Discipline



Characteristic: Willpower

p. 110

See also:


This skill represents a character's ability to overcome their biological instincts, so that they can overcome things that might induce utter panic in a person of lesser resolve. A character's Discipline may enable them to overcome treachery and threats that others attempt to impose upon them.

  • • If a character is pinned down by heavy fire, they may need to pass a Discipline check in order to act normally.
  • • When confronted by a creature with inherently horrifying aspects, a character's ability to engage the foe rather than flee before its might is governed by the Discipline skill.
  • • Sometimes, a business contact might offer a character a deal that seems far too good to be true. The ability to resist such temptations is based upon Discipline.
  • • Mentally sorting truth from fiction and determining when someone is lying (and not letting themself be swayed by those lies), is often a function of Discipline.
  • • Discipline plays a key role in the development of Force abilities.

Discipline Difficulty

Discipline is used to resist Leadership, Coercion, and Deception. See: Social Skill Interactions


Discipline Bonus Symbols

  • Success: Discipline is often used to oppose another's actions — where there is no roll — so it may not always be possible to generate an extra . In situations where an extra can be earned, one may be spent to downgrade to a on the character's next action.
  • Advantage: from a Discipline check may be spent to give the character an additional insight into the situation at hand. They might notice a particular vulnerability on a seemingly indomitable foe or an unusual pattern to the suppressing fire that gives the character a moment to leap from cover. Often, the sight of an ally looking danger in the eyes and refusing to blink is all it takes to bolster one's resolve.
  • Triumph: generated during a Discipline check may be spent to add to any Discipline checks made by the character's allies during the following round.
  • Threat: The GM may spend generated during a Discipline check to undermine the character's resolve, perhaps inflicting a penalty on further actions in the face of distressing circumstances.
  • Despair: may be spent to overwhelm the character entirely. In this case, the character is unable to perform more than a single maneuver during the following round of combat.