Force Power (Mod): Connect

By Rainseeker, in Star Wars: Force and Destiny RPG

For a campaign I'm a GM for I've just created a new Force Power. I've tried to follow the game as closely as possible to make it balanced in cost and build tree wise.

Reading it over and commenting would be helpful, but I would LOVE it if you tried playing a character while using it, even if you use it as a one-shot. Does it seem unbalanced? Overpowered? Underpowered? Etc.

Force Power: Connect

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The power itself is intended to play a bit like a Vulcan mind meld or any number of superhero psychic powers. One of the purposes is to allow animal sidekicks to be useful in a mechanical meta way and not just a narrative way. I feel that it also mirrors some of how the Force is portrayed in the new Star Wars - specifically the scene where Rey is interrogated by Kylo Ren. The power is intended to be a cheap buy initially, but for it to have any use other than a narrative aspect it requires a bit of a point commitment. Also, I am aware that I changed how range is usually upgraded compared to other Force powers, but for the final two purchases to make sense I wanted to make it linear. I'm open to stretching out Magnitude purchases. That's one of the things I'm iffy about, but it's complicated enough to feel justified to me.

If Fantasy Flight wants to use or modify this power in any way for future publications, I freely give them permission.

The power itself is intended to play a bit like a Vulcan mind meld or any number of superhero psychic powers. One of the purposes is to allow animal sidekicks to be useful in a mechanical meta way and not just a narrative way. I feel that it also mirrors some of how the Force is portrayed in the new Star Wars - specifically the scene where Rey is interrogated by Kylo Ren. The power is intended to be a cheap buy initially, but for it to have any use other than a narrative aspect it requires a bit of a point commitment.

I think understand where your going with it, its a 2 way link, but I think its a little bit too broad, it does too much in one tree. Its also a lot like Battle Meditation in a lot of the upgrades, and too much like Influence in others. In fact i would probably take Battle Meditation over this since it has a more powerful effect, except for the Duration control upgrade. In that regard i think your Duration upgrade should require at least 2 Force Dice to be committed, there are some powerful effects in that tree, in particular the unlimited distance communication.

I think you should just try to make a long distance communication Force Power, then rely on the Battle Meditation and Influence powers for the other stuff.

Just my 2 cents

We don't need a new power to demonstrate Kylo Ren's interrogation. It's just Influence with narrative flair.

Edit: Also in regards to the Vulcan Mind meld .... again Influence with narrative flair.

Edited by Kael

A lot of this is generally covered under Sense's Control Upgrade to read surface thoughts and as Kael noted the Influence power with some narrative flair.

Admittedly, I did write up a "Message" Force power for my old Ways of the Force fan supplement, but that was created before the FaD Beta had even been announced, but that was mostly for long-distance telepathic communications.

I do agree with Richardbuxton that this power is really trying to do too much, and feels more like a bargain basement version of Battle Meditation, especially for the fact that it's all around cheaper.

Given that in the films and revised canon the most we see regarding telepathic communications is the transmitting of a single emotion or perhaps a couple of words, I'd say that you're better off leaving it as a narrative ability, one that's triggered by flipping a Destiny Point or making an additional effect of the Sense Control Upgrade to read surface thoughts.

Or, just use the existing "Assist Another" maneuver and spending of Advantage to provide boost dice from the combat chapter, again with a narrative flair that the Force user is sharing their thoughts/memories with the assisted PCs.

Edited by Donovan Morningfire

It seems like this is a natural progression or a simple flavor twist of the Pathfinder specialization's Animal Bond, Animal Empathy, and Mental Bond talents. Since those are already present in FaD, I don't see the need to make this a separate Force power. I'd simply require a character to have a slightly higher Force rating and then have them take the Pathfinder specialization with a narrative flair that lets them treat weak-minded sentients as animals for the purposes of using their talents. This could be particularly effective if the character in question is a bounty hunter by trade using their Force sensitivity as an edge to help them complete their jobs.

This is really just Sense and Influence, both of which can be used in conjunction by applying one after the other, so there really is no need for another power. You also use Skills and Talents along with Force Powers ie. Kylo didn't just use the Force to get what he wanted, he also used Coercion (telling Ray and Poe that they stood no chance resisting him was Coercion) and Knowledge (Knowing what to look for rather than sifting through a lot of garbage information). Everything you need already exists in the RAW.

Keep in mind that the Force Powers, with a couple of Control exceptions, are purposely kept broad so you can use them to achieve many different results. This is intentional as it keeps the Force more vague like the films and less like spells.

Edited by FuriousGreg