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dracon

Force influence and memory

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Due to recent events in our current game I am thinking of changing characters. We were doing a job for a hut due to another players obligation and found out that there was a thousand year old ship buried in the water under the ice. This ship still had a working reactor powering a large number of cryogenic chambers in it's hold.

One of them had been activated by the miners who found it initially, but hadn't fully cycled do to a malfunction. The person inside was a force user who was awake enough to use her abilities to help us get her out. While the slicer was working on that chamber I was trying to power down the reactor to a level that would stop the release sequence for several thousand other chambers, but keep them active for later release. Picture the TIE fighter bay only cryogenic chambers. She used her influence to 'help' me but instead I ended up shutting it down completely. It was basically a situation of her controlling the group to get only her out.

Not having read the rules for force users I asked about what I had to roll to realize what was going on since, while a bit of a scum bag in certain respects, mass murder isn't his thing. Of course since this was somehow part of his story I didn't get the discipline roll to resist, effectively railroading me and the one who's job it was in the process. Neither of us was exactly thrilled with the outcome, especially when we got back to the hut a month late due to the side trip and not completing the job.

I can't find in the book if I would remember exactly what happened or not. Given the severity of being out of character I would like to use it as the reason to retire the character, he'd be going off to hunt her down for doing that to him. Of course if he doesn't remember anything about what exactly happened I'm kind of stuck.

I GM and play depending on the game. While I have had to railroad a party before it was more used to get them back on track with the story than to mess with them. This feels like the later, which I don't find fun at all. In this case my problem comes with the over extension of a force power that she could apparently maintain for two weeks on several people when it should only last a matter of minutes. If it's for story reasons it'd be fine, but this didn't feel like a story reason. We have no force users in the group because he wanted to run a less force centered game, which was fine, so no one is really familiar with the force rules.

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There are upgrades in the Influence tree that lets one extend the duration for effectively minutes times ranks times Force pips spent, but nothing specific about long-term memory wipes. On the other hand, since the power manipulates the character's emotions and thoughts it's hard to say exactly how much of what happened he later believes to have been his own idea.

 

On a slightly different note, I can't help but feel that you may be overreacting a little here. This sounds like the kind of scenario a GM would use to introduce what sounds to me like a major NPC and future antagonist. A character with no knowledge of the Force got played by an old, powerful Force user with the Influence power? That hardly sounds like a reason to retire a character. I don't know what the situation at your table is, but sometimes characters end up in situations where they aren't the masters of their own fate. It's a big galaxy out there, and PCs can't control everything that happens to them.

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Of course since this was somehow part of his story I didn't get the discipline roll to resist, effectively railroading me and the one who's job it was in the process. Neither of us was exactly thrilled with the outcome, especially when we got back to the hut a month late due to the side trip and not completing the job.

...

I GM and play depending on the game. While I have had to railroad a party before it was more used to get them back on track with the story than to mess with them. This feels like the later, which I don't find fun at all. In this case my problem comes with the over extension of a force power that she could apparently maintain for two weeks on several people when it should only last a matter of minutes. If it's for story reasons it'd be fine, but this didn't feel like a story reason. We have no force users in the group because he wanted to run a less force centered game, which was fine, so no one is really familiar with the force rules.

 

This really sounds like something the GM should have either talked with you all about ahead of time or given you more agency while it was happening; especially since the original idea was a game not centered on the Force.  The existing Force Power rules almost exlucsively cover short-term effects, which isn't to say that they couldn't be extended when necessary; but I wouldn't do that to a PC without either their out-of-game agreement and/or plenty of opportunities to resist.

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I assume it was influence by basic description, using the control upgrade. We have had contact with another force user over the last few games. Usually we're going someplace due to another job and we get a sub mission, retrieve a crystal or some other artifact that is in the area.

The meeting with the hut I mentioned ended with the other player getting a tracking collar embedded in his neck that can be used to blow his head off should he not do what the hut wants or fails badly again. He's not too happy about that one either.

When your talking about roughly 10000 helpless people I think a roll should have been appropriate, introducing a new npc or not. Blowing up a Empire listening post with a few people inside is one thing, mass extermination is another. At least if I had failed the roll it wouldn't have felt like I'd been used for whatever he has planned later, assuming anything at all considering where we dropped her with basically no way off planet.

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I assume it was influence by basic description, using the control upgrade. We have had contact with another force user over the last few games. Usually we're going someplace due to another job and we get a sub mission, retrieve a crystal or some other artifact that is in the area.

The meeting with the hut I mentioned ended with the other player getting a tracking collar embedded in his neck that can be used to blow his head off should he not do what the hut wants or fails badly again. He's not too happy about that one either.

When your talking about roughly 10000 helpless people I think a roll should have been appropriate, introducing a new npc or not. Blowing up a Empire listening post with a few people inside is one thing, mass extermination is another. At least if I had failed the roll it wouldn't have felt like I'd been used for whatever he has planned later, assuming anything at all considering where we dropped her with basically no way off planet.

 

 

Do you mean that the NPC Force-user essentially used the Force to "make" you shut the whole place down?  That would be straight-up mind control and is well off the charts of detailed abilities and deep into the realm of "plot device"; even in Star Wars lore only the most powerful and well-trained Force-users (Sith Lords and the like) have that kind of power on a good day, and it only shows up every couple of series.  What you describe is similar to what Rey does in Ep. VII, for example (overpower the mind of someone who is actively hostile to her and convince him to do the exact thing he does not want to do); which is my least favorite part of that movie because it is well beyond what we see out of even Jedi Masters throughout most of the stories.

 

The most Force Influence can do, rules-as-written, is with the Control upgrade that lets you "make an opposed Discipline vs. Discipline check combined with an Influence Power check...(s)he can force the target to adopt an emotional state or believe something untrue for 1 round or 5 minutes" with up to 4 additional minutes per Force pip spent from Duration upgrades.

 

So planting thoughts in your mind, sure.  Making you irrationally afraid of whatever's in those other cryo chambers, possibly.  Using telekinesis to make your hand "slip", maybe, if she's watching you closely and has good control (I re-read and apparently she's still in cryo, or at least thawing).  But effectively possessing you against your will?  That's straight-up Darth Sidious/Joruus C'Boath level mindbending that you should probably talk to your GM about (ditto the slave implant too, for that matter).

 

Also, you're right, nothing about a memory wipe in the rules.  Now, different emotions would just be like "wow, why did I feel that way all of a sudden?" or "ohmigosh how could I do such a thing!" and I don't know if your characters knew she was a Force-user; just because we as fans know about the Force doesn't mean people in-setting do.  But telekinesis and mindcontrol in the stories have both left the victim at least somewhat aware of what happened (if not that it was caused by the Force) unless also accompanied by a mind wipe (which again, is beyond the scope of the written rules except for maybe as a very small-scale ability in one of the Force & Destiny books, only useful for trivial things and very brief periods of time; certainly not mind-controlled mass murder).

 

In short, this whole thing (Force-user and slave implant both) reeks of Plot with a capital "P", i.e. "I'm telling this story and you're playing the part I've chosen, whether you like it or not," which is a little weird since you said he wasn't interesting in doing much with the Force originally.  Also, railroading someone like this short-term just makes it less likely they'll follow the story long-term; as you said it would make total sense to toss aside everything else that's lined up to track down this Force-User (and I'd add the Hutt) to get your revenge.

 

If you like this GM, I'd recommend sitting down and talking about where you all want to go with the story together and what is and isn't acceptable; particularly as regards to mind control, mass murder, slavery, etc.

 

If you don't, then go ahead and tell them that if they want to have their little tea party exactly the way they want it, they need to use their own dollies because you won't be sharing yours anymore.

Seriously; noone should mess with another person's character like that without their cooperation.  People put a lot of effort into the characters they make and the stories they're trying to tell; it doesn't sound like your GM is respecting that right now.

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