So, in my frustration with some of the characters with the twin attack/flight combination and their general ability to walk over melee characters, I devised this.
Force Grounding
(Force 2: Cancel movement of an enemy within 6 squares of this character)
This one would be like force defense, and used practically the same way except used to prevent a character from moving away or towards them if need be, but it doesn't take away their turn or anything.. They could still use special abilities, force powers, and attacks so long as they didn't move.
Force Acrobatics
(Force 1: This character ignores terrain and enemy characters when moving on this turn.)
Pretty much gives the force user flight for the duration of the turn. Could be used with master speed, or offer a strategical choice over master speed given the terrain.
Force Pull
(Force 2: Useable only on this character's turn. This character can not move and use this ability. Range of 6, move one enemy adjacent to this character, this move does not provoke attacks of opportunity.)
Another means to deal with those shoot and move back six shooters, just pull em back in and then double/triple/whatever attack, or you could pull some fodder in to act as cover or whatever you wanted to do. Just another means of control.
Force Barrier
(Force 3: Useable only on this character's turn. For the rest of this round, all damage done to this character is reduced by 10.)
Just a means to put life back into the jedi because for them to have to run all the way in, they pretty much get killed in one or two activations with the way characters do damage now. I think this could atleast slow it down a little.
Force Tremor
(Force 3: Useable only on this character's turn. For the rest of the round or until this character is defeated, commander effects are disabled.)
Good way to cripple commander effects for atleast one round in the heat of combat. It takes away your own as well, but I think it would introduce a new means to counter stacked commander effect teams.
If anyone reads this, lemme know whatcha think. Granted these are just powers, I really don't think that they're overpowered, but then again I guess it really just depends on the mini that they were placed on.