Force Powers

By HistoryGuy, in Star Wars: Force and Destiny RPG

I am getting a friend into the game and he wants to make a Jedi. He was asking all the different force powers open to him. I told him a good first three to start with are Sense, Heal, and Move.

Agree? What are the first three you would suggest to a new player?

Ebb/Flow is a great power and it's easy (and subtle) to use it on almost any roll.

Move is a useful power, but hard to get much out of at low Force Rating plus it's not usually very subtle.

Influence is great, especially with the Control upgrade that lets you do the mind trick even with a low FR. Out of combat, 5 minutes of mind games isn't bad at all.

Heal/Harm isn't really all that impressive to me. The Heal side begins as a Force-powered stimpack, and stimpacks are pretty cheap and easy to get.

Sense is very strong, especially if the non-combat use of reading surface thoughts. The combat applications are nice too once you've spent a lot of XP.

Enhance isn't a bad idea as well if your character is a physical character.

Enhance, Move, and Sense are all very classic "Jedi" powers, with Influence and Heal/Harm good ones to get into after increasing the PCs force rating. If the character wants to be more mystical than action oriented, Foresee, Misdirect, and Seek are all solid choices.

Don't forget Battle Meditation.

27 minutes ago, Tramp Graphics said:

Don't forget Battle Meditation.

Not an option for a character that starts with FR1.

8 hours ago, kaosoe said:

Enhance isn't a bad idea as well if your character is a physical character.

If the player doesn't want to be frustrated with FR1, I think Enhance and Sense are the best starting options, with basic Move to get small objects.

For OT Jedi I would go with enhance, sense, and move. Influence is a runner up.

Those give the "classic Jedi" feel.

yeah another vote for enhance and sense, definitely solid choices for FR1, at FR1the basic ebb power is hitting you engaged allies, excepting them need more pips ( and hence is better with more FR)

yeah another vote for enhance and sense, definitely solid choices for FR1, at FR1the basic ebb power is hitting you engaged allies, excepting them need more pips ( and hence is better with more FR)

1 hour ago, syrath said:

yeah another vote for enhance and sense, definitely solid choices for FR1, at FR1the basic ebb power is hitting you engaged allies, excepting them need more pips ( and hence is better with more FR)

You don't take Ebb/Flow at FR1 for Ebb. You take it for Flow so you can regain extra Strain on almost every action.

Actually, I've found Foresee to be a fun power, as both the player and the GM can invoke the power to drop plot hooks or story hints simply through usage of the Force. That you can get an easy boost to Initiative checks and a nice boost to defense in the opening round of a fight don't hurt either.

Admittedly, it does require a bit more work on the GM's part to make even the 'vague visions and impressions' that the basic power provides have usage for the player, again providing hints but not outright spoilers.

7 hours ago, HappyDaze said:

You don't take Ebb/Flow at FR1 for Ebb. You take it for Flow so you can regain extra Strain on almost every action.

I know, but I just wanted to point out that ebb isnt so great af FR1 , not every spec requires strain recovery, also dependant on the amount of discipline or cool you have. so situational, which was why I sidnt mention flow at all, just Ebb.

18 hours ago, Donovan Morningfire said:

Actually, I've found Foresee to be a fun power, as both the player and the GM can invoke the power to drop plot hooks or story hints simply through usage of the Force. That you can get an easy boost to Initiative checks and a nice boost to defense in the opening round of a fight don't hurt either.

Admittedly, it does require a bit more work on the GM's part to make even the 'vague visions and impressions' that the basic power provides have usage for the player, again providing hints but not outright spoilers.

I gave all of the Jedi PCs in my game 10 bonus XP at character creation contingent on sinking it into Foresee. It is great for hooking players and giving them the occasional clue or pointed hint. You can't control your players, but you can direct them... like ping-pong balls!