Post by Darth Xaos on Apr 30, 2015 23:43:07 GMT
Emperor Palpatine achieved a feat the Sith before him had only dreamt of, the absolute massacre of the Jedi. His brilliantly executed plot (known as Order Sixty-Six) left the vast majority of the Jedi Order dead but a few Jedi managed to escape. Enter the Imperial Inquisitors. The Inquisitors, or the Inquisitorius as they are known collectively, were Force Sensitives, loyal to Palpatine, charged with hunting down and either converting or killing those who were not. During the reign of the Galactic Empire the Inquisitorius was feared almost as much as the dreaded Darth Vader. Given carte blanche to do whatever was necessary to complete their mission by Palpatine, they utilized the Empire’s vast resources expertly in pursuit of their goals. Palpatine was ultimately defeated, however, and his Empire was shattered. The damage this caused to the Inquisitorius was immeasurable and it was nearly wiped out. It managed to survive only by serving the Imperial Remnant as an anti-Jedi corps on the battlefield but its days as the feared agency of the Emperor’s will was over. The final insult came when the Remnant joined the fledgling Galactic Alliance. The Inquisitorius, disgusted by the idea of fighting alongside the Jedi, tendered its resignation to the leaders of the former Imperial Remnant. Though such defiance was bold it was also dangerous and the Inquisitors were once more in very real danger of extinction. A danger that would have been realized were it not for the rise of a new faction in the Galaxy, the Obsidian Union and its Sith overlords. The Sith offered the remaining the Inquisitors a chance to return to their former glory by serving the Union’s Dark Lord as they had Palpatine. The Inquisitors agreed before the Sith representatives could even finish their pitch. Once more empowered as they were under the Galactic Empire, the Inquisitors pursue their task with renewed fervor, a task made easier by the teachings offered to the Inquisitors by their new masters. “Perhaps,” some amongst the newly reforged Inquisitorius reason in light of these recent developments, “it is not such a bad thing Palpatine fell after all.”
Lightsaber Training: One of the first things an Inquisitor must learn to do, if he wishes to survive, is fight with a Lightsaber, for his prey know the weapon well. At level five an Inquisitor gains the Lightsaber Focus Perk in a Form of their choice even though they do not yet meet that Perk's level prerequisite. This does not count against the normal limit of Lightsaber Focuses a character may possess. If the character isn’t trained to wield Lightsabers prior to entering the Inquisitor Advanced Path then they instead gain the ability to wield single-bladed Lightsabers, a Rank in the Shii-Cho Lightsaber Form and a Rank in the Craft (lightsaber) Skill.
Requisition Troops: The nature of an Inquisitor's vocation leads them into violent conflict but their patronage has allowed the Inquisitorius to build a virtual army from which to requisition aid in service to the Dark Lord. Below is a list of templates available for these requisitioned allies. Each has a certain base point cost assigned along with optional upgrades. Starting at level six an Inquisitor begins to receive points that can be used to requisition at the start of each Mission. Total available points equal character level plus Presence Stat plus any high Presence bonus or minus any low Presence penalty. These troops' ultimate loyalty is to the Union rather than the Inquisitor they serve and will defy orders that are blatantly treasonous. Some might have other loyalties they hold higher as well, depending on type and as determined by the GM. Requisitioned troops come with basic transports needed to bring them on the Mission if so desired; each transport is operated by an NPC with two Ranks in Pilot and Astrogate. If a type does not list a score for a specific Core Stat then it cannot qualify for any item with a prerequisite of that Stat.
.Light Infantryman 1 point
Str. 12, Agl. 10, Tgh. 12
Equipped with medium armor, blaster rifle, blaster pistol, combat knife, grenades
2 Ranks in Blaster Weapons, Simple Weapons and Armor Proficiency, 1 Rank in Athletics
May be upgraded with a heavy weapon and 2 Ranks in the Heavy Weapons Proficiency for 2 additional points
May be upgraded with a sniper rifle for 1 point
May be upgraded with a Rank in Vibroweapons and a vibro blade for 1 point
.Heavy Infantryman 5 points
Str. 15, Agl. 13, Tgh. 15
Equipped with stormtrooper armor, blaster rifle, blaster pistol, vibroblade, grenades
3 Ranks in Blaster Weapons, Simple Weapons, Vibroweapons, 4 Ranks in Armor Proficiency, 2 Perks, 1 Rank in Athletics
May be upgraded with additional Perks at 3 points a Perk
May be upgraded with a heavy weapon and 2 Ranks in the Heavy Weapons Proficiency for 1 additional point
.Ultra-Light Infantryman 3 points
Str. 12, Agl. 15, Tgh. 13
Equipped with light armor, sniper rifle, blaster pistol, machete, scouting equipment
2 Ranks in Blaster Weapons, Simple Weapons, Acrobatics and Athletics, 1 Rank in Armor Proficiency, 3 Ranks in Awareness, Survival and Stealth
May be upgraded with 2 Ranks in Computer Use and slicer's equipment for 2 points
May be updraged with 2 Ranks in Sabotage, grenades and landmines for 2 points
May be upgrade with a Rank in Pilot and a speederbike for 2 points
May be upgraded with Perks at 3 points a Perk
May upgrade Blaster Weapons to 3 Ranks for 2 points
.Technician 1 point
Str. 10, Agl. 10, Tgh. 10
Equipped with blaster pistol, mechanic's tools, slicer's equipment
2 Ranks in Repair and Computer Use
May be upgraded with the Gearhead Perk for 3 points
May be upgraded with 2 Ranks in Pilot and a speeder bike or unarmed landspeeder for 2 points
May be upgraded with 2 Ranks in Sabotage, grenades and landmines for 2 points
May be upgraded with the Cautious Perk for 3 points if they have also been given the Sabotage upgrade
May be upgraded with 2 Ranks in Treat Injury and medikits for 2 points
May be upgraded with the Rugged Perk for 3 points if they have been given the Treat Injury upgrade
.Union Intelligence Field Operative 5 points
Str. 13 Agl. 14 Tgh. 13
Equipped with blaster rifle, blaster pistol, combat knife, sniper rifle, grenades, landmines, slicer's equipment, any armor with which they are proficient
3 Ranks in Legerdemain, 2 Ranks in Awareness, Stealth, Disguise, Blaster Weapons, Simple Weapons and Armor Proficiency, 1 Rank in Acrobatics, Athletics, Computer Use, Pilot, Survival, Sabotage and Treat Injury
May be upgraded with additional Ranks of Armor Proficiency at 1 point a Rank
May be upgraded with 1 Rank in Intimidate, Gather Information and/or Sense Motive for 1 point each
May upgrade any 1 Rank Skill to 2 Ranks at the cost of 1 point
May upgrade one Rank 2 Skill to Rank 3 for 2 points
May be upgraded with a starfighter or any one-person land vehicle for 2 points
May be upgraded with any Perk at 3 points a Perk
.BoIT Scoundrel 4 points
Str. 10 Agl. 13 Tgh. 12 Int. 13 Prs. 13 Spr. 13
Equipped with blaster pistol, hold-out blaster, combat knife, forger's tools, grenades, slicer's equipment, either a starfighter or freighter, speeder bike
2 Ranks in Acrobatics, Astrogate, Awareness, Bluff, Blaster Weapons, Disguise, Forgery, Gamble, Gather Information, Haggle, Legerdemain, Pilot, Sabotage and Stealth, 1 Rank in Athletics, Computer Use, Diplomacy, Intimidate, Repair and Simple Weapons
May be upgraded with up to 2 Ranks in the Alternate Identity or Resources Assets at the cost of 2 points for the first Rank and 3 points for the second.
May upgrade any Rank 1 Skill to 2 Ranks at the cost of 1 point
May upgrade any Rank 2 Skill to 3 Ranks at the cost of 2 points, provided it had not previously been upgraded from 1 Rank
May be upgraded with any Perk at 3 points a Perk
.Fellow Inquisitor 15 points
Str. 13, Agl. 13, Tgh 10, Int 13, Prs 13, Spr. 13
Equipped with single-bladed lightsaber, blaster pistol, cortosis-woven longsword, Dark Armor
2 Ranks in any three Apprentice Force Powers, Resources, Shii-Cho and Simple Weapons, 1 Rank in Armor Proficiency, Sidekick, Simple Weapons and any one Knight Force Power, proficient in single-bladed lightsabers
May be upgraded with any Skill and its associated tools at the cost of 1 Rank a point
May upgrade Armor Proficiency at 1 point a Rank
May be upgraded with any Perk at 3 points a Rank
May upgrade their longsword to a Sith Sword and gain proficiency in Exotic Weapon (Sith Sword) at a cost of 2 points a Rank
May upgrade an Apprentice Power from 2 Ranks to 3 Ranks for 3 points
May upgrade their Knight Power from 1 Rank to 2 Ranks for 4 points
May upgrade Resources from 2 Ranks to 3 Ranks for 1 point
May purchase proficiency in one new lightsaber type, trade in their single-bladed for another type and/or have a second lightsaber for 2 points
.Vehicle Escort: Starfighters and/or small to medium terrestrial vehicles can be requisitioned at 5 points a vehicle. The pilot of a fighter has 2 Ranks in Pilot and Astrogate along with 1 Rank in Repair; terrestrial pilots have 2 Ranks in Pilot and Repair. All pilots have 1 Rank in Blaster Weapons and Simple Weapons, coming equipped with a blaster pistol, combat knife and flight suit (if needed).
Mission of Hate, Campaign of Hate, War of Hate, Mandate of Hate: An Inquisitor’s purpose is, first and foremost, to hunt down and kill Force Users or “change their mind”. Starting at level seven the Inquisitor receives one bonus AP against Force Users hostile to the Sith Brotherhood in combat and a bonus Rank in the Intimidate Skill when using it against them. At level nine, the Inquisitor receives a second bonus AP, the Intimidate bonus jumps to two Ranks and a bonus Rank is added in Diplomacy. At level eleven, this ability upgrades again to provide three free AP, +3 Intimidate, +2 Diplomacy and at level thirteen, it receives a final improvement to four AP and +3 Diplomacy.
Spy Network: Often half of the Inquisition's battle is finding their prey and, at level eight, its members gain a suite of abilities to aid them in this task. The first benefit is a bonus Rank in both the Gather Information and Sense Motive Skills. Second, an Inquisitor begins cultivating a network of informants represented by a special Asset called Contacts. Inquisitors gain their first Rank in Contacts when this ability is given, a second Rank at level ten and a third at level twelve. Each Rank represents a single organization or group in which the Inquisitor has one or more information sources. At first Rank this provides information that all members of the group would possess but is unknown to outsiders. Two Ranks provides knowledge held by mid-level functionaries, for example legal documents. A third Rank makes the Lord privy to deep secrets within the group. Finally, cash is often vital for Inquistorius operations and members have access to Union funds to use towards their missions. Use of this ability once per Mission provides the Inquisitor with his level times five thousand;units in whatever denomination of currency desired. It may also be used to gain twice as many counterfeit units.
Master Interrogator: As their name implies, Inquisitors are experts at extracting information. When conducting a formal interrogation they receive a one Rank bonus to their Gather Information and Sense Motive Skills. If conducting a torture session designed to extract information this bonus increases to two Ranks. This stacks with an Inquisitor’s other bonuses and is gained at level ten.
Dark Persuasion: At level twelve the Inquisitor's knowledge of 'strenuous persuasion' flowers into its full potential. Once per Mission an Inquisitor may bring a victim under his influence. To do so the target must be securely in the Inquisitor's custody. If the total of the Inquisitors Presence Stat plus his Intimidate Ranks is greater than his victim's Presence or Spirit (and the GM approves) then the victim is brought under the Inquisitor's control. This minion is temporary and does not carry over into future Missions. Those with the Iron Will Perk are immune to this effect. Furthermore, an Inquisitor's insights into the mind now translate into an affinity for certain Force Powers. Dark Persuasion allows its possessor to use any mind-influencing Apprentice or Knight Power untrained, even if it normally cannot be. Additionally, they receive a bonus Rank in any such Powers when using them against the Sith Brotherhood's Force Sensitive enemies. Those immune to Dark Persuasion's primary effect are not immune to this bonus Rank.
Inquisitorial Orders: In a custom stretching back to its original foundation, the Inquisitorius grants individuals of sufficient merit Inquisitorial Orders, honorary titles marking distinct fields of achievement. A Inquistor with Inquisitorial Orders is known to be among the highest echelons both in regard and ability. At fourteenth level a player chooses which type of Inquisitorial Orders their character receives. Each type provides different benefits as shown below.
Lvl Special Abilities
5 Lightsaber Training
6 Requisition Troops
7 Mission of Hate
8 Spy Network
9 Campaign of Hate
10 Master Interrogator
11 War of Hate
12 Dark Persuasion
13 Mandate of Hate
14 Inquisitorial Orders
C: 5, 7, 9, 11, 13
S: 7, 10, 12, 14
P: 7, 11, 14
F: 6, 8, 10, 14
Lightsaber Training: One of the first things an Inquisitor must learn to do, if he wishes to survive, is fight with a Lightsaber, for his prey know the weapon well. At level five an Inquisitor gains the Lightsaber Focus Perk in a Form of their choice even though they do not yet meet that Perk's level prerequisite. This does not count against the normal limit of Lightsaber Focuses a character may possess. If the character isn’t trained to wield Lightsabers prior to entering the Inquisitor Advanced Path then they instead gain the ability to wield single-bladed Lightsabers, a Rank in the Shii-Cho Lightsaber Form and a Rank in the Craft (lightsaber) Skill.
Requisition Troops: The nature of an Inquisitor's vocation leads them into violent conflict but their patronage has allowed the Inquisitorius to build a virtual army from which to requisition aid in service to the Dark Lord. Below is a list of templates available for these requisitioned allies. Each has a certain base point cost assigned along with optional upgrades. Starting at level six an Inquisitor begins to receive points that can be used to requisition at the start of each Mission. Total available points equal character level plus Presence Stat plus any high Presence bonus or minus any low Presence penalty. These troops' ultimate loyalty is to the Union rather than the Inquisitor they serve and will defy orders that are blatantly treasonous. Some might have other loyalties they hold higher as well, depending on type and as determined by the GM. Requisitioned troops come with basic transports needed to bring them on the Mission if so desired; each transport is operated by an NPC with two Ranks in Pilot and Astrogate. If a type does not list a score for a specific Core Stat then it cannot qualify for any item with a prerequisite of that Stat.
.Light Infantryman 1 point
Str. 12, Agl. 10, Tgh. 12
Equipped with medium armor, blaster rifle, blaster pistol, combat knife, grenades
2 Ranks in Blaster Weapons, Simple Weapons and Armor Proficiency, 1 Rank in Athletics
May be upgraded with a heavy weapon and 2 Ranks in the Heavy Weapons Proficiency for 2 additional points
May be upgraded with a sniper rifle for 1 point
May be upgraded with a Rank in Vibroweapons and a vibro blade for 1 point
.Heavy Infantryman 5 points
Str. 15, Agl. 13, Tgh. 15
Equipped with stormtrooper armor, blaster rifle, blaster pistol, vibroblade, grenades
3 Ranks in Blaster Weapons, Simple Weapons, Vibroweapons, 4 Ranks in Armor Proficiency, 2 Perks, 1 Rank in Athletics
May be upgraded with additional Perks at 3 points a Perk
May be upgraded with a heavy weapon and 2 Ranks in the Heavy Weapons Proficiency for 1 additional point
.Ultra-Light Infantryman 3 points
Str. 12, Agl. 15, Tgh. 13
Equipped with light armor, sniper rifle, blaster pistol, machete, scouting equipment
2 Ranks in Blaster Weapons, Simple Weapons, Acrobatics and Athletics, 1 Rank in Armor Proficiency, 3 Ranks in Awareness, Survival and Stealth
May be upgraded with 2 Ranks in Computer Use and slicer's equipment for 2 points
May be updraged with 2 Ranks in Sabotage, grenades and landmines for 2 points
May be upgrade with a Rank in Pilot and a speederbike for 2 points
May be upgraded with Perks at 3 points a Perk
May upgrade Blaster Weapons to 3 Ranks for 2 points
.Technician 1 point
Str. 10, Agl. 10, Tgh. 10
Equipped with blaster pistol, mechanic's tools, slicer's equipment
2 Ranks in Repair and Computer Use
May be upgraded with the Gearhead Perk for 3 points
May be upgraded with 2 Ranks in Pilot and a speeder bike or unarmed landspeeder for 2 points
May be upgraded with 2 Ranks in Sabotage, grenades and landmines for 2 points
May be upgraded with the Cautious Perk for 3 points if they have also been given the Sabotage upgrade
May be upgraded with 2 Ranks in Treat Injury and medikits for 2 points
May be upgraded with the Rugged Perk for 3 points if they have been given the Treat Injury upgrade
.Union Intelligence Field Operative 5 points
Str. 13 Agl. 14 Tgh. 13
Equipped with blaster rifle, blaster pistol, combat knife, sniper rifle, grenades, landmines, slicer's equipment, any armor with which they are proficient
3 Ranks in Legerdemain, 2 Ranks in Awareness, Stealth, Disguise, Blaster Weapons, Simple Weapons and Armor Proficiency, 1 Rank in Acrobatics, Athletics, Computer Use, Pilot, Survival, Sabotage and Treat Injury
May be upgraded with additional Ranks of Armor Proficiency at 1 point a Rank
May be upgraded with 1 Rank in Intimidate, Gather Information and/or Sense Motive for 1 point each
May upgrade any 1 Rank Skill to 2 Ranks at the cost of 1 point
May upgrade one Rank 2 Skill to Rank 3 for 2 points
May be upgraded with a starfighter or any one-person land vehicle for 2 points
May be upgraded with any Perk at 3 points a Perk
.BoIT Scoundrel 4 points
Str. 10 Agl. 13 Tgh. 12 Int. 13 Prs. 13 Spr. 13
Equipped with blaster pistol, hold-out blaster, combat knife, forger's tools, grenades, slicer's equipment, either a starfighter or freighter, speeder bike
2 Ranks in Acrobatics, Astrogate, Awareness, Bluff, Blaster Weapons, Disguise, Forgery, Gamble, Gather Information, Haggle, Legerdemain, Pilot, Sabotage and Stealth, 1 Rank in Athletics, Computer Use, Diplomacy, Intimidate, Repair and Simple Weapons
May be upgraded with up to 2 Ranks in the Alternate Identity or Resources Assets at the cost of 2 points for the first Rank and 3 points for the second.
May upgrade any Rank 1 Skill to 2 Ranks at the cost of 1 point
May upgrade any Rank 2 Skill to 3 Ranks at the cost of 2 points, provided it had not previously been upgraded from 1 Rank
May be upgraded with any Perk at 3 points a Perk
.Fellow Inquisitor 15 points
Str. 13, Agl. 13, Tgh 10, Int 13, Prs 13, Spr. 13
Equipped with single-bladed lightsaber, blaster pistol, cortosis-woven longsword, Dark Armor
2 Ranks in any three Apprentice Force Powers, Resources, Shii-Cho and Simple Weapons, 1 Rank in Armor Proficiency, Sidekick, Simple Weapons and any one Knight Force Power, proficient in single-bladed lightsabers
May be upgraded with any Skill and its associated tools at the cost of 1 Rank a point
May upgrade Armor Proficiency at 1 point a Rank
May be upgraded with any Perk at 3 points a Rank
May upgrade their longsword to a Sith Sword and gain proficiency in Exotic Weapon (Sith Sword) at a cost of 2 points a Rank
May upgrade an Apprentice Power from 2 Ranks to 3 Ranks for 3 points
May upgrade their Knight Power from 1 Rank to 2 Ranks for 4 points
May upgrade Resources from 2 Ranks to 3 Ranks for 1 point
May purchase proficiency in one new lightsaber type, trade in their single-bladed for another type and/or have a second lightsaber for 2 points
.Vehicle Escort: Starfighters and/or small to medium terrestrial vehicles can be requisitioned at 5 points a vehicle. The pilot of a fighter has 2 Ranks in Pilot and Astrogate along with 1 Rank in Repair; terrestrial pilots have 2 Ranks in Pilot and Repair. All pilots have 1 Rank in Blaster Weapons and Simple Weapons, coming equipped with a blaster pistol, combat knife and flight suit (if needed).
Mission of Hate, Campaign of Hate, War of Hate, Mandate of Hate: An Inquisitor’s purpose is, first and foremost, to hunt down and kill Force Users or “change their mind”. Starting at level seven the Inquisitor receives one bonus AP against Force Users hostile to the Sith Brotherhood in combat and a bonus Rank in the Intimidate Skill when using it against them. At level nine, the Inquisitor receives a second bonus AP, the Intimidate bonus jumps to two Ranks and a bonus Rank is added in Diplomacy. At level eleven, this ability upgrades again to provide three free AP, +3 Intimidate, +2 Diplomacy and at level thirteen, it receives a final improvement to four AP and +3 Diplomacy.
Spy Network: Often half of the Inquisition's battle is finding their prey and, at level eight, its members gain a suite of abilities to aid them in this task. The first benefit is a bonus Rank in both the Gather Information and Sense Motive Skills. Second, an Inquisitor begins cultivating a network of informants represented by a special Asset called Contacts. Inquisitors gain their first Rank in Contacts when this ability is given, a second Rank at level ten and a third at level twelve. Each Rank represents a single organization or group in which the Inquisitor has one or more information sources. At first Rank this provides information that all members of the group would possess but is unknown to outsiders. Two Ranks provides knowledge held by mid-level functionaries, for example legal documents. A third Rank makes the Lord privy to deep secrets within the group. Finally, cash is often vital for Inquistorius operations and members have access to Union funds to use towards their missions. Use of this ability once per Mission provides the Inquisitor with his level times five thousand;units in whatever denomination of currency desired. It may also be used to gain twice as many counterfeit units.
Master Interrogator: As their name implies, Inquisitors are experts at extracting information. When conducting a formal interrogation they receive a one Rank bonus to their Gather Information and Sense Motive Skills. If conducting a torture session designed to extract information this bonus increases to two Ranks. This stacks with an Inquisitor’s other bonuses and is gained at level ten.
Dark Persuasion: At level twelve the Inquisitor's knowledge of 'strenuous persuasion' flowers into its full potential. Once per Mission an Inquisitor may bring a victim under his influence. To do so the target must be securely in the Inquisitor's custody. If the total of the Inquisitors Presence Stat plus his Intimidate Ranks is greater than his victim's Presence or Spirit (and the GM approves) then the victim is brought under the Inquisitor's control. This minion is temporary and does not carry over into future Missions. Those with the Iron Will Perk are immune to this effect. Furthermore, an Inquisitor's insights into the mind now translate into an affinity for certain Force Powers. Dark Persuasion allows its possessor to use any mind-influencing Apprentice or Knight Power untrained, even if it normally cannot be. Additionally, they receive a bonus Rank in any such Powers when using them against the Sith Brotherhood's Force Sensitive enemies. Those immune to Dark Persuasion's primary effect are not immune to this bonus Rank.
Inquisitorial Orders: In a custom stretching back to its original foundation, the Inquisitorius grants individuals of sufficient merit Inquisitorial Orders, honorary titles marking distinct fields of achievement. A Inquistor with Inquisitorial Orders is known to be among the highest echelons both in regard and ability. At fourteenth level a player chooses which type of Inquisitorial Orders their character receives. Each type provides different benefits as shown below.
Lvl Special Abilities
5 Lightsaber Training
6 Requisition Troops
7 Mission of Hate
8 Spy Network
9 Campaign of Hate
10 Master Interrogator
11 War of Hate
12 Dark Persuasion
13 Mandate of Hate
14 Inquisitorial Orders
C: 5, 7, 9, 11, 13
S: 7, 10, 12, 14
P: 7, 11, 14
F: 6, 8, 10, 14