Inquisitors vs the PC

By zhentil, in Star Wars: Force and Destiny RPG

Now I have some PC that are about 600 xp level. I have made some Inquisitors about the same level. I haven't done this before so i was wondering if anyone has some ideas and what type of force powers could be used and such. My PCs are all about destruction lol. I just want to make this fun and not straight up murder them or have them walk through the guy.

Especially at higher XP amounts, one guy simply cannot stand alone against even a small group of 4-5 PCs. Make up groups of opposing NPCs, and one or more of them can be Inquisitors if you like. The others can be elite Imperial troops, bounty hunters, assassin droids, or whatever others fit best into your story.

I agree. OF course, if one of the PCs is a Guardian with the Fated Duel Signature Ability, he could always challenge the Inquisitor to a duel. :ph34r:

You could also give the Inquisitor that ability...

Make an Inquisitor who has a maxed out Discipline skill and rocks Misdirect and Influence as their main force powers, then make the PCs fight each other. :lol:

Depending on your group, a starship/vehicle encounter can be a nice change of pace from the usual personal combat conditions.

Have it so that the inquisitor can hurl rocks etc. At the PCs

Have it so that the inquisitor can hurl rocks etc. At the PCs

Now you can actually pull a "Rocks fall. Everybody dies." scene and have rules to back you up. Of course, you players might still think you're a ****** for doing it, but it'll be RAW!!! :P

Use the Squad-Rules,

let the Inqusitor start squaded up with an 12-droid strong minion group, they won't mow him down so fast, (remember the minions can only attack on a triumph of the boss)

If you don't like the Squad rules (for whatever reason) use the "the Nemesis may take a second turn at the end of the turn" rule but buff him up with some rivals and minions that flock around to keep the players busy.

If you have to handle "Fated Duel" make sure to give the Bad Guy an cortosis armor (he knows what he is up too when hunting lightsaber users) and parry Rank 4-6 with some strain to utilize it so he has a chance to survive the "Fated Duel".

and remember "Advasary 3" sounds hardr than it may be...

That way they won't maim him right of the spot.

Especially at higher XP amounts, one guy simply cannot stand alone against even a small group of 4-5 PCs. Make up groups of opposing NPCs, and one or more of them can be Inquisitors if you like. The others can be elite Imperial troops, bounty hunters, assassin droids, or whatever others fit best into your story.

I have beat this issue over the head, already, and for that, I apologize, but it seems sort of weird for the material to have Vader, or Grievous, pwn whole groups of Jedi, mostly by themselves, and yet this system, either because of its streamlined crafting of NPCs, or something else, can't emulate it.

As a fun exercise, would someone who has watched the Battle of Hypori maybe give me an idea of how this system might try it, rather than "many ALWAYS trumps one!"? General Grievous isn't even a Jedi, and yet he fought several Council members (Shaak-ti, Ki-Adi Mundi, Ayla Secura), and only had problems when the Clone Troopers, and their many heavy weapons/ a GUNSHIP showed up. Maybe the system doesn't want to straight up allow this fight to happen, but eventually, your party will begin to approach the levels of skill above, and still, as a group, fight the enemy that has hounded them. How would you conduct the fight scene at the Battle of Hypori, before maybe several Jedi spent some Threats/Despair to call in the troopers on Grievous? Sorry to whine, but it just seems like the system rules out the BBEG.

Now I have some PC that are about 600 xp level. I have made some Inquisitors about the same level. I haven't done this before so i was wondering if anyone has some ideas and what type of force powers could be used and such. My PCs are all about destruction lol. I just want to make this fun and not straight up murder them or have them walk through the guy.

If your players have focused their PCs on combat with that much XP, then you're going to find that most Inquisitors, especially those built using the process described in the FaD corebook, are simply going to get thrashed, even if in a one-on-one fight.

The main thing I might suggest is to go above Adversary 3. I know we've not seen such done any place in the product line, but you'll probably need to do so for those Inquisitors just to ensure they don't get wiped out. Also, be sure to give your Inquisitors ranks of both Parry and Reflect; in fact, given how much XP your PCs have and their focus on combat, I'd say that giving your Inquisitors 4 ranks of each as well as two other talent choices is essential; an Inquisitor without Parry in their repertoire going against a PC with a lightsaber (especially one that's been extensively modded for damage) is going to get very badly hurt since they can't do anything to mitigate the damage.

Also, where the confrontation takes place is just as important as who's involved. Don't set the encounters in big empty rooms, but in locales where the terrain can be used by the Inquisitor, either to split up the PCs or to be used against them. An Inquisitor with the Move power in a well-stocked Imperial storage facility is going to literally have plenty of things to throw at the PCs, as one possible scenario. And against foes of the caliber of the PCs, any Inquisitor should not be trying to confront them alone, but should instead have a lot of back-up. Make full use of the squad rules as described in the AoR GM Kit if you've got it, and include plenty of minion groups with at least 6 members each, thus allowing a chance for at least a couple of them to make attacks will full skill ranks against the PCs before they start getting decimated.

Now I have some PC that are about 600 xp level. I have made some Inquisitors about the same level. I haven't done this before so i was wondering if anyone has some ideas and what type of force powers could be used and such. My PCs are all about destruction lol. I just want to make this fun and not straight up murder them or have them walk through the guy.

If your players have focused their PCs on combat with that much XP, then you're going to find that most Inquisitors, especially those built using the process described in the FaD corebook, are simply going to get thrashed, even if in a one-on-one fight.

The main thing I might suggest is to go above Adversary 3. I know we've not seen such done any place in the product line, but you'll probably need to do so for those Inquisitors just to ensure they don't get wiped out. Also, be sure to give your Inquisitors ranks of both Parry and Reflect; in fact, given how much XP your PCs have and their focus on combat, I'd say that giving your Inquisitors 4 ranks of each as well as two other talent choices is essential; an Inquisitor without Parry in their repertoire going against a PC with a lightsaber (especially one that's been extensively modded for damage) is going to get very badly hurt since they can't do anything to mitigate the damage.

Also, where the confrontation takes place is just as important as who's involved. Don't set the encounters in big empty rooms, but in locales where the terrain can be used by the Inquisitor, either to split up the PCs or to be used against them. An Inquisitor with the Move power in a well-stocked Imperial storage facility is going to literally have plenty of things to throw at the PCs, as one possible scenario. And against foes of the caliber of the PCs, any Inquisitor should not be trying to confront them alone, but should instead have a lot of back-up. Make full use of the squad rules as described in the AoR GM Kit if you've got it, and include plenty of minion groups with at least 6 members each, thus allowing a chance for at least a couple of them to make attacks will full skill ranks against the PCs before they start getting decimated.

Good bost Donovan, small corrections: FFG already uses Adversary 4 on their Big Bads in official campaigns and stats out as as well the Black Sun Vigos with Adversary 4.

So it is not unheard off.

Furthermore Rebels shows us an Adversary 4 Inquisitor anyway, the high inquisitor is clearly a special one who goes above the standard ones, while we see the normal inquisitors deployed in groups. In that case Adversary 3 is more than enough as you can literally outnumber the player characters with inquisitors and create pressure this way. Giving one or two of them circle of shelter and parry sounds like a cool idea.

As others have said one Inquisitor isn't going to cut it. Plan the encounter with an opponent(s) or situation designed for each PC, not to counter them specifically but to keep them occupied. Split the party, if not physically then through tasks. For example a critical thing must/must not happen that requires one or more PC's constant attention (defuse an explosive, fix and raise a shield, stop the ship from crashing, that sort of thing) while the battle takes place. Keep each PC busy on their own opponent(s) and find an in encounter way of disrupting their plans. Use the environment, have the encounter in a ship, temple, building, cave system, or any place with tight corridors and twisty passages. Add fog, smoke, or other things that interfere with line of sight. Randomly exploding machinery that knocks PCs down, walkways and walls that collapse under fire. And don't forget vehicles, have support troops show up in an APC and use it's weapon to suppress.

Also for Inquisitors, be sure to use the enhanced Nemesis rules as outlined in the sidebar at the end of the Adversaries chapter in the sidebar "Additional Combat Turns." Granting them an extra turn (even if at the end of the combat round) can help offset the numerical advantage that a group of PCs are going to have.

Plus, a double-bladed lightsaber with Linked 1 can make the Inquisitor a notable threat to whomever they go after, especially if that target doesn't have a whole lot in the way of melee defense or talents/abilities to upgrade the difficulty of the Inquisitor's Lightsaber combat check. Even if using just the stock double-bladed lightsaber, two hits at Breach 1 is going to leave a mark on most characters, especially if there's multiple successes to go along with it.

That and build your Inquisitor to not only have 4 ranks in Lightsaber, but also be able to use whichever characteristic has a 5 in it when building their Lightsaber combat pool; given how powerful these PCs are, giving your Inquisitor(s) the LIghtsaber Mastery ability for free isn't going to be an issue. If nothing else, it ensures your Inquisitor has a very good chance of causing some serious damage with a double-bladed lightsaber before the PCs try to dogpile them.

And feel free to give these Inquisitors both the Parry 4 and Reflect 4 talents as freebies as well. The only reason the build guidelines don't automatically hand these out is so that PCs that aren't far past Knight Level won't get too badly clobbered if they choose to stand and fight an Inquisitor. But with combat-focused PCs that are at 500+ earned XP, that's not going to be an issue.

My Non-Force-Sensitive blew an inquisitor's arm off in the first round of combat soo... I can't give advice. :P

As others have said one Inquisitor isn't going to cut it. Plan the encounter with an opponent(s) or situation designed for each PC, not to counter them specifically but to keep them occupied. Split the party, if not physically then through tasks. For example a critical thing must/must not happen that requires one or more PC's constant attention (defuse an explosive, fix and raise a shield, stop the ship from crashing, that sort of thing) while the battle takes place. Keep each PC busy on their own opponent(s) and find an in encounter way of disrupting their plans. Use the environment, have the encounter in a ship, temple, building, cave system, or any place with tight corridors and twisty passages. Add fog, smoke, or other things that interfere with line of sight. Randomly exploding machinery that knocks PCs down, walkways and walls that collapse under fire. And don't forget vehicles, have support troops show up in an APC and use it's weapon to suppress.

I do like this, but it can seem hard, in my head, anyway, to maintain the drama of a battle if, every couple of seconds, we have to break away to go roll for the hacker, to see if she could slice the Inquisitor's terminal, while two of her cohorts battle him, a room away. One of the things George Lucas seemed to have promised us, back in the day, was that the battle between Obi-Wan and Anakin was going to be UNINTERRUPTED! To many people, even looking past however you might've felt about the prequels, the plot, Hayden Christensen, or whatever, this single battle was going to be the most epic moment in six movies, even knowing how it had to end.

They even turned the fight with Grievous into an uninteresting smear-stain, on the wall, because Lucas didn't want that fight, with the bizarre angles Grievous could've employed, to detract from the "main event" (how do you keep Sherlock Holmes mostly grounded in reality, but still LOOK amazing? You make his Scotland Yard criminally stupid, and unable to even tell their asses from a hole in the ground, so they need him to solve everything). Thus, Grievous went from the Battle of Hypori, where he fought half the Council of Jedi Masters, and it took a deployment of troops, heavy weapons, and a GUNSHIP to shift him, to a fight against one Jedi, who pnked him easily, despite Grievous being trained by someone who pnked Kenobi, in the same, and previous, movies.

Wow, I slipped into total fan-whine mode, sorry about that. What I'm getting to is the fight with Anakin was supposed to be awesome, and unbroken, but we didn't get that last bit (certainly, a good lightsaber fight, at least). Some of the flow of that fight was ruined, as a result. Now, the movie can cope, because it moves at action-speed, but the game has to stop and tally dice results, occasionally make up some narrative segments, based on them, as well as not wait for the whole of one segment to end; you lose a bit of the edge, and threat, if you know your hacking attempt won't be interrupted by the Inquisitor coming back, dragging the corpses of your allies, after besting them.

I know I meandered, but don't let the flow of the fight get broken up by the need to juggle four, separate events, just because a BBEG can't safely solo a group, anymore, or because two party members aren't dedicated ass-kickers. Make sure it stays well-flowing, and you aren't leaving swords hanging in the air, just to go see if the others can sneak past a troop unit, or get the intel they need out.

My Non-Force-Sensitive blew an inquisitor's arm off in the first round of combat soo... I can't give advice. :P

Disarming is the best advice you can give to fighting Inquisitors, especially funny with the Inquisitors come with their usual double lightsabers ^_^

Naturally having enough ranks of parry to reduce damage often to zero is a good way to prevent critical hits from the likes of disrupters.

Or just give them a TIE-Advanced Prototype v1, it is an easy way to overcome groups with strong ground combat abilities. And it allows for a badass entrance too. ;-)

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Edited by SEApocalypse

Okay we need an amazing inquisitor, a good entrance, and uninterrupted combat.

I know it'll probably fall apart on one criteria( not because of your GM'ing of course. I probably couldn't do that.) but it'll be a great turnout. Let us know what happens

Few thoughts to OP. I don't know your situation, so I offer these thoughts from my point of view. Take these with a pinch of salt.

As implied already. If you want to make your BBEG harder, then remember to think realistically for a moment. What would you do if you'd be inquisitor going against group of powerful force users? For certainly you wouldn't fight "fair". You'd stack all possible environmental effects against opponents. Traps, ambush, etc. The idea about inquisitor in imperial storage facility is good. Remember also not to just throw PCs with boxes, but to push containers around and make it a ever changing labyrinth (you can also split the party). Also, F&D inquisitor rules give plenty of possibilities when you play smart. Never use inquisitor alone. Imperial Valor: after using a maneuver all ranged attacks hits its allies, or even enemies (with certain limits). And if you want your inquisitor to damage your party put it in shadows so PCs first have to spot it before they can even attack (one cannot attack something one doesn't know exists or where it is). From the shadows it can use e.g. Harm, to inflict damage bypassing soak. But inquisitors are most deadly when you are using them with minions, and also use squad rules. And when thinking about fated duel, remember that it also gives inquisitor at least 3 rounds when only one PC can attack it.

I'd also recommend you to give non combat encounters for PCs, if they are combat monsters. If they are superb at everything, then maybe it's time for those characters to retire. And if you really want to challenge them in combat throw few (e.g. 5) minion squads of 10 storm trooper each against them. That would probably be a challenge.

And, when PCs eventually kill you inquisitor, remember the most important rule. You (as a group) are supposed to have fun. If the inquisitor gives a good cinematic opposition, it has fulfilled its role.

Also, remember, you can always bring the inquisitor back later, you you want and it fits the story. I have done that once (in other game), even when PCs had opponents skull in their backpack. He actually came to get it back, and beat the heck out of PCs with his new powers.

In our current campaign PCs will meet their nemesis inquisitor soon (she is actually obligation of one PC), and they will run away fast. I know this because after 5 sessions, they I have evaded all combat encounters, either by talking or by escaping.

If I'd want PCs not to kill my inquisitor I'd either make her unkillable character in same vein as I'd make Vader (either you retreat or you die, no dice roll can save you (optionally characters wake up at citadel)). Or I'd give her influence power, and ask PCs to make 4 red discipline check to even attack her, because she makes them think she is harmless. Or use the inquisitors influence power to force PCs make discipline check at difficulty of 4 red (that's her discipline) or make characters adopt emotional state of fear (actual game effect would depend on situation, possibly the worst, as they'd had rolled despair in fear check). Or make them angry at each other and fight themselves, while inquisitor encourages them to kill each other.

Remember, as a GM in this system your job is not to build balanced and fair fight simulations in game (if this is actually your goal, then there IMO are much better systems for that). Your job is to build cinematic and awesome game experiences for whole group (This is the best system I have found for this). This often includes also other type of encounters than combat. After starting to GM in this system when player is making important skill roll I most often find myself wishing "please, succeed with triumph and despair".

Hmm, I wonder.........................., maybe he's right^^^^^^^

Or maybe you can have them retire or get a new charachter .

Your call

I have beat this issue over the head, already, and for that, I apologize, but it seems sort of weird for the material to have Vader, or Grievous, pwn whole groups of Jedi, mostly by themselves, and yet this system, either because of its streamlined crafting of NPCs, or something else, can't emulate it.

As a fun exercise, would someone who has watched the Battle of Hypori maybe give me an idea of how this system might try it, rather than "many ALWAYS trumps one!"? General Grievous isn't even a Jedi, and yet he fought several Council members (Shaak-ti, Ki-Adi Mundi, Ayla Secura), and only had problems when the Clone Troopers, and their many heavy weapons/ a GUNSHIP showed up. Maybe the system doesn't want to straight up allow this fight to happen, but eventually, your party will begin to approach the levels of skill above, and still, as a group, fight the enemy that has hounded them. How would you conduct the fight scene at the Battle of Hypori, before maybe several Jedi spent some Threats/Despair to call in the troopers on Grievous? Sorry to whine, but it just seems like the system rules out the BBEG.

I'll never give Vader stats. If PCs are stupid enough to attack him, they woke up later at the Citadel, or make new characters. In my game Vader, Palpatine etc can be only beaten if the dramatic action requires it. It may happen even in first fight they have with a guy. But it WON'T happen because of stats, or one good die roll. I'd probably apply this to all huge named characters of canon. So, if they'd want to win Grievous, they'd better plan it out and make it cinematic. They'll win him if the game session is so awesome it will be remember for years. BTW, some good discussion about this style (both for and against) this style can be found at threat in EotE forum: https://community.fantasyflightgames.com/topic/233737-indestructible-canonical-characters/

Hmm, I wonder.........................., maybe he's right^^^^^^^

Or maybe you can have them retire or get a new charachter .

Your call

If PCs retiring is the way to go, then GM should make a favour for all in later campaign. Make new PCs hear stories about adventures and achievements of old characters. Make those living stories, i.e. NPCs telling the stories to magnify things a bit.

I forgot to say it in earlier post. Order 66 has one episode about the problem OP is having (i.e. how to make nemesis challenging (and challenges generally) for high XP characters). I'd recommend people having those problems to listen that episode.

Especially at higher XP amounts, one guy simply cannot stand alone against even a small group of 4-5 PCs. Make up groups of opposing NPCs, and one or more of them can be Inquisitors if you like. The others can be elite Imperial troops, bounty hunters, assassin droids, or whatever others fit best into your story.

I have beat this issue over the head, already, and for that, I apologize, but it seems sort of weird for the material to have Vader, or Grievous, pwn whole groups of Jedi, mostly by themselves, and yet this system, either because of its streamlined crafting of NPCs, or something else, can't emulate it.

As a fun exercise, would someone who has watched the Battle of Hypori maybe give me an idea of how this system might try it, rather than "many ALWAYS trumps one!"? General Grievous isn't even a Jedi, and yet he fought several Council members (Shaak-ti, Ki-Adi Mundi, Ayla Secura), and only had problems when the Clone Troopers, and their many heavy weapons/ a GUNSHIP showed up. Maybe the system doesn't want to straight up allow this fight to happen, but eventually, your party will begin to approach the levels of skill above, and still, as a group, fight the enemy that has hounded them. How would you conduct the fight scene at the Battle of Hypori, before maybe several Jedi spent some Threats/Despair to call in the troopers on Grievous? Sorry to whine, but it just seems like the system rules out the BBEG.

You want Grievous to stand up against multiple opponents? Double actions, free double maneuvers thanks to his arms, adversary 5, parry 5, defensive stance 5, sun djem, makashi flourish, makashi finish, imperial valor,, soak ~15, wt 20, brawn 7 , agi 7, presence 4, int 3, willpower 3, cunning 4. lightsaber 4, leadership 1, warfare 5, discipline 3, vigilance 5, stealth 4, coercion 3, etc

Now let him never ever attack when he might get shot and only engage when he can drop on someone. Done. It's not like the game can not offer opponents who can actually stand against even very experience groups. The game usually just don't use stats for outlandish strong 5000+ xp adversaries. By the time you reach such strong PCs who can deal with such monsters you should be able to judge what kind of adversaries you need to challenge your group.

Especially at higher XP amounts, one guy simply cannot stand alone against even a small group of 4-5 PCs. Make up groups of opposing NPCs, and one or more of them can be Inquisitors if you like. The others can be elite Imperial troops, bounty hunters, assassin droids, or whatever others fit best into your story.

I have beat this issue over the head, already, and for that, I apologize, but it seems sort of weird for the material to have Vader, or Grievous, pwn whole groups of Jedi, mostly by themselves, and yet this system, either because of its streamlined crafting of NPCs, or something else, can't emulate it.

As a fun exercise, would someone who has watched the Battle of Hypori maybe give me an idea of how this system might try it, rather than "many ALWAYS trumps one!"? General Grievous isn't even a Jedi, and yet he fought several Council members (Shaak-ti, Ki-Adi Mundi, Ayla Secura), and only had problems when the Clone Troopers, and their many heavy weapons/ a GUNSHIP showed up. Maybe the system doesn't want to straight up allow this fight to happen, but eventually, your party will begin to approach the levels of skill above, and still, as a group, fight the enemy that has hounded them. How would you conduct the fight scene at the Battle of Hypori, before maybe several Jedi spent some Threats/Despair to call in the troopers on Grievous? Sorry to whine, but it just seems like the system rules out the BBEG.

You want Grievous to stand up against multiple opponents? Double actions, free double maneuvers thanks to his arms, adversary 5, parry 5, defensive stance 5, sun djem, makashi flourish, makashi finish, imperial valor,, soak ~15, wt 20, brawn 7 , agi 7, presence 4, int 3, willpower 3, cunning 4. lightsaber 4, leadership 1, warfare 5, discipline 3, vigilance 5, stealth 4, coercion 3, etc

Now let him never ever attack when he might get shot and only engage when he can drop on someone. Done. It's not like the game can not offer opponents who can actually stand against even very experience groups. The game usually just don't use stats for outlandish strong 5000+ xp adversaries. By the time you reach such strong PCs who can deal with such monsters you should be able to judge what kind of adversaries you need to challenge your group.

Not "Done" not even close. If you re going to dictate that he can't be in a situation that he might get shot, then you're using GM fiat. That might be OK once in awhile, depending on your group. but doing it regularly usually leaves a bad taste in people's mouths. Besides, didn't Greivous die to blaster fire? Soak 15 is a little much considering that he dies to a fairly ordinary blaster fired by a guy with no reason to have any special blaster talents. Oh, and Greivous can't use Makashi Finish or Makashi Flourish without a Force Rating.