Inquisitors and force talent trees (battle mediation)

By alphamegatron, in Star Wars: Force and Destiny RPG

Greetings everyone!

For my campaign, I've decided to set the story in the new star wars universe, about 5 years after TBY. The second death star destroyed, and Vader and Palpatine are rumored dead. With the shattered empire comics coming out soon, and the new book, which i forgot the title of, taking place between episodes 6 and 7, i decided that some inquisitors are still out and about the galaxy.

So when i flipped through the crb, i found the inquisitor and thought that has to be my villain. Originally i decided (about 2 weeks before the CRB was released) that he'd have the ability to confuse players, and eventually turn that into indoctrination. The first turn players role against some check, if they fail they stand in place. The second role they failed, they drop their weapon. The third role they failed they fell unconscious. If they succeeded any role they don't have to roll again this session. He's sort of like an umber hulk...

Also he prefers hand to hand combat, and doesn't use a lightsabre.

However, i decided instead to take from the book and creating an inquisitor. The inquisitor gets a list of options to choose from, however the gm may choose whatever he wishes from the book. So to fit my Inquisitors story/idea, i gave him terrifying presence, but it doesn't fit with his character. So instead, how do i give him battle mediation? How does he gain access to force powers/more force powers?

I understand as the GM i can technically give him everything i want, but mechanically speaking, how's this done? Thanks everyone!

Edited by alphamegatron

Mechanically, you could take a page out of the EotE GM Kit and give your Inquisitor XP to spend just like the PCs get XP. He can spend it on Force Powers, skill ranks, or pick a talent tree and start advancing him down it (suggestion: make sure it's a talent tree with mostly passive stuff that you don't have to worry about, like Grit, Strain, that kinda stuff), etc. The full rules are in the GM Kit, which is a fantastic product, so I won't spoil the whole thing. But that should get you started!

So when i flipped through the crb, i found the inquisitor and thought that has to be my villain. Originally i decided (about 2 weeks before the CRB was released) that he'd have the ability to confuse players, and eventually turn that into indoctrination. The first turn players role against some check, if they fail they stand in place. The second role they failed, they drop their weapon. The third role they failed they fell unconscious. If they succeeded any role they don't have to roll again this session. He's sort of like an umber hulk...

Also he prefers hand to hand combat, and doesn't use a lightsabre.

To recreate the effect you're describing, I'd simply create a force power called "Cloud Mind" or something. Inquisitor rolls their Coerce (plus force dice) vs the targets Discipline (plus force dice). Uncancelled successes cause strain damage (this will eventually knock them out), and advantages/triumphs are used to cause conditions as in normal combat, e.g. disarming, staggered, immobilized, etc. That should hit the notes your looking for.

If there's already a force power like this, then ignore what I'm saying and use that. I feel like there should be one that inflicts strain somehow. If it can't disarm/immobilize, then add a control upgrade or something.

The nice part about this RPG system is that the results from one type of check (e.g. combat) can translate very nicely to others and they have very simple descriptions of a few good general negative conditions that can be used anywhere.

The inquisitor gets a list of options to choose from, however the gm may choose whatever he wishes from the book. So to fit my Inquisitors story/idea, i gave him terrifying presence, but it doesn't fit with his character. So instead, how do i give him battle mediation? How does he gain access to force powers/more force powers?

Oh, and for this, you just give him force rating and the powers he should have. It's literally just writing the information down on the page for whatever you think is appropriate for him to have.

If it seems like you're beating the crap out of your players too hard, have him gloat and leave, then lay the NPC back out on the table and re-adjust it.

If he's not strong enough, pull a destiny point and have him escape, or let him die and make the inquistor just the apprentice of a bigger bad.

FFG got this system right in the respect that they made it implicit that NPCs do not need to follow the same creation steps as PCs.

I think Influence is the power you're looking for. Or some synergy between Influence and dark side Battle Meditation

If it's twisting the PCs' brains, then either Scathing Tirade (dealing strain to erode their will to fight) or Influence to affect their emotions will do the job without having to create something brand new.

Reading the power descriptions, I think influence is the most appropriate power, but I don't think it's a great fit. If it were my game, I think I would just create what works well for the character and be done with it; it doesn't need to do anything beyond what's thematic for the NPC.

LethalDose's suggestion is solid. Inquisitor build has force powers summered into an action, probably so it wont complicate things, and make make an NPC act like PC. You can make any force power you need with the suggested template (harm or move in the book). Don't hesitate making it stronger according to your desired build, even something that looks like a Mastery upgrade.

LethalDose's suggestion is solid. Inquisitor build has force powers summered into an action, probably so it wont complicate things, and make make an NPC act like PC. You can make any force power you need with the suggested template (harm or move in the book). Don't hesitate making it stronger according to your desired build, even something that looks like a Mastery upgrade.

Thanks, I just got my copy of F&D today and after looking through it, I think creating the "Cloud Mind" power as described up above would be an excellent fit. Seeing how much overlap there is between Harm and Unleash (I get how they're fundamentally different, I don't need an explanation there), I think there's plenty of room to create a new power that does what the OP describes. "Cloud Mind" would replace one of the Inquisitor's Abilities/Force Powers described in Step 6 (pg 420).

Influence is intended to change emotional states, where as what the OP wants is to dull the oppositions minds, and even then it doesn't really fit what Battle Meditation does (enhance allies/minions).

And can I say how f*cking BALLER it is that they included nice easy rules for creating an Inquisitor!? I mean, I'm not going to use them for *real* Inquisitors, I have, y'know, creativity for that. But it gives a super clear vision of the power level the they're designed to be at, which is a great metric for GMs.

Well Done, FFG!!!

Sorry, been away for a while, I'm reading the posts now!

The inquisitor gets a list of options to choose from, however the gm may choose whatever he wishes from the book. So to fit my Inquisitors story/idea, i gave him terrifying presence, but it doesn't fit with his character. So instead, how do i give him battle mediation? How does he gain access to force powers/more force powers?

Oh, and for this, you just give him force rating and the powers he should have. It's literally just writing the information down on the page for whatever you think is appropriate for him to have.

If it seems like you're beating the crap out of your players too hard, have him gloat and leave, then lay the NPC back out on the table and re-adjust it.

If he's not strong enough, pull a destiny point and have him escape, or let him die and make the inquistor just the apprentice of a bigger bad.

FFG got this system right in the respect that they made it implicit that NPCs do not need to follow the same creation steps as PCs.

Yeah, I agree. I'm just not comepletly used to this system for generating baddies yet. I usualy just use the book. This time I wanted to do something big. I understand that Nemesises don't follow the same rules and restrictions as PCs do, but I'm always looking for some rule, or a step to set up nemiseses. Which is why i really like the F&D CRB, as it gives those steps to set up Inquisitors.

I also like your suggestion, which is what I was also thinking of doing. If I make him too powerful, he'll gloat, and while he's gloating the players may have some option to escape.

LethalDose's suggestion is solid. Inquisitor build has force powers summered into an action, probably so it wont complicate things, and make make an NPC act like PC. You can make any force power you need with the suggested template (harm or move in the book). Don't hesitate making it stronger according to your desired build, even something that looks like a Mastery upgrade.

Thanks, I just got my copy of F&D today and after looking through it, I think creating the "Cloud Mind" power as described up above would be an excellent fit. Seeing how much overlap there is between Harm and Unleash (I get how they're fundamentally different, I don't need an explanation there), I think there's plenty of room to create a new power that does what the OP describes. "Cloud Mind" would replace one of the Inquisitor's Abilities/Force Powers described in Step 6 (pg 420).

Influence is intended to change emotional states, where as what the OP wants is to dull the oppositions minds, and even then it doesn't really fit what Battle Meditation does (enhance allies/minions).

And can I say how f*cking BALLER it is that they included nice easy rules for creating an Inquisitor!? I mean, I'm not going to use them for *real* Inquisitors, I have, y'know, creativity for that. But it gives a super clear vision of the power level the they're designed to be at, which is a great metric for GMs.

Well Done, FFG!!!

Yeah, I agree. Such a great system to help nimrods like me setup an easy villian. That's why I was really missing from the previous books.

Going by my previous knowledge of Battle Meditition, it did allow (and I thought I read in the CRB) the clouding of minds, as it was used in the ancient Sith wars. However, thanks to Disney, and even before thanks to George, that history was pretty much null. But, I do remember a Sith (Don't remember his name right now) used battle meditation to confuse the Jedi.

I think it will have to be somekind of will check, since Willpower is used to with the force and its opposing checks (unless otherwise specified.)

Do you think it should be a grouped pool? By that I mean... lets say my Inquisitors Will is 4, but the players are all 2. The players don't have any force abilities (yet) and have no force rating (yet.) Since just being around the Inquisitor enables this ability, all players should roll together and pool their Willpower together... so, 2x3=6. This gives the chance that at least they could resist his ability. Because this would be the Inquisitors skill, he could add a despair die to the pool, which would make, 6 green, 4 purple, 1 red? (add a despair, not upgrade. Or should it be a setback die?)

I want the players to be able to have the chance to resist, but I don't want the chance to be so high that they don't worry about ever subcoming to the ability. Any other suggestions?

Grouping Willpower together like that is really weird.

First off, Opposed Checks are going to be opposed by skills, not just empty characteristics. So Discipline is the default "Force resistance" skill, when nothing else makes more sense (example, Athletics to resist a Move disarm, Resilience to resist/withstand being tossed around, Perception to resist some applications of Misdirection, etc).

Anyway. If the Inquisitor can affect all of them at once, what you'll want to do is form a skill pool based on the Skilled Assistance rules in Chapter I of the CRB. Then, invert all the dice to their negative counterparts. So Proficiency becomes Challenge, Ability becomes Difficulty, and Boost becomes Setback. That is the pool the Inquisitor should roll against, and if he succeeds, he can then affect all the PCs (assuming his Force points generated allow him to do that).

Alternatively, you could have each character roll his own Discipline check opposed by the Inquisitor's Discipline pool. Putting the action in their hands can sometimes (often!) make for a better time.