New Force Power Tree Advice

By Kyla, in Game Masters

Hiya all! So, I have gotten myself into the position of creating a unique Force Power. The background of the story is that the PCs have taken over the Dawn Temple from the Beginner's Box, and they've taken it upon themselves to refurbish it and bring it back into operation.

In the process, they were able to capture Rav Naraan from the expansion adventure and have placed him in stasis, awaiting a chance to rehabilitate him. This is something the PCs haven't forgotten in the ensuing 6 months of game play, and though they have taken to smuggling in order to get the money together the rebuild and resupply the temple (a task they aren't even close to completing) they have never forgotten their desire to help Rav Naraan.

Recently, they have learned of a hero of the Clone Wars named Aesa Aielia, who was renowned for her ability to seek out those who had succumbed to the Dark Side and bring them back to the Light. Shortly before the Clone Wars erupted into full scare War, the Supreme Chancellor placed her in charge of an exploration mission called the Outward Bound Project. Tasked with exploring the Unknown Regions, and eventually using a rare and experimental hyperdrive to go beyond the known galaxy into extra galactic regions, she left with a microcosm of the Republic, from a small contingent of Jedi, to Senatorial assistants, construction experts, colonists and scientists, to set up a colony far, far away.

They were never heard from again.

Recently, however, they have discovered evidence indicating that Aesa might still exist, and are about to go on a grand adventure to find her. At the conclusion of which, the PCs will have access to her Force Power. Which is what I need to make.

This is the current attempt, but I was hoping to get your feedback on it. The purpose of this Force Power is to act in a similar fashion to the Suppress power, but only in regards to those consumed by the Dark Side. Additionally, deeper in the tree it gives a means by which a Force User can redeem those fallen to the dark side.

Here is the current version:

Aesa's Bind

Some notes on feedback; I've already hinted at the power's existence, so I'm committed to creating something, and I'm aware that this is not something everyone will think is a good idea, so any "this is a bad idea" "it's not possible in the context" etc, post will miss the point entirely. What I really need is people to give me potential problems, out of the box ideas on other ways the power could work, or constructive ideas on where to place the balance in redemption.

Some notes on Redemption per the Core Rulebook: A Dark Side Force User that raises their morality score to 70 or higher is redeemed in the eyes of the Force and is once again considered to be a Light Side Force User even if their score later lowers below 70. If they again drop below 30, then they once more are considered a Dark Side Force User.

Okay, so this is pretty much the "Sever Force" ability from Legends, using the Bind power as a template.

Unless one or more of your PCs have already acquired Suppress from Keeping the Peace, I'm wondering if it might be better to just use that power instead of creating a brand new one.

The one big problem I see with it is that the target (whom I presume are going to mostly be NPCs) is noted as gaining Morality, which is something that really only the PCs should be concerned with tracking.

Truthfully, I'd really suggest just using the Suppress power, and that any stories of Aesa's ability to stonewall enemy Force users being exaggerations of her simply using Suppress (which she may well have maxed out) to make it harder for enemies to affect her with the Force.

I think this is largely going to depend on how you view the Dark Side. As I see it, the Dark Side isn't some foreign corruption that someone else can purge. It's a part of every person, and a person has to want to overcome it. The trouble is that with Force-sensitives, the Dark Side flows very easily, so once one loses control, it's very difficult to get it back.

Assuming you're not dead-set on creating a new power from scratch, my suggestion would be to take some creative liberties with the Suppress power. There's an old comic series about a Jedi named Ulic Qel-Droma who falls to the Dark Side, is captured, and a group of masters sever his connection to the Force. He holes up on a remote planet, and ends up training Jedi, and when he dies, becomes one with the Force, signifying that he had redeemed himself.

If I were trying to do this, I would try to get Rav Naraan to willingly submit to a concerted Suppress ritual. It wouldn't need to sever him completely, but if the group is able to push the Dark Side down, he could focus on redeeming himself. Actually, that sounds like a pretty fun character to try and play.

And therein lied the crux - specifically they are seeking the redemption angle - specifically forcing the Dark Side user to confront their inner conflict and redeem them to the light.

Since the NPCs in question (you were right in that assumption) don't track Morality, I was initially thinking that it could be narrative hand-wavery, however the closer we are getting to the actual game where it comes into play, the more I realized that it would be something that would be picked up by a PC. In this regards, it could potentially be used outside of GM fiat, and therefore I need some way to mechanically represent it.

Without having to track every NPC's Morality, I needed to be able to allow me to judge (on a case by case basis) how easy or hard it should be for the PCs to redeem any given NPC. The solution I came up with was to put the NPC in a position that in order to use a Light Side Point as a Force Point he must "embrace the light inside themself" - gaining in this case a point of Morality instead of Strain.

I was initially thinking that I cold leave the strain and if the target of this power went over their strain threshold while under the effects of the power, then they could have a "Crisis of faith" and be converted to the Light Side. In the end though, I felt this would make the endeavor too easy - the NPC is going to be using Reflect/Parry/Talents and more that will reduce their strain in addition to this, and I really wanted to make using this power as a way of making the character a magnet for the BBEG to target without taking away the BBEG's weapons to target the character with. I could very easily see a BBEG taking the Morality to blast the character with Force Lightning or using Harm to crush the throat of the annoying goodie-two-shoes.

I decided that I couldn't make it Conflict either, as that just complicates the matter further - after all, if said BBEG gained conflict using his evil powers in an attempt to blast my ne'er-do-well, then he is only adding to his downfall. In then end, I settled on granting Morality directly - because it could take a few rounds or a few dozen rounds depending on how far down the Morality scale I put the BBEG. It gave me a way to judge the Morality of an NPC narratively - I could it off of the PC's investment in the power and length/difficulty I wanted the scene to possess to determine Morality of the NPC at that moment whenever the scene came up.

This is also why I made the upgrades almost entirely focused around increasing the amount of Morality gained - it again allows for the duration of the time needed "to survive the BBEG rampage" before the confrontation can be ended through their redemption.

I think this is largely going to depend on how you view the Dark Side. As I see it, the Dark Side isn't some foreign corruption that someone else can purge. It's a part of every person, and a person has to want to overcome it. The trouble is that with Force-sensitives, the Dark Side flows very easily, so once one loses control, it's very difficult to get it back.

The purpose of the power is to be a form of "Psycho Therapy" for a Dark Sider. It isn't an external corruption - but it is more of a spiritual malady. While a normal person's rage could be cured through therapy, when you add the power of the Force natural logic tends to get suppressed. The nature of this power is akin to that of a "Force Detox" that takes away the external temptation of the Dark Side.

There's an old comic series about a Jedi named Ulic Qel-Droma who falls to the Dark Side, is captured, and a group of masters sever his connection to the Force. He holes up on a remote planet, and ends up training Jedi, and when he dies, becomes one with the Force, signifying that he had redeemed himself.

I read the entire thing! I never really like the whole "cut off his force powers" route though - Revan was a perfect candidate for such a fate and they only blanked his memory, so it never quite fit right. Plus, permanently blocking one off from the Force never quite felt right ... as the Force binds all living things it seemed more like that was a death sentence - cut off from the very essence of life.
This power was more about forcing a Dark Sider to come to terms with who and what they are - then when it's clear to them, getting them to want a better path. At the basic levels, you need to push them to Morality 70 to get redeemed, but a Master of the Path can engage them in through a Negotiation (I would allow someone to sub Medicine if they used the idea of psychoanalysis) check to get them to want to seek redemption at Morality 30. It's then a "second chance" from there.
The power effectively blocks off their access to the Dark Side temporarily and gives them the choice - it's up to those around them and the character to keep them on the straight and narrow from there.
Edited by Kyla

How about a "ritual" that involves an extended skill check? One player uses Bind to keep the target physically restrained, one uses Suppress to, well, suppress his Force powers, and another uses Influence to try to keep him calm and appeal to his better side. If it's successful, the target's Force abilities are greatly reduced, but the call of the Dark Side is also greatly muted. At that point, the target makes his own choices, and if the players guide him well, he may be on the Light path before his powers come back. And yeah, they should come back, and the PC's will need to work fast to make a good guy out of him before the Dark Side comes a'knockin'.

Personally, I'd treat the 'force a Dark Sider to confront their sins and seek redemption' as being less of a new Force power and probably more of an extended social skill contest, most likely Charm though Leadership also being possible while being opposed by the dark sider's Discipline. Give bonuses for using Suppress (if available) to dampen the dark sider's connection to the Force, giving them a chance to "think clearly" without the dark side's corrupting influence, to say nothing of the Influence Control Upgrade.

But yeah, framing it more as a ritual like The Grand Falloon suggested rather than create a fairly specific Force power is probably the better route to go.

Something about this power intrigues me, but something about it also makes me raise an eyebrow.

As you have it written, seen from a certain point of view, it's almost using the Force to ... well... force them into enlightenment. Which has practically never worked ever. The point I wish to address here is that, from your target's perspective, there is very little that their own feelings/wants/desires/reasons have to do with it. The "Force Detox" is a neat way of looking at it, but even with that analogy, the subject must want to stay clean. As written, it feels like an incredibly invasive, force severing of the target from his Dark Side powers and bringing them all the way into the Light in one single shot.

If only Yoda had this power.
Dooku: "I have become more powerful than any Jedi. Even you." Blasts Yoda with Force Lightning.

Yoda: Absorbs it harmlessly. "Much to learn, you still have." Pause. "Also, you've now rejoined the Light Side." Sha-Womp.

I kid, of course. Everything else in that power is, I believe, masterfully written, a Force Power to sever the Dark Side from their fury. I laughed at a Dark Side user having to gain Morality to use Light Side points, hey works the other way for PCs. Even the successful use of Negotiation vs Discipline to cause only a Crisis of Faith against the Dark Side is a fantastic way to put things (though that might be too nebulous for most gamers). I think it's just the Finality of the Mastery ability that I have issue with. Target just Becomes a Light Side user. My personal opinion is that you've got 98% of a great new power.

Maybe if instead of forcing them to the Light, it merely brought up so much internal conflict that the target couldn't access his Dark Side powers for a number of days equal to successes on the Negotiations check, and further more would identify as "friendly" (in that he wouldn't attack) for that time period so that the user of the power could now afford the opportunity to spend the RP time necessary to bring them over?

First off im fully in the camp of using Suppress to shut down the Force User, whilst using Influence to force them to face their daemons and overcome them. I think the power as it is is too powerful

But for the sake of a thought exercise i have these suggestions:

  • This is a perfect power to have in a duality style similar to Protect/Unleash... call it Calm/Enrage. The dark side use would fuel the targets negative emotions, giving them additional conflict when using DS pips, potentially cutting them off from the Light Side and ultimately having the ability to turn them to the Dark Side! It would be a great way to scare the pants of your players with the question "What if this got in the wrong hands?"
  • The basic power should probably be split into 2 seperate things that can be activated separately, you get a lot for that 1 pip. i would probably make the "Can not use DS to generate Force Pips" part a control upgrade of its own, replacing one of the strength upgrades.
  • I think the "commit to maintain" upgrade should require 3 Force Dice, its a huge power and i think it should be higher than the Force Rating required to learn the power. It also ensures that even a Sage/Seer with only a single Force Tree can do nothing else with the force while maintaining this immense power. It takes it from doable by a 300xp character to requiring closer to 500, if thats all they focus on.

Basically keep it in mind that once they have this power your giving them an "I win" button against Dark Side NPC's. Your going to need to either put them up against only Bad Grey Jedi that are unaffected but still doing nasty things, or multiple Dark Side force users at the same time with skills other than Force related ones.

First: I can see you put a lot of effort and thoughts into this! Your players can be gratefull to have an GM that is so much dedicated to theire wishes!

Second: in my oppinion the redeemption of a dark sider shouldn´t be just one mastery roll.

Third: you asked for the proberly occuring problems.

The main proble is the "wosh your light-sider" mastery effect (the rest can be handled by the normal bind somehow)

I can image 3 versions that will ether render the whole thing pretty useless or break the game:

Jedi-player vs. Darth Crappy and his dummy minnions

first version: Player just obtained Aesa´s bind:

Darth Crappy: now you shall fell the power of the darkside! *attacking with harm gaining one conflict as statet for using harm*

Player survives then uses Aesa´s bind: Arrgh, no more evil foe, you shall no more call upon the dark side!

Darth Crappy (can´t use dark side pipes): hmm crap... ok then feel the power of the lighter darkside! *attacking with harm gaining one conflict as statet for using harm - gaining one morality for converting a lightside pip as statet in Aesa´s bind*

Not much of an effect... the morality part went of the window and all the player did was reducing the chance of the force activasion and force him to use a DP

second vision: Player mastered Aesa´s bind:

Darth Crappy: now you shall fell the power of the darkside! *attacking with harm gaining one conflict as statet for using harm*

Player survives then uses Aesa´s bind mastery: Arrgh, no more evil foe, you shall no more call upon the dark side because you are a Lightsider!

Darth Crappy: nooooo.... wait I see the light... but I still want to destroy you, so feel the power of the darker lightside! **attacking with harm gaining one conflict as statet for using harm - and maybe gaining conflict for using darkside pip and flip a DP*

Darth Crappy: And since I´m now a light sider I can heal my minions! so go forth my loyal servants.

just now the player has strengthen Darth crappy in exchange for the one or the other DP flip... scary... who would choose that...

third vision: Player mastered Aesa´s bind:

Darth Crappy: now you shall fell the power of the darkside! *attacking with harm gaining one conflict as statet for using harm*

Player survives then uses Aesa´s bind mastery: Arrgh, no more evil foe, you shall no more call upon the dark side because you are a Lightsider! And since this affects your state of mind you are now with us!

Darth Crappy: You´re right... I feel the warmth of the Light... (and totally feel like one of these simple-minded fool that can be convinced that those aren´t the droid they are looking for...) I shall no longer fight against you but instead slay my former minions since they try to still kill you... or I´ll sit down and mediate about the meaning of life...

And Taadaa you just broke the game! Every force sensitive BBEG will be just one dice roll away from beeing Mr. NiceGuy 2.0... not much of an encounter anymore... well next step to victory lets talk to vader and the emperor... those punny red dice won´t stop us from succedding!

Forth: My advice, let it be some kind of ritual. allow your players to find Alesa or her Holocron gaining the needed information upon the ritual.

the process would be somewhat like this:

The "to-be-redeemed-one" has to volunteer or to be somehow restricted (by force bind, cyrostatsi or whatever prevents him from attacking the player. The Jedi put his hands on the darksiders head and starts to mediate to dive in the depth of the Dark ones memories and feelings, forcing the "to-be-redeemed-one" to see his faults and wrong days as well as his lighter moment of joy and happines (most likely childhood memories).

The mediation will take place for 6 hours and is so exhausting that it can be only performed once a day

The jedi will use a Force aided negotiation (or desciplin) check vs. the darksiders discepline. (optional: The dark siders Force rating will be used to upgrade the check)

If the "to-be-redeemed-one" has volunteered to take part make it just an average or hard check.

The GM calls for a total number of needed sucsesses (e.g. Darth Crappy is really an evil guy and totaly consumed by the darkside that you´ll nee 35 sucsesses to lead him to the light side)

Any (not negated) sucsesses count to the total number. (the ritual can be performed everyday to guid that poor soul back to the light adding each days sucsesses to the total number needed) in addition strain equal to the succsesses is put on the darksider.

Any three advantages will reduce the time of the mediation by 1 hour (to a min of 1 hour)

any triumph can be used to eather gain +3 sucsesses, or to being able to extend the mediation by further 6 hours (to a maximum of twelfe hours mediation a day) (a second check)

A total failure will put one conflict of doubting oneself upon the player

a thread will put one strain to the jedi and any three threads will inflict one conflict upon the player (hey he IS looking into the depth of a very evil (lunatic) psych here)

a Despair will put 3 conflict upon the player and render the sucsesses of this check to have no effect.(he got thrown out of the mind of the darksider by the evil thoughts and memories affecting his mind now)

(that would show the danger for playing with other peoples mind)

With this you would have a possibility for the players to get hold of this "skill"; while not having to spend exp in something that ether could render useless or gamebraking (decided by point of view)

And you even will have the possibility to pull a great story out of it. (e.g. a group mediation an then let them "walk through those dark memories" or at least if they want to use ist on some other evil guy they´ll have to capture him first (alive) and so on)

hope this is of any assistance for you.

Thanks for the feedback!

I like the idea of it being a Protect/Unleash dual-nature power, and I actually had written that into the campaign (there is an Inquisitor that actually was a friend of Aesa's who twisted the power under the tutelage of Palpatine). I was going to write the other half of it later as a separate power, twisted and evil, but having it be a dual-nature power eliminates the need for a second one!

As for the effectiveness of the power - I very specifically worked it so I had control over the Master level power. If you cause the target to gain enough Morality to go over 30, then you get to make the check. That means, even with all 5 strength upgrades, a target is getting 6 Morality per flip of a Light Side point. I the scope of a battle, BBEG decides to activate Enhance to up his Brawl so he can lightsaber the user in the face. He gains 6 morality, and then really doesn't need to use another Force Power during the fight - sure, he throws a Move here to force push some people, flipping two Light Side, if the power is committed, then he gets another 12. 18 total Morality. I get to say what his initial Morality was - so if I want the NPC to remain committed to the Dark Side, then I say he starts at 1 or 2 Morality. It's a huge journey to 30 from there, and you're talking about someone committing 2 (or 3 if I up it as Richard suggested - and it was a good one at that) Force Dice to while trying to weather the storm. Prior to getting to Mastery of the power, you're talking about getting that same NPC all the way to 70 before they are considered redeemed! Even if you rush to Mastery, you're still in the tree for 85 experience, which is a significant cost (and skipping a few strength upgrades as well, resulting in even more time before you can attempt to use the Mastery talent).

In reality, there has to be a cooperative environment between the NPC and the PC for them to pull it off, or the NPC is going to either burn them down or flee long before they get to a point where they are seriously endangered by increasing morality. Even if they manage to get it without cooperation, I still narrate the BBEG, and being at 30 Morality and with my confidence shaken, how long he stays on the straight and narrow now that "his eyes are opened" is a matter of plot.

The power is really designed around a situational benefit. It takes a HUGE experience investment, from 85 experience all the way up to 215, and it does absolutely nothing against most foes the PCs are going to face.

The problem with making the power heavily situational is that you run into the problem of a PC wondering if they wasted all that XP investing in the power if those situations don't appear very often.

If you look at the Force Powers in each of the core rulebooks, they tend to be broadly useful. working in a number of differing situations and encounters. The closest to a "situational" power is Suppress, and that's still pretty useful since it works against any enemy Force user no matter which side of the Force they favor while also having not as much of an XP requirement to be really useful as Bind or Heal/Harm.

I had thought specifically about that point, Donovan, and it's actually one of the reasons I made it so situational.

The NPC that has it is rumored to be a throwback to a time long ago, when the conflict between the Light and Dark was far more significant. The whole mystique of her character is she is an anachronism - a Jedi who never fit into the later eras of the Order because of that anachronistic eccentricity. When developing it, I wanted to look at the DNA of the teachings of the Jedi.

Lore says that a bunch of Force Users got together and tested their powers in the Force, and over time, a way of teaching came out of that, becoming the Jedi Order. Over time, those methods were refined and changed until you had the Jedi of the Clone Wars era. It stands to reason that as the ways of teaching and passing on knowledge improved, and mastery of the Force was achieved, then the use of the Force would be perfected to become more and more useful, as "gimmicks" and situational powers were used and taught less and less in favor of more reliable and useful ones.

Thus, odd off-shoots and vestigial powers that spoke to the needs of the time would be forgotten as the Jedi Order changed around them, and practitioners of these powers died without the need to pass on their knowledge. Archaic ways of the Force would become novelties; not taught but existing in some hidden holocron should the need arise. To have one of the these powers practiced actively fits perfectly with the idea of this NPC, who herself was obsessed with the struggle between the Light and Dark sides of the Force. This obsession caused her to be at odds with her fellow Jedi of the time, as they saw it as a strange hobby (after all, the Sith had been extinct for a millennium in their opinion).

As for the PC's feeling "cheated" by investing in the power, I really don't expect that to be an issue. Typically, they make purchases for story reasons, not for power-gaming reasons - and a single good payoff in the story is enough for them.

Edited by Kyla

As for the PC's feeling "cheated" by investing in the power, I really don't expect that to be an issue. Typically, they make purchases for story reasons, not for power-gaming reasons - and a single good payoff in the story is enough for them.

... my players would try to lynch me for when I had them to spend EXP into something that is just for one moment of the story relevant, an can´t be used anytime soon again... well seems you have the better part of players with you ^^

As for the PC's feeling "cheated" by investing in the power, I really don't expect that to be an issue. Typically, they make purchases for story reasons, not for power-gaming reasons - and a single good payoff in the story is enough for them.

... my players would try to lynch me for when I had them to spend EXP into something that is just for one moment of the story relevant, an can´t be used anytime soon again... well seems you have the better part of players with you ^^

I think the difference is that Kyla is not making them spend XP on it. She's simply offering it as a choice for their character's story. It's up to their characters if they wish to learn the power or not.

Correct, Kaosoe. The NPC they find is the one with the power and will use it for the specific instance in the story through narration. I know my players, however, and if I hadn't made the power to learn, one of them would most DEFINITELY want to learn it. I could have tried the old "no, I won't teach you" option, but I felt that would leave a worse feeling than the NPC attempting to discourage them but teaching them if they were truly committed to it. I wrote this to cover the remote possibility that one of them would choose to learn it, as an alternative to restricting it totally.

If this is an NPC-only ability, then I wouldn't even worry about coming with with a tree for it. The only reason for a power tree is if this is something that you're going to allow the PCs to purchase.

I'm also of the opinion that the Supress power would really work well here, Kyla. Do your PCs know of it's existence? If not, it wouldn't be too hard for her to explain, "I suppressed their Force abilities to help clear their mind and speak to them on a less confrontational level."

I'm also of the opinion that the Supress power would really work well here, Kyla. Do your PCs know of it's existence? If not, it wouldn't be too hard for her to explain, "I suppressed their Force abilities to help clear their mind and speak to them on a less confrontational level."

Yes, they know of it.

The nature of the Suppress power creates difficulty in using the Force against a target or those close to her - this is not the focus of the power. The focus of the power is not stop a Dark Side user from using the Force, but instead force a Dark Side force user to confront her emotions whilst she does so.

I appreciate everyone's input on the subject, I've made some modifications, and gotten a lot of good feedback!

Thanks to all who commented!

I have not read the many previous comments, but my first instinct is to use Suppress (since it's messing with someone's connection to the Force, and graft some extended stuff on the bottom, just like a Signature Ability extends a talent tree. It's Aesa's signature ability.

Have it suppress Darksiders in that once you buy into the really advanced stuff, your Light Side pips negate the target's use of Dark Side pips. If you generate two and he rolls three, then he only gets one pip to spend. As it gets more advanced, the target suffers strain for using Dark Side pips, plus one base strain each turn the power is maintained, ignoring soak. If the strain causes the target to crumble, he is redeemed, broken by confronting his own inner darkness.

This gives the bad guy a choice in trying to muscle through it or just try to avoid it. It forces the target into three options: call on the Dark Side and face the emotions for what they are, try to win the fight while accumulating strain and not using the Dark Side, or flee the fight and the emotions.

I think my problem with this concept is that I don’t believe we have any examples in Canon or in the EU where a dark sider was cut off from just the dark side of the Force. We have examples where people were completely cut off from the Force, but never just one side of it.

On top of that, the proposal here is to provide a way where a light-sider can “force” a dark-sider to become a light-sider themselves. In other words, forcibly drag them into the light. And I’m quite certain there are no examples of that anywhere in Canon or in the EU.

IMO, this concept is fundamentally flawed at the most basic level.

I understand the desire, but I don’t see any way that desire can be fulfilled without game-breaking consequences.

I’m sorry, I don’t mean to be rude. But I don’t understand how you can introduce a mechanism such as described without a very real chance of completely and totally breaking the game.

brad, think of it like a Light Side Force adept's use of the Memory Walk technique. Memory Walk was sometimes used by Darksiders to torture someone by forcing them to relive their worst memories in agonizing detail, again and again until the spirit and mind broke from despair. Kyla is sort of proposing a Light Side version where you're confronted with memories of all the damage and hurt you've caused until the target is utterly broken and repentant.

Honestly, it could just be implemented as an extended skill challenge, rather than a proper power, but at least from the way I just described it, there is a precedent in Legends for something similar, and this is just an extension of that idea. Imagine if Vader was confronted with all of his memories of Obi-Wan, all the times his master saved his life, helped him, etc, and then relived killing him. Again, and again, and again, forcing him to come to grips with slaughtering his best friend, who gave him every opportunity to turn away from the Dark Side on Mustafar. Would it break Vader? I don't know... Combined with Farseeing into the past, he could also be shown the unimaginable pain that he brought to the galaxy in wrecked lives. Would that break him? I still don't know.

Just don't let PCs use it on PCs and the gimmicks can be cut short.

Memory Walk? Is that a Force power in FFG’s game system, or was that from a previous version of SWRPG?

Memory Walk was introduced early in the Star Wars Legends novels, with the Lando trilogy's villain Rokur Gepta. It remained in relative obscurity until it resurfaced in the Legacy comics surrounding Cade Skywalker. Wizards of the Coast brought it into SAGA Edition with the Jedi Academy Training Manual, but it hasn't turned up in anything by Fantasy Flight yet. Honestly, the SAGA version was pretty weak. It did 2d6-4d6 damage, and could rob the target of a swift action, move action, or at best, a standard action, where Grip (or whatever they called choking someone with the Force) basically immobilized the target.

The nature of Memory Walk would suit it well to Kyla's desire for a Light/Dark power. The Dark Side would be about adding strain or, for combat purposes, disorienting the target.

Memory Walk was introduced early in the Star Wars Legends novels, with the Lando trilogy's villain Rokur Gepta. It remained in relative obscurity until it resurfaced in the Legacy comics surrounding Cade Skywalker. Wizards of the Coast brought it into SAGA Edition with the Jedi Academy Training Manual, but it hasn't turned up in anything by Fantasy Flight yet. Honestly, the SAGA version was pretty weak. It did 2d6-4d6 damage, and could rob the target of a swift action, move action, or at best, a standard action, where Grip (or whatever they called choking someone with the Force) basically immobilized the target.

The nature of Memory Walk would suit it well to Kyla's desire for a Light/Dark power. The Dark Side would be about adding strain or, for combat purposes, disorienting the target.

This! This is perfect for the background of the power and the description of what it does. I'm not as familiar with SAGA as the other editions, but I do have the JATM, so I'll check it out.

Brad, I appreciate the concern over introducing a precedent, however the golden rule of GM'ing is finding what works at your table and keeping players engaged in the story that their characters are telling. At my table, the characters are working towards treating and redeeming dark siders in a controlled environment. The story revolves around an ancient Jedi who has the power and it will be used by the NPC in game.

A writer's technique for keeping the story congruent is to detail everything. Give it rules, give it conditions. This keeps the consistency of the story and keeps it tight. I do this for my game too, by giving rules to things even when I expect them not to be bought. This is what I've done here. By providing a framework I can keep governance over the confines of the power, and thus the NPCs interactions. Should a player want to learn it, then there will both an in-game conversation with the ancient Jedi and an out of game conversation with the player about the responsibilities of the power.

I don't run games wherein I cannot trust my players, so my worries over "the game breaking" because of a single power's introduction is merely a cry of the sky falling.

In specific regard to the precedent of a force power being used to "Force a Dark Sider to the light" I call to The Old Republic mmo - specifically the Jedi Consular storyline.

In it, a Sith Lord exerts his influence and forces Jedi Masters around the Republic to engage in the Dark side, infecting them like a plague and forcing them to act out of vice and malfeasance. The protagonist (your character) learns of a "Force Healing" technique that is specifically described as cutting off the user from the Dark Side and letting their sanity restore itself naturally.

Edited by Kyla