Force Choke, using the the Move Power

By strongarm85, in Game Masters

One of my players is being hunted by Imperial Inquisitors. Very recently the players were captured by an Inquisitor.

I wanted a do a force choke to drive the point, to take out the party from onboard their own ship as they were leaving Corellia.

Now the way I ruled the attack, is that the Iconic Force Choke is actually activating the same move power that all Jedi use, but used in a specific way to strangle an opponent. So using the rules for strangling in the Core Rulebook, a character who is unable to breath loses 3 strain per round where they unable to breath.

So the way I ruled it, he only needed 1 pip on the force die to use move to strangle someone using the force. While a human is silhouette 1, anything the size of a Toydarian or smaller is silhouette 0. Since the targeted area is only the neck, it would require only 1 force pip to activate move and close off someone's air waves. The target would then suffer 3 strain from not being able to breath. Obviously a larger creature, like a Rancor, would require a silhouette upgrade.

Donovan have a good version of Choke on his blog http://jedimorningfire.blogspot.com.es/

Maybe this "alternative" will help you.

If anything I think they would need the cost 15 Control upgrade

The character can perform fine manipulation of items, allowing him to do whatever he would normally with his hands via this power at this power's range.

Thanks to Josep for the plug.

But truthfully, odd as it may seem, the Influence basic power works surprisingly well for a "force choke" type of effect. Simply narrate that the strain damage the target suffers is from being suffocated instead of having their mind stressed.

I suspect we'll see some kind of "direct damage" power in Force & Destiny, but until then the Influence power, particularly with the Strength Upgrade and the clarification I got from Sam Stewart that any power or upgrade can be activated multiple times unless it specifically says otherwise, will do the job for a player character that wants to simulate that sort of thing. Also easier on the GM's part since they don't have to worry about devising a brand new power or effect for a single villain.

I was thinking how about just opposed discipline check must use dark side force. Damage is equal to the silhouette you can manipulate minimum is whatever size the creature is so its more of a creative use of move. Mechanically similar to flinging objects at people. Good alternative if you dont want to allow 3rd party stuff in your game.

Crush

Example: Roll force to activate as part of an opposed discipline check, spend points to strengthen to lift to Silhouette 2 (should probably require fine manipulation for this). Damage = number of successes + 10 times the silhouette your strengthened to.

I personally use the Move power with the fine manipulation upgrade to simulate a Force choke. It is more or less a telekinesis grapple, so I just manage it like a close combat / hand to hand roll. Except that the Force user roll discipline and the base damage are modified by the number of strength upgrade activated (0 silhouette = +0, 1 silhouette = +1, etc.).

I tested it in game, it works well.

I don't know if it should be an opposed roll. Or even an attack check. There are several instances in TCW where one character is being choked and they/the others in the area can do nothing to stop it. To me that means there is little to no chance of failing, so no roll of the dice. I think the OP has it right.

Edited by Ryoden

I don't know if it should be an opposed roll. Or even an attack check. There are several instances in TCW where one character is being choked and they/the others in the area can do nothing to stop it. To me that means there is little to no chance of failing, so no roll of the dice. I think the OP has it right.

Yeah, I'd been thinking that as well, and modified my Injure power accordingly so that it operated very much like the basic power of Influence in that the target simply just takes damage.

From what my limited playtesting of the revisions has thus far shown, it goes a lot quicker but also needed a corresponding decrease in damage at the default level of the power.