Star Wars Saga Edition Wiki

Reference Book: Star Wars Saga Edition Core Rulebook

One of your greatest strengths is your ability to exert influence over your opponents.

Presence[]

You can make a Persuasion check to Intimidate a creature as a Standard Action (instead of a Full-Round Action).

Demand Surrender[]

Prerequisite: Presence

Once per encounter, you can make a Persuasion check as a Standard Action to demand surrender from an opponent who has been reduced to one-half or less of its hit points. If your check result equals or exceeds the target's Will Defense, it surrenders to you and your allies, drops any weapons it is holding, and takes no hostile actions. If the target is higher level than you, it gains a +5 bonus to its Will Defense. If you or any of your allies attack it, it no longer submits to your will and can act normally. You can only use this Talent against a particular target once per encounter. This is a Mind-Affecting effect.

Unlike other Mind-Affecting effects, you need only to hail a Vehicle to Demand Surrender. You can demand surrender of a vehicle that has been reduced to one-half or fewer of its hit points, even if the crew is uninjured. You make your check against the Vehicle's Commander; all Nonheroic crews are assumed to have a Will Defense of 10. If the CL of the target Vehicle is greater than your Heroic Level or the CL of your Vehicle, the target gains a +5 bonus to its Will Defense. You can't use this Talent to Demand Surrender from a Vehicle that is more than one size larger than yours under any circumstances- Star Destroyers don't surrender to X-Wings.

Improved Weaken Resolve[]

Prerequisites: Presence, Weaken Resolve

As Weaken Resolve, except that the target doesn't stop fleeing from you if it is wounded.

Weaken Resolve[]

Prerequisite: Presence

Once per round, when you deal damage equal to or greater than the target's Damage Threshold, you can make a Persuasion check as a Free Action; if the result equals or exceeds the target's Will Defense, you fill the target with terror, causing it to flee from you at top speed for 1 minute. The target can't take Standard Actions, Swift Actions, or Full-Round Actions while fleeing, but the target stops fleeing and can act normally if it is wounded. As a Free Action or Reaction, the target can spend a Force Point (if it has not already spent one earlier in the round) to negate the effect. The effect is automatically negated if the target's level is equal to or higher than your Character Level. This is a Mind-Affecting fear effect.

Unlike with other Mind-Affecting effects, you need only to hail a Vehicle to weaken the crew's resolve. When you deal damage that equals or exceeds a Vehicle's Damage Threshold, you may use this Talent; in addition, you may Ready an Action to use this Talent after any Gunner on your Vehicle deals damage that equals or exceeds a Vehicle's Damage Threshold. You make your check against the Vehicle's Commander; all Nonheroic crews are assumed to have a Will Defense of 10. The effect is automatically negated if the target Vehicle's Challenge Level is greater than your Heroic Level or your Vehicle's Challenge Level.

Additional Influence Talents[]

Fluster[]

Reference Book: Star Wars Saga Edition Knights of the Old Republic Campaign Guide

Prerequisites: Presence, Trained in Persuasion

You get under an opponent's skin. Once per encounter, make a Persuasion check to Intimidate one creature within line of sight as a Standard Action. On a success, instead of the normal effect of an Intimidate application of the Persuasion skill, the affected creature can take only a single Swift Action on its next turn. If the target is a higher level than you, it gains a +5 bonus to its Will Defense against the Intimidate check.

This is a Mind-Affecting effect.

Intimidating Defense[]

Reference Book: Star Wars Saga Edition Knights of the Old Republic Campaign Guide

Prerequisites: Presence, Trained in Persuasion

Once per encounter, as a Reaction, you can make a Persuasion check to Intimidate one creature that is making a melee or ranged attack against you, and is within your line of sight. If you succeed, you impose a -5 penalty to that attack roll. If the target is a higher level than you, it gains a +5 bonus to its Will Defense against the Intimidate check.

This is a Mind-Affecting effect.

Homebrew Influence Talents[]

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Homebrew Warning

Allure[]

Homebrew Reference Book: Legacy of the Force Sourcebook

You may reroll any Deception check to activate Seducer or any Persuasion check to Change Attitude, but the result of the reroll must be accepted, even if it is worse.

Captivate[]

Homebrew Reference Book: Legacy of the Force Sourcebook

Prerequisite: Allure

As a Full-Round Action, you can beguile one or more targets of your choice within 6 squares and line of sight, making a Persuasion check against their Will Defense. If successful, the targets suffer a -5 penalty to Perception checks for one round. You can keep the targets captivated as a Full-Round Action each subsequent round, making a new Persuasion check each time. The effect immediately ends if the targets are attacked or threatened.

Conflict is my Strength[]

Homebrew Reference Book: New Republic Campaign Guide

When making an opposed Deception or Persuasion check, you receive a +2 circumstance bonus to the check. Additionally, in the case of a tie in the opposed check, your result is victorious. If your opponent also has this Talent, normal resolution rules apply.

Persuasive[]

Homebrew Reference Book: New Republic Campaign Guide

You receive a +2 competence bonus to all Deception and Persuasion checks. Additionally, you are also considered Trained in those skill if not already.