How do I justify having a sith throw stuff whilst also duelling?

By Metsys509, in Star Wars: Force and Destiny RPG

So as I'm sure we're all aware, during empire strikes back Vader throws stuff at Luke using the force WHILE also duelling him with his saner. I want to do this if I get the chance but I'm stuck by the 1 action per turn rule. Am I missing a talen that lets characters do this or is there some other way to allow this to happen during a fight?

For context I'm planning on having a Jedi PC go up against a sith inquisitor accompanied by stormtroopers and maybe even a weaker than normal dark trooper or two just to keep the "non force sensitives" out of the duel..

Dammit my iPad auto corrected Saber to saner <_<

niman disciple might have an applicable talent or two

I'm pretty sure there's a once per session talent to use the force as a maneuver. You could also make it simple and just have the force be the action one round before going back to melee.

Niman has a talent that lets you make an attack with the move power if you missed with your light saber attack.

Also this is a narrative system if you rolled a lot of damage, and the player/opponent has the move power not a!l the damage needs to come from the saber(narratively). You can narrate that some of the DMG comes from thrown objects. Similarly advantage / threat / despair and triumph can result in other narrative effects caused by other things and this could include learned force powers.

Lastly Nemesis have been called out, that if necessary can have multiple initiative slots, allowing them more than one action per round compared with the players.

What Syrath points out: Nemesis Combat Option as it was called in Under/Shadow of a Black Sun, or Enhanced Nemesis Combat in the GM's kit. Roll initiative, and add an additional slot at the very end of the initiative order, to let the NPC act twice per round.

Very useful to keep a duel limited to fewer NPCs for drama, while still being able to deal with the PCs.

Of course the niman dicsiple talent, and ways to use force powers as a maneuver is also a good idea.

I could be the special talents to perform both actions in a turn, or:

Using Move as an Action, then Parry and even Improved Parry when the opponent attacks.

Using Move as an Action, then describing the way you spend a Triumph to upgrade the opponents next attack as good sword play. (Works with adding setback using Advantage too)

Attacking with your Saber then describing throwing objects at the opponent as your way of spending a Triumph to upgrad the next attack. (Works with adding setback using Advantage too)

Once engaged with an opponent the Draw Closer talent is adding pure Success to your attack roll, success = damage. So narrate the extra Damage as throwing objects at the target.

Force Assault is the fall back for when your Saber attack misses and you still want to crush your opponent.

I'll definitely agree with the "add an extra Initiative slot" suggestion too.

Well, since the game is narrative, more than mechanical, you could claim that Vader, not seeing Luke as a true threat (to use a d20 metaphor, Luke was lvl 9 in RotJ, while Vader was lvl 18; no matter how you look at it, he's MUCH more experienced than Luke) isn't attacking, some of the duel, but using Move, and when Luke tries to hit him, and misses, either because Vader is using Adversary to make him nigh-untouchable, or spending Strain to Parry, like a god, the GM just describes it as "though Luke gives it his all, the Sith Lord's defense seemed impregnable, with every attack simply being blocked, or missing entirely." How much of that fight was Vader actually trying to score hits, and inflicting damage, and how much was he just toying with a child, who didn't have a snowball's chance on Tatooine of hurting him? And once, Luke DOES graze his arm, but mostly, his ineffectual use of saber and Force, for the most part, was nothing for the Dark Lord of the Sith to get too worked up about.

So yeah, mechanically, Vader might not have been using his Action to attack, but to harass Luke with the Force, gauging his skills, while just making Luke's efforts pointless, while much of the "duel" was just Vader Parrying, or something similar, and Luke accomplishing very little.

I'll definitely agree with the "add an extra Initiative slot" suggestion too.

As a note, this can be devastating if the nemesis has both the first and last slots. This isn't to convince you not to do it, of course; devastating is good. It reminds players that this dude is dangerous and needs to be taken seriously.

I'll definitely agree with the "add an extra Initiative slot" suggestion too.

As a note, this can be devastating if the nemesis has both the first and last slots. This isn't to convince you not to do it, of course; devastating is good. It reminds players that this dude is dangerous and needs to be taken seriously.

General Grievous like to play that game. Stealth action in the first turn, get into range and attack with his saber move out and hide again.

I'll definitely agree with the "add an extra Initiative slot" suggestion too.

As a note, this can be devastating if the nemesis has both the first and last slots. This isn't to convince you not to do it, of course; devastating is good. It reminds players that this dude is dangerous and needs to be taken seriously.

General Grievous like to play that game. Stealth action in the first turn, get into range and attack with his saber move out and hide again.

I imagine a good chunk of that is spending advantages/trumphs generated on his check's on thematic bonus's, being able to exclude certain Jedi from the fight so that he's only engaging a handful at a time.