Hey, all.
I've only recently started running the FFG Star Wars games. Love the system. Has anyone here come up with an NPC build for Darth Revan? Thsnks in advance.
Hey, all.
I've only recently started running the FFG Star Wars games. Love the system. Has anyone here come up with an NPC build for Darth Revan? Thsnks in advance.
Sorry. I forgot a rather important caveat. Assume the Dark Side ending in KOTOR 1.
Is he going to be the main enemy of your game? The main NPC on the players' side? Something else? How he is going to be used in the game really affects how I would build him.
Main adversary.
So, I would begin with the Inquisitor building rules in the CRB. Obviously, Nemesis. I would bump the characteristic line to 6, 5, 4, 4, 4, 3, and go with something like B 4, A 4, I 3, C 5, WP 6, P 4. I would start him with wound and strain thresholds of 30 instead of 20, giving him 34 and 36 respectively. For combat skills I'd give him Lightsaber 4, and Brawl 3, and Ranged(Light) 2. I'd raise his knowledge skills to 3 in everything (although honestly this is rather moot, he will know what you want him to know). As for the general skill builds, I'd give him two of the arrays, instead of one. Maybe even three. Warlord for sure, then most likely Mastermind. As for talents and abilities, I would start with some basics of Parry and Reflect, Intimidating Presence, and of course some Force Powers. As to exactly which ones and how strong, well, as your party gets closer and closer towards encountering him, you'll have a better idea on what to add to him to keep that encounter fun and epic. However you end up building him, remember that lone enemies can get punked easily by a party. Like, one lucky crit from the crit guy staggers the enemy for the rest of the encounter (no more actions = encounter over as enemy dies or runs away). I highly recommend using some squad rules from the AoR GM Kit, and doing the suggested thing from the EotE GM Kit which is give a Nemesis two initiative slots, a normal one they rolled for and another at the end of each round.
So, I would begin with the Inquisitor building rules in the CRB. Obviously, Nemesis. I would bump the characteristic line to 6, 5, 4, 4, 4, 3, and go with something like B 4, A 4, I 3, C 5, WP 6, P 4. I would start him with wound and strain thresholds of 30 instead of 20, giving him 34 and 36 respectively. For combat skills I'd give him Lightsaber 4, and Brawl 3, and Ranged(Light) 2. I'd raise his knowledge skills to 3 in everything (although honestly this is rather moot, he will know what you want him to know). As for the general skill builds, I'd give him two of the arrays, instead of one. Maybe even three. Warlord for sure, then most likely Mastermind. As for talents and abilities, I would start with some basics of Parry and Reflect, Intimidating Presence, and of course some Force Powers. As to exactly which ones and how strong, well, as your party gets closer and closer towards encountering him, you'll have a better idea on what to add to him to keep that encounter fun and epic. However you end up building him, remember that lone enemies can get punked easily by a party. Like, one lucky crit from the crit guy staggers the enemy for the rest of the encounter (no more actions = encounter over as enemy dies or runs away). I highly recommend using some squad rules from the AoR GM Kit, and doing the suggested thing from the EotE GM Kit which is give a Nemesis two initiative slots, a normal one they rolled for and another at the end of each round.
Thank you!
Alternatively, give him the ability to act twice per round. That should give him some punch and a little more staying power.