New GM Question- Downgrading Inquisitors

By Mithridates, in Star Wars: Force and Destiny RPG

Hello everyone,

I'm a completely-new GM, starting a general SWRPG adventure with a group that's relatively new to the system as well. I'm thinking that main point of the campaign would be to help the Alliance (post-Endor) deal with the Inquisitorius, culminating with an infiltration and/or assault on the CItadel on Prakith.

This is way down the line of course, but leading up to that I want to throw an Inquisitor or two at my PC's, preferably ones that won't one-hit them, reflecting the fact that these Inquisitors are "apprentice" level. How would on go about taking the Inquisitor template from FaD and lowering their power level (if the base acolyte still needs lowering in the first place), without making them too much of a pushover?

Thanks!

Change the Wt and St to 10 and lower lightsaber skill, 1 rank in knowledge not 2, that is all I've got.

Change their ranks of parry and reflect to 2.

A few things.

1) Characteristics - use a spread of 4, 4, 3, 3, 3, and 2

2) Wound and Strain Threshold - use a base of 12 (what regular Nemesis seem to use)

3) Combat Skills - use a spread of 3, 2, and 2

4) Special Abilities - if giving them Parry and/or Reflect, lower the ranks down to 2 as kaosoe suggested. The rest of them can be used as is.
5) Force Rating and Force Powers - I'd go with FR 2, and then determine whichever Force powers they have using less XP, probably around 35 to 40 XP per Force power, and no more than 50 if they've only got a single Force power.

Everything else, use as is. Just bear in mind that if you go Lightsaber 3 and a 4 in the governing characteristic, even this watered-down Inquisitor is going to be pretty brutal in a fight, especially if none of your PCs have things like Parry or other defensive traits.

I don't know the specifics of the scene you plan on having the Combat in but I'd take the lead from a show like Rebels and have your PCs over matched but find a way out. Maybe they get beaten down a bit, see that this Inquisitor is a bad a$$ and they need to get more experience to fight them. Give them an escape route (Blast door closes, or something explodes) and have the Inq. lead them there. They can still complete the mission but the Inq gets away and becomes a nemesis (in the real sense of the word) and you have them show up again after the PCs gain a hundred EXP.

Watering an Inquisitor down just makes them less frighting which is something to avoid. Remember you can Dues Ex Machina a bit to tell a compelling story as long as you don't do it in such a way that the Player's feel cheated.

Edited by FuriousGreg

Don't forget about the Fallen Apprentice [Rival] and Fallen Master [Nemesis] threats in the Force and Destiny Core Rulebook page 412. Those could be adjusted easily to produce an apprentice Inquisitor.

Dang, a lot of good ideas here. Thanks everyone, looking forward to spending more time here!