Force Powers and Associated Skills

Nov 26, 2016 10:50 pm
FORCE POWERS AND ASSOCIATED SKILLS

Despite how great the game mechanics of FFG Star Wars can be, there are some shortcomings. The rules below help shore up those shortcomings, expanding on force powers and their associated skills. Also, it clarifies what skills are used with specific powers, helping players know what to expect.

The Rules as Written have the GM interpret what skill checks to use as necessary in situations where powers are being used, especially with regard to Rivals and Nemeses (high level NPC's). Rules as Written suggests, in some cases, players only make checks when using powers against Rival or Nemesis level NPC's. For our purposes, checks will almost always be made, even if there are no difficulty dice involved (Simple check). The primary function of these checks when failure isn't possible will be to gauge how successful the character was in using the Force.


The Force Powers

Battle Meditation (Presence, Force Rating 4+): Not in our game. Was introduced as part of a video game, and doesn't fit the game we're playing. While I have enjoyed some video games where it exists, some games and other venues of recreation get really carried away with force powers, going far beyond what Yoda, Palpatine, etc could do. However, depending on how far we get in our game, individuals with high force ratings might be able to explore previously unknown powers.

Bind (Discipline): Force Rating of 3+. If you're thinking of getting this power, let me know. There are adjustments to make to ensure Bind isn't overpowered (which, using RAW, it is, as many GM's would agree).

Enhance (variable, depending on roll enhanced): Uses Rules as Written.

Foresee (Perception or Astrogation): Outside of combat applications, secret checks will be made by the GM for this power to see the future. Refer to the Library topic about Secret Dice Rolls: Skill Checks and Force Powers for more information.

Heal/Harm (Intellect and Medicine): Uses Rules as Written, with a modification. Dark Side users can access Heal, but can do so in a very limited capacity, requiring them to tap into the Light side of the force and accrue conflict to do so.

Influence (Discipline): Uses Rules as Written. A note to avoid confusion: As stated in RAW, the Basic Influence power only allows you to cause strain to others, nothing else. To Influence the target's emotions or beliefs (aka, the Jedi Mind Trick), you must have the first rank of control, available on the right side of the Influence power tree.

Misdirect (Deception): Outside of combat applications, secret checks will be made by the GM for this power to become undetectable and create illusions. Refer to the Library topic about Secret Dice Rolls: Skill Checks and Force Powers for more information.

Move (Discipline): The RAW (rules as written) will allow that some of you could eventually pick up star destroyers and throw them, before reaching Mastery or Knight level. Even when I played video games where that happened, I laughed, as in my opinion, it's just nonsense. The masters you see in the movies don't come anywhere close to that. However, admittedly, we don't see them try. At the same time, we do have a few moments where we seem them straining themselves to move larger objects (Yoda and Dooku both try against one another in Episode 2, Yoda lifting Luke's ship out of the swamp in Episode V).

What I'm willing to allow, however, is that with the force, moving massive objects is possible, but takes a supreme degree of mastery, and maybe we just never saw Yoda or Palpatine try to do so.. Again, I think the game designers make it far too easy for characters that aren't even at Knight level to throw around starships (side note: Jedi Knights are closer to 400 XP, not 150, which is much more like a Padawan).

So, a home brew rule. To make it possible to lift and throw starships, but very challenging, requiring one to be extremely strong in the force. This will align our game's Move power with something more like what is seen in the movies, while allowing the potential for some pretty tremendous power.

Move: Redefined

The Strength upgrades are still purchased as normal but the number of ranks you have in Strength (doubled, then add two) only determines the maximum silhouette size of what can be moved (e.g., two ranks in strength allows for moving size six objects (2x2)+(2), assuming enough force points are available to do so). When moving objects however, more force points are required depending on the size of object being moved. Note that, for the most part, the increased force point cost follows a formula that really just increases the cost by 3 per silhouette size instead of 1.

Move Power Table

Force Point cost to move an object = (previous object size multiplied by two) + (previous object size minus one)
Size zero Objects cost no additional force point to lift, using Rules As Written

Size 1 (a human) requires 1 additional force point (following Rules as Written), minimum force dice needed: 1
Size 2 (a land speeder or a tauntaun) requires 3 additional force points (following Rules as Written), minimum force dice needed: 2
Size 3 (a starfighter or a rancor) requires 5 additional force points, minimum force dice needed: 3
Size 4 (a light freighter) requires 8 additional force points, minimum force dice needed: 5
Size 5 (a medium freighter) requires 11 additional force points, minimum force dice needed: 6
Size 6 (frigate class ship)requires 14 additional force points, minimum force dice needed: 8
Size 7 (---) requires 17 additional force points, minimum force dice needed: 9
Size 8 (Imperial Star Destroyer) requires 20 additional force points, minimum force dice needed: 11
Size 9 (???)requires 23 additional force points, minimum force dice needed: 12
Size 10 (???)requires 26 additional force points, minimum force dice needed: 14

Note: Although rolling the above amount of force points is unlikely when reaching the larger objects, it is possible. A character that accrues all the Force Rating talents from the F&D book will have a Force Rating of 16, allowing them to potentially roll 32 force points on a Force Power check. Is it likely? Not at all. But it is possible, which makes sense. A character tapping into the force and lifting or throwing a star destroyer would be a one of a kind feat, unlikely to be seen ever again, as it would require a truly powerful master, and the living force itself, to align with purpose and intent.

Protect/Unleash (Discipline): Uses Rules as Written.

Seek (Perception or Vigilance): Outside of combat applications, secret checks will be made by the GM for using Seek. Refer to the Library topic about Secret Dice Rolls: Skill Checks and Force Powers for more information.

Sense (Perception): Outside of combat applications, secret checks will be made by the GM for the power to Sense lifeforms around you. Refer to the Library topic about Secret Dice Rolls: Skill Checks and Force Powers for more information.

Suppress (Discipline): Uses Rules as Written.

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