I custom-made a Force Speed power. Criticize it.

By GroggyGolem, in Star Wars: Force and Destiny RPG

Realizing I could just create a custom power for my games that represents Force Speed, I came up with something today.

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I'm throwing this out there in case anyone is interested, feedback is most assuredly welcome. The intent was to represent a not-often visually represented power in Star Wars, using Manevuers, Force Points & Strain as the costs in a way that gains synergy the higher you can get your Force Rating. For instance, the 3 Maneuvers upgrade can pair with the attack/advantage/failure/threat upgrades, provided you are able to roll 2 force points while you have 2 Force Dice committed.

Sorry it cut off, at the top but all that's missing is the name "Speed" and the requirement of Force Rating 1.

So, what are your thoughts?

I think Ebb/Flow sounds like it does all the adding dice results stuff you have as "Speed" upgrades. The vigilance section seems a waste since it's very limited compared the the Farsight Force Power. The Control for an extra manoeuvre seems too cheap xp wise compared to the Pathfinders ability. The mastery is a fantastic idea, again though it's too cheap to buy considering that it's an equivalent to a Signature Ability, 4 Force Points is decent but it's not enough to limit the ability.

Overall I don't think it does anything entirely unique without stepping on the toes of other abilities too much. The mastery is interesting but needs a better home to live than here, within a far more expensive tree that requires more upgrades before it's available (similar to the mastery upgrade for Protect/Unleash)

@GroggyGolem, why not tack on a couple upgrades to the Enhance power?

58 minutes ago, Richardbuxton said:

I think Ebb/Flow sounds like it does all the adding dice results stuff you have as "Speed" upgrades. The vigilance section seems a waste since it's very limited compared the the Farsight Force Power. The Control for an extra manoeuvre seems too cheap xp wise compared to the Pathfinders ability. The mastery is a fantastic idea, again though it's too cheap to buy considering that it's an equivalent to a Signature Ability, 4 Force Points is decent but it's not enough to limit the ability.

Overall I don't think it does anything entirely unique without stepping on the toes of other abilities too much. The mastery is interesting but needs a better home to live than here, within a far more expensive tree that requires more upgrades before it's available (similar to the mastery upgrade for Protect/Unleash)

I had some responses but they all got deleted when the site bugged out on me. In short, I agree with your statements.

53 minutes ago, awayputurwpn said:

@GroggyGolem, why not tack on a couple upgrades to the Enhance power?

This is a fantastic idea that I tried out. Shown below. I feel like the Mastery upgrade needs to be more expensive or slightly altered however. Let me know your feedback.

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Not bad. I might consider bumping the experience cost a bit for both of those items (to taste—I'm thinking somewhere in the neighborhood of +10 XP each) and reword the Control upgrade to something like, "Ongoing Effect: Commit [FOFO]. The user can take a third maneuver on his turn for 4 strain."

Also, what about, instead of having a third maneuver on your turn, you could take a single out-of-turn maneuver once per round? That way it's different; it doesn't break the three maneuvers per round rule (and avoids the problem of stepping on the toes of the Explorer Signature Ability); and it doesn't bog down a PC's turn with yet another ability they can choose to activate for strain, but rather is a cool little ability that they can whip out when needed, should they have the Force Rating to commit. Kinda like the Preemptive Avoidance talent, but more versatile (while being more costly).

1 minute ago, awayputurwpn said:

Not bad. I might consider bumping the experience cost a bit for both of those items (to taste—I'm thinking somewhere in the neighborhood of +10 XP each) and reword the Control upgrade to something like, "Ongoing Effect: Commit [FOFO]. The user can take a third maneuver on his turn for 4 strain."

Also, what about, instead of having a third maneuver on your turn, you could take a single out-of-turn maneuver once per round? That way it's different; it doesn't break the three maneuvers per round rule (and avoids the problem of stepping on the toes of the Explorer Signature Ability); and it doesn't bog down a PC's turn with yet another ability they can choose to activate for strain, but rather is a cool little ability that they can whip out when needed, should they have the Force Rating to commit. Kinda like the Preemptive Avoidance talent, but more versatile (while being more costly).

I was toying around with the idea of changing it to: "Commit 2 force dice. On your turn, suffer 2 strain to increase the distance you travel with a single maneuver once per round" It's once a round, you have to commit 2 dice to do it separate from the other Enhance commitments & it costs strain but not as much as before since it's not as powerful as a third maneuver.

True. That would be considerably less powerful. You'd have to be more specific in the writeup as to what you meant by "increase the distance" and what kind of maneuver (for example, "Is it just a maneuver to move, or can I also do it with a Force Leap maneuver?").

I am not sure I like the strain being suffered. It's too much bookkeeping for my taste. Dare I say you might not need to suffer the strain if you're limiting it to once per round and only allowing it to affect one Move maneuver.

2 minutes ago, awayputurwpn said:

True. That would be considerably less powerful. You'd have to be more specific in the writeup as to what you meant by "increase the distance" and what kind of maneuver (for example, "Is it just a maneuver to move, or can I also do it with a Force Leap maneuver?").

I am not sure I like the strain being suffered. It's too much bookkeeping for my taste. Dare I say you might not need to suffer the strain if you're limiting it to once per round and only allowing it to affect one Move maneuver.

I was just considering that the way I have it written, it would affect the Leap maneuver. I'm kind of okay with that, since it branches off the Leap side of the power tree. Would represent a kind of running leap I guess.

The only reason I was making it cost strain was due to the fact that it was increasing the distance traveled, much like if one were to normally just spend 2 maneuvers and take 2 strain but yeah, that is adding to the bookkeeping.

Ok so let's try this:

Control: Burst of Speed

"Commit 2 force dice. Once per round, on your turn, increase the range increment you travel with a single maneuver by 1."

I like that this adds some oomph to the Force leap for more powerful Force users, but for FR 2 characters it basically represents a different way to augment your abilities. Instead of rolling the dice to Force-leap, you are committing dice so as move faster each round. So it kinda scales with your power level.

13 minutes ago, awayputurwpn said:

I like that this adds some oomph to the Force leap for more powerful Force users, but for FR 2 characters it basically represents a different way to augment your abilities. Instead of rolling the dice to Force-leap, you are committing dice so as move faster each round. So it kinda scales with your power level.

Me too. I'm a bit confused on the interaction with Leap, however.

You increase the range increment you can move by 1 with this and a fully upgraded Leap lets you Leap to anywhere in Medium range... 1 extra range increment means halfway between Medium & Long, which is still within Medium range.

Unless this would mean you leap to Long range?

EDIT

I'm a derp. It would mean you would be able to move within Long range with a Leap maneuver because you don't count halves for range increments.

Edited by GroggyGolem

Going by the original post, this seems to be cherry picking some of the better aspects of Foresee (initiative boosting), Enhance (Force Leap Control Upgrades), and Sense (making it harder to be hit and improving your combat checks), as well as stepping on an existing talent and a Signature Ability.

Honestly, I'd suggest just using Enhance and narrate that instead of physically "leaping" from one place to another, the Force user briefly runs at an accelerated pace, especially once they've got the Range upgrade and the Control upgrade that lets the character use Force "leap" as a maneuver instead of an action. If the fact that per RAW you can't go past medium range using Force 'leap,' then just remove the "this upgrade cannot be activated multiple times" restriction and let your players go nuts. Personally, I've been thinking of tweaking Enhance to combine the first two Control upgrades and adding a second Range Upgrade so that a PC could effectively move to any spot within long range.

Or, if the Force user PC is crazy enough, let them use Move on themselves to mechanically 'hurl' themselves from Point A to Point B, especially if they've got one or more Range upgrades. But also require an Athletics check, with a difficulty equal to the number of range bands they've just rushed through; fail and you wind up prone, and spending threat to inflict strain.

Edited by Donovan Morningfire

So I was discussing this with someone else and decided to look up the actual distances given in the book for the range bands. Medium range is up to several dozen meters. Let's say it's 36 meters then. That's 118.8 feet, about 11 stories. Medium range leaping is insane when you think about it.

Yeah. Obi-Wan does it in TCW, one of the Geonosis episodes. Just launches himself in the air.

2 minutes ago, awayputurwpn said:

Yeah. Obi-Wan does it in TCW, one of the Geonosis episodes. Just launches himself in the air.

Reminds me of all the insane leaps he and Mace Windu do in the original Clone Wars series.

I personally dont see the need to go past quick movement which essentially gives you a 50 - 100 % speed boost and is already in the game and has been fully play tested by the devs. I think it could have done with being in a few more specs though. If a player wanted to use this ability to outrun an opponent on flat ground I wouod hand wave the hand wave and let them do an easy athletics check for their action if they roll the pip required, and 2 advantage then to me that gives them 3 free maneuvers per round for the cost of just the strain for quick movement. Of course they could use any other skill check provided it fit the narrative (coordination, combat checks etc).

If howecer you find it works for you then all the better.

It was mostly an exercise in creativity, I wanted to see how challenging it would be to create something with a relative amount of balance that felt useful. I'm sticking with the RAW Enhance as it is.

This is lamer than a horse with a broken leg!@! EFF OFF!!!!! </Ramsey> :P:P

Try something like:

Control: (15 points) Commit 1 Force Die to grant Linked+1, or Autofire, to your weapon.

Mastery: (15 points) Gain the Hawkback Swoop and Sarlac Sweep talents