Rival Interrogator
A dangerous investigator who thinks they are right.
Threat File — Rival Interrogator
TR 7 · Renegade Imperials and Imperial AdversariesSaves: Willpower +7, Presence +7
Proficiencies: Insight +7, Command +6, Guile +6, Lore +5
By My Master's Seal. The interrogator speaks with borrowed Inquisitorial authority; Imperial NPCs comply unless given courage or counter-authority.
Trained Interrogator. The interrogator has Advantage on Insight and intimidation-style checks. Lies told to this enemy tend to become leverage later.
Retinue in Reach. The interrogator begins most scenes with two to four competent agents positioned before the party arrives.
Bolt Pistol. Ranged Attack: +6 to hit, range 40/120 ft., one target. Hit: 2d8 + 3 ballistic damage. The weapon is carried openly, as a statement.
Seize and Question. The interrogator directs two retinue agents within 30 feet to isolate one target. The target makes a Strength or Agility Save DC 14 or is Grappled; breaking free by force looks like resisting Imperial authority.
Press the Doubt. The interrogator levels a precise accusation at one enemy within 60 feet that can hear it. The target makes a Willpower Save DC 14 or is Pinned until the end of its next turn.
Shield of Agents. When the interrogator is targeted by an attack while a retinue ally is within 10 feet, that ally moves to interpose and becomes the target instead.
Morale: Withdraws intact and returns with more authority; treats every defeat as evidence for the next warrant.
Tactics: Let the interrogator work the party's people — allies detained, contacts questioned, safehouses raided — so every reunion is a fight on their terms. In combat they command from behind a shield of agents and aim to capture, not kill. Killing them invites their master.
Loot / Evidence / Hooks: A sealed warrant-in-progress naming the party's associates; reading it is the first move of the next fight.
Enemy Dossier
GM ReferenceA Rival Interrogator is an Inquisitor-in-training with real authority, real skill, and a career that requires results the party currently owns. Dangerous precisely because they are usually right about almost everything.
Use this enemy as the recurring face of a rival Inquisitorial operation — arrests, interrogations of the party's allies, and mid-mission jurisdiction seizures.
Threat Profile: Moderate durability, capable in combat, commands a small retinue, primary threat is interrogation, authority, and morale pressure on the party's network.
By My Master's Seal. Speaks with borrowed Inquisitorial authority; Imperial NPCs comply unless given courage or counter-authority.
Trained Interrogator. Gains Advantage on Insight and intimidation-style checks; lies to this enemy tend to become leverage later.
Retinue in Reach. Begins most scenes with two to four competent agents positioned before the party arrives.
Bolt Pistol. Serious ranged attack carried openly as a statement.
Seize and Question. Directs the retinue to isolate and detain one target; the target must break the grip, the law, or both.
Press the Doubt. Targets one enemy with a precise accusation; failed Willpower Save leaves the target Pinned or acting last next round.
Morale: Withdraws intact and returns with more authority; treats every defeat as evidence for the next warrant.
Tactics: Let the interrogator work the party's people — allies detained, contacts questioned, safehouses raided — so every reunion is a fight on their terms. In combat they command from behind a shield of agents and aim to capture, not kill. Killing them invites their master.
Full Stat Block Priority: High