Control Pull

By Mr Ruffles, in Star Wars: Force and Destiny RPG

New to playing a force user and wondering how the move power pull works. Say you can power objects out of mountings or an opponents gasp.

Is there a roll that goes along with it? Opposed roll?

GM's call, but I'd usually require an opposed roll. For minions, I might just let a player pull as many weapons as they are allowed to move objects, depending on how skilled the minions are. For rivals and nemeses, I'd do an opposed roll, Force User's Discipline vs. Target's Athletics/Coordination (depending on what feels more appropriate).

You can probably rip turrets off star ships and legs off walkers as well, because fun:)

The simple power is normally without a Skill Check, but your GM is more than welcome to make it a Discipline check if the situation seems appropriate.

Lifting a Silhouette 3 Cargo Pod to move it slowly across a hanger for loading onto a transport probably isn't worth a check.

Moving that's same pod when you're under time pressure could be an Easy check.

Add wind to the hanger, or combat, that's at least a Setback or 2.

Are there other moving vehicles you could hit, that you don't want to? That sounds like an Upgrade.

Are you actually trying to use it as a weapon? Well first your going to need the "Hurl" upgrade, the difficulty will be Hard thanks to the silhouette. Adversary, Defense, environment and distractions will all come into play.

What if you're on some swamp world, instead of a cargo pod it's your X-Wing stuck in the mud? Daunting difficulty, 1 Upgrade for the thick swamp it's stuck in, another upgrade from the GM flipping a Destiny, 2 Setback for the creepy animals, another one for that distracting Hermit.

On another note I treat Minions a little different to most. To me they are there for PC's to be awesome so I always treat a group as a single object for Move. If it's a large group (5+) then I'll increase their silhouette by 1, but they are still just a single target. This means a PC can use magnitude to lift multiple groups and throw them without a ridiculous number of Force Dice... but they are still just Minions :ph34r:

Surprised or unaware minions do not resist. In combat the minions hold their guns firmly and I always ask for an opposite check. Dont forget about setback just for combat situation, shots are flying, grenades are exploding, focusing on the force is harder.

19 hours ago, Mr Ruffles said:

New to playing a force user and wondering how the move power pull works. Say you can power objects out of mountings or an opponents gasp.

Is there a roll that goes along with it? Opposed roll?

As the others have said, if it's from a Rival/Nemesis NPC's grasp, or another PC's grasp, you should have an opposed check. Otherwise, if it's just something on the wall, or a minion's grasp, don't bother. The "yank it off a wall" especially makes no sense to me, requiring a roll I mean. If I can lift a Silhouette 4 ship without having to roll Discipline, assuming I get enough Force pips, why is something mounted to the wall any different? It's just pure application of force, force in a physics capacity I mean.

And minions, well, minions are just minions. You hardly ever have to roll any resists against them, regardless of the power, so again, I wouldn't require it for using Move either. I mean, if it's just Minion Squad 27, and they have no life expectancy beyond the next 5 minutes of this combat encounter, why bother?

Now people can house rule it sure, but per the RAW, there's no need to add that extra roll. That's supposed to be one of the main strengths of the Force, that it bypasses having to have additional rolls, compared to other actions a player can take.