Another "Move" question

By SilverSpider22, in Star Wars: Edge of the Empire RPG

In a box, on page #279 "FORCE POWERS AND NARATIVE", it states the powers are left kinda vague on purpose and if the players find a fun way to use a power that works within the mechanics to let them.

To this end one of my Players(who will be trading off with me to GM after each story arc) recently read I, Jedi. To this end he wants to play A Correlian Force user whom cant use tk in the typical way, but want to have spent some time with the Aing Tii to learn how they move objects from one place to another.

I have a few idea's as to how to make this work

First: make a "Fold space" power and just duplicate the Move tree.

Second: change the first control upgrade to reflect that the objects dont move from point A to point C by means of point B. they just move from A to C.

Third: Create a completely new tree.

So, I guess my question is what seems fair? I'm leaning on the second option bc it takes the direct damage away from the power but gives it more utility function.

PS: Yes, all my players want to be Force sensitive, but none want to use light sabers so we're cool with it. Most are fans of the Eu and are picking different force traditions to play from/ encounter. The core concept the group wants to run is that of smugglers: they find and smuggle Force sensitive away before the emperor can get to them. (or so they think, my co-gm and I both thought it would be fun to have the big bad be our 'employer')

A teleport power is super-strong, especially in the hands of an industrious player (no matter how you flavor it). You can do it, but you've got to have a great way to make sure it doesn't turn into "I teleport the frag grenade inside the boss."

And I would think someone who'd just read "I, Jedi" would be way more into the "Influence" tree (maybe reflavoring as illusions), but that's just me.

Edited by Maveritchell

I completely agree!

From what I have read at no time does the power the Aing Tii use to teleport used to physicaly harm people. from what i have read of jorj car'das (the basic concept of the char) the power swaps the space where the object is, thus grenade and bad guy would switch positions assuming the boss is targeted, which Im thinking of addling limits to: moving an unwilling target has penalties equal to targets willpower or their current strain or some such.

Edit: As to the influence being used for illusions I hadn't thought of that ty! I think his goal is to get to the point where he can Fold Space while piloting his starfighter(he's a pilot). Useing it to take away weapons is already possible through move, so are "force leaps" and damaging opponents through dropping things on them. Going inside a locked room can be solved by range restrictions and Nightcrawler/Jumper limits "can only port to locations visualized" further the 'port or more complicated the building is to get into. I think with the way the dice mechanics work set backs and despairs can be easily used to counter most shenanigans used.

Edited by SilverSpider22

And I would think someone who'd just read "I, Jedi" would be way more into the "Influence" tree (maybe reflavoring as illusions), but that's just me.

I think what he is getting at is the way Horn uses TK powers. Specifically he has to absorb energy via damage to use the powers. I think it'd be a great wrinkle for a PC.

Maybe if he invests into the move tree he would get a boost of some sort if he's been injured? Similar to the Wookie Rage talent [+1 dmg when injured +2 when critically injured]. But it'd mean you'd have to restrict his use of TK when he's uninjured. As I remember the book, Horn was pretty useless with TK unless he was injured. Do you have him invest into a tree that he can only use under specific circumstances? Guess it's your game and his choice.

As I remember the book, Horn was pretty useless with TK unless he was injured. Do you have him invest into a tree that he can only use under specific circumstances? Guess it's your game and his choice.

It wasn't so much that he was required to be injured; it required him to absorb a lot of energy. In one case (the Hutt's warehouse explosion), he was injured while shunting away some of the energy of the blast, but in the first example (the geothermal spring cave where he saw the vision of Mirax), he just absorbed energy.

From what I have read at no time does the power the Aing Tii use to teleport used to physicaly harm people.

Yeah, and those are basically NPCs (as are all characters in a book) constrained by what the author wants them to do. PCs have their own agency and they'll take a mile if you give them an inch. That said, you can definitely do what you suggest to mitigate it (things like "needing to see where you're going" are classic, in this regard), and your solutions sound pretty reasonable. And, of course, you know your players.

Edited by Maveritchell

I think what he is getting at is the way Horn uses TK powers. Specifically he has to absorb energy via damage to use the powers. I think it'd be a great wrinkle for a PC.

And I would think someone who'd just read "I, Jedi" would be way more into the "Influence" tree (maybe reflavoring as illusions), but that's just me.

Maybe if he invests into the move tree he would get a boost of some sort if he's been injured? Similar to the Wookie Rage talent [+1 dmg when injured +2 when critically injured]. But it'd mean you'd have to restrict his use of TK when he's uninjured. As I remember the book, Horn was pretty useless with TK unless he was injured. Do you have him invest into a tree that he can only use under specific circumstances? Guess it's your game and his choice.

Thank you!Something along these lines. Though to be fair Maveritchel answered the other half of my malformed question.

Hows this: Humans from Corelia tend to have difficulty using the Move power thus must spend a Destiny point to use powers from the move tree, alternatively when suffering a strain or wound they may make use of A Move power their next turn?

The Aing Tii thing is due to them supposedly being able to teach Fold Space to people with Force Rating 0. So maybe it doesn't take power so much as a different way of touching the Force. Im starting to think i should do number 3 and add the above(or something like it) to a 'Corelian' human.

Edited by SilverSpider22

Speaking of the grotto, how would one simulate being able to Sense things Galaxies away like Corran did? is that under the new "Foresee" power AOR?

Yeah, Foresee is a really nifty tree. It's your basic "visions" power.

Edited by Maveritchell

It wasn't so much that he was required to be injured; it required him to absorb a lot of energy. In one case (the Hutt's warehouse explosion), he was injured while shunting away some of the energy of the blast, but in the first example (the geothermal spring cave where he saw the vision of Mirax), he just absorbed energy.

Correct, he doesn't have to be injured in the books. In the example of the Hutt's warehouse he was not injured by the weapons so much as by the explosion he created; glass and **** flying around him.

That is great for the book, but in game mechanics have got to treat it a little differently. Otherwise you've got a PC who potentially doesn't ever take energy damage if he can channel it into a force power:

A Stormtrooper shoots me

I use my absorb power and then get to throw a rock at the trooper

Walk away uninjured

So mechanically I think you just have to go with something like I described. Here's a rough draft on how I might approach it:

1. NPC shoots PC

2. PC can roll [Force] to absorb the shot*

3. PC rolls [Discipline] to Move an object

*How the dice turn out will affect what happens

2 LS - PC absorbs everything, takes half damage and can use his Move

1 LS - PC absorbs some; takes full damage and can use Move

1 DS - PC absorbs a little; takes full damage +1 use a weakened Move

2 DS - PC absorbs nothing; takes full damage +2 cannot use Move

Or you could do something with the Discipline check and counting Advantage/Threats?

Do a preliminary check to see if you absorb the shot, then roll your Move RAW with a bonus stacked on somewhere?

Just kicking around some ideas.

I think I'd out of hand veto teleportation. I see it just being a huge headache to develop a ruleset for and then an absolute terror to plan for/manage in game.

Edited by Dbuntu

I have a huge problem with PCs having "spent a little time with the Aing Tii." I call this the Jacen Solo Syndrome.

Aing Tii monks are highly xenophobic, secretive, and monastic. They have an extremely regimented way of living and a strict set of beliefs and guiding philosophies, so unless your PC is willing to ascribe fully to their doctrines, no Fold Space powers. They shouldn't be "Jedi with a little bit of Aing-Tii training."

Game balance concerns aside, it's just bad lore management :-p

For Horn/Halcyon inability to use telekinesis, it's actually more a family trait than a "Corellian thing." It's something that those of the Halcyon line have been known for: inability with telekinetic powers, high ability with influence powers, and a giftedness for tutaminis (energy absorption).

A with all variant mechanics, I ask my players a very simple list of questions.

1. What is the end result you are looking for?

2. Are there any combat implications? If so Offensive or Defensive?

3. Look through the existing material and make sure that this doesn't already exist. If there is something similar, can you "reskin" an existing power to match what you want?

If he just want's to move around a little, I'd reccommend the AoR beta for Enhance. Reskin the invested "Force Leap" listed there as a teleport. Or go with Move, but Move always struck me as a little pricey. Otherwise, I'd go with ... Sense? reskin the defensive section of the tree as "jumps"

If he's looking to teleport said grenade into said villian, I'd say No no-no.

I would shy away from creating a wnole new tree. balance issues and all that.

I also tend to try and keep dice rolls to the absolute minimum, as close to one roll to resolve one action. The more rolls there are in any given game, the slower it goes, but that's just my perspective.

I'm OK with pricey, mostly due to rarity of the skill. Aing Tii Are secretive and insular, but conforming to their beliefs isn't hard, as they view the force as a rainbow of aspects as opposed to white and black. There's a balance there an an opposition to slavery and a reluctance, not refusal though, to kill.