Force usege Question

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

A question about Force power usage about Force usage on Page 278 it says:

"Unless specified otherwise, each ability may be activated multiple times."

Bit of confusion here since activating and ability takes a full action and you can't take multiple actions. My best guess is when Force and Destiny comes out is when this rule comes into play. Since anything currently listed in Edge of Empire that you can spend the extra force points either take your full action of has the key phrase "up the the ranks purchased" making it pointless to put extra points in. Example a character has 3 force points uses one to activate Move and one to activate Strength rank 4 even if he could put the last point into Strength 4 again he could still only move Silhouette 4 since its equal the the ranks of the skill.

Is this the right interpretation?

IIRC, looking under the descriptions of "basic powers" for the various force powers will answer this question.

I was thinking more about using move to lift that rock over there and hold it, next round lift the droid with move and hold it, and maybe then stand on one hand with a green muppet on my feet using move as well.

If you're going to keep the rocks hovering while lifting another, wouldn't that mean committing a Force die to sustain the power?

And balancing the green muppet requires at least one Triumph.

If you're going to keep the rocks hovering while lifting another, wouldn't that mean committing a Force die to sustain the power?

And balancing the green muppet requires at least one Triumph.

Yep. That means Luke had a Force Rating greater than 1 by the time that scene happened.

Not sure about requiring a Triumph for the muppet, though. I think that was just a successful Coordination check, even after it was modified with a few Setback dice due to the added distraction.

Your all wrong. what it means is that luke had points in magnitude. and what he did could be achieved with one force rank rolling two light side pips. One point goes to activate the power, and the other goes to magnitude allowing him to affect a number of sil. 0 targets (yoda and the rocks, plus the driod) equal to his ranks in magnitude.

I'm not saying he didn't have force rating 2, just that he didn't need it to accomplish that.

The handstand was just an athletic check.

If you believe that he was holding himself up with the force as well he would have to have force rating 2, a couple points in magnitude, and at least 1 point in strength (to effect Sil.1 ..himself) and roll at least 3 lightside points on those 2 dice...one for base power, one for multiple targets, and one for increased Sil. And in that case there would be no "skill" roll at all (meaning no chance for adv. , or triumphs)

You cannot commit dice to move, he would have to make the check every round (hence the concentration)

however being that the scene wasn't in "structured time" the GM could rule that he could hold the objects for a few moments per check.

As a side note the part were they're running thru the jungle doing all the jumping and flipping is clearly yoda teaching him the base level of enhance( roll force dice and use lightside points to buy success and advantage for athletics)

The activate multiple times refers to the upgrades, for instance if i have 1 point in strength i can spend a force point to effect Sil. 1 targets, or 2 points to effect Sil.2...activating it twice. if i have 2 points in strength i can spend force point to effect up to Sil2 and another to effect up to Sil. 4, these are both in addition to the one point the base power requires.

T

Edited by khaine1969

A question about Force power usage about Force usage on Page 278 it says:

"Unless specified otherwise, each ability may be activated multiple times."

Bit of confusion here since activating and ability takes a full action and you can't take multiple actions. My best guess is when Force and Destiny comes out is when this rule comes into play. Since anything currently listed in Edge of Empire that you can spend the extra force points either take your full action of has the key phrase "up the the ranks purchased" making it pointless to put extra points in. Example a character has 3 force points uses one to activate Move and one to activate Strength rank 4 even if he could put the last point into Strength 4 again he could still only move Silhouette 4 since its equal the the ranks of the skill.

Is this the right interpretation?

I believe that when you "activate" a force power, you have the option of spending additional Light side points to power the upgrades purchased for it.

Meaning if I have power X, a Strength Upgrade and a Range Upgrade. I could activate the basic power for 1 point, then the strength upgrade for 1 point. I believe that the phrase means that, if you rolled 4 light side points, you could activate the base power, both upgrades, then one of the upgrades again, or possibly activate the base power twice?

I think it would depend on the power as well.

"Activating multiple times" means activating multiples times. (e.g.: If I'm talking to a group, and I activate my Sense power (getting 2 pips as my result), I can spend 1 pip to sense the emotional state of 1 guy, and activate it again with the second pip on someone else.

Upgrading requres more pips, yes, but that is always refered to as upgrading, not activating, and the limits of upgrading cannot be circumvented by multiple activations (e.g.: 1 strength upgrade cannot become 2 strength upgrades by activating & upgrading the power twice against the same target).

The activate multiple times refers to the upgrades, for instance if i have 1 point in strength i can spend a force point to effect Sil. 1 targets, or 2 points to effect Sil.2...activating it twice. if i have 2 points in strength i can spend force point to effect up to Sil2 and another to effect up to Sil. 4, these are both in addition to the one point the base power requires.

I always assumed that, as the other upgrades of Move mentioned being able to be used more than once but that Strength didn't, that you could only affect up to Sil.4 with all the upgrades purchased.

Otherwise, even without being Starkiller from Force Unleashed, a force user with all 4 of the Strength upgrades can affect Sil.4 per Force pip used. This could theoretically allow a Force Rating 2 user to roll up to 4 Light Side pips allowing him to affect an object larger than the Death Star (Sil.10) by using 1 pip for the Basic activation, and 3 pips to affect Sil.12! :huh:

Surely the writers only intended a limit of 1 pip to be spent on the Strength Upgrade? This would still allow a Force Rating 1 user rolling 2 pips to active the power and lift the Millennium Falcon, which is bad enough.

Edited by Space Monkey

"Activating multiple times" means activating multiples times. (e.g.: If I'm talking to a group, and I activate my Sense power (getting 2 pips as my result), I can spend 1 pip to sense the emotional state of 1 guy, and activate it again with the second pip on someone else.

Upgrading requres more pips, yes, but that is always refered to as upgrading, not activating, and the limits of upgrading cannot be circumvented by multiple activations (e.g.: 1 strength upgrade cannot become 2 strength upgrades by activating & upgrading the power twice against the same target).

Wrong AoR pg.195 under the move upgrades says under range and magnitude both"this upgrade may be activated multiple times" meaning if i have one rank of range i can spend a dot to go to short, or two dots to go to medium, etc. if i have 2 ranks in range i can spend one dot to go straight to med or two dots to go thru long into extreme. likewise if i have one rank in magnitude i can spend a dot to effect 2 targets or two dots to get 3 targets, and if i have 2 ranks in magnitude i can spend a dot to get 3 targets(2 ranks plus original target) or two dots to get 5 ( 2 rank *2+ original)

Also you do not have to activate the power multiple times to use more then one upgrade against a single target. if i use move to pull a gun from someones hand i don't have to "activate" the power a second time to then include the range upgrade to effect him at med range, all i have to do is spend one extra dot to gain all my range ranks.

Activating a force power is an action, and you only ever get one action. It's just poor choice of wording in the text. Your example of sense in your first paragraph makes sense in the context of that power but some powers don't work like that and if you follow that logic, then when using something like enhance i could "activate" an infinite number of times rolling my force rating each time and adding in all the dots as successes or advantage.It clearly isn't supposed to work like that and is, as i said a poor chance of wording. It should say "when using a power UPGRADES can be activated multiple times".

T

Edited by khaine1969

Otherwise, even without being Starkiller from Force Unleashed, a force user with all 4 of the Strength upgrades can affect Sil.4 per Force pip used. This could theoretically allow a Force Rating 2 user to roll up to 4 Light Side pips allowing him to affect an object larger than the Death Star (Sil.10) by using 1 pip for the Basic activation, and 3 pips to affect Sil.12! :huh:

Using the paradigm of pips x strength, a Jedi Knight might easily push the planet itself -- who needs starships? <_<

Perhaps when they wrote "activated multiple times" they meant "interpretted multiple ways"...

Otherwise, even without being Starkiller from Force Unleashed, a force user with all 4 of the Strength upgrades can affect Sil.4 per Force pip used. This could theoretically allow a Force Rating 2 user to roll up to 4 Light Side pips allowing him to affect an object larger than the Death Star (Sil.10) by using 1 pip for the Basic activation, and 3 pips to affect Sil.12! :huh:

Using the paradigm of pips x strength, a Jedi Knight might easily push the planet itself -- who needs starships? <_<

Perhaps when they wrote "activated multiple times" they meant "interpretted multiple ways"...

But thats my point regarding khaine1969's quote. In the book it only mentions "activate multiple times" on Range and Magnitude. Strength doesn't include this sentence.

Otherwise, even without being Starkiller from Force Unleashed, a force user with all 4 of the Strength upgrades can affect Sil.4 per Force pip used. This could theoretically allow a Force Rating 2 user to roll up to 4 Light Side pips allowing him to affect an object larger than the Death Star (Sil.10) by using 1 pip for the Basic activation, and 3 pips to affect Sil.12! :huh:

Using the paradigm of pips x strength, a Jedi Knight might easily push the planet itself -- who needs starships? <_<

Perhaps when they wrote "activated multiple times" they meant "interpretted multiple ways"...

But thats my point regarding khaine1969's quote. In the book it only mentions "activate multiple times" on Range and Magnitude. Strength doesn't include this sentence.

As the OP notes, "activate multiple times" appears multiple times. It makes no sense to include a blanket case of "upgrade multiple times" like he suggests if the only upgrades that can be activated multiple times are the ones that explicitly say so. :unsure: I'll return once I've re-read the whole section... :angry:

I've interpreted the "activate multiple times" to be more of a case of "you can do this as your Action each round if you really want to," a contrast to Saga Edition's "power slot" method or OCR/RCR's "burn health to use" system.

With the Enhance power from AoR, there's now actually an instance where you could use the same power more than once during your turn, such as having the Control Upgrade to allow you to spend a maneuver to use the Force Leap action, and then the Control Upgrade of the same power, to add your Force Dice to a Brawl check to punch a bad guy as your Action.

It might also cover Luke's usage of Move in ESB to individually lift multiple objects while training on Dagobah, at least until he purchased a Magnitude Upgrade or two, activating the power each round to affect a new object while still maintaining his TK grasp on the prior ones. The book does have a sidebar on page 283 about maintaining the effects of Move, with the suggestion of treating it as an Ongoing Effect really only being applied in combat.

I've interpreted the "activate multiple times" to be more of a case of "you can do this as your Action each round if you really want to," a contrast to Saga Edition's "power slot" method or OCR/RCR's "burn health to use" system.

With the Enhance power from AoR, there's now actually an instance where you could use the same power more than once during your turn, such as having the Control Upgrade to allow you to spend a maneuver to use the Force Leap action, and then the Control Upgrade of the same power, to add your Force Dice to a Brawl check to punch a bad guy as your Action.

It might also cover Luke's usage of Move in ESB to individually lift multiple objects while training on Dagobah, at least until he purchased a Magnitude Upgrade or two, activating the power each round to affect a new object while still maintaining his TK grasp on the prior ones. The book does have a sidebar on page 283 about maintaining the effects of Move, with the suggestion of treating it as an Ongoing Effect really only being applied in combat.

Good point. Think of it like a juggler. A good one can keep 5 or more objects in the air. Toss that same juggler into the middle of a firefight, and he'll probably have trouble with *one*. :o

Good point. Think of it like a juggler. A good one can keep 5 or more objects in the air. Toss that same juggler into the middle of a firefight, and he'll probably have trouble with *one*. :o

Depending on what's being juggled, could be bad or could be funny.

Once saw an amateur juggler doing his thing on a street corner using rubber balls. A couple of college frat twits (I know the frat part from their jackets) really started heckling the guy, causing him to lose concentration and drop the balls he was juggling. After the third time, the juggler finally had enough and displayed a Major League-worthy pitching arm by pelting the frat boys with the balls (sadly, no balls to the balls, which would have been awesome), much to the assembled crowd's delight and enjoyment. Probably the only reason the frat twits didn't assault the juggler was the fact they were outnumbered by a wide margin.