Willpower/discipline talents

By Luahk, in Star Wars: Force and Destiny RPG

I may have mixed up Discipline and Resilience. Either way.

On 2.11.2017 at 10:31 PM, SavageBob said:

Willpower and Discipline are both important to resist the effects of fear checks, which I think most GMs forget about most of the time. But arguably fear checks should be called for several times a session: when encountering a new type of foe for the first time, when exploring an abandoned warehouse, when three more minion groups of stormtroopers show up to reinforce the ones you've been fighting, when you see your buddy take a major crit, etc.

I think the reason for this as that many GMs overestimated the effects of failed fear checks. It is actually not that bad to fail such a check most of the time, so there is no reason not to have them on regular base …

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Edited by SEApocalypse
18 minutes ago, SEApocalypse said:

I think the reason for this as that many GMs overestimated the effects of failed fear checks. It is actually not that bad to fail such a check most of the time, so there is no reason not to have them on regular base …

Yeah, I agree completely. Same with social checks against the PCs.

Niman-disciple/sentry/force sensitive emergent is a pretty good combo. Sentry has a talent called constant vigilance, which lets you always use vigilance (i.e willpower) fore initiative checks, between sentry and emergent you will have 4 ranks of uncanny reactions so with a 6 for willpower you're rolling 10 positive dice for initiative checks, unless someone gets more triumphs than you you're almost always going to score the top initiative slot for your party to use, Niman technique also let's you use willpower for lightsabers, and you're going to be awesome at using move hurl, and you'll have force of will from force sensitive emergent to be awesome at any one skill check per session.

On 11/2/2017 at 5:31 PM, SavageBob said:

Willpower and Discipline are both important to resist the effects of fear checks, which I think most GMs forget about most of the time. But arguably fear checks should be called for several times a session: when encountering a new type of foe for the first time, when exploring an abandoned warehouse, when three more minion groups of stormtroopers show up to reinforce the ones you've been fighting, when you see your buddy take a major crit, etc.

On 11/2/2017 at 5:33 PM, SavageBob said:

Likewise, I don't think many GMs use social skills against their players, but Discipline is the go-to to resist Coercion, Deception, and Leadership. There are also a bunch of talents that only come into play if a GM uses social skills against the players.

I very much have to second both of these suggestions. In my first ever major Star Wars campaign with this system i used Force and Destiney as our core book. Our party was 4 Force sensitives and 1 droid, and it was set 15 years after Order 66. We had run some practice adventures and understood how the dice worked for combat no problem, but i really wanted to weave combat and social aspects into my campaign.

I achieved this by forcing myself to integrate fear and social situations into each season, even inside some of the combat encounters. So i designed a recurring antagonist for the party. She was a Sith Apprentice under a Sith Master hiding within the Empire with the eventual goal to overthrow Palpatine. But i made this Apprentice very special.

I made her using the character creation rules and just leveled her up a bunch. She was a Warrior: Aggresor, Makashi Duelist. Makashi Duelist solely to attack with Presence. She had superior armores robes, dual superior curved sabers, a demon mask, etc. so she would look terrifying every time she stepped into a scene. But her combat stats were at most average.

She would spend the entire encounter just dancing around, using all the fear effects from Aggresor, using foresee to try and stay 1 step ahead, and using different social skills to taunt them. Her goal was to try and turn the party to the dark side, but i also gave the party a chance to turn her to the light. But i made an antagonist with the specific goal to try and fear/social the party under the guise of combat encounters.

This REALLY helped me learn this system and how to apply fear, social, and Discipline checks in all of my future Star Wars games. While my antagonist primarily used fear to give Players conflict. It helped me to understand all of the different effects that follow it, and how they add to the narrative.