In the game we're playing there's a character who asked if he could control the damage of the force power MOVE when he uses the force to throw another person or object. The rules state 10x the Silhouette so that's pretty clear when you want to inflict maximum damage. However, lets say you want to knock someone around but don't want to necessarily kill them, say do 3 pts of dmg instead of 10x the Silhouette. Has anyone weighed in on that concept? I figure it's up to the GM but seems like it should be allowed if you have the full Control powers that go along with MOVE. Thoughts?
Damage Control: Move Force Power
No. Move isn't doing the damage, it's the size of the object, so if they want to do less damage, throw something smaller.
Hmm but everything smaller than a normal being is sil 0. So 0x10=0
What to do? WHAT to do? what TO do? What to DO?
Sil 0 does 5 dam IIRC
Have a good Discipline and roll well on the attack roll. It means your base damage is zero and to do damage with a zero sil object you'll need to be very skilled, sounds about right to me, need to be very skilled to do something very difficult.
Yah, 0 does 5 base, so with a good skill you'd be right where you need to be.
Edited by 2P51If you want to "throw" someone around but don't want to actually wound them. I suggest using Bind's movement upgrade. It allows you to push someone away or pull him towars you at relativewly high speed, but doesn't cause any damage. The only other effect it has is that he's immobilized until after his next turn, and if you have the Mastery upgrade, you can Stagger him.
To be clear I want to throw someone but don't want do the full amount of damage. It just seems reasonable to me that with all of the control updates that one should be able to control how hard to 'move/throw/push' someone. If I can manipulate fine motor skills from across the room as if I was actually holding the object, doesn't it seem reasonable that you could control how hard you throw/move someone?
Well, purely as a house rule and completely off the top of my head, you could always upgrade the difficulty of the check or use the aim at specific location rules and allow success to reduce the damage by 1 per instead of add. Considered using this for a shooting situation in one of our previous games but the situation played out quite a bit differently so wasn't needed
*AFB, so cannot remember if successes on the Discipline check add to damage from Move or not*
16 hours ago, ZelDut said:In the game we're playing there's a character who asked if he could control the damage of the force power MOVE when he uses the force to throw another person or object. The rules state 10x the Silhouette so that's pretty clear when you want to inflict maximum damage. However, lets say you want to knock someone around but don't want to necessarily kill them, say do 3 pts of dmg instead of 10x the Silhouette. Has anyone weighed in on that concept? I figure it's up to the GM but seems like it should be allowed if you have the full Control powers that go along with MOVE. Thoughts?
Truthfully, as a GM I'd simply allow the player to narrate that they're trying to avoid using lethal force to take out the target Rival/Minion that's being attacked.
Of course, that would be dependent upon what sort of object is being thrown. If the player is hurling the target into a wall in the hopes of knocking them out without killing them, then I'd be cool with that and simply treat the target as unconscious with no extra mechanical fiddling necessary. Same with if they're using a Silhouette 0 object (base damage 5) to knock a guard out by bouncing the object off the guard's head for a Hollywood KO. Or simply bouncing two Silhouette 1 minions off of each other; bump them together at high speed and let them slump to the floor. Since these NPCs generally only matter for the one scene they're in, what happens to their wounds once the scene ends is largely irrelevant.
Now, if the player is hurling an object that's larger than the target, then the "only knock them out" goes out the window, and if the damage pushes the target over their wound threshold, then that Rival/Minion is probably dead. After all, there's nothing saying that you have to grab the largest object in the scene to use for your attack, so by choosing to use smaller objects (Silhouette 1 at most) then the character is already showing a degree of restraint with their attack.
Why not just use the basic power instead if it is about the moving part? No damage at all, but you move someone out of the way, you even can push them towards a wall, just weak enough to do no damage at all. Basic force power check. And as maneuvers are not prevent from that, they can just fine jump of that wall towards the player and keep fighting too.
If you want to restrain them you need bind. not move and bind can do strain damage just fine too.
If you want to make a warning shot, flick a low value credit bar at them, sil 0 objects do a base damage of 5. After soak usually not much of that damage raims.
And if you want to use a larger object to push people away with it, we are talking again about the basic force power and should totally allow this based on the narrative. There is most likely not even a change in range bands, just a small change in position. Again no damage at all applied, but you can certainly clear a path with a sil 4 rock in front of the group, which acts as cover and clears the way from a bunch of stormtroopers. I would even take away a maneuver in form of creative use of a force power from those stormtroopers as they just got pushed away and need to stand up or reposition themselves again.