Which Force powers would you like to see in the game?

By TedW, in X-Wing

We gave our custom Yoda crew card the ability to shift an obstacle at R1 with the 1 template. It was pretty fun.

Implementing force shove on enemies with tractor tokens is nice and thematic, but tractor effects are kind of enough atm. Just occurred to me, reading the OP talent, how about- When a ship at R0-1 reveals it's dial, you may increase or decrease the speed of that manoeuvre by 1.

With some more words you could maybe alter it to include shifting the bearing by a degree.

2 minutes ago, Cuz05 said:

We gave our custom Yoda crew card the ability to shift an obstacle at R1 with the 1 template. It was pretty fun.

Implementing force shove on enemies with tractor tokens is nice and thematic, but tractor effects are kind of enough atm. Just occurred to me, reading the OP talent, how about- When a ship at R0-1 reveals it's dial, you may increase or decrease the speed of that manoeuvre by 1.

With some more words you could maybe alter it to include shifting the bearing by a degree.

Size matters not! :D

3 hours ago, TedW said:

Serenity (Light Side): [Estimated cost: 8-18p] At the start of the End Phase, you may spend 1 Focus token to recover 1 Force.

Actually really like this.

Could be difficult to balance, but basically a Light Side Hate.

An interesting way to get some of that force back more quickly for the good guys, and I'm always a fan on making green tokens efficient with different uses.

3 minutes ago, Bucknife said:

Actually really like this.

Could be difficult to balance, but basically a Light Side Hate.

An interesting way to get some of that force back more quickly for the good guys, and I'm always a fan on making green tokens efficient with different uses.

It's not bad (especially on obi-wan) but I'd only pay 1-2 points for it

5 minutes ago, gadwag said:

It's not bad (especially on obi-wan) but I'd only pay 1-2 points for it

The points I put out there are up for debate ;) I just prefer to make something overcosted than undercosted to not be yelled at for making OP stuff :D And besides, without properly testing things out, those are still theoretical at best ;)

I'm no good at costing cards, I have had an idea for while!

Mind Trick: 1 non recurring charge. Attacker must have the focus action. While you defend, you may spend 2 Force and 1 charge. If you do, choose another ship inside the attacker's firing arc. That ship suffers any uncancelled hits or crits. If an enemy ship was chosen, change all unresolved crits to hits.

Super situational, but powerful and can only done once. The attacker clause is to keep it thematic and prevents the skill from being used on droids.

27 minutes ago, TedW said:

Those are neat concepts, with some tailoring, balancing and proper cost I could see them work :)

Speaking of debris and push/pull, what about...:

Telekinesis: Action: Spend 1 Force to choose an asteroid at Range 0-1; relocate that obstacle using a [Straight 1] template so that two template corners are in contact with the asteroid before and after relocating. Any ship or remote under the relocated asteroid instantly suffers its effects.

Couldn't help myself there :D We can destroy obstacles, so why not move them? :D

That was my original version of it, but then you could overlap one on top of multiple ships and that's a bit strong when your Force can replenish. I thought about charges, but then you're mixing resource tokens and it would be awkward.

36 minutes ago, gadwag said:

Both of those abilities are terrifyingly powerful, and I don't think they'd be much fun to play against.

I would argue that tractor beams are already not fun to play against, but I agree with you. These were just my ideas for Force powers that I came up with when talking to my friend a while back.

Dead Eye (8pts) - When attacking with primary weapon, if all of your force is active, you may spend 1 force to reroll one blank result.

Triggers of "if all your force is active" is a good anti-aethersprite trigger cause fined tuned controls eats a force shutting down trigger. But works for other force users who conserve their force powers.

Force Heal (1pts) - When you are dealt a faceup pilot damage card, you may spend 1 force and receive 1 stress token to flip that card facedown without resolving its effects.

Mind Read (5pts) - When an enemy ship at range 0-1 gains a focus token, if you are not stressed, you may spend 1 force to gain 1 focus token

Edited by wurms
7 minutes ago, SuperWookie said:

That was my original version of it, but then you could overlap one on top of multiple ships and that's a bit strong when your Force can replenish. I thought about charges, but then you're mixing resource tokens and it would be awkward.

Or simply raise the Force cost to 2 or 3 ;) Thankfully the game is flexible enough to allow a lot of solutions :)

17 minutes ago, TedW said:

Or simply raise the Force cost to 2 or 3 ;) Thankfully the game is flexible enough to allow a lot of solutions :)

I thought of that as well, but if only the Master-level Force pilots had it, then it'd be a huge points burden and they would end up not taking it anyways.

Mo idea what to call it.

Spend 1 force, reduce the difficulty of a manuever.

Can only be equipped if pilot has 1 force charge.

Force choking...

Force Lightning - When you would do damage as the result of an attack, spend X Force to cancel X damage and give the defender X ion tokens.

Force Speed: Adds Purple SLAM. (Cost it on the Supernat scale, or similar scale. Perhaps even harsher, given that Plo can allow any friendly Force SLAM'er to completely disregard the consequences of SLAM).

I also had a thought for Serenity as the Light Side version of Hate, but I conceptualized it as receiving a disarm token to regen force. Thus, whereas the Dark Side is about self-serving and rage over hurt, the Light is about preservation and defense, never for attack. (3 pt. sounds right. Not always as good as Hate, but synergizes with the astromech slot, which the Dark Side doesn't have access to.)

Force Push: After you fully execute a maneuver, you may receive one disarm token and spend one force to assign an enemy ship in your front arc a tractor token. If that ship is in your bullseye token, you may spend an additional force to assign an additional tractor token. (A flat, nasty high cost. This is disgusting.)

The Tragedy of Darth Plagueis the Wise (Dark Side): When another friendly ship at range 0-2 would damage, you may spend 1 force to receive that damage instead. Then, suffer 1 critical damage.

22 hours ago, Bucknife said:

Could be difficult to balance, but basically a Light Side Hate.

An interesting way to get some of that force back more quickly for the good guys, and I'm always a fan on making green tokens efficient with different uses.

That's all the game needs, Obi Wan with more force (dripping sarcasm).

Knowledge and Defense (Light Side Only) - If you did not perform an attack this round you may regenerate 2 force charges (up to your maximum)

Mind Trick - While you defend or attack, you may spend 2 force charges to change one of the enemy's focus results to a blank

Way of the Whills - After you are destroyed surviving friendly ships may use your unspent force charges as their own until the end of the round

Yoda (crew, 3 force) - At the end of the activation phase you may spend 3 force charges to choose one ship at range 0-1 and rotate it 90 degrees.

I like the idea of more cheap abilities more mike tslents, rwthwr than all these super powerful cards that cost more than some ships.

one could be like "Guided Shot" it would act like marksman, but after the first crit, you could spend force to change more options to crits

or even some that arent super great but dont require force tokens, like bringing in veteran instincs, but only raise 1 point. (if thats too powerful still, maybe at the start of the plannjng phase they may spend one force to raise 1 point)

22 hours ago, martini74 said:

Mo idea what to call it.

Spend 1 force, reduce the difficulty of a manuever.

Can only be equipped if pilot has 1 force charge.

Third line is redundant with game mechanics since you don't get a force talent slot if the pilot doesn't have a built in force pool... Unless you meant like "exactly 1 force charge" which is a limiter I wouldn't mind seeing on some upgrades, @TedW's Prodigy force talent might be a good candidate for such a restriction. Having the easier maneuver ability limited to amateur/Padawan/rookie force pilots seems off from a theme perspective though so how about using the Dooku restriction instead? "If all your [force] are active..."

Here's my original idea contribution:

Inner Focus - You may treat red actions as purple.

(I considered a caveat that boost/br also give strain to narrow the usefulness gap between ships with and without reposition)

I also like @martini74's maneuver but with some rewording and a name:

Force Guidance - During the check difficulty step of your maneuver, if all your [force] are active and you did not overlap an object, you may spend 1 [force] to reduce its difficulty.

(No-overlap requirement added to keep it more in theme with keeping calm through stressful maneuver, plus incomplete maneuver tricks are power creepy and NPE to a lot of people. All active force requirement replaces "equip to only 1 force pool" restriction, but still allows it to equip on Ace pilots but they can't do anything else if they want to use this ability.)

And a remix of @TedW prodigy talent, with added restrictions instead of point scaling:

Prodigy - non-limited(restriction box text), purple +1 on the right side, flavor text in the main box.

(Since generic force users so far have force pools of only 1 this is an effective limiter) Alternatively if you want to still buff named pilots with 1 force (Barris & Ezra) you could replace the non-limited with a text box line "you may only equip this if your printed [force] value is 1." This unfortunately still runs into a scaling problem right off the bat because Ezra can take force crew to.

Edited by nitrobenz
Proofread
1 hour ago, nitrobenz said:

Here's my original idea contribution:

Inner Focus - You may treat red actions as purple.

(I considered a caveat that boost/br also give strain to narrow the usefulness gap between ships with and without reposition)

I also like @martini74's maneuver but with some rewording and a name:

Force Guidance - During the check difficulty step of your maneuver, if all your [force] are active and you did not overlap an object, you may spend 1 [force] to reduce its difficulty.

(No-overlap requirement added to keep it more in theme with keeping calm through stressful maneuver, plus incomplete maneuver tricks are power creepy and NPE to a lot of people. All active force requirement replaces "equip to only 1 force pool" restriction, but still allows it to equip on Ace pilots but they can't do anything else if they want to use this ability.)

And a remix of @TedW prodigy talent, with added restrictions instead of point scaling:

Prodigy - non-limited(restriction box text), purple +1 on the right side, flavor text in the main box.

(Since generic force users so far have force pools of only 1 this is an effective limiter) Alternatively if you want to still buff named pilots with 1 force (Barris & Ezra) you could replace the non-limited with a text box line "you may only equip this if your printed [force] value is 1." This unfortunately still runs into a scaling problem right off the bat because Ezra can take force crew to.

Love the first idea, simple yet effective :)

The second one has its uses as well, although I imagine it would be pretty costly, it's a bit like R4-P Astro, except it affects red maneuvers as well, which is pretty risky, even if it's limited like Dooku. Not like I didn't do a pretty similar thing when advocating for how theoretical purple maneuvers could work... :D (For reference, in case anyone's interested: https://community.fantasyflightgames.com/topic/301883-reworked-custom-ship-idea-eta-2-actis-interceptor/ )

About Prodigy, truth be told I had mostly 2-Force pilots in mind, like Luminara, Plo or Saesee Tiin, since some of them could benefit from a slight buff imho (although that's another debate which isn't my point here). The simpler way would be adjusting the point cost to Initiative (like Supernatural Reflexes for example) or simply have it cost more the more Force someone has, so that 3-Force pilots would be somewhat deterred and 1-Force guys could have a small boost. How many points would that cost exactly, I have no idea, it's hard to estimate that without browsing every potential candidate and seeing how it would affect them.

1 hour ago, TedW said:

...

About Prodigy, truth be told I had mostly 2-Force pilots in mind, like Luminara, Plo or Saesee Tiin, since some of them could benefit from a slight buff imho (although that's another debate which isn't my point here)...

If that's your target buff I would insist on a different name for the upgrade it feels weird for a Jedi Master to also be/have "prodigy" equipped. Of course they're above average, that's why they're Masters! 😜

Joking aside, I think what would benefit the middle ability named Jedi just as much and be somewhat less abusable would be some kind of improvement to force recovery so they're not as vulnerable when using abilities. At present Sideous is the only way to do that and it comes at a high point cost (14), opportunity cost(crew options keep getting better), and limits flexibility(stress token). I think some broader force recovery ability would help fill up force hungry pilots without taking them over the top with a higher force pool.

For increased force recovery I particularly like @Asaverino1019's Knowledge and Defense. Here's a couple rewords

4 hours ago, Asaverino1019 said:

Knowledge and Defense (Light Side Only) - If you did not perform an attack this round you may regenerate 2 force charges (up to your maximum)

Was this meant to be straight up "recover two force" in addition to the 1 you would normally recover? Or is it meant to be more like:

Knowledge and Defense (Light Side Only)- During the End phase, if you did not perform any attacks this round recover one additional [force] charge.

Inversely it could be tied to taking a disarm at the start of combat:

Knowledge and Defense (Light Side Only)- at the start of the Engagement Phase, you may receive 1 disarm token to recover one additional [force] charge. (Might have to move it to "when you engage" unless you're ok with Plo giving a friendly both peace and violence 😅 )

Edited by nitrobenz
Proofread timing

@TedW This is fun, I can't stop thinking up new abilities now! Here's another one talking its name from the way precog defense is described in Thrawn Alliances:

Double Vision Trance - At the beginning of the Engagement Phase if all your [force] are active you may spend all of your [force]. If you do, add 1 [evade] result to every defense roll this round.

Alternatively it could be:

Double Vision Trance - At the beginning of the Engagement Phase you may spend all of your [force] to gain an equal number of [evade] tokens.

After some thought, here's version 3

Double Vision - Action: Spend all of your force to assign yourself 1 disarm token and the Defensive Trance condition. You can only perform this action in your Perform Action step. You can only perform this action if all of your [force] are active.

Defensive Trance (condition) While you defend add 1 [evade] result to your results. At the end of the End Phase remove this condition.

I really wanted to go overboard on this one by adding force recovery for uncancelled evades plus stress or maybe jams when hit... Here's the more complicated version:

Defensive Trance (condition) While you defend add 1 [evade] result to your results, if there are uncancelled evades after the compare results step you may recover 1 [force]. If you are hit receive 1 stress. At the end of the End Phase remove this condition.

11 hours ago, Rickwilljames said:

or even some that arent super great but dont require force tokens, like bringing in veteran instincs, but only raise 1 point. (if thats too powerful still, maybe at the start of the plannjng phase they may spend one force to raise 1 point)

Way too powerful.