Talk:Star Wars: Force Powers
Specific Force Power Discussion
Fortify Mind
Should each success rolled add 1 to MDV? Or is that too much? (You could get some really high MDVs for powerful Jedi but that's kind of the point.)
Kirkland 18:48, 12 June 2009 (EDT)
Sense Danger
Are multiples of two minutes per success too much? I can't think of any examples in the books or movies where the Jedi have that much of a danger warning. For example, when Anakin and Obi-wan are guarding sleeping Padme - they are warned only moments before those deadly insects get to her. And these are two very experienced Jedi. It usually go off just in time for the Jedi to act on it. I'm thinking about removing the timing on it altogether and just favoring a guideline for the scope of the coverage. Thoughts?
Kirkland 21:40, 8 June 2009 (EDT)
Now that I think about it, 2 minutes per success is way too much. Recall Yoda - probably the most skilled Sense/Divination Jedi in canon SW - was only aware of Order 66's execution moments before his clone trooper guard closed in on him. He time to react, but certainly none to spare. I think seconds is more realistic, honestly.
Dan 22:00, 8 June 2009 (EDT)
Agreed, seconds definitely seems more realistic. I think one second (tick) per success would be good and still can provide the necessary advantage of never being surprise attacked.
--FyreFly 22:13, 8 June 2009 (EDT)
Sense Force
I think the roll should be Sense + Divination, since most other rolls are Force Attribute + Force Ability. There's also an argument for Sense + Telepathy, since it's something along the lines of detecting how powerful someone's mind is.
Kirkland 18:30, 12 May 2009 (EDT)
I agree, I like Sense + Divination more. Occasionally the use of Telepathy might apply more and can be left up to the ST. Instead of giving a bonus for an active search vs. normal awareness we can just use the concentration power listed to allow searchers to add dice.
--FyreFly 19:15, 12 May 2009 (EDT)
Force System
Just jotting down some notes of my conversation with Dan regarding the use of Force powers.
We're looking at a hybrid approach: some force powers being universally accessible by all jedi and some that must be learned. There is a certain unity or flow with the force that doesn't lend itself to picking and choosing which powers a jedi absolutely has or absolutely does not have. If all force powers were equally accessible, however, even powerful jedi would have access to freely (and effectively) use powers that they have never used before. For example, if a jedi had never cleansed another's body of disease then I would not expect him to be able to do it correctly the first time he tries - even if his Control and Enhancement skills are extremely high.
Thus, the hybrid approach. We will treat the more complex force powers the same way charms are treated in Exalted. They are defined as specific powers with specific ability requirements and possibly force power dependencies.
Kirkland 04:27, 29 March 2009 (EDT)
Might I suggest that specific force powers that require training be done very much like charms and we make a force feats section. The feats could have level requirements, and/or ability and attribute requirements and would be a pretty good way of doing it. Then using the feat, performing the force power would still be an attribute + ability roll.
Something like Force Storm, prerequisite Level 10, Alter 3, Energy 4. Allows use of the Force Storm ability which would be a Alter + Energy complex action to create, and maybe a Control + Energy (or alter again) simple action to control? Just a quick example off the top of my head, a lot of that is subject to change probably.
--FyreFly 16:16, 14 April 2009 (EDT)
I think we're on the same wavelength, but let me make sure I understand what you're suggesting. Are you suggesting force powers be feats themselves? I would prefer to keep them separate from feats. Let's make them powers, very similar to charms, in that they have ability requirements and prerequisites. These powers would only be for complex force powers. I'd define a complex force power as something that not all jedi can do: something that must be trained, or something unique. We can keep simple force powers separate from the charm-like system. What do you guys think?
Kirkland 00:05, 21 April 2009 (EDT)
Force Power Detail
Once we have a standardized format, we will start transferring this stuff to the main Force Power page.
Type: Learned or Common
Cost:
Speed: How long it takes to activate or use the power
Duration: How long the power or effect lasts
Requirements: Minimum attribute, force power scores, or experience level required in order to use
Description:
Force Powers Worksheet
This is just a worksheet for Force Powers.
Attributes
- Control
- Sense
- Alter
Skills
- Telepathy
- Telekinesis
- Energy
- Enhancement
- Divination
WEG
Control-Based Powers
- Absorb/Dissipate Energy
- Accelerate Healing
- Concentration
- Contort/Escape
- Control Disease
- Control Pain
- Detoxify Poison
- Emptiness
- Enhance Attribute
- Force of Will
- Hibernation Trance
- Instinctive Astrogation Control
- Rage
- Reduce Injury
- Remain Conscious
- Remove Fatigue
- Resist Stun
- Short-Term Memory Enhancement
Sense-Based Powers
- Beast Languages
- Combat Sense
- Danger Sense
- Instinctive Astrogation
- Life Detection
- Life Sense
- Life Web
- Magnify Senses
- Merge Senses
- Postcognition
- Predict Natural Disaster
- Receptive Telepathy
- Sense Force
- Sense Force Potential
- Sense Path
- Shift Sense
- Translation
- Weather Sense
Alter-Based Powers
- Bolt of Hatred (Sith)
- Dark Side Web (Sith)
- Injure/Kill
- Telekinesis
Control and Sense:
- Farseeing
- Life Bond
- Lightsaber Combat
- Projective Telepathy
Control and Alter:
- Accelerate Another's Healing
- Aura of Uneasiness (Sith)
- Control Another's Disease
- Control Another's Pain
- Control Breathing
- Detoxify Poison in Another
- Electronic Manipulation (Sith)
- Feed on Dark Side
- Force Lightning
- Inflict Pain
- Place Another in Hibernation Trance
- Remove Another's Fatigue
- Return Another to Consciousness
- Transfer Force
- Waves of Darkness (Sith)
Control, Sense, and Alter:
- Affect Mind
- Battle Meditation
- Control Mind
- Create Force Storms
- Dopplegänger
- Drain Life Energy (Sith)
- Drain Life Essense
- Enhanced Coordination
- Force Harmony
- Memory Wipe (Sith)
- Projected Fighting
- Telekinetic Kill
- Transfer Life
Sense and Alter:
- Dim Other's Senses
- Force Wind (Sith)
- Lesser Force Shield
WOTC
- Affect Mind: Alter + Telepathy
- Battle Mind: Control + Enhancement
- Drain Energy: Alter + Energy
- Empathy: Sense + Telepathy
- Enhance Ability: Control + Enhancement
- Enhance Sense: Sense + Enhancement
- Foreseeing: Sense + Divination
- Fear: Sense + Telepathy
- Force Defense: Control + Enhancement
- Force Grip: Alter + Telekinesis
- Force Lightning: Alter + Energy
- Force Stealth: Control + ???
- Force Strike: Alter + Telekinesis
- Friendship: Alter + Telepathy
- Heal Another: Alter + Enhancement
- Heal Self: Control + Enhancement
- Illusion: Alter + Telepathy
- Move Object: Alter + Telekinesis
- See Force: Sense + Divination
- Telepathy: Sense + Telepathy
- Force Speed: Control + Enhancement
- Dissipate Energy: Alter + Energy
- Force Flight: Alter + Telekinesis