The Ever Growing List of Force Powers

By MuttonchopMac, in Star Wars: Force and Destiny RPG

The Exile severed her connection at Malachor, creating a 'wound' in the Force. And Traya did kill the Jedi Masters by severing their connection with the Force; it's described and illustrated as something similar to Force drain.

What I was saying about Suppress, though, is that it's not Sever Force, as it's more like a temporary disruption. It doesn't work like you're directly cutting off the opposing Force user's connection to the Force, just interfering with their ability to direct it at you in that moment. The Order 66 episode covering Keeping the Peace, they talked about the power, and how they wanted something that might appeal to Guardians, but they couldn't just reprint Protect, so they thought of Suppress.

The Exile severed her connection at Malachor, creating a 'wound' in the Force. And Traya did kill the Jedi Masters by severing their connection with the Force; it's described and illustrated as something similar to Force drain.

What I was saying about Suppress, though, is that it's not Sever Force, as it's more like a temporary disruption. It doesn't work like you're directly cutting off the opposing Force user's connection to the Force, just interfering with their ability to direct it at you in that moment. The Order 66 episode covering Keeping the Peace, they talked about the power, and how they wanted something that might appeal to Guardians, but they couldn't just reprint Protect, so they thought of Suppress.

If I recall, you're right. She kinda cut herself off from the Force in light of what she did... Suppress, however, turned up in both KotOR games. Force Suppression / Force Breach interfered with others' Force use by making it harder. It's not as unprecedented as people think - it just never got a treatment in Saga Edition.

I don't think we need any more Powers. Rituals could be interesting, we see a bit of it in TCW with the Witches and the Sith. I'm not sure the witch's use of "magic" really qualifies as Force wielding, they sort of make a point about that in TCW. But there's clearly some old-school transmutation, transformation, divination, and sympathetic magic going on.

I wouldn't mind a treatment on Meditation. Yoda seems to often "meditate" to find answers. Maybe this is already covered by Foresee...

Yeah, not a fan of the new Witches of Dathomir. Pre-TCW, they merely believed that their use of the Force was dependent on mysticism, rituals, talismans, and song, and their lack of belief prevented them from using it like Luke did. Post-TCW, they're garden variety witches from folklore and fantasy, which I find kind of disappointing and unoriginal.

Meditation, on the other hand, could be a broad power like Enhance, helping with Knowledge checks, removing strain (think Qui-Gon during a lull in the battle with Maul), and maybe even giving a Boost or an extra Force Pip on the next Force power check. You could even roll basic telepathy into it.

EDIT: On second thought, meditation to find answers to a problem could be one of those "automatically achieve this" signature abilities, given to the Consular or Mystic.

Edited by MuttonchopMac

Keep in mind, they've already shown they may introduce completely new things, as with Suppress*.

And no, it doesn't work like Sever Force.

As I remember from KOTOR 2 (spoilers :P ) the whole Sever Force thing was a fake ritual and was really the protagonist unconsciously cutting themselves off from the Force, or at least believing it to be so.

Really? When the exile was exiled there was no mention of a Force Sever; she basically had to yield her lightsaber and willingly forfitted her own connection. Just I think they only decided to attempt to cut her off when she became a "hole" in the force (an attempt that was intercepted.)

You're probably right, it's been a while... :P

Psychometry is a good one.

That might work very well for the Sentinel splat, who has as part of it's core shtick that they go and track down trouble, something that being able to view the past (even if through objects) would be extremely handy for.

I've been playing around with putting together a Psychometry power for my Ways of the Force fan splat (and is in extremely rough stages, akin to "In Development"), which will probably look nothing like whatever FFG opts to publish.

We have Farseeing for the future, so Psychometry or another method of viewing the past would be great.

Psychometry is a good one.

That might work very well for the Sentinel splat, who has as part of it's core shtick that they go and track down trouble, something that being able to view the past (even if through objects) would be extremely handy for.

I've been playing around with putting together a Psychometry power for my Ways of the Force fan splat (and is in extremely rough stages, akin to "In Development"), which will probably look nothing like whatever FFG opts to publish.

The Wookieepedia description actually makes it more interesting by branching into tracking and suggesting that handling murder weapons or objects associated with death could spark emotions associated with the Dark Side. Risking taking a point or two of conflict would make players think twice about using it in every mystery, plus you'd only get clues like Foresee and Warde's Foresight... The page also references using the Dark Side to pull memories from a person's mind without an object, which sounds like Mastery + Dark Side Pips to me.

Words.

I've been playing around with putting together a Psychometry power for my Ways of the Force fan splat (and is in extremely rough stages, akin to "In Development"), which will probably look nothing like whatever FFG opts to publish.

Thank you, for a new version of Ways of the Force. I like the current version alot, even if it is a bit outdated.

The Exile severed her connection at Malachor, creating a 'wound' in the Force. And Traya did kill the Jedi Masters by severing their connection with the Force; it's described and illustrated as something similar to Force drain.

What I was saying about Suppress, though, is that it's not Sever Force, as it's more like a temporary disruption. It doesn't work like you're directly cutting off the opposing Force user's connection to the Force, just interfering with their ability to direct it at you in that moment. The Order 66 episode covering Keeping the Peace, they talked about the power, and how they wanted something that might appeal to Guardians, but they couldn't just reprint Protect, so they thought of Suppress.

Ohhh right, I was thinking about that scene toward the end that all three Jedi master try and cut her off the force, for reasons.

Psychometry is a good one.

That might work very well for the Sentinel splat, who has as part of it's core shtick that they go and track down trouble, something that being able to view the past (even if through objects) would be extremely handy for.

I've been playing around with putting together a Psychometry power for my Ways of the Force fan splat (and is in extremely rough stages, akin to "In Development"), which will probably look nothing like whatever FFG opts to publish.

The Wookieepedia description actually makes it more interesting by branching into tracking and suggesting that handling murder weapons or objects associated with death could spark emotions associated with the Dark Side. Risking taking a point or two of conflict would make players think twice about using it in every mystery, plus you'd only get clues like Foresee and Warde's Foresight... The page also references using the Dark Side to pull memories from a person's mind without an object, which sounds like Mastery + Dark Side Pips to me.

To me that just sounds, mechanically, like they're spending Destiny and strain to turn Dark pips Light to activate the power when they'd otherwise fail.

The problem I see is that there are too many powers. I believe that many of them should be added to the bottom of trees or power upgrades because it's getting to the point that they become talent trees. I was under the impression that once you had the fine hand manipulation control upgrade in move essentially meant you could choke a person out. Just my opinion on the matter some of the trees almost seem to be getting out there.

The problem I see is that there are too many powers. I believe that many of them should be added to the bottom of trees or power upgrades because it's getting to the point that they become talent trees. I was under the impression that once you had the fine hand manipulation control upgrade in move essentially meant you could choke a person out. Just my opinion on the matter some of the trees almost seem to be getting out there.

I agree, just expand the current trees to include similar powers.

I'd imagine that a force power similar to imbue item would be introduced in the sentinel or warrior sourcebooks.

Edited by Chxckmate

Psychometry is a good one.

That might work very well for the Sentinel splat, who has as part of it's core shtick that they go and track down trouble, something that being able to view the past (even if through objects) would be extremely handy for.

I've been playing around with putting together a Psychometry power for my Ways of the Force fan splat (and is in extremely rough stages, akin to "In Development"), which will probably look nothing like whatever FFG opts to publish.

The Wookieepedia description actually makes it more interesting by branching into tracking and suggesting that handling murder weapons or objects associated with death could spark emotions associated with the Dark Side. Risking taking a point or two of conflict would make players think twice about using it in every mystery, plus you'd only get clues like Foresee and Warde's Foresight... The page also references using the Dark Side to pull memories from a person's mind without an object, which sounds like Mastery + Dark Side Pips to me.

To me that just sounds, mechanically, like they're spending Destiny and strain to turn Dark pips Light to activate the power when they'd otherwise fail.

Not quite. Just like Unleash and Harm can net a character conflict aside from how the Force pips are generated, this would be different. It's not the user calling on the Dark Side, it's the emotional state of the being that used the murder weapon bleeding over, which is dangerous. It's not a choice that the player makes to call on the Dark Side, it's a risk that they choose to run, which might bring them some inner turmoil.

The problem I see is that there are too many powers. I believe that many of them should be added to the bottom of trees or power upgrades because it's getting to the point that they become talent trees. I was under the impression that once you had the fine hand manipulation control upgrade in move essentially meant you could choke a person out. Just my opinion on the matter some of the trees almost seem to be getting out there.

So you want smaller branch powers off the main tree?

I'd imagine that a force power similar to imbue item would be introduced in the sentinel or warrior sourcebooks.

That would be redundant with the Artisan and Armorer talent trees for Sentinel and Guardian, respectively, and make those specs less attractive.

To me that just sounds, mechanically, like they're

The problem I see is that there are too many powers. I believe that many of them should be added to the bottom of trees or power upgrades because it's getting to the point that they become talent trees. I was under the impression that once you had the fine hand manipulation control upgrade in move essentially meant you could choke a person out. Just my opinion on the matter some of the trees almost seem to be getting out there.

So you want smaller branch powers off the main tree?

Something more condensed and in the same realm of the original trees since they are all over the place.

For example misdirect tree could be a branch off from influence power Bind under the move power. Just what I would do but ffg needs to sell books.

Edited by Tassedar

Won't that make it harder for characters to get access to the powers and require certain prior training? You can't use the Force to hide yourself unless you can mind trick someone. You can't use the Force to hurt someone unless you're a master of telekinesis... It's a great theory, but it would mean that everyone had to sink XP into the roots of the Force powers to get the stuff they want...

And the "original trees" were Sense, Enhance, and Move (which may appeal to you as Sense, Control, and Alter, of sorts), but they did pretty specific things. Heal / Harm is easily as broad as they are, especially Move. Seek covers searching for something lost, as well as seeking out someone's weaknesses (Shatterpoint). Foresight covers both mystical future-peering and supernatural anticipation in combat. Misdirect covers both illusions and stealth, which are vastly different. Etcetera. Really, Bind is the only really narrow tree - everything else has multiple functions. But if you add that functionality onto other trees, those trees become too diverse and powerful. If Misdirect is part of influence, it means that Social and Stealth characters get lumped together and good at the same things... There is more in-universe and game mechanical logic behind the trees than just "FFG wants my money."

But would you be spending that xp anyways and also more xp if you wanted to add more to it. Magnitude strength range etc

Edited by Tassedar

Short of you drawing up and posting a picture of a merged Influence / Misdirect tree, and Move / Bind, I probably won't get the difference. I'm a pretty visual person, so purely speculative tree adjustments don't fully come across to me.

But if you like the idea and so does your table, by all means, revise away.

Well I'm not going to start revisions to the system because it's not mine to do so. I just hope someone from ffg reads this and goes yeah it is a bit of a cluster with all these powers maybe if we get a 2nd edition or something to that order that cleans up the clutter.

Now, now, it's obvious what Force power is needed: Neti Force Solar Beams! Destroy entire fleets with the burning power of the Light Side of the Force. Or use the Dark Side equivalent, the Force Storm! Destroy those technological terrors everyone is so proud of through the power of the Force!

Oh, and I'm joking. Seriously, that part of the EU should stay dead, I like my fleet battles dammit.

More seriously, of the major powers from the movies/lore, the big ones that I can think of that haven't come up yet in the system are the blind jedi who sees without eyes, and the mind probe. The first will likely be covered by the Farsight power in Savage Spirits. The Mind Probe is trickier, as one could argue that it's already covered by the Sense power. On the other hand, what Kylo Ren was doing was clearly a bit more then simply reading surface thoughts. It might work better as a Force Talent for a tree, but there's probably enough material you could fit it in as a Force Power, particularly if you built it into a more general information gathering suite.

Beyond that, Jedi/Sith are known for the extremes of pain and injury they could take: pretty sure you could work that into a power, especially given individuals like Darth Sion and Darth Vader. It would be a particularly good fit for the Warrior book.

Oh, and one that I strongly expect will show up: the ability to talk to people over great distances. Luke does it in Ep V, and then there's Yoda in Rebels.

On rituals/spells... while I think they'll get discussion in one of the books, I don't think they'll get mechanization or a Force power. Simply put, they're to McGuffiny. Hell, they're not even restricted to Force sensitives (looks pointedly at Zeb in a certain Rebels episode). But the uses are to varied for the sort of hard mechanization you'd need for a Force power, given they're effectively a GM device. It's more likely we'll see a guidelines table similar to the Vergence rules.

Overall, I'm not to worried about them running out of powers. They have a pretty solid set of basics already, which means they can go more niche with relative ease. They've also been nailing down sub-systems like crafting, which gives them more leavers to play with.

I plan to write up the Helicoptering power from Rebels. The Basic Power will let you act as if you to ignore the penalty of difficult terrain. Initially you'll need one of those special Inquisitor lightsabers, but Control Upgrades will allow it with a double-bladed lightsaber and eventually even with a pair of typical lightssbers.

God I feel like burning people alive right now.

Keep in mind, they've already shown they may introduce completely new things, as with Suppress*.

And no, it doesn't work like Sever Force.

As I remember from KOTOR 2 (spoilers :P ) the whole Sever Force thing was a fake ritual and was really the protagonist unconsciously cutting themselves off from the Force, or at least believing it to be so.

I don't know about KotOR 2, but I do know from the Tales of the Jedi Comics, Sever Force was very real, and devastating. Nomi Sunrider used it on Ulic Qel Droma during the Great Sith War after he had slain his own brother.

How about a power to control data?

Like a hacker Jedi?

Or in Star Wars terms, slicer Jedi.

Maybe a hot/cold power?

Edited by baterax

How about a power to control data?

Like a hacker Jedi?

Or in Star Wars terms, slicer Jedi.

Maybe a hot/cold power?

I think Protect/Unleash covers hot/cold stuff quite well to be honest, it's just all about the way you describe it

Since Force Lightning is trappings of the mastery level of Unleash, I wonder what the visual trappings of basic Unleash is supposed to look like.