Star Wars RPG (FFG) Wiki
Signature Rousing Oratory

Rousing Oratory ability tree

Many in the Empire think that a commander is defined by the loyalty and service that the soldiers serving under them owe to the office.

More information found on page 38 of Lead by Example: A Sourcebook for Commanders.

BASE ABILITY[]

Once per game session, the character may perform a Rousing Oratory action and spend 2 Destiny Points to make a Hard difficulty Leadership check. On a success, the character inspires a group to take action in a military situation about which members were previously hesitant. This could include stirring the hearts of a beleaguered army, spurring an oppressed populace to take up arms against their oppressors, or uniting fractious groups against a common enemy. Rousing Oratory can influence only those who can see or hear the character using it. The exact nature of what the character is trying to accomplish, as well as the end results, must be approved by the GM.

UPGRADES[]

Boost Allies: After triggering Rousing Oratory, add a boost die per Boost Allies upgrade to all Discipline and Cool checks the other friendly characters and NPCs make until the end of the encounter.

Change Skill (Cool): When activating Rousing Oratory, the character may make a Cool check instead of a Leadership check.

Change Skill (Discipline): When activating Rousing Oratory, the character may make a Discipline check instead of a Leadership check.

Destiny: To activate Rousing Oratory, the character needs to spend only 1 Destiny Point instead of the normal 2.

Recover Strain: Friendly characters and NPCs targeted by Rousing Oratory recover a number of strain equal to the character's ranks in Leadership.

Reduce Difficulty: The skill check to activate Rousing Oratory is Average difficulty instead of Hard.

Reduce Setback: Remove a setback die from the skill check to activate Rousing Oratory.

Turning Point: During a mass combat, the character may perform the Rousing Oratory action to immediately create a turning point. The player and the GM should work together to determine the exact nature of the turning point, based on the circumstances of the mass combat. Alternatively, if the PCs are already taking part in an ongoing turning point, after triggering Rousing Oratory, add an additional advantage result to all skill checks that friendly characters and NPCs make until the end of the turning point.