Talk:Star Wars: Force Powers

From The Whereabouts

New section for discussion cause there are a bunch and I think a change will get lost.

Just a friendly reminder. Most of our Force Powers (and much of our general system) is either copy and pasted templates or hold overs from the exalted system. Not that these are overly bad things but it means we definitely need to evaluate most new things we do before doing them so there is a system in place. (Starship combat is a good example.)

Pretty sure both Force Powers Dan and I have used in the current scenes are new to the system or pretty close to it, and the posted rules are probably good for general guide lines and little else. Once we get the systems in place we should probably post for the powers with a complete system.--FyreFly 22:11, 18 August 2010 (EDT)

Specific Force Power Discussion

Force Rage

This is a darkside power that I wanted Allanar to have from his previous force training, I see it working a bit like enhance does but even more powerful as far as a boost to attributes for the scene. As a trade off the user is weakened for a period of time after use (my thought was like 10 hours - Stamina) and certainly however we decide to deal with darkside it contributes towards that. Also it's probably a generally stronger power given that it is learned as opposed to inherent. We'll work out the system.

--FyreFly 19:51, 12 June 2009 (EDT)

Have we come up with a system for dark side points/humanity? Did you have a system in mind, if not, we should start a brainstorming page on it. Also do you think the Force Rage bonus should be rolled or should it be a static increase (I can see advantages to each). Also which attributes do you think Force Rage would increase? I assume it would increase force skills, and perhaps strength too? I can't see it increasing intellectual or social ones.

Kirkland 21:35, 12 June 2009 (EDT)

It might be reasonable to treat it basically like a Crinos form type thing, where all physical attributes are increased and damage, though it may not necessarily heal, probably doesn't hinder you as much. And, like Crinos form, you become very scary and difficult to interact with. People probably still remember you, though.

Dan 14:07, 13 June 2009 (EDT)

Check out the Force Rage power in Force Powers, I put up a system that could work. Too weak, too powerful, doesn't make sense? Let me know how it looks.

--FyreFly 02:12, 14 June 2009 (EDT)

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)

My thought would be to do 1 MDV per 2 successes rounded up. 1 to 1 seems like it might end up being too much, and 2 per 1 rounded up seems like a good trade and doesn't ever leave you with no benefits as long as you don't fail/botch.

--FyreFly 19:51, 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 Jump

We haven't worked out the rules of Force Jump. User rolls Control+Enhancement to increase their jumping distance (horizontal or vertical). Instead of each success being one additional yard, I think it should be a multiplier. 1 success = 2x jumping distance, 2 successes = 3x jumping distance, etc. "most Jedi Masters were easily to jump several times their own height" (this is vertical, which implies horizontal would be even further.) Actually horizontal jumps like this are an augmentation of force jump and force speed. World record jumps are 9-10 yards. I could see Jedi exceeding this by 2-10 times. The jump Allanar is attempting here is about 45 yards. His horizontal jumping distance is (str+ath) 6 yards. His roll would increase this to 30 yards. He's starting from a higher elevation, so he covers the additional 15 while he's falling.

Kirkland 18:18, 6 October 2010 (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.

Wookieepedia: 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