“Force Wizard” is my new series on the Force powers in Fantasy Flight Games’ Star Wars RPG lines. It is primarily aimed at new players/GMs, and more experienced players playing a Force-sensitive character for the first time. I will discuss using each power in play and suggest what upgrades to pick up, and when to buy them. (Be mindful–upgrades that require Force pips are useless if you can’t possibly roll enough pips.) I may also discuss how powers have been used/viewed in Canon and Legends/Expanded Universe sources. Today, I look at another classic Force power: Influence, found in Edge of the Empire and Force & Destiny.
For those of us from an era when there were only 1, 2, or 3 movies, this was the first use of the Force we saw–Old Ben Kenobi telling the “weak-minded” Stormtroopers, “These aren’t the droids you’re looking for.” In the Expanded Universe 1 or 2 family lines of Force-users were known to be naturally talented at Influence, sometimes at the expense of other abilities. A no longer canon example is Corran Horn of the New Jedi Order, who once quipped that he couldn’t move a rock with the Force, but could “make that rock believe it was moved.”
The Basic power “only” inflicts 1 Strain per Force pip spent. Doesn’t sound impressive. But don’t underestimate it, especially once you buy the tree’s sole Strength upgrade, which doubles the Strain damage to 2 per Force pip. Since you can activate this upgrade multiple times, an FR 3 PC can inflict up to 12 strain, depending on the result and whether he is willing to take Conflict, and how much. I have often roleplayed this as a reaction to an attack or some strong emotion. Mind-stressing can also be described as a more deliberate act. You could narrate this as slowly eroding the will or courage of minions/minor rivals in combat, or, in social encounters, as distracting the NPC negotiating with your Party Face.
I find I use this upgrade more with much less experienced PCs. But that doesn’t mean it’s useless for more powerful characters. It can make an encounter shorter or easier, by adding, little by little, to strain/wounds. Targets may have no idea of what is happening, or who is causing it. A Force-user might not expect another skilled Force-wielder to resort to such a “crude” attack in a duel, which might provide a momentary advantage. Finally, it is the only route to the Duration upgrades that increase how long your targets believe your cool story.
The 10XP Control upgrade is THE Classic, the Jedi Mind Trick, or, as a good friend refers to it, the “Jedi Mind Whammy.” Note that this is the upgrade the Special Rule for using Light and Dark Force pips applies to. (See the sidebars in the respective Force chapters of EotE and F&D.) The Conflict from spending the Dark pips is in addition, of course, to any from other circumstances. A consideration for GMs–per RAW, if the character is mind-tricking multiple targets, you may set the opposed difficulty based on the highest Discipline rank among the subjects or the total number of target minds. If there are PCs/NPCs with this upgrade, I suggest deciding ahead of time if you will use highest Discipline, number of minds, or go case-by-case. Letting your players know upfront how you plan to handle this can cut down debate during sessions.
The other, 15XP, Control upgrade is a must-have if you are going to buy deep into this power. First, the only way to get additional Range &/or Magnitude upgrades is through this one. It’s handy in its own right, in social encounters. Using this upgrade can be the difference between success or failure on a social check–or, if you opt for extra Advantage, negating Threat the GM might otherwise have to spend. Even if your PC concept isn’t a Consular or THE Party Face, you may need to take that role once in a while. Depending on your GM, having this upgrade might also justify a Boost die for assisting another PC on a social check.
Speaking of Range and Magnitude upgrades, I highly encourage purchasing them. Take the top tier as soon as you can. Even at FR 1, you have a 1 in 3 chance of being able to activate one of these upgrades. Later, at FR 2, go for a second rank of 1 or both. Range, because I personally don’t want to be engaged with someone when they (or their BFF) figures out I am playing literal mind games with them. Magnitude, because will it really help the PCs if the Stormtrooper minion group believes your droid isn’t the one they’re looking for, but the Imperial Customs Officer 2 meters away sees they just waved you all through? Once you have your opponents believing, you want them to keep on believing (at least until you’re well on your way out of Mos Eisley), so you should also consider the Duration upgrades, which only apply to the Mind Trick Control. (The Basic power is instantaneous, as is the other Control upgrade.)
What upgrades should you buy and which should you get first? If all you want to do is Mind-trick someone once in a while, you need at least that Control upgrade, and I recommend picking up those top Range and Magnitude upgrades, and that should be enough. If you want to specialize in Influence, you will also want the other Control upgrade, that adds Successes/Advantages to many skill checks, and the Strength upgrade–your gateways to more Range and Magnitude upgrades, as well as the Duration upgrades. Hold off on buying these later Range/Magnitude upgrades, until you are at least FR 2, however, as you won’t have any chance of activating them.
One very serious thing to consider about Influence is Conflict (If the Conflict/Morality system is being used in the campaign). Influence has often been depicted as being casually used by Jedi (think the bar scene in Attack of the Clones), even though meddling with someone’s very thoughts and emotions should be a serious business. A GM can also give Conflict for your use of Influence. Take lying, such as waving your hand and saying, “We just paid the tariff.” Common Conflict Point Penalties (F&D, p. 324) suggests 1 Conflict for “Lying for personal gain.” What if you wave your hand and tell someone, “Go that way, it’s safer” so she walks into a trap, to be robbed or kidnapped? That’s worth more than 1 Conflict. I could easily come up with examples using higher-Conflict actions but you get the idea. Granted, your GM might waive/reduce the Conflict if it is for the greater good, such as keeping Imperial Customs from inspecting your cargo hold, which is filled with rescued slaves or Alliance POWs, and not meilooruns.
Next time, I will look at the Enhance power. Until then, may the Force be with you always.
Force Wizard Index (Book/s)
Alter (Unlimited Power)
Battle Meditation (F&D)
Bind (F&D, Rise of the Separatists)
Conjure (Unlimited Power)
Ebb/Flow (Disciples of Harmony)
Endure (Knights of Fate)
Enhance (AoR, F&D, Rise of the Separatists)
Farsight (Savage Spirits)
Foresee (AoR, F&D)
Heal/Harm (F&D)
Imbue (Disciples of Harmony)
Influence (EotE, F&D)
Jerserra’s Influence (Ghosts of Dathomir)
Manipulate (Endless Vigil)
Misdirect (F&D)
Move (AoR, EotE, F&D)
Protect / Unleash (F&D) – Part 1 (Intro & Protect) and Part 2 (Unleash)
Seek (F&D)
Sense (EotE, F&D)
Suppress (Keeping the Peace)
Warde’s Foresight (Chronicles of the Gatekeeper)
Linda Whitson
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