Options for playing a force user?

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

What options are available right now if someone wants to make a force user of some variety?

I'm interested in published options as well as fan made ones.

I'm interested in making a non-jedi, non-sith force user in an upcoming game. Mostly interested in the various movement abilities. Push, Pull, Levitate, Jump, Dash, etc. The GM is a pretty laid back guy. He's likely to allow fan materials if they are good.

Any pointers?

Officially, you've got the Force Sensitive Exile from the EotE core rulebook and the Force Sensitive Emergent from the Age of Rebellion Beta, neither of which falls into the Jedi or Sith camp, as they're both "self-taught" Force-users.

In terms of movement, you've got the Move power (found in both books) and the Enhance power in the AoRBeta, which provides a bonus to certain Brawn and Agility based skill checks on one side and the "enhanced leap" effect on the other side.

Right now, Force-users are a very minor concern for FFG, mostly as they will be getting their day in the limelight with the Force & Destiny core rulebook next year (with a Beta rulebook slated for this year, most likely GenCon).

As far as homebrew material goes, a lot of what's out there is focused on the Jedi in the form of a career and attending specializations. I've got a fan supplement out there titled "Ways of the Force" (you can find a link to it on my blog), and while there is some focus on the Jedi specialization (most of the new talents pertain to that one), there's enough material for non-Jedi as well, namely two new Force Powers (Healing and Injure) as well as a dark-side themed spec and a more general Force mystic (i.e. someone that's been trained in the Force, but isn't necessarily part of a major Force tradition).

Edited by Donovan Morningfire

Thanks!

I'm just starting to get into this game system; I have a friend who is moving back to town that wants to run a game of Edge of the Empire once he gets here.

And as mentioned he's a pretty easy going guy. I imagine he'd be alright in running another time period at player request if he had the materials for it, for instance.

I will definitely check out Ways of the Force. :)

Edited by Sylrae

One of our characters is a force sensitive slave boy, betrayed and obsessed

our two are a orphaned kid that flies ships who had a "master" but no longer and a togruta highborn from a shili Chief who loves to hunt.

Kind of want to play a gin-swilling FS archaeologist, only doing that adventuring thing as a lark.

Kind of want to play a gin-swilling FS archaeologist, only doing that adventuring thing as a lark.

You're an archaeologist. Just getting to a dig and doing it is the adventure. This isn't D&D where you have a career "adventuring", heheh.

Kind of want to play a gin-swilling FS archaeologist, only doing that adventuring thing as a lark.

You're an archaeologist. Just getting to a dig and doing it is the adventure. This isn't D&D where you have a career "adventuring", heheh.

Yeah, but they'd be some twit who treats it as an adventure rather than a life or death struggle for survival.

Figure they'll need copious amounts of Sense just to keep 'em alive, though.

One of my players is like River Tam of Firefly. I had the empire experimenting on him. When the other players broke him out. He's a Human Marauder. The best way to understand the force is that it enhanced the character, but doesn't really do anything.

I also have a 'rule' that he had to know the basic of what he wanted at the beginning. This is a real drain on starting XP. I also noticed that this was real strain on his development compared to other players. It's like spreading your xp between many talent sets, plus core skills. It works but it's clunky. At this point, the other players are finishing up their talent trees, and are awesome, but this guy, not so much. Like I said it works, but it's clunky.

It's hard to get that second force die by the way. But it's important if you want a cool character.