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MrTInce

Is my PC dead?

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So two of my players have been captured due to being in the vicinity of a explosion and then being found with weapons on their person. One of them is a force user with a witness "seeing" a force power being used and having been found with a lightsaber on his person.  The force user claimed it was from a bounty (he has a license), but will be unable to back up the claims.

Sadly there were star destroyers in orbit and one had an inquisitor on board. The session ended with the inquisitor coming into the cell and asking: "Which one of you is a jedi?"

 

The players have always been good about losing characters to story points so that's not an issue. I know inquisitors typically kill force users but I don't want this to be the automatic result.

 

Without taking away players agency what options would people offer as potential ways out?

 

One idea I have is to have two interrogation droids come to torture to PCs and actually be rebel agents...

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Posted (edited)

In Legends at the very least (and from what I can see from Star Wars Rebels) an Inquisitor tries turning their quarry to the dark side and recruit them before they skip straight to killing them. Give the option to the player to either fall or feign falling to the dark side, have the other players stage a prison break in the time it takes for the Jedi to be dragged before the Emperor or you always have the Deus ex machina option.

Edited by BipolarJuice

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As you said, this is a good opportunity to introduce a third party into the mix. Though the inquisitor generally aren't the kind of person who would actually entrust interrogation to anyone but themselves, they are the hunting dogs of the Emperor after all and all of them have Vader as their immediate superior, he doesn't tolerate failure and thus the pressure is on them not to ever fail.

Alternatively, maybe this inquisitor has some of their spine left after years of servitude to the Empire. My GM had a campaign which had several like-minded inquisitors form a Cabal in order to overthrow the Emperor, headed up by an immensely powerful healer whom literally could control life and death, but had concealed his excesses from the Galaxy at large for years. It doesn't have to be anything that dramatic and it doesn't have to be something the PC has to deal with immediately; but it's as simple as the inquisitor talking at large in order to first ascertained their nature, then evaluate what use this person is to them. If the person isn't particularly powerful at the moment this becomes a better idea as the character's direction isn't set, but in order to be assistance to this inquisitor; they must simply swallow this device... Which then burrows into them and sticks into them acting as a personal tracking becon or worse.

Which is where obligation comes in. You get the break out of jail free card, but your character literally has a device that will kill them unless they check in every month to a device only this inquisitor has. Therefore it puts a certain inevitability to the relationship, the PC either has to develop quickly to overcome the adversity or fall to the dark side within a set time after all people who don't fall under instruction are ultimately useless to the inquisitor. To go with this the inquisitor might also have a task he wants the player to complete which he currently isn't free to chase up personally that should shift the scales enough to escape captivity.

And that would be a good point to put Ghost's of Dathomire in. Or some adventure of your own making with a powerful, if ultimately evil force artefact.. Key thing is, the inquisitor is willing to help but will only do so if conditions are met and/or alternatively the players need to retrieve an artefact that is of great interest to this inquisitor that they simply can't fetch for themselves. It's also worth noting that what I specify is just the "raw" statement. In principle it might be possible to bypass the terms of enslavement by other means, surgical extraction or so fourth, or taken from his body when he is killed and so fourth. Key thing is this could be the start of a interesting story arc driven by an desperate, antagonistic force that can potentially set up the stakes for more interactions with the inquistation.

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If you really wanted to have the opening to a good future story, have the PC remind the Inquisitor of himself/best friend/former master from before he was turned. This crisis of faith causes the Inquisitor to have doubts, and through multiple "interrogations" have the conflict noticed by the PC and allow the PC to work on turning the Inquisitor and having him set the PC free (feigning rescue/powerful assault/or some other trick to make the Inquisitor seem innocent of freeing them).

Let the PC be very aware that the Inquisitor let them go ... through either the Inquisitors confession of their conflict or just through the PC's "redemption" of the Inquisitor. Make the escape a big deal, full session of the chase, with the Inquisitor sending his troops after the PCs instead of chasing them himself.

Let the Inquisitor occasionally make contact, maybe even get them out of trouble here and there, but nothing serious as it would "endanger their cover" and cause issues.

After a few sessions of this, have the Imperials always show up at unfortunate times, have luck always seem to turn against them. The closer they get to valuable Force secrets or Rebel activity, have bounty hunters, mercenaries or Imperials inconveniently show up, taking out the Rebels right after they leave, or taking the Force artifacts from the person they sold it to or left it with. Make the PC start wondering if the Inquisitor is really on their side or not.

You can have the Inquisitors motivations whatever you want them to be ... maybe the Inquisitor is playing them like Vader did Leia, Han and Luke in A New Hope, or maybe the Inquisitor really did turn, but the Inquisitor's higher ups didn't buy their story and are now watching them closer, using the Inquisitors care for the PC as a tool to track their activities. Lots of options....

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You could introduce another Rebel cell or Anti-Empire faction that just happened to have planned an attack on the Imperial ships.  The attack could be enough to give your players the upper-hand briefly and give them a chance to escape.

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Posted (edited)

Are you playing with Obligation? This is exactly the type of situation where you (the player) accept Obligation to get your character out of immediate trouble in exchange for the Obligation. The GM should set a price in Obligation that seems appropriate, and then together the two of you work out what type of Obligation it should be based upon the narrative explanation that works best into the game.

Edited by HappyDaze

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11 hours ago, MrTInce said:

So two of my players have been captured due to being in the vicinity of a explosion and then being found with weapons on their person. One of them is a force user with a witness "seeing" a force power being used and having been found with a lightsaber on his person.  The force user claimed it was from a bounty (he has a license), but will be unable to back up the claims.

Sadly there were star destroyers in orbit and one had an inquisitor on board. The session ended with the inquisitor coming into the cell and asking: "Which one of you is a jedi?"

 

The players have always been good about losing characters to story points so that's not an issue. I know inquisitors typically kill force users but I don't want this to be the automatic result.

 

Without taking away players agency what options would people offer as potential ways out?

 

One idea I have is to have two interrogation droids come to torture to PCs and actually be rebel agents...

 

11 hours ago, BipolarJuice said:

In Legends at the very least (and from what I can see from Star Wars Rebels) an Inquisitor tries turning their quarry to the dark side and recruit them before they skip straight to killing them. Give the option to the player to either fall or feign falling to the dark side, have the other players stage a prison break in the time it takes for the Jedi to be dragged before the Emperor or you always have the Deus ex machina option.

As @BipolarJuice said, Inquisitors don't always immediately kill every Force user they find. Even in Canon, their first priority after capturing a Force user is to try and turn him or her to the Dark Side. 

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1 hour ago, Tramp Graphics said:

 

As @BipolarJuice said, Inquisitors don't always immediately kill every Force user they find. Even in Canon, their first priority after capturing a Force user is to try and turn him or her to the Dark Side. 

When we sneaked into an Inquisitorial base to rescue one of our number, our GM had the Inquisitors having Jedi stored in Carbonite, rather than executed.

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19 hours ago, Tramp Graphics said:

 

As @BipolarJuice said, Inquisitors don't always immediately kill every Force user they find. Even in Canon, their first priority after capturing a Force user is to try and turn him or her to the Dark Side. 

Always two there are... except almost never. lol

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Just to riff on the "try to turn the PC idea"

The Inquisitor tries to turn the PC and take him "away" and your players could roll up a rescue team to go and free them.  Or the none-Jedi PC can escape and go get help (and the other player can roll up a backup-character to help rescue his main character)

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