Creating Darth Maul stats.

By Tweek87, in Star Wars: Force and Destiny RPG

I'm running a post empire home brew campaign and since I'm using current cannon and it currently has kept maul alive. I want to use him as a major plot boss. I want him to be challenging and accurate.

The party is just starting out and only has had 3 sessions at 120 exp. I want to bring maul toward the end of this story arch but need his stats in case they meet him sooner. Any help would be great.

These are nowhere near complete, but just to give you an idea:

Brawn 4, Agility 5, Intellect 2, Cunning 3, Willpower 4, Presence 2.

Skills: Athletics 5, Coercion 4, Coordination 5, Discipline 5, Lightsaber 5, Resilience 3, Vigilance 4.

Talents: Adversary 4, Fearsome 3, Intimidating 2, Terrify (improved), Prey on the Weak 2, Sense Advantage, Parry 7 (improved), Natural Blademaster, Multiple Opponents, Sarlacc Sweep, Ataru Technique, Quick Strike 2, Reflect 2, Conditioned 2, Hawk Bat Swoop, Dodge 3, Jump Up.

These are nowhere near complete, but just to give you an idea:

Brawn 4, Agility 5, Intellect 2, Cunning 3, Willpower 4, Presence 2.

Skills: Athletics 5, Coercion 4, Coordination 5, Discipline 5, Lightsaber 5, Resilience 3, Vigilance 4.

Talents: Adversary 4, Fearsome 3, Intimidating 2, Terrify (improved), Prey on the Weak 2, Sense Advantage, Parry 7 (improved), Natural Blademaster, Multiple Opponents, Sarlacc Sweep, Ataru Technique, Quick Strike 2, Reflect 2, Conditioned 2, Hawk Bat Swoop, Dodge 3, Jump Up.

Athletics 5 and Coordination 5 are likely higher than required since Enhance (Basic Power and one Control Upgrade) can significantly boost those skills. Discipline 5 likewise seems unnecessarily high considering that you've already given him Willpower 4.

Would this not be a perfect time to use inquisitior build rules, at least as a base?

These are nowhere near complete, but just to give you an idea:

Brawn 4, Agility 5, Intellect 2, Cunning 3, Willpower 4, Presence 2.

Skills: Athletics 5, Coercion 4, Coordination 5, Discipline 5, Lightsaber 5, Resilience 3, Vigilance 4.

Talents: Adversary 4, Fearsome 3, Intimidating 2, Terrify (improved), Prey on the Weak 2, Sense Advantage, Parry 7 (improved), Natural Blademaster, Multiple Opponents, Sarlacc Sweep, Ataru Technique, Quick Strike 2, Reflect 2, Conditioned 2, Hawk Bat Swoop, Dodge 3, Jump Up.

You forgot can't die. Comes back later in session if defeated, at full health.

Would this not be a perfect time to use inquisitior build rules, at least as a base?

Agreed.

An Inquisitor build is already pretty darn potent, and generally more than enough to give even a group of Knight Level PCs a difficult time. More so if you give the Inquisitor more than two talent and special ability/Force power selections. And Force Rating 3 is more than sufficient for most Force effects, especially as being a dark sider they're going to get plenty of usage out of those dark pips that will statistically show up more often than the light side pips that the PCs generally use.

For instance, Parry 4, Reflect 4, and the Improved versions of both will make for a decidedly deadly opponent in a fight, and Adversary 3 already makes them fairly tough to hit on a reliable basis.

Yeah I'd use an inquisitor as a base, don't forget that he's got mechanical legs, it's a great reason to give him some extra stat, however it's also a weakness for the players to exploit.

I'd give him a modded lightsaber too.

Also, maybe have an idea for some mooks, to support him. I'm not an expert on this system, but from what I've read, Minions can make the challenge difference, even for a Nemesis; even for an Inquisitor, and then it can take that little bit of need for his stats to be broken; his lackeys, even if nobodies, can alleviate some of the need to be invincible. If all they have to do is pour all of their attacks, all of their powers, and such, into one target, it might not matter how believably durable he is; it's X to 1, and he doesn't have xX the health/strain, etc. You might not need it said, of course, but having an idea of who might stand alongside him, while he carves into the party, could make a lot of difference.

As an unrelated note, what's a good "dark side-themed" Force power, other than Unleash, with it's FR 3+ requirement? Classic Move, that everyone usually grabs? Their variant of a slamming, or choking, power? If you want to make your place by using the Force to hurt people, a very Sith-like thing to do, what's a good power to invest in, till you eventually MIGHT learn Unleash/Force Lightning? Looking for the most economic turnout of damage per use, with a slightly smaller focus on intimidating others by having them know you can use the Force, and it will hurt. Thank you. If I need to attach a bit of reason from the OP, Maul cannot use Force Lightning, so far as I know (I might even argue that, his saber skill, compared to his Force skill, he might only be FR 2, and mostly focusing on self-boosts), but would certainly support his combat skills with offensive Force use, what powers might he have, to bust some heads, among the Rebels, and the resurgent Jedi?

Skills: Get sliced in half 6. Survive fall into deep shaft: 10

Skills: Get sliced in half 6. Survive fall into deep shaft: 10

Minimum Resilience 5 then.

I woukd start with an inquisitir then build onto it, if he was a PC build id guess perhaps around 2k xp

Easier way would be to look at the following trees Aggresor/Warden/Shadow/Shien/Ataru/Shii Cho/Marauder/Infiltrator thats just some of the trees I would use. Take a load of talents from these forget defensive talents that upgrade and just give an equivalent amount of nemesis

Edited by syrath

If nothing else, I'd say definitely give Maul a couple ranks in Fearsome, or at least that Inquisitor quality that force everyone to make fear checks at the start of the round.

Going by his appearance in the Theed hanger, Padme and her crew were greatly relieved when Qui-Gon said that he and Obi-Wan would handle this, so that Inquisitor terrify ability certainly applies. And for a Jedi Master and a Padawan that's pretty much ready to become a Jedi Knight, a Discipline check at a Hard difficulty wouldn't be tough to handle.

I would focus just on his core traits; which is he's basically physically tough, fairly agile and intimidating.

His weapon would be a fairly fully modified standard lightsaber; nothing too fancy. I would probably give it the superior quality and the rest would be up to flavour; if you wanted to put a particlar gemstone in it feel free to be creative; I don't think we will ever see most of the Jedi-like characters use anything but Ilium like crystals.

I wouldn't give him the usual fear check (because to be honest he isn't all that known) but I would give him terrify so that when he does decide to put aside the old man act, he's really dangerous. 3 Ranks sounds reasonable

Bog standard abilities? I would probably only give him 4's to his brawn, agli and Corc and leave the rest to skills. For truly skilled characters I would rise brawn and will to 5. Force rating 3/4 and a bunch of straightforward powers like bind, Enhance and Move. Deflect and parry should be seasoned to flavour, but about 5/7 is good numbers. The latter if the party are already fully modified/optimised, since it forces the party to think a little about wearing his stamina down as rather than to racing him to zero.

The key thing is Maul is a guy that should be able to take on one combatant fairly well, struggle against two combatants and would likely die to 3 or more. Just the key to using maul, as with all Nemesis is to create isolated encounters with him, where he might have other objectives rather then just slaying the party. The one constant I've found with Maul is that while he is a skilled combatant, theres nothing about him that is particularly exceptional, Obi-Wan was able to fend off both Maul and Savage at the same time (the latter of which probably was significantly stronger then Maul as far as brute strength was concerned) and a blind Kanan was able to best him quite swiftly as soon as he centred himself. Using him in a way which makes good use of his sly cunning will make his skill go further.

Edited by Lordbiscuit

Just following the rules for creating an inquisitor... don't need no steenking maul