Force Choke

By fjw70, in Star Wars: Edge of the Empire RPG

It seems the control upgrade on the bottom right of the Move force power tree would cover things like force choke. How would you adjudicate such a move?

I was thinking maybe having a base damage of 3 per dark side point spent.

I suspect this is one of those things we'll see more on in the Force and Destiny rulebook. In the meantime I suggest you just houserule something in, like you said with the Move power. Just be prepared for it to be changed when the official rules show up.

I suspect this is one of those things we'll see more on in the Force and Destiny rulebook. In the meantime I suggest you just houserule something in, like you said with the Move power. Just be prepared for it to be changed when the official rules show up.

Yep, that is what I expect too, however I was asking how GMs out there would houserule it at this point.

I would say you could use Move if your GM allows for it, the force powers are really vague and up to interpretation.

I would say you need fine manipulation control upgrade and one strength upgrade to use it and it would inflict 10 points of damage. This is how i think, you're trying to manipulate a silhouette 1 being and inflict damage so it should be based on the silhouettes size.

You would need 2 force points, one for basic power and one for strength upgrade.

( If your GM is like "oh but no choke power is crushing and Move power is moving things, just describe it as twisting or throwing the enemies head back and forth instead of crushing he's neck.)

/Poseur gives he's idea about it.

Id use the suffocation rules for damage, in the films they were choked, not getting their necks broken.

Forgot that there were suffocation rules in this game. Just use them instead.

Maybe an discipline VS discipline (or resilience) check every round to continue the choke

Edited by Poseur

Yes, suffocation rules are a good call. I didn't see that section before. Definitely the way to go.

Edited by fjw70

I'd say use the Move damage rules. Character needs to be able to control The Force a certain amount to be able to do it, Once the character can do any damage with the Move tree, allow him to move the victim into the air and deal damage per round.The player can do the max per upgrade they bought a round or less than their max ability per round if they choose.

If they can throw a dude against the wall to damage them, what's to stop them from lifting them, but not throwing them to damage them?

Donovan Morningfire made this pretty sick Ways of the Force supplement. In it, he included an Injure and a Healing power. Injure can pretty much cover everything from crushing someone's bones to force choke to crushing whatever else you want to crush. And, it pretty much works a lot like the ideas you guys have been shooting around here already!

And, if you want more Dark Side Force Powers, I already made a Force Lightning power!

https://www.dropbox.com/s/y10racdmoxtupng/Force%20Lightning.docx

Yeah, I created an Injure power to cover both Force Grip/Choke as well as Force Lightning.

Now that said, if a GM just wanted to keep with the Move power, I'd agree with the usage of the basic power plus the "fine manipulation" Control Upgrade and at least one Strength Upgrade being required.

However, I'd require an opposed Discipline check, with the target starting to suffocate as per page 214, with each extra success the Force-user gets dealing an additional point of Strain. This would also be an evil act, especially if maintained for any length of time, such as when Vader used it as a discipline tool. Enough so that as the GM, I might require the player to have to spend a Dark Side Force Point to use Move this way, meaning they'd have to suffer Strain and flip a Destiny Point.

I'd require the fine manipulation control upgrade, and do damage to strain equal to the number of strength upgrades per round. Lock a die to hold it.