Opposed Move and other Force Questions

By drbraininajar, in Star Wars: Force and Destiny RPG

For most of the Force powers, it's pretty easy to figure out when the power check should be opposed. However, I'm still a bit fuzzy on some of them, and with both of my parties inching ever closer to encounters with Inquisitors, I'd like to tighten up my stance on this sort of thing. So, I'm putting my questions to you to see where I might need to steer this.

-Obviously, if someone is trying to move a PC (or Nemesis), then the character being moved should be able to oppose the check. Does that also apply when something is being hurled at them? Or for the purposes of opposition, is the object being moved the only target?

(Related question--Does Suppress only add Failure to attempts to move characters protected by it, or does it also dampen attempts to throw things at those characters?)

-Some offensive Force powers that target other characters (namely Unleash), have built-in difficulties associated with them. When such powers target a PC or Nemesis, should the target's opposition overwrite the built-in difficulty?

No it does not apply to objects hurled at them. Their adversary talent however would apply to the discipline (ranged combat check) to hit them with said object

talents that effect attacks on them do. IE sense defensive abilities, sidested defensive stance etc. do apply. as would adversary if it is a PC attacking a npc.

I had a situation where a player wanted hurl an Imperial Shuttle at an inquisitor. I can't remember if I upgraded the check from Adversary or if I had it be opposed by the Inquisitor's Athletics (ability to dodge). I suppose in hindsight I should have just upgraded the check. I did run into a conundrum, however, of whether the object would be moved at all, given that the character failed the ranged roll but rolled enough force points. I ruled that the character moved the shuttle over to his group (so they could mount a quick escape!) but that the Inquisitor managed to dodge out of the way. Several threats on the roll also resulted in the Inquisitor jumping atop the shuttle, too, of course. What would other GM's do in a situation where a player wants to simultaneously move an object toward them while striking an opponent between them and the object?

In addition, I have a player who has the Move power with Range, Magnitude, and Strength Upgrades. First, I assume that by spending the single point each to activate Range and Strength that they automatically apply to every target added by the Magnitude upgrade. Is that correct? Second, I allow the character to basically have each target added by Magnitude be moved independently and to a different place. For example, the character once used the move power to fling away a Storm Trooper, move a large statue on top of a bomb, and move a lightsaber into the hands of an ally, all by spending 4 Force Points to activate the base power, Rank 2 Magnitude, Rank 2 Strength, and Rank 2 Range. This felt really powerful to me, but it seemed to be allowable by RAW. Does anyone else have insight into this?

Edit: I also just noticed that the Move power can only target objects in Short range, and then can move them further with the Range upgrade. I'd been playing it as the power can target objects at longer ranges using the Range upgrade. My above questions still stand, though.

Edited by Nimsim

It is powerful, but not everyone can pull 4 force points on a regular basis, even converting black pips.

OK now what about powers like Unleash, that have a built-in difficulty? Does an Opposed Roll overwrite the built-in difficulty if the power targets a hostile?

What would other GM's do in a situation where a player wants to simultaneously move an object toward them while striking an opponent between them and the object?

In addition, I have a player who has the Move power with Range, Magnitude, and Strength Upgrades. First, I assume that by spending the single point each to activate Range and Strength that they automatically apply to every target added by the Magnitude upgrade. Is that correct? Second, I allow the character to basically have each target added by Magnitude be moved independently and to a different place. For example, the character once used the move power to fling away a Storm Trooper, move a large statue on top of a bomb, and move a lightsaber into the hands of an ally, all by spending 4 Force Points to activate the base power, Rank 2 Magnitude, Rank 2 Strength, and Rank 2 Range. This felt really powerful to me, but it seemed to be allowable by RAW. Does anyone else have insight into this?

Edited by whafrog

OK now what about powers like Unleash, that have a built-in difficulty? Does an Opposed Roll overwrite the built-in difficulty if the power targets a hostile?

No, but Adversary does kick in.

I would say it depends on the situation, and for GM discretion. As a thumb rule, use Discipline as opposed difficulty.
Generally Opposed Checks are for actively opposing an action, so combat checks do not apply. As stated before, this is why we have Adversary rating.

-Obviously, if someone is trying to move a PC (or Nemesis), then the character being moved should be able to oppose the check. Does that also apply when something is being hurled at them? Or for the purposes of opposition, is the object being moved the only target?

If you're throwing something at a target, then it's ranged attack roll, not an opposed roll.

If the Force User is trying to do damage to both object and target (throwing one person at another), I highly recommend requiring Magnitude upgrade, and Autofire rules. Still not an opposed check.

-Some offensive Force powers that target other characters (namely Unleash), have built-in difficulties associated with them. When such powers target a PC or Nemesis, should the target's opposition overwrite the built-in difficulty?

Unleash is also a ranged attack. No opposed check needed.

Harm would me more of an opposed check scenario.

IMO, the big reason for the opposed check is for when you Move on a target just to shove them around, not to do damage with the Hurl upgrade.