There we go!
I have taken up on an idea to sort of "translate" or rework Force rules in order for them to fall in line with new Magic rules we got in Genesys.
In the beginning, I'd like to point out a few facts or answer a few, likely to appear, comments:
- I do not speak English on a daily basis, so I apologize to anyone whose eyes are bleeding
- I know it is impossible to fully maintain every old mechanic while redoing an entire system. I want to preserve the same feel but I and my players are ready for big changes
- I do not want to rework every existing talent in every specialization tree in FaD but I am willing to change some of them
- Yes, I am crazy to take up that challenge
With that out of the way I want to share already prepared stuff.
Activating Force Power costs 2 Strain.
The Force Powers will be activated using one of three new skills which are: Alter, Influence and Sense.
- Alter is used for any powers that directly interact with the environment. Examples of Force Powers using Alter are Heal/Harm, Protect/Unleash, Imbue, Move
- Influence is used for powers affecting minds of others. These are for example: Influence (no s**t Sherlock), Battle Meditation, Misdirect
- Sense is used for powers which enhance or alter the way you perceive the surrounding world. These are Forsee, Farsight, Seek, Sense (again), etc.
These skills are decoupled from characteristics. When you use a certain skill, the characteristic you use is dependent on the Force Power in question. For example Battle Meditation would use Influence(Presence) while Misdirect uses Influence(Cunning).
Next, when targeting an enemy with a Force Power add Setback dice equal to ranks in Discipline. It essentially means that Discipline works as Force Defense.
Force Rating stays. When targeting an enemy with a Force Power, ignore Force Defense equal to your Force Rating. In addition, when acquiring Force Rating (every Force Rating talent purchased) choose Alter, Influence or Sense. You permanently reduce difficulty of Force Power checks using that skill by one. You can choose the same skill multiple times, reducing the difficulty by one each time (to a minimum of one).
I was thinking about reducing the XP cost of force powers as you have to purchase skill ranks now.
I do have an example Force Power , namely Heal/Harm, ready for testing. I will use it to visualize an example Force Power check. I do not have a tree ready but this is what a maxed out would look like.
Force Power: Heal/Harm
- Base Power: [1 Difficulty] Perform an Alter(Intellect) check against one engaged target. If successful, the target restores wounds or suffers wounds (ignoring soak) equal to number of successes rolled.
- Range: [+1 Difficulty] Increase the power's range by one range band (you may activate it multiple times up to a maximum of medium range)
- Magnitude: [+2 Difficulty] Affect additional targets equal to Magnitude upgrades purchased (max. 3). You may spend 2 Advantages to affect an additional target (You may activate Magnitude upgrade multiple times)
- Control 1: [+1 Difficulty] Change power's base damage/heal to equal to your ranks in Medicine
- Control 2: [+1 Difficulty] Heal: Let one target perform a Resilience check vs severity rating to heal one Critical Injury. (I don't know about that. I also think about you making Medicine check.) Harm: Force one target to take an opposed Resilience vs Medicine check or suffer a Critical Injury. Spend Threats from this check to add to d100 roll.
- Control 3: [+1 Difficulty] Heal: Remove one status effect from your target. Harm: Heal wounds equal to damage inflicted.
- Control 4: [-] Heal strain equal to damage inflicted or let target recover strain equal to wounds restored.
- Heal Incapacitated: [+2 Difficulty] You may heal targets whose wounds exceed their wound threshold.
- Mastery: [+4 Difficulty/ - ] Heal: Once per session, you may restore one target who died after the end of your last turn to life. You may flip a Destiny Point to heal wounds on target equal to your ranks in Medicine and target's ranks in Resilience. Harm: When you kill someone with this power you may restore a single target that died during this encounter to life. You both receive 7 Conflict.
- Duration: [-] You may spend a maneuver next turn to heal or damage targets within range for wounds equal to power's base heal/damage.
This Force Power reinforces advantage of Force which is affecting multiple targets while preserving the power of Medicine checks (especially with ranks in Surgeon). Please note that healing from Force Power: Heal/Harm is limited in the same manner as Stimpacks.
I still do have a lot of work ahead and a few issues have come up:
- Talents adding Force Dice to checks (I'm getting rid of Force Dice so...)
- Commit Force Dice (I do not think that some powers are worth spending maneuver to Concentrate but I also do not know how to handle them otherwise)
- Tapping into the Dark Side?
Thanks in advance for any feedback and I invite you to collaborate and throw your ideas at me