Some questions abot Aggressor's talents.

By WickedWicks, in Star Wars: Force and Destiny RPG

Hi everybody!

I've been playing the game for a while now but I still have some questions that experienced players might be able to answer (I failed my Google test).

1) When making the Against All Odds action, can I boost my Resilience check with the Enhance Force Power(control upgrade)? It seems strange because I would be basically rolling my Force rating twice.

2) I got a bit disappointed with the Prey on the Weak triggering only on Disoriented targets and the Fear check provided by Fearsome not applying this status (while having similar effect on the dice pool). Is Prey on the Weak worth the investiment if I already have Terrify? What other ways to effectively apply Disoriented would you suggest?

3) I also find a bit weird the lack of synergy between Intimidating and Fearsome/Terrify. Is this talent dedicated to social interactions then? Because while I am ok with that, this talent tree could totally use a "Master of Fear" that allowed Intimidating to be used to upgrade Fear checks and enemies affected by Fear to be Disoriented for one turn. I don't know about the balance on that, but it would connect all those talents nicely.

4) Lastly, how does Terrify and Fearsome interact with minion groups? Is the whole group considered one target?

Thank you for helping a noob out, I'm having a blast with this system!

P.S. I had to write this with a virtual keyboard, it was painful and I apologize for any grammar butchery I may have commited.

Alright, let's see:

1) It does indeed seem strange, as the Force rating serves as the cap for the amount of Force dice your character can roll, so: No active Enhancing the Against All Odds action.

2) Terrify and Prey On The Weak are meant to work in synergy within this tree, so yes, by all means, go for both. There are a couple of talent trees which give you ranks in the Disorient talent (like Scout or Trailblazer) that you could consider cross-specing into, non-lethal grenades like the stun or concussion grenade work well, the Integrated Illuminator attachment can be modded to gain Disorient 2, and it also doesn't have to be your character who disorients a target, so perhaps someone in your group could help out as well.

3) Intimidating is indeed mostly intended for non-combat use (and not that great, if you ask me). There is a bit of synergy with Fearsome (as you can stack the effects of a failed fear check with the effects of your passed Coercion check), but pretty much none with Terrify. That "Master of Fear" talent is an interesting idea, but it would be awkward to properly put it into words :D

4) Since you target minion groups as a whole, the results of the attack affect it as a whole as well, so the fear check is made with the Discipline skill of the group and the entire group is disoriented/immobilized/staggered if Terrify is successful.

Edited by EpicTed

EpicTed answered most of it.

I'll just add this one to your first question:

You Can never combine a "Force Talent" that allows you to add your Force Rating to the check with any other "Force Power" or "Force Talent" that would allow you to add your Force rating to the check. This was claryfied by the Devs in the "Answered by Devs"-thread in the Eote Forum.

So no combinig of "against all odds" with "enchance"
or "Intuitive Improvements" with "Manipulate"

and so on...