Monday, August 18, 2014

Darth Maul — Sith Assassin

UPDATE: I've again revisited an old post. Here's some new numbers for this Sith Warrior.

Name: Darth Maul
Race: Zabrak
Experience: 120 (Legendary)
Agility d8; Smarts d6; Spirit d10; Strength d8; Vigor d8
Pace 6; Parry 9 (1); Charisma –4; Toughness 7
Hindrances: Uncouth, Mean, Obligation (M—Emperor), Overconfident, Ruthless (M), Vengeful (M)
Edges: Harsh Environment, Force Sensitive, Force Affinity, Force Warrior—Sith, Arcane Background (Force), Lightsaber Proficient, No Mercy, Force Training, Aspect Mastery (Control), Clear Mind, Combat Reflexes, Counterattack, Acrobat, Frenzy, Hard to Kill, Nerves of Steel, Killer Instinct.
Skills: Driving d6, Fighting d10, Force d8, Intimidation d10, Knowledge (Astrogation) d4, Notice d6, Piloting d6, Repair d8, Stealth d6, Streetwise d6
Powers: Push (pummel), Battle Mind (boost trait, self), Rage (warrior's gift, self), Surge (leap, quickness)
Dark Side Taint: 4
Inventory: Saberstaff (Parry +1, Str+d10, AP 10, +d10 Raise), electrobinoculars (Notice +2 at a distance), sith robes


Maul, of Darthomir. Taken under the wing of Darth Sidious as a child, he was trained as to be a powerful killer, his rage nearly unparalleled. Most of the new Edges and Powers below can be found within my Star Wars conversion, which is still very much a work in progress.

Name: Darth Maul
Race: Zabrak (with a +2 to Notice rolls, +1 Toughness, a +2 to resist heat and cold fatigue, and –2 charisma for being "uncouth!")
Experience: 150 (Legendary)
Agility d8; Smarts d6; Spirit d10; Strength d8; Vigor d8
Pace 6; Parry 9; Charisma –4; Toughness 7
Hindrances: Uncouth, Overconfident, Ruthless (M), Vengeful (M), Mean
Edges: Harsh Environment, Notice +2, Force Sensitive, Elan, Nerves of Steel, Sith, Arcane Background (Force), Lightsaber Defense, Connections (Sith Order), No Mercy, Sith Warrior, Block, Aspect Master (Control), Killer Instinct, Improved Frenzy, Hard to Kill
Skills: Driving d6, Fighting d10, Force d8, Intimidation d10, Notice d6, Piloting d6, Repair d10, Stealth d8, Taunt d6, Tracking d6
Powers: Push (pummel), Battle Mind (boost trait, self), Rage (warrior's gift, self), Crush (bolt), Leap
Dark Side Taint: 3
Inventory: Saberstaff (Parry +1, Str+2d10, AP 10), Sith robes

Most of Maul's Hindrances came from his backstory according to the Star Wars wiki. The only one that manifests in the film is Ruthless, and even then it's a bit iffy. It's also worth noting that my Star Wars setting uses the No Power Points setting rule.

Ever since he was a child, his tenacity and drive to succeed pushed him to excel in everything he put his mind to (Elan and Killer Instinct). Sidious eventually found Maul and took him to train, starting with putting him through unbearable torture (Nerves of Steel).

He is a master of combat, preferring to use his saberstaff and augmenting his already impressive abilities through focusing his anger. He is also a skilled mechanic, building and repairing droids as he needs them.

His Driving and Tracking are based off of the movie, where he manages to hunt down Qui-Gon from like a quarter of the way across the galaxy. He also qualifies for Strong Willed, though he doesn't quite have it. While certainly intimidating (and cruel), this is moreso reflected by his push to succeed that just being a stone wall of willpower.

Lastly, the saberstaff. I've upped the damage on energy weapons throughout all of my settings. High AP, even getting grazed is probably going to leave you Shaken, if not severely wounded.

So, there's Maul, our second villain. Questions, comments, etc.
— DoctorBoson


  1. Looks good to me. Wouldn't want to meet him in a dark alley

  2. Hello,

    Just found this blog, immediately jumped to this entry. Can you explain why this super-legendary character has only d10 fighting and d8 force? In my experience PCs end up with D12 in their "primary" skill(s) by Veteran level at the latest, and my group is not what you would call power gamers.

    1. I suppose that it's crucial to acknowledge what kind of campaign the PCs are working with. The SWD core rules GM section lists three primary types: Hack & Slash, Exploration, and Roleplaying.

      Now, even if you aren't power gamers, H&S-style sessions lend themselves to players building around combat (hence having d12s before Heroic). My games, while certainly involving quite a bit of combat, are much more heavily RP-oriented. We have a lot of Seasoned and Veteran characters but I think only one of them is even considering pushing one of their primary skills up past d10 before Legendary, instead opting to focus on Edges and Attributes to make them feel more like characters in a movie rather than big-number badasses.

      But let's consider Maul as a character. What makes him a great fighter? So far as I can tell, it's his weapon and his use of the Force: without either of those, I have a feeling *real* fighters like Batman or Ezio could take Maul quite easily. Even within the Star Wars mythos, a young Obi-Wan was able to take him, and there are far better fighters than young Kenobi (such as Anakin, or even old Kenobi). And as far as Force users go, Maul is pretty competent (hence the d8; Jedi only need a d6 to be promoted to Knights), but there are far more capable users out there (e.g. Vader, Yoda, the Emperor, Clone Wars Kenobi) that take the d12 and d10 points.

      Even discounting his lightsaber (Str+2d10 is friggin' terrifying), you also have to consider Maul's Edges and abilities that would set him apart from other d10 fighters (such as James Bond or Steve from Minecraft). He's got the Force, and more often then not he can boost up his Fighting to a d12 (d12+1 with a raise) should he need it. That, along with Block, Improved Frenzy, No Mercy, and Elan, allows him to easily take Steve, and with a boost from the Force I'd put my money on him against Bond as well.