Does Force Influence work on force sensitives?

By Sir Bill, in Star Wars: Force and Destiny RPG

As far as I am concerned if you are using a skill to actually cause harm it is a combat check.

8 hours ago, Daeglan said:

As far as I am concerned if you are using a skill to actually cause harm it is a combat check.

Like, rolling a Despair on a Medicine check? :P

11 hours ago, Stan Fresh said:

Like, rolling a Despair on a Medicine check? :P

And how would that work?

5 minutes ago, Daeglan said:

And how would that work?

"You accidentally introduced air in the syringe, and send your patient into cardiac arrest." LOL

yes i get that. How do you apply adversary to an action intended to help someone. The injury is a result of a bad roll. Not the intended outcome.

44 minutes ago, Daeglan said:

And how would that work?

...it wouldn't. That's why there's a smiley in that comment.

When performing surgery its really easy to puncture or cut things you shouldn't which well can kill the subject.

1 minute ago, Decorus said:

When performing surgery its really easy to puncture or cut things you shouldn't which well can kill the subject.

Indeed! For the Trekkies here, think of movie 6, where McCoy tries to save a Klingon's life by doing the same CPR you would do on a human. His line was something like: "I don't know his anatomy!" Easy to see a similar scenario with a Verpine doctor trying to perform emergency field medicine on an injured Elom.

7 minutes ago, Decorus said:

When performing surgery its really easy to puncture or cut things you shouldn't which well can kill the subject.

I mean, I wouldn't apply Adversary to a Medicine Check, but it's kind of the flipside of getting to expand its range so that it applies against non-combat checks. If the GM can do it, why can't the players, yeah?

7 minutes ago, Stan Fresh said:

I mean, I wouldn't apply Adversary to a Medicine Check, but it's kind of the flipside of getting to expand its range so that it applies against non-combat checks. If the GM can do it, why can't the players, yeah?

Isn't that what Destiny Points are for?

Hey, I would upgrade the difficulty of medicine checks if the players were attempting to quickly perform them while being pursued or in a bad environment.

8 hours ago, Volt80 said:

Isn't that what Destiny Points are for?

If the GM doesn't have to spend one, why should the players have to?

1 hour ago, Vulf said:

Hey, I would upgrade the difficulty of medicine checks if the players were attempting to quickly perform them while being pursued or in a bad environment.

Sure, but this is about the Adversary talent, not environmental factors.

On 3/7/2017 at 11:19 AM, Sir Bill said:

So I have been wondering for a while if the force influence power can work on force sensitives.

I haven't read the whole thread so My apologies if I'm repeating something that someone has already said... but there's a hard to find when you're looking for it side bar on page 283 of the core book that says PCs and important to the plot NPCS get to use discipline (and willpower) to oppose any force power(if it's not already an opposed check or combat check) instead of the base difficulty, and that the GM/player can use another skill if it is narratively appropriate. So high discipline/willpower characters are naturally hard to influence, and since willpower is the skill behind most force powers, PCs who are "strong in the force" (good with force powers) will be naturally resistant to force powers being used on them.

On 4/29/2017 at 11:25 AM, EliasWindrider said:

I haven't read the whole thread so My apologies if I'm repeating something that someone has already said... but there's a hard to find when you're looking for it side bar on page 283 of the core book that says PCs and important to the plot NPCS get to use discipline (and willpower) to oppose any force power(if it's not already an opposed check or combat check) instead of the base difficulty, and that the GM/player can use another skill if it is narratively appropriate. So high discipline/willpower characters are naturally hard to influence, and since willpower is the skill behind most force powers, PCs who are "strong in the force" (good with force powers) will be naturally resistant to force powers being used on them.

That's precisely why using an NPC Force user with Influence is fun. Within the rules you can influence the weak-minded (low willpower/discipline) with a successful roll. That'll be fun to do... make the player characters attack each other without the players getting upset at one another because it's the GM's fault. Muahahahahaha!