Weird player concept

By strongarm85, in Star Wars: Edge of the Empire RPG

There is a game/hobby shop I visit often in town. One of the guys who works there, (not one my players, but might possibly someone who might be in a group I run later) had a "Character Concept" with the Force Sensitive Exile. What he basically wants to do build a kind of untrained talent breed of force user that is strictly a brawler, and when he hits things, he uses the "Move" power to punch things harder.

Just telling someone "no" isn't really in the spirit of the game, so I've been thinking about how that kind of attack would work within the framework of the rules we already have.

The way he described the attack was using the Move Power to make his punches hit harder, so he'd basically be using Force Move on his own body.

It's take a while before he got the control in order to be able to move things faster to cause damage. Not only that, how's he going to stop from breaking his own hand/wrist?

If I were GMing, I'd allow it under the idea that it would essentially just be a reskin of the Move power. He would still need to have enough Light Side pips to use it, he'd still make a Discipline check to see if it hits. If he hits? Treat it as if an object of the character's Silhouette was thrown. At the very least I'd require enough Light Side pip to activate the Move power and unless he was Silhouette 0, would need the Strength and Control upgrades.

I already have a version of this, I have a player who is a vibroknife thrower. He has move, range upgrade, size upgrade, and Weaponized upgrade.

If he throws a knife it will do only 4 Damage (plus successes) using Agility and only Short Range. Using the force he can do 5 Damage (Plus successes) using Discipline at Medium range if he has 2 force pips.

I see no issues with how he wants to use force, it is very similar to my player. The rules are in a framework that is pretty easy to look at and concept how a new mechanic might work.

The player is not doing it for powergaming purposes... it was his concept. He wanted to be able to jump and use vibroknives. Together we hashed out what he is. This character was created in WEG d6 and recently ported. I will also say, he is quite a bit LESS powerful that he was in d6.

Edited by BrashFink

I'd just say "No" and tell him that, mechanically, what he's doing is best represented by brawn anyway.

There is nothing wrong with saying "no" when it's something that is one or more of

  1. stupid
  2. disruptive
  3. munchkin-from-hell
  4. out of genre
  5. makes one or more other players (or the GM) uncomfortable to to offensive nature
  6. makes no sense.

His idea ticks #2, #3, and #4, and many would say #1, as well.

Tell him no, and if he whines and whinges, let him play it in a prologue - during which, two Emperor's hands and 24 stormtroopers (4x 6-man teams, for 3 yellows and 2 greens to hit) show up and kidnap him. Next scene - he's either dead or dumped before the emperor. Turn or die time. If he turns, inform him he's now an NPC.

Not only that, how's he going to stop from breaking his own hand/wrist?

The force is being used? Probably same way they jump down 50 feet without breaking their legs.

Tell him no, and if he whines and whinges, let him play it in a prologue - during which, two Emperor's hands and 24 stormtroopers (4x 6-man teams, for 3 yellows and 2 greens to hit) show up and kidnap him. Next scene - he's either dead or dumped before the emperor. Turn or die time. If he turns, inform him he's now an NPC.

This campaign already sounds like it has missed rule 1. Have Fun. :lol:

There is a game/hobby shop I visit often in town. One of the guys who works there, (not one my players, but might possibly someone who might be in a group I run later) had a "Character Concept" with the Force Sensitive Exile. What he basically wants to do build a kind of untrained talent breed of force user that is strictly a brawler, and when he hits things, he uses the "Move" power to punch things harder.

So kind of like the movie Push ... ? (good underrated movie btw).

The only problem I'd have with it is that it's not terribly canon. In fact, turn-by-turn Force use doesn't show up even in TCW, unless you count lightsaber deflection. Somebody at his level just won't be able to generate anything with that level of frequency.

But if he insists...to avoid multiple skill checks per combat round (Disciple + Brawl), maybe just add his Force die to the pool. If he hits, he gets to apply any White pips to damage. The downside is, he has to subtract Dark pips from damage, unless he spends a Destiny Point :)

Create a new power under the Move tree.

Spend O to knock target down.

Spend O to add 1 damage (can do multiple times)

Spend OO to move the target somewhere in short range and have them end up prone.

Or you could have it mimic the attack bonus power you can get from Sense. (commit a Force Die to upgrade the attack by 1).

I had a GM who used to say we could make whatever character we wanted, but he might die in character creation.

My biggest concern is that using the force to directly harm someone else is pretty clearly darkside.

My biggest concern is that using the force to directly harm someone else is pretty clearly darkside.

I wouldn't really agree with this. There are certain universal Force powers that can be used offensively. Was Yoda using the Dark Side to push Palpatine? If it isn't directly involving emotion, I wouldn't necessarily call it dark side.

Just as someone could be lucky on the hunt (unbeknownst to them that they're sensitive to the Force and using the Sense ability), someone could be using the Force to strengthen their blows. Doesn't mean they're doing it in a dark way.

I don't see what the problem is. I think it's a concept that can be replicated pretty easily mechanically by mixing talents from the Marauder tree with stuff from the Force Exile tree (especially the 3rd and 4th columns). Sure, some of the abilities aren't technically "Force powers," but so what?

I see two easy solutions.

1: Use move, and just encourage him to play a tanky kind of class, have him engage people, and use the Move power on people offensively. Thematically, you could have him "punch" them to deliver the thrust, and people would go flying because of that. He could only deal damage if he makes him hit something, but it would be pretty fun if he punched people across the field with that all the time.

2: Use the Sense power's offensive control upgrade to upgrade his offensive Brawl check dice. That could also symbolize using the force to enhance his own powers. Score knockdowns or disorients? Use the force for it.

Also, If he wants to make his brawl stronger, "create" an item like Brass Kuckles that basically counts as a weapon that is immune to disarm and does something extra, like a little more damage and maybe some other weapon quality, but it takes the form of either his natural enhancements, or you could make some kind of Counter-Teras-Kasi kuckles or something.

Definitely a really cool idea, and definitely possible. Hell, he could even have "shock gloves" that are actually invisible and the Stun quality is him using a Force Stun on contact to deal the strain. The possibilities are pretty much endless!

I think there's enough precedent for Force users with unusual talents not to rule this out. Nothing wrong with a PC being special, as long as they don't overshadow the rest of the table.

Mechanically, I'd just re-imagine some of the Marauder talents as being an exertion of Force. So +1 damage from "Feral Strength" is actually Force-enhanced punching, "Frenzied Attack" is a temporary boost using the Force that costs strain.

The character can then use Force Exile talents normally, without having to take them just to do their thing.

Here's a quick sample character.

Human Marauder/Force Sensitive Exile

Stats - Brawn 3, Willpower 3, Rest at 2 (60XP)

Hired Gun skills: Athletics, Brawl, Discipline, Vigilance

Marauder skills: Resilience, Coerce

Human Bonus skills: Cool, Perception

Buy Brawl up to 2 (10XP)

Force Sensitive Exile (20XP)

Rank 1 Talents: Frenzied Attack, Feral Strength, Toughened, Uncanny Reactions (20XP)

This isn't overpowering at all - my main concern would be how to make sure that the character can contribute outside combat (the main reason for picking up Coerce.) There's also nothing that shows up as flashy use of Force, which might help to keep things under control for the first few sessions.

What's more important though is to understand why he wants to be able to to this - is it just to have a cool power, or is the connection to the Force more important than that? How much do they want the Force to be a part of their story, and what do they see themselves being able to do, and wanting to do, later on in the game? Does their talent factor into their Obligation?

I think that knowing that's going to help a lot more with how to deal with how to bring it into play.

Mechanically I think that simply rewriting the descriptions of existing abilities that give the desired game effects should handle it. +1 damage is +1 damage, from a Force Punch, a vibro-knife, or natural talons makes no difference.

It certainly would be worth exploring the character's relationship with the Force. Does the player see the character as developing into a Force user, or is the Force punch the only manifestation of the Force the character will display? Among other questions this will help decide whether it is worth taking one or more Force ability skill trees, or just reskinning other abilities.