Using Move to open doors

By SavageBob, in Star Wars: Force and Destiny RPG

Hey, folks. In my game tonight, it's a classic dungeon crawl as the PCs take on an ancient Hutt vault. There are a few places where pressure plates cause the door to the room to close behind them, but one of my PCs has the Move power with 2 Strength upgrades (to Move things up to silhouette 2) and the first 2 Control upgrades (to hurl objects for damage, and to rip things out of their moorings). So I'm guessing he'll try to stop a falling door or two with Move.

How do I adjudicate this? He can do it if he rolls just 3 Force pips, if I understand the rules correctly: 1 to activate the basic power, 2 to upgrade from silhouette 0 to 2. Do I let him hold the door as long as he succeeds and agrees to commit a Force die to it?

Related, if the door falls closed, should I allow him to move it back into its open state with Move? Perhaps coupled with a Discipline check, as per the second Control upgrade? What if the door has a lock? Can he still brute Force it open, or would he need the final Control upgrade to pick the lock via the Force?

The math for the dice isn't quite right. If he has 2 upgrades to the silhouette purchased then spending a single pip will allow him to go from silhouette 0 to silhouette 2. So he would need 2 force points in that scenario, one for silhouette increase and one for the base power. I'd have the player roll for the check as normal, as there's a chance he will have to use the dark side pips if that's all he rolls.

As far as holding it there, I'd have him start taking strain the longer he holds it there, possibly needing to make another check to maintain it if something happens to distract or startle him.

Moving the door open from a closed state depends on the security of the door in my opinion. If it's highly secure, he might not be able to open it but he can find other ways to open it if he gets creative with the upgrade that lets him remove things from secure mountings.

If the lock is intricate and needs to be unlocked before opening the door, then the fine manipulation upgrade would be appropriate here.

Fine manipulation upgrade, for sure, but I'd still require a Skulduggery check to get the lock open so long as it was locked and not just closed. It's not D&D's "Knock" spell we're talking about here. The upgrade might let you manipulate something, but you still need to know how to manipulate it to get the desired result.

If the PC is trying to react quickly to stop the door closing, orbto move some nearby object under it to stop it, then I would ask for a Vigilance check at the same time as the power check. I think Vigilance is far better for this situation than Discipline, and it makes them use a skill they probably don't use as often. Something like an Average or Hard difficulty seems right. If other characters are trying to get under the door before it closes then I would probably upgrade the check too, 1 Despair and a piece of gear is dropped and left on the opposite side, 2 Despair and one of the characters suffers a Critical injury.

If the character is trying to open a closed door then I would suggest a Discipline check as part of the power check.

Another way to make it more difficult, particularly if this tactic is used a few times, is to have the trigger switch at Medium or Long range from the door, thereby increasing the number of Force Points required to activate the power... or have multiple doors close at the same time.

Ah, yes, I forgot that it's only a single pip to upgrade the Strength for a bigger silhouette. Nice catch, GroggyGolem.

Loving these ideas. Especially love the idea of using Threat or Despair to have the PCs drop some important piece of equipment on the opposite side of the door. Very Raiders of the Lost Arc.

I think I'll allow him to Move a closed door with sheer brute force (with the appropriate "rip it out" Control upgrade, coupled with a Discipline check), but I think y'all are right: The difficulty should be higher than it would be to pick the lock using Move with Skulduggery and the fine manipulation Control upgrade.

I had a similar situation recently and handled it like this: The PCs had overcome the locking mechanism of a cell door (like in the detention cells in SW) but had a few Threats so I said the lock was opened but the power to the door was cut and they'd have to muscle open the door. The Force User wanted to use their Move to lift and hold it while everyone escaped. I had set the difficulty of lifting the door to Formidable (4 purple) plus one Setback because it had no handles, but because the PC was using the Force I dropped the Setback die so the roll was 4 Purple. I had him make a Discipline check along with the Force Power check and converted each Pip to a Success with the Pip spent on the Strength Upgrade counting as the rank of their upgrade (in this case it was two). So the Player rolled two Pips so the total number of Successes added to the Discipline roll was three (1 for the activation of Move and 1x2 for the Strength Upgrade). The total successes including the Discipline roll was five, so he successfully opened and held the door.