I’m running a game where the group has to capture a specific inquisitor and try to turn her back to the Light side and return her to her Father. During the campaign I think they will probably fight between 8-10 inquisitors and I want to make sure they feel different from one another. I want to get suggestions on what I can use to make them different.
What type of allies the Inquisitors use? - Storm troopers, Death Troopers, Droids animals.
I was thinking one with have astromech droids filled with weapons.
I will connect with creatures and release Rancors to destroy the town to try and draw out the group.
Any other suggestions would be appreciated.
What Special abilities can make them unique. I have looked through and found some like Marked for Death Talent, and the Death Watch talent to increase critical blows on everyone.
They do not have to be in the book, what abilities would be good to give my inquisitors.
The 1st one they face had Aura of Dread - Roll force dice with actions, can use dark side points to inflict 2 stain per point on everyone in short range, Excluding him.
Thanks for any suggestions you can give me!
Easy breakdown:
Tech/Nature (Int/Cun)
Officer/Loner (Pr/Ag)
Philosopher/Brawler (Will/Br)
Contrasts are a huge tool for this because it takes any idea and immediately doubles it.
Here are some quick thoughts based on the above breakdown:
- Tech:
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- Talent: Bad Motivator, or similar “tech burst” to hinder the PCs.
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- Tactics: Gather intelligence on the PCs to plan an attack on their turf, or predict their moves and intercept them.
- Nature:
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- Talent: Animal Companion, or some similar concept.
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- Tactics: Lure the PCs into a trap, dictating favorable terms for the battle, and manipulating the field of battle to his advantage.
- Officer:
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- Allies: Stormtroopers/Purge Troopers/etc.
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- Talent: Tactical Direction, Field Commander, etc.
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- Force: Battle Meditation/Imbue
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- Tactics: Frontal confrontation, managing his Minions and Rivals to overwhelm the PCs.
- Loner:
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- Talent: True Aim, Stalker, Deadly Accuracy, etc.
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- Force: Misdirect, Enhance.
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- Tactics: Strike from the shadows, hit and fade, whittle down the team. Horror-movie style.
- Philosopher:
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- Allies: Students, ally of convenience, something unusual for an inquisitor.
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- Talent: High Parry/Reflect, Strain management.
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- Force: Suppress, Protect/Unleash, Influence, Ebb/Flow, etc.
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- Tactics: Psychological game, twisting the PCs allies against them, snaring them in a web before attacking like a spider.
- Brawler:
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- Allies: A brainier inquisitor from the above or thug-type subordinates (purge troopers with electrostaffs, etc.).
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- Talent: Heroic Resilience, Enduring, Durable, etc.
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- Tactics: Frontal attack with little preamble. Hand-to-hand combat, corner and obliterate.
Thanks! These look really good. The 1st guy they are facing is the druggy. They fought him once and I used the spinning saber to fly away… I feel dirty for doing it. Since I didn’t want to adjust him drastically I found all the drugs that boost stats for him on the 2nd encounter with them.