provided in the book.

I have Ogg Dude's character builder, and did not realise it also covered NPC creation.

My point is that, for 99 cases out of a hundred, you really don't NEED a lot of Talents for a Nemesis. That's just more bookkeeping for you as a GM.

Adversary talent is a great way to make a Nemesis tougher without requiring you to remember a lot of the details of a Nemesis's Talents.

There's *definitely* more to a Nemesis than their combat abilities, but personally I think you're better off making a simple stat block for the nemesis and focusing on their personality, their background, their voice, the way they think, their strategy, and lots of other aspects that aren't codified in a stat block.

If you need them to have Talents, the way to do it is just to give them whatever Talents you think they need. Or just make up abilities.

Is it a terrible monster which spits an acidic web? Give them an attack which immobilizes and has the Burn quality.

Is it a Force user? Give them a Force rating and pick a couple of Force powers.

Is it a disembodied spirit or a bizarre alien electrical entity? Make up an ability that makes the NPC un-hittable without getting Advantage (or something like that).

There aren't any rules needed, just make the NPC however you want them to be.

I really enjoy to create my own combat abilities. I usually do this for non sentient beasts or monsters, because in that part really anything is possible without a player asking for the same abilities.

For example to spice up the starter adventure from aor i added a connock. I dont have the stats in my mind, but for combat it can rely on the following: (standard bite - 6 damage) (charge attack - the cannock tries to jump at its victim to make him fall over - 4 damage, disorient 1, knockdown 1) and a special talent: swallowed gear - on a triumph with a successfull attack the target loses on of its items. The item is grabed and swallowed by the cannock, but can be retrieved after the cannock is defeated. Swallowed items will get 1 setback for the session.

I havent used my cannocks yet, but i hope for the following: i can easy scale damage by using the charge ability which will deal less damage but will throw some situational challenges at them. Especially a full minion group will likely cause knockdowns and disorients, which also reflects the way cannocks hunt. Disoriented enemys will be attacked with bites. As cannocks really chew on everything i thought it would be nice to have them go for equipment. Here again a group will be easier to succeed.

It's also a case that as I learn the rules, I like to deconstruct. What guidelines were used by the creators would be helpful.

It's also a case that as I learn the rules, I like to deconstruct. What guidelines were used by the creators would be helpful.

I agree. Most of the time I do alright with just fudging the existing adversaries listed in the books I do own, but now and then I wouldn't mind having some sort of baseline when I need to create new characters I can't find a suitable base for. Below are how I usually do it. It is not a hard and fast way of doing it but gives a base you can fudge to your liking.

When I need a character I can't find a suitable adversary to use as a base I usually just create them the same way as a normal character but with enough XP to make them a challenge for the players. When the character is done I just drop the unnecessary talents that doesn't really need to be listed since they are already included in the Characteristics or something similar, Talents like Dodge & Sidestep can just be dropped and replaced with an appropriate level of Adversary.

This usually reduces the information into a manageable stat block that is along the lines of the Adversaries listed in the rulebooks. If the character is a Nemesis I just leave it as it is. For Rivals you just drop the Strain Threshold. And lastly for Minions drop Strain, subtract 10 from wound threshold and remove all skill values but keep the skills and you are set to go. As a general rule I set Adversary talent depending on what type of NPC it is. Minions don't have Adversary talent. Rivals usually have Adversary 1 and in some cases Adversary 2 for really tough Rivals. Nemeses I usually give Adversary 2 or 3.

Edited by Chorpa

The Force and Destiny beta has "Inquisitor creation" which is a super quick and very easy way to make a nemesis level opponent.

It's also a case that as I learn the rules, I like to deconstruct. What guidelines were used by the creators would be helpful.

You can get halfway there by looking at all the Adversaries that currently exist. The respective core rule books for EotE, AoR, and FaD all have Adversaries listed at the back, and many of the other books also have them. There are also some Adversary cards that you can get.

Check the thread at http://community.fantasyflightgames.com/index.php?/topic/85616-compiled-resources-list/page-19#entry1386960 for a link to a set of fan-made cards which I believe includes virtually all of the known Adversaries.

By studying the existing Adversaries out there, you can get a sense of what should be what.

Oh, and note that FaD has an excellent section on creating Inquisitors which I think would be able to be generalized into creating Adversaries of many different types.

In this system, I find that in combat a single enemy usually winds up reduced to four or five significant stats: Wound threshold, Soak, Attack Role and the attack's Base Damage. Adversary is also significant, if the enemy has it.

If the players have any unusual attack methods (such as Scathing Tirade) the enemy's resistance to that attack may also be significant, although I kind of put this in the same category as soak and wounds.

What I've found is that I can add no end of minutia in the forms of talents, skills, ect, but unless it ineracts which those 4-6 stats, the enemy gets no more interesting at the table, and I think it's because those are the stats the players interact with.

I don't think an instruction manual is going to help you build a unique bad guy, because the core system is just too simple.

Instead, you'll need to make your players interact with them in a unique manner.

When I'm making a dangerous enemy that my player will remember, what I focus on are:

Foreshadowing

Their tactics, both as a group and if they're forced into single combat

Attitude and posture, or how they present themselves to the players

Environment

Edited by ardoyle