The Inquisitorial

By Bromide Hadral, in Star Wars: Force and Destiny RPG

In my campaign, I have had the pc's go against a few inquisitors............ and one is dead and we ended the session at a cliff hanger, having the inquisitor offer the characters two choices either join him or die. I made the inquisitor something that the pc's would have to run away from. Then I figured that if my inquisitor dies, more will come and kill the characters. Any more idea's for my inquisitors, I have a trandoshan trying to kill the pc's.

I am currently GMing a campaign in which the Inquisitors are the main enemy. They are essentially playing the role of a behind the scenes dark side clandestine force controlled by The Emperor. My PCs are new members of a secret Rebel force called the Order Assassinorum (thanks 40k!) whose entire job is defeating the Inquisitorius (as I have deemed it for my game).

Essentially the Inquisitors have secret bases on several planets that the players are tasked with infiltrating and destroying. It's kind of a cool use of F&D material in a very Age of Rebellion type Rebel setting.

To be fair, I'd fake my death somehow if I was against one of those guys. :P

To be fair, I'd fake my death somehow if I was against one of those guys. :P

Sadly my new inquisitor can kind of read minds.

To be fair, I'd fake my death somehow if I was against one of those guys. :P

Sadly my new inquisitor can kind of read minds.

Ah, well that's gonna be rough.

What sort of group do you have and what sort of game is it?

What sort of group do you have and what sort of game is it?

We have an old clone trooper, a cerean healer, a nautolan warrior, kel dor niman disciple, and a correlian human starfighter ace. All but the clone have lightsabers. My campaign is starting to go towards the "lets live to fight another day" path.

To be fair, I'd fake my death somehow if I was against one of those guys. :P

Sadly my new inquisitor can kind of read minds.

Ah, well that's gonna be rough.

He has one major flaw, he is overconfident due to him killing hundreds of jedi.

What sort of group do you have and what sort of game is it?

We have an old clone trooper, a cerean healer, a nautolan warrior, kel dor niman disciple, and a correlian human starfighter ace. All but the clone have lightsabers. My campaign is starting to go towards the "lets live to fight another day" path.

I was wondering how you handled the character creation of the clone trooper? Very interesting idea.

To be fair, I'd fake my death somehow if I was against one of those guys. :P

Sadly my new inquisitor can kind of read minds.

Ah, well that's gonna be rough.

He has one major flaw, he is overconfident due to him killing hundreds of jedi.

And summon steamrollers.

I'm not sure XP level your group is at but,

Inquisitors are one of those enemies I don't like to use to much.

To me they should be either an off the screen Plot Nemesis or to powerful for the players so there forced to run.

If you let them become a regular occurrence they lose there ah factor and just become another minion with better stats.

To be fair, I'd fake my death somehow if I was against one of those guys. :P

Sadly my new inquisitor can kind of read minds.

Ah, well that's gonna be rough.

Unless one of his opponents is rocking suppress.

What sort of group do you have and what sort of game is it?

We have an old clone trooper, a cerean healer, a nautolan warrior, kel dor niman disciple, and a correlian human starfighter ace. All but the clone have lightsabers. My campaign is starting to go towards the "lets live to fight another day" path.

I was wondering how you handled the character creation of the clone trooper? Very interesting idea.

Well the clone is about 60 due to the advanced aging and he acts as if he has 3's in every stat, even though he has only 2's in every stat. He also does cover fire with his pistol or he uses his big gun that he looted of an imperial.

To be fair, I'd fake my death somehow if I was against one of those guys. :P

Sadly my new inquisitor can kind of read minds.
Ah, well that's gonna be rough.
He has one major flaw, he is overconfident due to him killing hundreds of jedi.
And he believes he has the power to stop time.

And summon steamrollers.

Nope.

I'm not sure XP level your group is at but,
Inquisitors are one of those enemies I don't like to use to much.
To me they should be either an off the screen Plot Nemesis or to powerful for the players so there forced to run.
If you let them become a regular occurrence they lose there ah factor and just become another minion with better stats.

I am planning on having them be more of an occasional problem.

I am currently GMing a campaign in which the Inquisitors are the main enemy. They are essentially playing the role of a behind the scenes dark side clandestine force controlled by The Emperor. My PCs are new members of a secret Rebel force called the Order Assassinorum (thanks 40k!) whose entire job is defeating the Inquisitorius (as I have deemed it for my game).

Essentially the Inquisitors have secret bases on several planets that the players are tasked with infiltrating and destroying. It's kind of a cool use of F&D material in a very Age of Rebellion type Rebel setting.

I actually have something similar going on with my players! They've had some run-ins with a crazed, rogue Inquisitor that had it in for one of the PCs (who is a decedent of the Sith race) and now the Alliance is basically looking at the problem and realizing they need to do something pro-active about these Inquisitors. Thus will be born OPERATION: RED SAND; An off the books Rebel cell of hired guns and force sensitives tasked with countering the Inquisition. I plan on upgrading their ship to a Blackade Runner and sorta running with a "Mass Effect" style game with them running around saving/recruiting people.

My endgame is to eventually have them "take part" in the Battle of Endor by launching an assault on the Inquisition's HQ during the attack on the second Death Star in an attempt to ensure that the Inquisition is not there to reclaim control when the Emperor falls. As I imagine that's something that the Alliance would have to do.

I'd be interested in what kind of cool Inquisitors you come up with so I can throw them at my PCs! :-D

I'm not sure XP level your group is at but,
Inquisitors are one of those enemies I don't like to use to much.
To me they should be either an off the screen Plot Nemesis or to powerful for the players so there forced to run.
If you let them become a regular occurrence they lose there ah factor and just become another minion with better stats.

I look at inquisitors a bit differently. They are the ones that PC's can face, so that the real big bads, like Vader or some of the stronger dark side adepts, can remain in the background as true figures to be feared. I also created both Inquisitors and High Inquisitors. The Inquisitors are the "line troops" who report to the High Inquisitors, who generally also stay in the background.

I'm not sure XP level your group is at but,
Inquisitors are one of those enemies I don't like to use to much.
To me they should be either an off the screen Plot Nemesis or to powerful for the players so there forced to run.
If you let them become a regular occurrence they lose there ah factor and just become another minion with better stats.

I look at inquisitors a bit differently. They are the ones that PC's can face, so that the real big bads, like Vader or some of the stronger dark side adepts, can remain in the background as true figures to be feared. I also created both Inquisitors and High Inquisitors. The Inquisitors are the "line troops" who report to the High Inquisitors, who generally also stay in the background.

That makes sense with what we've seen, with the Inquisitors, who report(ed) to the Grand Inquisitor, who reported to Vader, who reported to the Emperor. Fitting more "ranks" into the Inquisition isn't a stretch at all.

I am currently GMing a campaign in which the Inquisitors are the main enemy. They are essentially playing the role of a behind the scenes dark side clandestine force controlled by The Emperor. My PCs are new members of a secret Rebel force called the Order Assassinorum (thanks 40k!) whose entire job is defeating the Inquisitorius (as I have deemed it for my game).

Essentially the Inquisitors have secret bases on several planets that the players are tasked with infiltrating and destroying. It's kind of a cool use of F&D material in a very Age of Rebellion type Rebel setting.

I actually have something similar going on with my players! They've had some run-ins with a crazed, rogue Inquisitor that had it in for one of the PCs (who is a decedent of the Sith race) and now the Alliance is basically looking at the problem and realizing they need to do something pro-active about these Inquisitors. Thus will be born OPERATION: RED SAND; An off the books Rebel cell of hired guns and force sensitives tasked with countering the Inquisition. I plan on upgrading their ship to a Blackade Runner and sorta running with a "Mass Effect" style game with them running around saving/recruiting people.

My endgame is to eventually have them "take part" in the Battle of Endor by launching an assault on the Inquisition's HQ during the attack on the second Death Star in an attempt to ensure that the Inquisition is not there to reclaim control when the Emperor falls. As I imagine that's something that the Alliance would have to do.

I'd be interested in what kind of cool Inquisitors you come up with so I can throw them at my PCs! :-D

Are you ok if I copy that idea?

I am currently GMing a campaign in which the Inquisitors are the main enemy. They are essentially playing the role of a behind the scenes dark side clandestine force controlled by The Emperor. My PCs are new members of a secret Rebel force called the Order Assassinorum (thanks 40k!) whose entire job is defeating the Inquisitorius (as I have deemed it for my game).

Essentially the Inquisitors have secret bases on several planets that the players are tasked with infiltrating and destroying. It's kind of a cool use of F&D material in a very Age of Rebellion type Rebel setting.

I actually have something similar going on with my players! They've had some run-ins with a crazed, rogue Inquisitor that had it in for one of the PCs (who is a decedent of the Sith race) and now the Alliance is basically looking at the problem and realizing they need to do something pro-active about these Inquisitors. Thus will be born OPERATION: RED SAND; An off the books Rebel cell of hired guns and force sensitives tasked with countering the Inquisition. I plan on upgrading their ship to a Blackade Runner and sorta running with a "Mass Effect" style game with them running around saving/recruiting people.

My endgame is to eventually have them "take part" in the Battle of Endor by launching an assault on the Inquisition's HQ during the attack on the second Death Star in an attempt to ensure that the Inquisition is not there to reclaim control when the Emperor falls. As I imagine that's something that the Alliance would have to do.

I'd be interested in what kind of cool Inquisitors you come up with so I can throw them at my PCs! :-D

Well my current inquisitor is "Tank," a tranadoshan with brawn of six and no stat lower than three. I also made an ability called Dark assault( please give me a better name for it). The ability requires 5 darkside blips to generate, it deals 5 damage that goes through soak, after dealing damage the user may make a free lightsaber attack, and it makes the user take 5 strain.

I'd be interested in what kind of cool Inquisitors you come up with so I can throw them at my PCs! :-D

I like the idea. It sort of folds over into the Secret Order Of The Empire, too (the Emperor's Hand lot like Jade and Stele).

One thing I think would be nice to see is a non-force-sensitive inquisitor. The option is there, and after all, force sensitives are rare; a human who's just that **** smart is quite a change as an inquisitor.

Or a force sensitive pilot who's been through military training. If the Droids had never turned up, Luke was sufficiently restless that I can imagine him running off and enlisting with or without his father's permission under a false name; you can imagine the sort of Inquisitor you'd get if he'd got partway through the academy before someone realised.

Alternatively, you could go a bit on the wacky side and use some of the obscure races:

Everyone_wants_to_be_a_Sith_by_Kaek.jpg

I had an idea for a non-Force Sensitive inquisitor that would be terrifying to a group of Force Users. He's smart, so he knows he wouldn't be able to beat a Jedi without something to level the playing field, so he travelled to Korriban to find an ancient Sith weapon that actually disrupts one's connection to the Force. On a hit advantages can be used to remove 1 Force Rating until after the character's next turn. Triumphs can be spent to remove it until after the encounter is over.

On a related note I also had an idea about a Prophet of the Dark Side who foresaw the PCs doing some devastating strike against the Empire. Now the Prophets are never wrong (they ensure this personally if the need arises), so he would actually show up to help the PCs. It would be fun to suddenly have this Dark Sider show up and say he/she is here to help them and really mean it.

I am currently GMing a campaign in which the Inquisitors are the main enemy. They are essentially playing the role of a behind the scenes dark side clandestine force controlled by The Emperor. My PCs are new members of a secret Rebel force called the Order Assassinorum (thanks 40k!) whose entire job is defeating the Inquisitorius (as I have deemed it for my game).

Essentially the Inquisitors have secret bases on several planets that the players are tasked with infiltrating and destroying. It's kind of a cool use of F&D material in a very Age of Rebellion type Rebel setting.

I actually have something similar going on with my players! They've had some run-ins with a crazed, rogue Inquisitor that had it in for one of the PCs (who is a decedent of the Sith race) and now the Alliance is basically looking at the problem and realizing they need to do something pro-active about these Inquisitors. Thus will be born OPERATION: RED SAND; An off the books Rebel cell of hired guns and force sensitives tasked with countering the Inquisition. I plan on upgrading their ship to a Blackade Runner and sorta running with a "Mass Effect" style game with them running around saving/recruiting people.

My endgame is to eventually have them "take part" in the Battle of Endor by launching an assault on the Inquisition's HQ during the attack on the second Death Star in an attempt to ensure that the Inquisition is not there to reclaim control when the Emperor falls. As I imagine that's something that the Alliance would have to do.

I'd be interested in what kind of cool Inquisitors you come up with so I can throw them at my PCs! :-D

Well my current inquisitor is "Tank," a tranadoshan with brawn of six and no stat lower than three. I also made an ability called Dark assault( please give me a better name for it). The ability requires 5 darkside blips to generate, it deals 5 damage that goes through soak, after dealing damage the user may make a free lightsaber attack, and it makes the user take 5 strain.

Burning Rage? :unsure:

As an aside, have you considered really drawing on the fact that he's a Trandoshan? Perhaps an ability similar to Battle Meditation only it binds bodies together not minds? Let's call it "Dark Empathy". Any damage inflicted upon the Inquisitor is inflicted upon those around him. Wound points, conditions, criticals. Everything but strain (the characters need some way to win after all). You could really play up his "tankiness" by literally having him kill entire squads of rebels by letting them shoot him. If the players manage to gain the upper hand against him, he cuts off his own hand (thus causing all of their hands to fall off/lose feeling/whatever you decide). The Inquisitor, being a lizard, will grow his back. The PCs? Not so much. It would really force them to think outside the box...

Whether you use that idea or not, thanks for sparking my creative juices with the idea of a tanky trandoshan! :lol:

Edited by Jasonco2

I am currently GMing a campaign in which the Inquisitors are the main enemy. They are essentially playing the role of a behind the scenes dark side clandestine force controlled by The Emperor. My PCs are new members of a secret Rebel force called the Order Assassinorum (thanks 40k!) whose entire job is defeating the Inquisitorius (as I have deemed it for my game).

Essentially the Inquisitors have secret bases on several planets that the players are tasked with infiltrating and destroying. It's kind of a cool use of F&D material in a very Age of Rebellion type Rebel setting.

I actually have something similar going on with my players! They've had some run-ins with a crazed, rogue Inquisitor that had it in for one of the PCs (who is a decedent of the Sith race) and now the Alliance is basically looking at the problem and realizing they need to do something pro-active about these Inquisitors. Thus will be born OPERATION: RED SAND; An off the books Rebel cell of hired guns and force sensitives tasked with countering the Inquisition. I plan on upgrading their ship to a Blackade Runner and sorta running with a "Mass Effect" style game with them running around saving/recruiting people.

My endgame is to eventually have them "take part" in the Battle of Endor by launching an assault on the Inquisition's HQ during the attack on the second Death Star in an attempt to ensure that the Inquisition is not there to reclaim control when the Emperor falls. As I imagine that's something that the Alliance would have to do.

I'd be interested in what kind of cool Inquisitors you come up with so I can throw them at my PCs! :-D

Well my current inquisitor is "Tank," a tranadoshan with brawn of six and no stat lower than three. I also made an ability called Dark assault( please give me a better name for it). The ability requires 5 darkside blips to generate, it deals 5 damage that goes through soak, after dealing damage the user may make a free lightsaber attack, and it makes the user take 5 strain.

Burning Rage? :unsure:

As an aside, have you considered really drawing on the fact that he's a Trandoshan? Perhaps an ability similar to Battle Meditation only it binds bodies together not minds? Let's call it "Dark Empathy". Any damage inflicted upon the Inquisitor is inflicted upon those around him. Wound points, conditions, criticals. Everything but strain (the characters need some way to win after all). You could really play up his "tankiness" by literally having him kill entire squads of rebels by letting them shoot him. If the players manage to gain the upper hand against him, he cuts off his own hand (thus causing all of their hands to fall off/lose feeling/whatever you decide). The Inquisitor, being a lizard, will grow his back. The PCs? Not so much. It would really force them to think outside the box...

Whether you use that idea or not, thanks for sparking my creative juices with the idea of a tanky trandoshan! :lol:

GREAT IDEA!

One thing I've wondered about is how the Inquisition recruits new members.

In Rebels we see that they abduct Force sensitive infants, but that strikes me as less of a recruitment scheme and more hedging their bets in the long run. If you rely on infants for your new members you're going to be waiting a long time for that investment to pay off in the form of trained Inquisitors, but on the other hand if you get your hands on one such infant then that's one baby that won't grow up to be a Jedi. They're essentially nipping future problems in the bud while gaining a long-term reward.

The reason I've been thinking about this is one of the player characters in my game is a runaway Force-user who joined the Inquisition a couple of years before Yavin, but deserted after she felt the destruction of Alderaan. The internal structure for the Inquisition that I whipped together to accommodate this is that the Inquisitors we see in Rebels (The Grand Inquisitor, Fifth Brother, Seventh Sister) are the hardcore, indoctrinated and trained from birth agents who are more powerful and have a higher rank than the acolytes they recruit around 18-30 and train to support them. This way you have a force of powerful but valuable Inquisitors which require significant time and energy to produce surrounded by semi-disposable mooks who know just enough to wield a lightsaber and feel the Force. The PC was intended to be the latter, but now that she's free of the Inquisition and on her own path she has the potential to become more.