This "peach" acronym is new to me, I had trouble typing it seriously
EDIT: this is the current iteration of the application of Move. I've left the original OP below.
As either an adjunct to the current first Control upgrade in the Move power, or as a separate, parallel Control upgrade (for 10XP):
The Force user can push targets by making an opposed Discipline check against Athletics, Coordination, or Discipline combined with a Move power check. Damage is treated like an improvised weapon:
Damage: 4; Critical: 5; Range: Short; Disorient 1, Knockdown.
Spend (Force point) to activate Qualities even if attack fails.
Spend (Force point) to increase base damage by 2. The Force user may activate this multiple times.
Anyway, this is a house rule to handle Force Push/Slam, etc. Force Push is a concussive wave attack using the Move power. Its damage should not be dependent upon the Silhouette of the receiving object, so the Control description does not apply. All objects/beings will be affected, though larger creatures may be less affected by weapon qualities. IMHO it's a weapon with a fairly consistent damage output, and like the other weapons in the game it needs just a little more definition.
Most of the time, Push is a one-round combat attack, so it has a finite duration. On rare occasions (e.g.: TCW, Season 3, episodes Citadel or Counter Attack), the Push can extend multiple rounds, freezing opponents in place and/or denying them maneuvers, causing Strain = Pips used on the original roll.
Doing a Push requires a minimum of the first Control upgrade. Note it also has the Prepare quality, which means it requires a maneuver to enact. This maneuver is typically accompanied by a gesture.
Push is a Discipline check contested by non-Force Sensitives by their Athletics or Coordination. A Force Sensitive can add Discipline to these choices.
Damage: 5 + successes. Add the number of Strength upgrades if a Strength pip is spent. This use of the Strength upgrade may be activated multiple times.
Critical: 5
Range: Short, it is not effective at greater ranges.
Qualities: Prepare, Knockdown, Disorient 1. If the 4th Strength upgrade is learned and a Strength pip is spent, replace Disorient 1 with Concussive 1.
Other effects:
- Targets may be affected by Qualities even if the attack fails.
- Targets that are Pushed that were Engaged are driven to Short range.
- If the check has a net zero failures and successes, no damage is done but the target is still Pushed back and may be affected by Qualities.
Optional: Targets are generally assumed to be in front of the character, roughly within a 90 degree arc. If placement matters in the situation, if the character has purchased a second Control upgrade, they may expand the arc of effect to 180 degrees by reducing Range by 1, or to 360 degrees by reducing Range by 2.
Optional: if the 3rd Strength upgrade is learned and a Strength pip is spent, minions only count as 1/2 a target for purposes of using the Magnitude upgrade, so long as no target is larger than Silhouette 1.
Triumph:
- free Magnitude or Strength upgrade
- ???
Despair:
- accidentally include allies
- ???
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In practice notes:
- a beginning character will need at least 1 pip to do a Force push at 5 + successes damage. If they have taken all four Strength upgrades they can spend 2 pips to do 9 + successes damage.
- a Jedi master with 4 Strength upgrades and 4 Magnitude upgrades will be able to spend 5 pips to: enact the power, add 2 for Strength upgrades, and 2 for Magnitude, doing 13 + successes damage to 9 targets.*
- if surrounded by enemies, a character wanting to Push away enemies engaged with him in all directions will need at least one Range upgrade (default Short, +1 for Range upgrade, -2 for 360 degree arc).
- Edit: using Force Push against sentients may cause Conflict, unless the situation is dire or necessary or the sentient is particularly dangerous.
* since I don't have F&D, I have no idea how balanced this is compared to the Bind or Unleash powers.