Force Influence basic power

By Chimpy, in Star Wars: Force and Destiny RPG

One of my players wants to take the Force Influence tree, but is unsure what the basic power actually does, apart from being able to inflict a strain. It says his character could generate positive emotions with a light side pip, but to what result?

Does adding a boost die to one of the social skill checks on a successfully affected target sound reasonable?

Sure, that sounds perfectly reasonable (although rather underwhelming). The point of the power is that you, as the GM, then plays that NPC according to his "new mood" towards the player character.

The only thing the power does at basic level is Strain. The explanation about generating emotions is there to be applied to later Upgrades.

The only thing the power does at basic level is Strain. The explanation about generating emotions is there to be applied to later Upgrades.

Pretty much.

Now, how that strain suffered affects the target in a narrative sense can be up to the player.

Instead of it being mental duress, perhaps a Force user that only used light side pips to generate their Force points instead fills the target's mind with images of kittens/puppies at play, putting them in a less hostile mood and not as willing to engage in combat; for a Minion or Rival, it'd still mechanically be wound damage just that if the target is pushed over their wound threshold, they simply stop fighting.

Or if they used dark side pips, the Force user mentally uploads the general contents of 4chan's /b/ section into the poor target's head. I'd say that's worth Conflict because of lingering guilt for forcing that kind of stuff into a person's head without their consent.

fills the target's mind with images of kittens/puppies at play

EAT RAINBOW UNICORNS, B*TCH!!!!

Edit: Wait, what's on /b/ section? OMG now I need to check... That was your plan all along, right? RIGHT?

Edited by Jereru

fills the target's mind with images of kittens/puppies at play

EAT RAINBOW UNICORNS, B*TCH!!!!

Edit: Wait, what's on /b/ section? OMG now I need to check... That was your plan all along, right? RIGHT?

Wouldn't suggest it.

To quote Deadpool (after checking what he knows after having his brains blown out) "... and 4chan is where the devil makes potty."

I had one of my Jedi use it to mello out of Chandra-fa who was following them (behind their droid) protesting the end of the world de to droids. He was creating a mob mentality, I was hoping to insight a riot vs the, and their droid (leadership check). As soon as they realized what was going on, my Jedi player used his base influence to calm him and send him on his way. Completely nullifying that encounter.

Edit: Wait, what's on /b/ section? OMG now I need to check... That was your plan all along, right? RIGHT?

Really, I would suggest starting with something simple like Lemonparty or Tub Girl before graduating to /b/.

Sure, that sounds perfectly reasonable (although rather underwhelming). The point of the power is that you, as the GM, then plays that NPC according to his "new mood" towards the player character.

This^

Roleplay it and make it fun! Be a teamplayer and reward the player for creative uses of the power. Have fun with it!

Thanks for the input :-)

It sounds like the best use of this power comes with the Control upgrade.

Thanks for the input :-)

It sounds like the best use of this power comes with the Control upgrade.

Either of the Control Upgrades really.

The classic "Jedi mind trick" only lasts a few minutes, and is useful for short-term effects. The one that lets you add your Force Rating to most social skill checks (not at book so can't check if any of the social skills are excluded) can be killer for a PC with a high Force Rating.

Back during the Beta, I built a Twi'lek Mystic/Advisor/Seer at 300 XP, and the gal was a freaking beast with Charm and Deception thanks to that particular Control Upgrade. She didn't need to resort to an out-and-out mind whammy to get people to see things her way, she was just that persuasive thanks to the Force.