Need examples of using forcepowers

By LordEnforcer, in Star Wars: Force and Destiny RPG

Ok for example I have 2 base force points and I decide to use the skill under mystic advisor (knowledge is power) so I have 5 force points and I have the following force skills

influence basic
influence control 1
heal/harm basic
heal/harm control 1
bind basic
bind control 1
bind strength 1

What could I do in one turn of combat? what would my options be? can I roll 5 force dice for something or multiple actions in one turn? I am just wondering.. please help :)

You have to choose a single force power, you can't activate multiple as each requires a full action to use. So in your case you could:

1. Use Influence

2. Use Heal/Harm

3. Use Bind

You can activate one of those powers, the same as without.

Having a Force Rating of 5 simply means that you're rolling 5 force dice when you activate a power, so you're very likely to have at least one light side pip showing and will have around 4 on average. While highly unlikely, you could go as high as 10. The odds of being able to successfully activate the power without using dark side pips are therefore very good, and you'll probably get more mileage out of effects that scale with the number of points spent or upgrades that can be activated multiple times (such as the Strength upgrade for Bind).

Having a higher Force Rating does not allow you to activate force powers more often.

Pretty much you are stuck to one action per round (and certainly almost always one action per turn, there is a few talents how ever that let's you use a force power on a failed combat check for example that let you break that rule).

As using a force power is almost always an action as well then this also limits you (another example of a rule breaking power in this instance is the force jump which one upgrade let's you use as a maneuver,)

So out of those you can use a force power as your action., so if you heal/harm you won't be able to influence or bind and vice versa. You can't split up your dice and have them work for various different effects (example you couldn't use the aggressors terrify ability AND have the dice be added from the other control upgrade from influence (is the upgrade that allows you to add your dice to coercion checks) so in that situation if you tried to use the terrify talent you would have all your uncomitted force dice on the coercion roll and allow it to be used for terrify, but you couldn't use it to add advantage or success to the roll as the dice were tied to the terrify effect.

I hope that is clearer than it probably reads.

As the others have noted, a Force power is normally going to be an action. First you activate the Force power (Bind, or Heal, or Influence) and then you roll the dice.

Bind is going give you the most bang for your buck there, all things being equal. If you roll a bunch of Force points when activating Bind, and use at least one dark side pip, then each Force point that you spend on the check (which can potentially be all of the Force points, since the Strength Upgrade can be activated multiple times) causes 1 wound. No soak is applied, which makes this a potent power.

Harm can't be activated multiple times, and your upgrade is also of limited use.

The Influence basic power can be activated multiple times, which is nice if you don't wanna be all dark-sidey and just overwhelm your target's neural synapses instead :)

Edited by awayputurwpn

OTOH, with FR5, you could easily have committed one or more Force dice to another Force power (like Sense), and still have plenty left over for activating other Force powers in this round.