Elementary Force Question

By Hysteria, in Star Wars: Edge of the Empire RPG

Sorry to do this, but I've gotten to the point where I can't tell what the rules are as far as applying upgrades to the Force.

As far as I can tell, the rules state that if you want to upgrade the range or magnitude or control of the Force, you have to spend a white pip to increase the effect you desire up to the number of upgrades your PC has purchased.So if you want to increase the range of a power, you spend a white pip to increase the range up to the number of upgrades your character has purchased. However, it seems like the rules could also be interpreted to say that you have to spend white pips equal to the number of range upgrades, which would greatly increase the number of white pips you would need to roll.

So which is it? I've been going back and forth on this. Thank you very much for your help.

So which is it?

This one:

... you spend a white pip to increase the range up to the number of upgrades your character has purchased.

Edited by dfn

Generally, each upgrade can be activated multiple times, unless it specifically says otherwise. When you activate an upgrade, you spend a light or dark pip. If, say, you have three range upgrades, a single pip will activate all of them. If you have one range upgrade, and assuming the description doesn't say otherwise, you can spend multiple pips to activate the upgrade multiple times. That's the benefit of getting more of a particular type of upgrade: you can get a better effect and spend less pips.

You spend one pip to activate the basic power, then one pip each (or multiple pips; see above) to activate upgrades. Normally, Control-type upgrades don't require a pip to activate; you can consider them to be a modification of the basic power. For most powers, you can spend either a light or dark pip (though dark pips can incur conflict and destiny use) to activate an upgrade or basic power. Other powers can have different effects depending on which type of pip you use.

Yeah, 1 pip to fuel the upgrade to it's max purchased level. So if you bought 3 range upgrades, 1 pip total expenditure on Range to get the benefits of all three purchased upgrade.

You can also go the other way on many powers and multi-activate. So you only purchased 1 range upgrade, but you've got 3 pips to burn, you can activate the Range upgrade three times and get the same result as if you'd bought three range upgrades. This isn't universal so make sure the power/upgrade allows you to activate it multipule times.

That's part of the balance I find interesting. A Light force user can have a lower FR, but have spent his XP on upgrades, and get roughly the same results as a Dark user who only got a couple upgrades, but blew his XP getting a higher FR....

Generally, each upgrade can be activated multiple times, unless it specifically says otherwise. When you activate an upgrade, you spend a light or dark pip. If, say, you have three range upgrades, a single pip will activate all of them. If you have one range upgrade, and assuming the description doesn't say otherwise, you can spend multiple pips to activate the upgrade multiple times. That's the benefit of getting more of a particular type of upgrade: you can get a better effect and spend less pips.

You spend one pip to activate the basic power, then one pip each (or multiple pips; see above) to activate upgrades. Normally, Control-type upgrades don't require a pip to activate; you can consider them to be a modification of the basic power. For most powers, you can spend either a light or dark pip (though dark pips can incur conflict and destiny use) to activate an upgrade or basic power. Other powers can have different effects depending on which type of pip you use.

This is the part that I didn't realize until someone said it - that you could spend pips to activate an upgrade multiple times. It leads to some quite alarming levels of effect when applied to range or magnitude.

Generally, each upgrade can be activated multiple times, unless it specifically says otherwise. When you activate an upgrade, you spend a light or dark pip. If, say, you have three range upgrades, a single pip will activate all of them. If you have one range upgrade, and assuming the description doesn't say otherwise, you can spend multiple pips to activate the upgrade multiple times. That's the benefit of getting more of a particular type of upgrade: you can get a better effect and spend less pips. You spend one pip to activate the basic power, then one pip each (or multiple pips; see above) to activate upgrades. Normally, Control-type upgrades don't require a pip to activate; you can consider them to be a modification of the basic power. For most powers, you can spend either a light or dark pip (though dark pips can incur conflict and destiny use) to activate an upgrade or basic power. Other powers can have different effects depending on which type of pip you use.

This is the part that I didn't realize until someone said it - that you could spend pips to activate an upgrade multiple times. It leads to some quite alarming levels of effect when applied to range or magnitude.

Well anyone rolling 3+ force dice should be able to do some alarming things.

Well anyone rolling 3+ force dice should be able to do some alarming things.

Like pull an SSD out of the sky? ;)

/me runs and hides

Edited by bradknowles

Well anyone rolling 3+ force dice should be able to do some alarming things.

Like pull an SSD out of the sky? ;)

/me runs and hides

only if they have enough pips for range and magnitude....which if they can generate enough pips to do that...be happy that is what they are doing with it.

Heh... its only a good r oll with FR4 and destiny use.

Assuming all applicable upgrades:
Extreme range is... 1 pip with the three upgrades (Short is default, Medium, Long, Extreme)

I would understand (and agree with) arguments that low orbit is more planetary short than personal extreme, which should still be doable with two range pips (x2 extreme range)

Sil 9 is... 3 pips (Sil 0 default, +4 per pip)

4 pips is theoretically possible at force rating 2, 5 at FR3. No problem!

What's more, is you'd do it faster than Galen did (1 round), but the Star Destroyer would take a measly 9 hull damage and crush you to death with its bulk.

Assuming all applicable upgrades:

Extreme range is... 1 pip with the three upgrades (Short is default, Medium, Long, Extreme)

I would understand (and agree with) arguments that low orbit is more planetary short than personal extreme, which should still be doable with two range pips (x2 extreme range)

Sil 9 is... 3 pips (Sil 0 default, +4 per pip)

4 pips is theoretically possible at force rating 2, 5 at FR3. No problem!

What's more, is you'd do it faster than Galen did (1 round), but the Star Destroyer would take a measly 9 hull damage and crush you to death with its bulk.

It only took him 2, maybe 3 rounds at the most and that was with distractions of TIE minion groups shooting at him. Remember, a round can be up to a minute or more in length.

It only took him 2, maybe 3 rounds at the most and that was with distractions of TIE minion groups shooting at him. Remember, a round can be up to a minute or more in length.

Maybe it only took you 2-3 minutes to do it but I felt like I was tugging at the **** thing for hours!

(Phrasing.)

I haven't played the game but isn't the Star Destroyer crashing already anyway, and the Force user is actually guiding it rather than pulling it down. It also certainly doesn't appear to be in orbit when they start trying this. Someone correct me if I'm wrong?

It isn't crashing; it's entered atmosphere (for no reason...) to launch TIEs and shoot at you. I suspect severe micromanaging from the bridge crew.

"Go get him. No, not like that... ugh, we'll do it ourselves! Fly right at him, launch all 72 TIEs, and shoot all 80-bajillion turbolasers at him. That seems practical, Vader will surely reward our completely sound decision."

Edited by What