Relation Charts | Concentration | Lightsaber Skill | Force Powers |
Various Effects Chart |
Force Powers for SW 3rd ed.
Different than the previous versions of Force Powers, there is one attribute, Force Manipulation, with a bonus to any Force Manipulation rolls called Force Potential. The old powers are consolidated into skills under the Manipulation attribute. Like the other attribute/skill combos, skills can be increased as normal. If you don’t have the skill under the attribute, then roll the attribute vs. Difficulty at one Difficulty Level higher. Skill dice indicates practice with the power.
Some powers can be kept ‘up’. To do this, the user rolls a Concentration (KNO) skill check to maintain it. The GM determines the Difficulty Level but a good basic difficulty is “Moderate”. Maintaining multiple powers increase the difficulty. The maximum number of possible active powers is equal to number of whole dice in the Concentration skill.
Force Potential
"All of these skills, however, are secondary to his incredible mastery of the Force. He was born with the highest known midichlorian count (a measure of Force-aptitude) in the history of the galaxy, surpassing that of both Yoda and the Emperor. However, Lucas states that his injuries on Mustafar cost Vader much of his Force potential. Lucas claims that, as a masked and suited Darth Vader, Anakin has roughly 80% of the power of the Emperor. Had he sustained none of his injuries on Mustafar, he would have been about twice as powerful. Vader's lack of organic hands is the direct reason he cannot create Force lightning, as Dooku and Palpatine could."
So Yoda and Palpatine are 25 FP, and Anakin before Mustafar is 40, after the battle, 20.
To use a power, the player rolls either the attribute or the skill plus the character’s force potential versus the GM’s difficulty.
At the time of character creation, if you have the Force Sensitive feat, to determine Force Potential, roll 3D6. All rolls are final unless the GM says otherwise. The “Strong In the Force” feat can alter this number. Losing a significant portion of your body can also cause loss of FP. Each Limb is worth 12.5% FP. The less body you have the fewer midichlorians you have.
User and Target are: |
Add to difficulty: |
Close Relatives (married, parent-child, siblings) |
0 |
Close Friends |
+2 |
Friends |
+5 |
User and Target are: |
Add to difficulty: |
Acquaintances |
+7 |
Slight Acquaintances |
+10 |
Met Once |
+12 |
Known only through Reputation |
+15 |
Complete Strangers |
+20 |
Complete Strangers and Different Species |
+30 |
Proximity Chart 1.2
User and Target are: |
Add to difficulty: |
Touching |
0 |
In line of sight, less than one meter |
+2 |
Not in line of sight, but 1-100 meters away |
+5 |
101 m to 10 km away |
+7 |
11 to 1,000 km away |
+10 |
Same planet but over 1,000 km away |
+15 |
Same Star System but different planet |
+20 |
Not in the same star system |
+30 |
Various Effect Modifiers Chart 1.3
Effect | Effect Bonus |
Add to difficulty: |
Fine Beam/Pinpoint area |
+3D Dmg if attack |
+15 |
Med Beam/Small area |
+2D Dmg if attack |
+10 |
Large Beam/Sizable area |
+1D Dmg if attack |
+5 |
Cone |
-1D of effect ea row out |
+5 |
Area Effect |
-1D of effect ea 1” from ctr |
+3 per 1” sq area |
Dome |
-1D of effect ea 1” from ctr |
+3 per 1” radius |
Wall |
No bonus |
+3 per 3” length, +3 per 1” hght |
Multiple Targets |
-1D per target |
+5 per target |
Force Effects For All Force Sensitives
Force Effects are not powers per se, more of a side effect:
Force Scream-Frustration in combat leads Jedi to an involuntary Force Scream. When the Jedi screams, the Force amplifies his/her emotions and triggers shock waves devastating everyone in close proximity. Old Republic archives refer to Jedi losing control violently just before defeat. Anakin Skywalker’s scream on Tythe brings down an entire roof. His later scream, after learning of Padme’s death in Revenge of the Sith, destroys an entire medical lab.
Mechanics: Force Screams are not conscious decisions. Any Force user, when enraged, may Scream. A difficult willpower roll prevents the Scream. If failed, the resultant shock wave reduces the Force user’s die codes by -2D for an hour and must rest for another hour or suffer an additional penalty of -2D (accumulative). Victims within 50 meters must roll Force Manipulation or Dodge to resist damage equal to the Force user’s skill dice.
GM Notes: Uncorrupted Jedi rarely can be provoked into the severe, overwhelming rage required to Force Scream. The character’s light side bonus is added to their willpower roll. Sith take a penalty to their willpower throw equal to their dark side bonus.
Force Dyad- Also known, as a dyad in the Force, was a rare type of Force-bond that paired two Force-sensitive beings and made them one with the Force. The power of a dyad was as strong as life itself, and the individuals who formed a dyad shared a connection that spanned across space and time.
Members of a dyad were attuned to each other's senses completely, including what they saw, heard and felt. They possessed rare Force powers, such as the ability to physically interact across many light-years in the galaxy. A dyad could also utilize Force healing to such a degree that, should either member of the dyad die, the other would be able to transfer enough of their own Force energy to resurrect them, albeit at the cost of their own life. Force Dyads could also instinctively learn Force skills from each other if they didn’t know them.
Force Sensitive Feats:
Force Sensitive
You are attuned to the flow of the Force through all living things.
Prerequisites: GM permission
Benefit: Your starting action dice are increased by 1. Further, once per session, you may ask the GM for a hint. The GM gains no action die for this request.
Force Adept
You lack training but are naturally gifted in use of the Force.
Prerequisites: Force Sensitive
Benefit: You gain a Force Manipulation Skill of your choice. Your base difficulty on all Force Manipulation checks increases by 5.
Jedi Training
You are a conduit of the living Force, symbolized in your mastery of the Jedi’s traditional weapon, the lightsaber.
Prerequisite: Force Sensitive
Benefit: You gain 4 Force Manipulation skills of your choice. Further, you gain the skill Lightsaber at no cost. Finally, you acquire a lightsaber.
Chosen One
Gives you 40 FP, must be Anakin or Luke Skywalker
Strong in the Force
Roll an additional 2D6 for more Force Potential
Family Heritage
Choose one skill or Force Skill and add 3D to it. Your family has a traditional aptitude with that skill or Force Skill. However, take a 3D deduction to another skill or Force Skill of the GM’s choice. All power comes at a price. (See Corran Horn, Energy Absorb)
Agent of Evil
You can feel the darkside and have become its embodiment. All difficulties for darkside powers are now a level lower.
Dathomir Witch
You were born and raised on Dathomir, are female, and trained as a Witch.
Feel the Force
You can feel the force strongly and it is easier to access now. All Core Power difficulties are now one level lower for you.
Knowledge and Defense
When at peace and calm, the connection to the Force becomes stronger. +5 to Force Skills for a number of rounds equal to Force Manipulation dice.
Monk of Shimura
You are trained to use your body as a conduit of the force and express it as Ka. You are able to use Ka Powers. You don't use technology unless you really, really, really need to.
Rage and Serenity
You have found the point in your mind between Rage and Serenity. This gives you a strong ability to unlock your inner power. Once per session, +1D to a Force Manipulation roll.
Search Your Feelings
You can use the force to gain insight and understanding. Once per session, you can ask the GM a question and he must answer it truthfully. Not a hint but a question.
Sorcerer’s Ways
When using the force around any non-sensitives, you gain a +2 to intimidation and persuasion checks.
There Is No Try
Once per session, when attempting to beat a Very Difficult or Heroic difficulty, you can change the difficulty to Difficult.
Way of Uko
You are trained to use your body as a conduit of the force and express it as Uko. You are able to use Uko Powers. (Uko is translated by most scholars as “Power”.)
Force Related Skills:
(KNOW)Concentration-This skill allows the user to ignore distractions and maintain focus. If successful, the character suffers no penalties to the skill or action rolls being focused upon. All other rolls, including defense, take a -2D penalty. Failure means that the character takes a -4D to ALL skills or actions for 3 rounds. The maximum number of foci is the number of dice in the skill, this includes force skills. Base difficulty is an easy skill roll plus the following modifiers:
Difficulty Chart For Concentration:
Number of foci: |
Modifier: |
1 |
+5 |
2 |
+10 |
3 |
+15 |
4 |
+20 |
5 |
+25 |
(DEX) Lightsaber-This skill allows the user to wield a lightsaber. The GM’s permission is needed for a non-Jedi and non-force sensitive to receive the necessary training. Note that Lightsabers cannot deflect sonic attacks. Lightsabers require modification to ignite underwater and cannot deflect sonic-based attacks. They can be thrown using the Thrown Weapon skill. Lightsaber can be a reaction skill.
Deflecting Blasters:
To deflect a blaster bolt: The difficulty is the attack roll
To deflect a blaster bolt back at the attacker: The difficulty is twice the attack roll. The new defender must dodge the original attack number.
To deflect a blaster bolt at a third party: The difficulty is three times the attack roll. The new defender must dodge the original attack number.
To Deflect three attackers simultaneously: Treat as normal and roll Lightsaber against each attack separately.
Force Powers:
Force Power Descriptions:
Core Powers- Core powers, for the most part, affect a Jedi’s own body or the inanimate without affecting other sentients. They are among the first taught by the Jedi Order although all Force Sensitives can access them. Force Balance is a factor when mentioned in the description.
Absorbtion- A trained Jedi may disperse, absorb, or even redirect energy from any engery-based attack used against them. Jedi can convert this energy to boost their own Force abilities. Yoda’s skill in absorption is so great that he absorbs Force Lightning with his hands in Attack of the Clones and Revenge of the Sith. In The Empire Strikes Back, Darth Vader dispels blaster fire.
Mechanics: When an energy based attack is made, as a defensive roll, the force user may roll Absorption skill or Force Manipulation Attribute. The roll must beat the damage rolled. Any points beyond beating the roll are then added to a specified Force Skill. The extra points last until used in a roll or dissipated at a rate of 1 point per combat round. If the Absorption roll doesn’t beat the damage, then the user takes damage.
Example: Han Solo fires his blaster at Darth Vader. Vader activates Absorption. Solo rolls 14 for damage. Vader rolls 20, gaining 6 points to add to a force skill. On his turn, he chooses Telekinesis and rolls his TK skill plus six. Vader easily removes Solo’s blaster.
Battle Meditation- Battle Meditation serves as a group application of ‘Mind Trick.’ This power boosts allies’ moral and saps enemies’ resolve. Nomi Sunrider and Bastila Shan were the most prominent masters of this ability. Emperor Palpatine manipulated his fleet during the Battle of Endor with the power, and his sudden death threw his forces into shock and chaos, allowing the Rebel fleet to defeat them. The Jedi Clone Joruus C’baoth is believed to possess a similar ability. Light and Dark Jedi can equally access this ability, as shown by Bastila in Knight of the Old Republic.
Mechanics: 1-2 opponents, Very Easy; 3-20, Easy; 21-100, Moderate; 101-1000, Difficult; 1001-10,000, Very Difficult, 10,000+, Heroic.
With a successful roll, the enemy forces suffer -1D to all rolls for every 4D in Battle Meditation skill. Allies receive +1D to all rolls for every 4D in Battle Meditation skill. The user may only meditate while using this power and is considered defenseless. If undisrupted, all allied forces suffer a -1D to all rolls for every 4D in Battle Meditation skill.
Cryokinesis- A Force power that allows a Force-user to draw heat away from the object, or person, causing its temperature to drop rapidly, freezing it. This arcane technique caused the heat energy of the victims or targets to be drained, but it is impossible for the caster to channel that same energy into their own body.
Mechanics: Concentration to maintain, Cryokinesis skill roll for damage. Target may resist with Strength, Force Manipulation, or Cryokinesis skill.
Prerequisites: Telekinesis of 5D or higher
Note: If used to kill a person, possible Dark 1 or 2 will be applied!
Enhance Ability- This ability boosts the Force user's physical attributes, such as strength, dexterity, ect. Yoda overcomes age-related infirmities with this ability, mandatory for a practitioner of Form IV lightsaber combat. Astrogation, piloting, acrobatics, lightsaber, and repair skills, for example, may all be enhanced with this Force ability.
Mechanics: Choose an attribute or skill to enhance, and consult the chart below. Note that Attributes are increased by a set amount of dice where skills get a percentage of Manipulation dice. Note: When enhancing an attribute, it will only affect the attribute not the skills under it.
When Enhancing an Attribute:
Diff |
Bonus |
Lasts for: |
0-13 |
+1D |
3 rounds |
14-25 |
+2D |
2 rounds |
26+ |
+3D |
1 round |
When Enhancing a Skill:
Diff |
Amount of Dice Given |
Lasts for: |
0-5 |
½ of Manipulation Dice |
5 rounds |
7-15 |
¾ of Manipulation Dice |
4 rounds |
16+ |
All of the Manipulation Dice |
3 rounds |
Examples:
Luke escapes Hoth and prepares to enter hyperspace to find Yoda on Dagobah. He instinctively uses Enhance Ability to enhance his Astrogation skill. He rolls his Manipulation roll and gets a 17, so he can add all of his Manipulation dice to his Astrogation skill. He easily guides his X-wing to dagobah.
While going through Naboo’s core in a bongo it stalls and begins to sink. Obi-wan uses Enhance Ability to raise his Repair Vehicle skill and quickly repairs the bongo.
Qui-Gon Jinn searches for an assassin before his next strike so he uses Enhance Ability to improve his Investigation skill.
Obi-wan uses Enhance Ability to increase his Acrobatics roll to tumble away from Darth Maul’s lightsaber.
Empathy – With this skill, Force users read the surface thoughts and emotions of others. This skill also allows users to project thoughts, images, and check for signs of life. The Jedi Council often tests Jedi initiates and potential candidates with Empathy. Darth Vader senses Luke’s feelings for his sister despite his resistance. The Skywalkers seems to have Empathy as its Family Heritage as shown through Anakin, Leia, Luke, and Shimi. Shimi tells Qui-Gon that Anakin was meant to help him. Luke, Leia, and Vader sense each other and send impressions at various times in Empire Strikes Back and Return of the Jedi.
Mechanics: Difficulty is set by the Relationship Chart 1.1 and Proximity Chart 1.2, along with the following charts:
Attempting to sense: |
Difficulty: |
See a object that the target sees |
0 |
Sense random information |
5 |
Sense surface thoughts |
10 |
Detailed information |
15 |
Deep Personal information |
20+ |
Attempting to send: |
Difficulty: |
Emotions, Non-Verbal |
0 |
A few words |
5 |
Detailed Information |
15 |
Resistance to Sending |
Varies by resistance roll |
To Sense: |
Difficulty: |
Signs of life, level of damage |
5+proximity+Relationship |
Force Potential* |
10+proximity+Relationship |
Force Balance |
15+proximity+Relationship |
*This will only tell you how much FP the character has, not skills or ect.
Farseeing- Users may see events over great distances, both physical and temporal. One application is seeing danger in the immediate future. Yoda and Darth Sidious are both accomplished with this power.
Mechanics: With a minute’s preparation, the user sees the person or place desired in the present. A Very Easy roll, modified by proximity of the subject to be seen. Add +5 to +20 to the difficulty if the character wishes to see something in the past. Add +10 to +30 for the future. The GM chooses the accuracy of the vision and any additional details given.
To detect danger:
A successful moderate Skill or Manipulation roll gives a Jedi a one round warning against attacks. If any characters choose to attack while this power is up, then they must give a one round notice. Another Force sensitive can roll their Manipulation to oppose this power. To keep this power up, roll a concentration check each minute versus the previous difficulty roll.
Force Barrier- A defensive technique within the Force composed of Force energy, used to block out any potentially deadly elements. The technique itself was an offshoot of Telekinesis and was aligned to neither the light or dark side but was a neutral ability any Force user could learn and deploy.
Examples:
During the Clone Wars, Jedi Master Aayla Secura and Grand Master Yoda used this power to stop a poisonous gas from reaching them as it was being deployed against the Zillo Beast.
Darth Vader used this ability on several occasions to protect himself from environmental hazards like falling debris, oceanic pressure from being submerged in the depths of Mon Cala, and explosions of fire or shock-waves.
Kanan Jarrus used a barrier of Force energy to hold back an explosion, saving his fellow rebels.
Mechanics: Skill roll vs. Difficulty; use the following chart for difficulties.
Defense Form |
Difficulty |
Dome |
5; +3 per 1” radius |
Wall |
5; +3 per 3” length, +3 per 1” height |
Area Effect |
+3 per 1” sq area |
Simple Shield |
0 |
Personal Shield or Armor |
5 |
Protect Multiple Individual Targets |
5; +3 per split |
Prerequisite Power: Telekinesis 5D or more
Force Grip- This force power combines and enhances Force pull/push and Telekinesis. Targets are lifted off their feet and choked until they suffocate or simply thrown over a precipice. Sith favor slow strangulation (most prominently Darth Vader) although the attacker simply crushes the victim’s neck. Examples are Darth Tyranus against Obi-Wan Kenobi at the beginning of Revenge of the Sith, and Anakin against both the pregnant Padme and Obi-Wan. Jedi may use this ability, such as Luke stunning Jabba’s guards in Return of the Jedi. Mace Windu also uses this on General Grevious in the Clone War Microseries.
Specific applications:
Chokeholding – The Force grip chokes the victim with invisible "hands" around the throat, causes suffocation and immobilization. If maintained, death results. A Skill or Manipulation roll vs. a 5+defender’s Manip or Will to resist result creates the Chokehold. The target is stunned in two rounds and dies on the third.
Crush – This power is among the darkest of Force abilities and only great Sith Lords employ it. Victims are lifted into the air as their body implodes, being crushed by invisible forces from within. The difficulty to Crush is the target’s Strength plus any other resistances to the Force. The difference between rolls is damage.
Force Jump- Uses the Force to augment their natural leaping ability. A basic ability, adept users perform record-smashing vertical/horizontal leaps with impunity. Examples include Obi-Wan killing Darth Maul and Luke leaping out of the carbonization chamber in Cloud City. Force jump is standard for lightsaber battles.
Mechanics: Roll Skill or Manipulation roll.
Very Easy | 1 - 5 meters |
Easy | 6 - 10 meters |
Moderate | 11 - 15 meters |
Difficult | 16 - 20 meters |
Very Difficult | 21 - 30 meters |
Heroic | 31 - 40 meters |
*Note: For every additional 10 meters (or part thereof) add 5 to the difficulty of the jump. The speed at which the jump occurs is double the Jedi’s movement rate.
Force Projection / Doppelganger- A Force power that allows a user to create a perfect illusion of themselves or objects through the Force.
The Force-user can perceive all of the projection’s senses, and to those interacting with it, seems real. The user could even interact with the world if skilled enough, to move objects, furthering the believability of the illusion. All droid audio and video sensors could also detect the projection. The projection fades away if the Force-user is injured and or killed while using the power. Dooku and Luke Skywalker could use this ability.
Mechanics: Force Projection skill roll to pick a specific location, person, or area, Concentration skill to maintain the illusion, Force Projection skill vs. Perception or other skill, to determine realism of the illusion. Use the following chart for modifiers, along with Relationship and Distance charts.
Illusion Example/Effect |
Modifier |
Small, a piece of furniture |
+0 |
A room |
+3 |
An Entire House |
+5 |
A small building |
+10 |
A large building |
+15 |
A large area such as a city block |
+20 |
Senses Affected, sight is free |
+3 per sense |
Prerequisites: Telekinesis 5D, Affect Mind 5D, Empathy 5D, Farseeing 5D
Note: Projecting far across the galaxy can kill you from the strain. Use at your own risk.
Force Push/ Pull- Force Push/Pull is a more powerful version of Telekinesis without the fine control. Greater aptitude translates to greater strength and/or greater arc on the force ‘wave.’ Both Jedi and Sith commonly use this ability to recall weapons to their hand and to disarm enemies.
Mechanics: Force Push affects a number of squares up to the skill or Force Manipulation dice. The affected area must be linear or circular and targets must be under speeder scale and less than ten meters away. The use of the power will affect up to the number of targets equal to the power’s area of effect and as long as they are standing adjacent (i.e. they are standing side by side with no more than 1 meter between each one). The result is that the targets are flung across the room and are lain prone, for a distance of 2 meters. Damage sustained is Force Manipulation dice plus the material strength of any walls or stuff hit along the way. In any of the above cases where the target fails, the effect is that the character is thrown to the ground, and may not take any actions for the rest of the round except performing reaction skill usages. Only a successful opposing Dexterity roll or a Moderate acrobatics rolls will allow the character to act normally. To counter this power with the same power, roll off each other. The higher one wins. Loser takes the full amount of damage, in a draw, both get flung and take the same damage. To Pull an object, Skill roll to target, Manipulation dice plus FP, for strength of the pull if there is resistance. Size can be up to Speeder Scale. Use scaling for smaller or larger objects to add to or subtract from difficulty. Base Difficulty is Very Easy, modified by size and proximity. Number of objects that can be pulled is Skill dice x2, modified by weight. The heavier, larger, the fewer.
H: This above power is boring. There has got to be a clearer way to present the material. Also, I think weapon pulling is more TK. Push/pull strikes me as being for really big objects you wanna slap down or slap up. TK is for finessing.
Force Stasis- an ability of the Force to forcibly restrain and immobilize people or to halt objects headed in a Force-user's direction. Often manifesting as a shimmering, transparent energy field resembling a haze of heat enveloping the target, the ability allowed its users to cancel out the motion of a target to not only reduce its speed, but even suspend it in place. The effect could at times be temporary, allowing the target to regain its motion, but could also be so powerful that, unlike normal applications of telekinesis, continuous conscious effort and physical gestures to maintain it were not always necessary. Additionally, the most skilled or powerful of users could even exert this paralyzing grip on non-material objects, such as blaster bolts.
Examples:
Yoda used this power to freeze Asajj Ventress in place as she tried to kill King Katuunko.
Jedi Padawan Cal Kestis, who was proficient with Force Stasis, used it to suspend the Scrapper Guild worker Prauf in mid-air, saving him from a fatal fall. In his subsequent mission to rebuild the Jedi Order, Kestis used Stasis to traverse landscapes by temporarily slowing down fast-moving platforms.
Kylo Ren famously utilized this ability to hold off a blaster bolt headed in his direction (while simultaneously freezing the person holding the blaster, Poe Dameron, in place) long enough for his stormtroopers to bring his would-be killer to talk to him, and then released it after aiming it out of the way and retreating from the area.
Later, during the Battle of Takodana,Kylo Ren utilized this ability to capture Rey, shortly before forcing her to fall unconscious.
Mechanics: Force Stasis skill vs. Attack roll or vs. Movement Speed, Concentration skill to keep the power ‘up’. Moderate Force Stasis skill roll to divert the attack another direction after it was ‘froze’.
Hibernation Trance- A fully-trained Force user can stay in a deep hibernation state, which slows metabolism and brings breathing to a standstill, for up to either a week or a month depending on conditions. If assisted, then possibly longer.
Mechanics: Hibernation Trance Skill or Force Manipulation Difficult Roll.
When invoked, the Jedi falls unconscious in a deep trance. All body functions slow to the point of apparent death. The character must first declare the specific circumstances (time or stimuli) which will awaken them. No Jedi powers may be invoked in Hibernation Trance although natural healing does occur.
Hibernation trance serves two purposes, the appearance of death and survival. It improves survival when food or air supplies are low. A character in hibernation uses a tenth as much air as someone who is sleeping - he can hibernate for a week in a dry climate of for up to a month in a wet climate before dying from lack of water. An intravenous sugar solution drip extends this period to one year.
Anyone encountering hibernating Jedi assumes they are dead unless they make a point of testing. The Empathy power will detect the living Force within the "dead" body and break the deception but not the hibernation.
Imbue- You may imbue an object or place with either the Light or Dark Side. Examples would include the Tree on Dagobah, Sith Swords, and Holocrons.
Mechanics: The Force user must first choose the force aspect being imbued and any other desired effects. For Holocrons, the Jedi must decide the amount of knowledge being contained. The maximum amount is 3D of information on the chosen subject. ( Use the datafile rules in Cracken Rebel Field Guide)
Imbue Chart:
Size |
Added Difficulty |
Time Taken |
One object that can be held in up to 2 hands |
+2 |
1 hour |
one object (larger than can be held in two hands but still a single object |
+5 |
4 hours |
Area 1-99 meters |
+5 |
4 hours |
Area 100 meters to 10km |
+7 |
8 hours |
Area 11-1,000 km |
+10 |
24 hours |
Area (planet sized) |
+15 |
48 hours or more |
Quality: |
Added Difficulty |
|
A place that shows the inner self |
+10 |
|
Extra Damage |
+15 |
|
Drains or Enhances Light or Dark sides |
+20 |
|
Holocron Info Level: |
||
1D |
+15 |
|
2D |
+20 |
|
3D |
+35 |
Mind Probe- Is a powerful ability of the Force that allows the user to sense or even sift through the thoughts, emotions, and memories of the victim, seeking useful information.
Most Force-sensitives are capable of detecting and interpreting the immediate, surface level thoughts, memories, and emotions of most individuals around them by way of the Force, though this often applies best to those who are emotionally or mentally overwrought and unbalanced. As such, more composed individuals are more difficult to read. This particular technique, stated to be a variation of the mind trick by Snoke, allowed the individual to perceive and reach even further into the minds of others. In this manner, a practitioner of this skill was able to scan and navigate through a subject's mind through concentration and focus.
When used against unwilling minds, this ability could seen as a form of telepathic intrusion, with the user forcibly gaining access to their subject's memories and subconscious. Rather than simply evaluating the subject, the user would instead be penetrating and prying into them mentally. When used in this manner, the probe could potentially cause those being to experience great discomfort, to the point of extreme pain, making it useful in torturing subjects that attempted to resist. Similar to the mind trick technique, if prolonged or misused, the subject's mind could be overwhelmed and damaged, which would only serve to allow the user to better coerce their victim into revealing information, as well as to incentivize the victim into compliance so as to avoid any permanent further harm or suffering. As a variant of the mind trick, it was also possible to attempt to compel the subject into compliance, though this process was not exempt from the aforementioned risks posed to the victim.
In most cases, attempting to resist would be unsuccessful, depending on the subject's own strength of mind and will as well as the level of power and skill of the practitioner. Nonetheless, individuals with the power to use the Force tended to be the most resistant, with some not only possessing sufficient power to render them immune to the probe.
Mechanics: Mind Probe skill or Force Manipulation roll vs. Willpower or Mind Probe skill or Force Manipulation roll plus level of intrusion attempted. If successful, count number above difficulty as temporary damage to the target. A mortally wounded result means permanent damage to the target’s mind. Unless there is a willing subject, then there is no pain. Use the following chart for difficulty numbers to add to any resistance rolls.
Difficulty |
Level of Intrusion |
Easy (6-10) |
Surface thoughts, conscious mind |
Moderate (11-15) |
Recent mems, usual flutterings |
Difficult (16-20) |
Deep, personal, emotional Memories, the Core mems |
Very Difficult (21-30) |
Subconscious Mind, primal mems |
Heroic (31+) |
Everything, their mind is flayed open. |
Prerequisite Power: Mind Trick 5D
Note: Most Jedi would not use this power, unless the subject is willing. To use this power and intend to cause pain, should result in a Darkside point or two, depending on severity.
Mind Trick – This powerful ability influences what others perceive or believe. Difficulty is derived from the mis-information being conveyed and the willpower of the target. Toydarians and Hutts are known to be immune due to their alien thinking processes.
Examples:
Obi-Wan describes the Force in A New Hope as having a powerful effect on the weak-minded just after convincing a stormtrooper that these "are not the droids you are looking for."
The Horn family has a heritage of strength in Mind Trick. Corran Horn affected several Jedi candidates into seeing a floating boulder in I, Jedi.
Mechanics: Skill or Manipulation Difficulty:
Very Easy: Slight perceptions, momentary misperceptions, minor changes to distant memories, or if the desired conclusion is unimportant to the target.
Easy: Memories, brief and visible phenomena, memories less than a year old or if the desired conclusion holds some importance to the target.
Moderate: Complete incorrect conclusions, short hallucinations, memories less than a day old, or if the desired conclusion’s results are somewhat negative for the target.
Difficult: Slight disguises to facial features, hallucinations touching two senses, memories less than a minute old, or if the desired conclusion is personally important to the target.
Very Difficult: Five sense hallucinations, major memories changes, or if the desired conclusion is dangerous, illogical, or virtually impossible.
The consequences of the desired conclusion are overriding factor in establishing the Mind Trick’s difficulty level and trump how the actual misinformation is being conveyed. Example: The Mind Trick difficulty of implanting a complete, incorrect conclusion is Very Difficult provided the target knows it will lead to his serious harm.
This power is modified by proximity; see the Proximity Chart. Willpower, Force skill, or Force Manipulation dice may be rolled to resist this power.
The GM must decide if unethical usage of this power leads to the Dark Side of the Force.
Plant Surge / Consitor Sato- A Force power which allowed the user to improve the plant's rate of growth and even affect the manner in which it grows. In battle, the ability to control a plant's growth with the Force could be used to cause plants to grow with incredible speed directly under the user's control, causing plant life to grow and twist around opponents, ensnaring anyone who wasn't quick enough to avoid it. Once ensnared, the victim would find it difficult to dodge and fight, and nearly impossible to move unless they escaped through force or finesse.
Mechanics: Plant Surge skill for targeting areas or specific plants, Concentration to keep up, and Plant Surge skill to make specific moves or attacks or to grow the plants. Use Area effect mods for difficulties.
Action |
Difficulty |
Ensnare a target |
Easy plus target’s defense roll |
Create a path in jungle |
Easy to Moderate, 5m per Die of skill |
Grow plants |
Based on scale levels, +10 per level to grow or affect |
Plant Soldiers |
Moderate to start, +10 per scale of fighters |
Plant Poison Creation |
Moderate, poison has damage equal to Plant Surge skill dice -2D |
Psychometry- The mental technique of picking up impressions, trace information, and events surrounding a touched object. Among the Kiffu, already strong in his power, Quinlan Vos is considered especially skilled.
Mechanics:
Easy, less than two hours into the past
Moderate, two hours to a week
Difficult, week to six months
Very Difficult, six months to a year
Heroic, year to two years
+10 for each additional year into the past.
Time to use: Five minutes, +10 to difficulty for each minute cut. Minimum time is one minute.
The Jedi senses the past events in a given place or sense the Force imprints left by living beings who handled the specific object. Meeting the difficulty number gives the Jedi dulled sensory impressions from the past. Achieving twice the difficulty allows the Jedi to watch the past as though it were a hologram with more detailed sensory input. Beating three times the difficulty number lets the Jedi to witness events from the object’s perspective.
Shatterpoint-The ability to perceive stress points, fracture planes, or weaknesses in objects or persons that allow the user to easily destroy or disable said objects or persons. At higher levels, masters of this skill can apply it to situations and events.
"I sometimes can see the weak places in an opponent—shatterpoints where the unbreakable can be broken. They can occur in individuals…and in events."
―Mace Windu
This power allows the Jedi to reach out through the Force and view the events and people around him in such a way that reveals thier interconnectedness. The power extends through the Force to see the ever-changing sea of events in terms of their probability and causality; however, it only allows the Jedi to understand connections between people and events. When viewing these events and connection, the power creates a vision in the Jedi’s mind allowing them to view reality as though it were a crystal or gem. It allows them to view multiple facets, as well as viewing faults and veins as they run through the gem (the faults being the connections of causality and destiny that bind people together). Many of the interconnections create shatterpoints, important linchpins in destiny. Having this understanding of these shatterpoints allows the Jedi to potentially strike the gem in hopes to shape events to the greater good.
"I can see every flaw. All I have to do is pour the Force into the cracks…"
―Cade Skywalker, to the spirit of Karness Muur
Shatterpoint used to sense will not reveal much additional factual information about the universe. If a Jedi were to have reached out to Chancellor Palpatine through Shatterpoint Sense, they would discover a strong (and growing) connection between Palpatine and Anakin Skywalker. It would not reveal that Palpatine was a Sith Lord, nor would it reveal Anakin’s destiny to become a Sith Lord. However, in order to get a vision of Anakin’s shatterpoints, the Jedi would separately have to focus on Anakin, where he would see a strong connection to both Palpatine and Padmé Amidala. Further, the power would not allow them to understand the nature of Anakin’s connection to Padmé, or understand that they were secretly married.
Shatterpoints could also be discovered in the physiology of living beings. Certain Jedi were able to perceive shatterpoints in beings, especially whom they had previously healed from mortal injury. By focusing through the Force on where the healing had taken place, the Jedi was able to see where the old wounds were, and reopen them. This could incur a darkside point or more, however. When using the power on organics, the user can declare that they are going for a stun or disable, not kill. If the power is used to kill, the user could gain darkside points depending on theapplication or cruelty of the use.
When applied to physical items, an individual would view an item through the Force, noting where it came together and also noting weak points in its composition. By allowing the Force to surge through them into the weak point, individuals could effectively "shatter" the object, causing it to break into multiple fragments. Because the Force granted supernatural ability to those who were adept in its use, materials thought to be near-indestructible were easily destroyed. Such was the case with a Jedi Knight, who effortlessly shattered a disc of pure Mandalorian iron while practicing the technique under their master’s tutelage.
Example: A Sith Lord Darth Ruin used this ability to destroy the beskar-forged armor of the Mandalorian Protector Robeur. By tapping the breastplate lightly with the hilt of his lightsaber, Ruin was able to completely shatter the armor.
Example: Gin-Gin destroyed the blasters of several Stormtrooper guards merely by exerting Force pressure in the weak points.
Mechanics: To sense a Shatterpoint situation or event these difficulties apply: Very Difficult for present events, Very Difficult for future events (adding an additional +10 for events that are not in the immediate future)
To shatter objects or persons, if the gamemaster determines that a shatterpoint exists within a person or object, the Force user may make his Shatterpoint skill roll to sense it. The Force user must then, as a separate action, make an attack that same round to strike the shatterpoint. When the target rolls to resist damage, the damage resistance total is reduced by half. For every +10 that the Force user exceeds the difficulty, the resistance total is reduced by another -5.
Some difficulties: shatter a board of wood: Easy, Organics and Gems: Moderate, Metals: Difficult, Complex Machines: Very Difficult, Exotic Materials: Heroic
Time to use: One minute.
Required Powers: Farseeing, Empathy
Pyrokinesis-With this ability, Jedi create friction on a molecular level, generating heat or igniting a fire. The size and intensity depend on the difficulty beaten and the target’s combustibility. Failure means either no result, an out of control fire, or the wrong target ignites (GM’s choice). A lesser usage would be generating small amounts of light and heat from manipulating air molecules. The difficulty ranges from 10 for a closet-sized area to over 30 for for a large area like the Houston Astrodome.
Mechanics: Skill or Force Manipulation Difficulty: Proximity+ combustibility+ 5
Combustibility Modifiers:
+5 paper, kindling, really dry wood
+10 typical wall, clothing, plastic
+15 plants, glass, people (people are dark-side only)
+20 brick, concrete, rock
+25 reinforced bulkhead, like a nuclear reactor
+30 something flame-proof and REALLY hard to burn like a twinky
Sleep- Some users of the Force could use their powers to sedate, as Qui-Gon Jinn demonstrated on Jar Jar Binks, or even to induce sleep and render a person unconscious, as Kylo Ren demonstrated on Rey and which Mace Windu demonstrated on Rako Hardeen.
Mechanics: Roll Sleep skill dice vs. Opponent’s Willpower or Knowledge, whichever is higher.
Easy: Someone already relaxed
Difficult: Someone not relaxed
Heroic: Someone attacking you
Also can add Range or Relationship mods if needed.
Speed- Allows the Jedi to sprint (even when moving backwards) for as long as the effect lasts. The Jedi perceives the world slowing down around him, as shown in Jedi Knight II: Jedi Outcast. Greater aptitude grants greater speed and/or greater duration. The ability first appeared in the book "Shadows Of The Empire" during a fight between Luke Skywalker and Guri, and later in the game Jedi Knight: Dark Forces II. Obi-wan and Qui-Gonn show this power at the beginning of The Phantom Menace when Qui-Gonn attempts to burn through the blast door.
Mechanics: Easy: May move at double speed.
Difficult: May move at triple speed.
Heroic: May move at quadruple speed.
When used with Force Jump, the power enhances the speed of the jump. Duration is instant.
Technopathy / Mechu-deru- A rare Force power that allowed the user to sense the complex structures of technology, and allowed for intuitive understanding of how complicated structures, including machinery and circuitry, fit together.
Some Jedi — especially Jedi tech experts — used this ability to strip down, and then rebuild and upgrade a vast variety of machinery, from blasters to hyperdrives. Sith also used a variant of this ability, Mechu-deru vitae, which imbued or infused mechanical objects with the energy of the dark side of the Force.
Belia Darzu used the skill to create and control an army of Technobeasts, using Technopathy or Mechu-deru vitae. Arca Jeth used a variation of it to destroy droids rather than control them.
Mechanics: touch the target, Concentration to keep up, Technopathy skill vs. difficulty. See chart for difficulty examples.
Example |
Difficulty |
Repair/Enhance/Diagnose Issue/Figure out strange systems |
Appropriate Tech roll + Mechu-deru skill roll vs. Difficulty of Repair |
Mundane, Simple Machine |
+5 |
Minor complexity machine/droid |
+10 |
Complex Machine/Droid |
+15 |
Highly Complex Machine / AI /Droid |
+20 |
Number of Machines Interfacing with |
|
1 |
0 |
2-5 |
+3 |
6-15 |
+5 |
16-30 |
+10 |
31-50 |
+15 |
Simple Command |
+3 |
Average Command |
+5 |
Difficult Command |
+7 |
Complex Command |
+15 |
Commands from a remote location |
+10 and distance mods from chart |
Telekinesis- Jedi lift objects, including themselves and enemies, in a desired direction with this power. While training Luke Skywalker on Dagobah, Yoda tells him that the size/weight of an object is only relevant in the mind of the practitioner, and that, once the mental distinction about an object's size can be dispelled, objects of any size can be moved. Yoda demonstrates this by lifting Luke's X-wing starfighter out of the swamp.
Mechanics: Roll Skill or Force Manipulation to levitate and move objects.
Difficulty |
Weight |
Very Easy |
1kg or less |
Easy |
1kg to 10kg |
Moderate |
11kg to 100kg |
Difficult |
101kg to 1 metric ton |
Very Difficult |
1,001kg to 10 metric tons |
Heroic |
10,001kg to 100 metric tons |
Object may be moved at 10 meters per round, add a +5 per additional 10 meters per round. The target must be in sight of the user. Increased difficulty if the object isn’t moving in a simple straight forward movement:
+1 to +5 for gentle turns
+6 to +10 for easy maneuvers
+11 to +25 or more for complex maneuvers, such as a levitated lightsaber used to attack.
Modified by Proximity
Can be kept Up.
Note: -5 to the difficulty if using gestures.
Some other uses this power has are:
Levitating Objects
A Jedi can levitate several objects simultaneously (including people and himself), but each additional object requires +3 modifier to the difficulty of the lifting roll.
Throwing Objects as Weapons
Levitated objects can be thrown as an attack. Such objects do 1D damage if under a kilogram, 3D if one to ten kilos, 5D if 11 to 100 kilos, 9D damage if 101 kilos to one metric ton, 15D damage if one to ten tons and 20D damage if 11 to 100 metric tons.
Such attacks require the Jedi to roll his skill again as a to-hit throw which is opposed by the target’s dodge. These attacks have the same range as a blaster pistol (50 meters).
If the user controls multiple objects and wishes to throw them as an attack, they must make a to-hit roll for each unique target. If there is only one target, use the total weight dice of the objects for damage and difficulty.
Lightside Skills reflect the positive energy of the universe. As such, these Skills focus on healing, inspiration, protection, and renewal.
Force Block- Never named, this power is described as a "force blocking power" or "cutting one off from the Force." The user either forms a wall between an opponent and the Force, rendering them powerless and blind to the Force, or permanently severs their connection to it. Nomi Sunrider severs Ulic Qel-Droma from the Force in "Tales of the Jedi" and while Vergere removes Jacen Solo’s access to the Force in Traitor.
Mechanics: Target needs to be within a number of squares equal to the attacker’s skill dice. The attacker rolls his skill vs. mods for effect.
Modifiers:
Duration |
Modifier |
1-10 Rounds |
+20 |
Forever |
+40 |
Force Balance Rating: Light 3 or higher
Characters blocked from the Force will always appear as non-Force sensitive.
Calm- When at peace and calm, a Jedi strengthens his connection to the Force and the Light Side. One example from the movies: Qui-Gon-Jinn, when fighting Darth Maul, sits during a pause in the combat and seems to meditate and gather strength.
Mechanics: Skill or Manipulation Difficulty: Easy if relaxed, Moderate if otherwise. Time to Use: One round
Force Balance Rating: Light 1 or higher
Effect: This power calms the Jedi, giving him an enhanced defense against the Dark Side. The Jedi receives a bonus of +3D to all rolls for the next two rounds and an extra bonus of +3D to resist the effects of powers called upon by Dark Side servants. At 5D or more in the skill, the Jedi can use this power to calm others for the same effects.
Courage- The user increases his and his allies’ physical and mental attributes for a brief period with this potent ability. Expertise increases the effect’s strength. Yoda is often considered to be the most skilled user of this power.
Mechanics: Skill or Manipulation Difficulty: Moderate, as modified by proximity and upon the number of people affected by the power.
1-10 – Very Easy
11-100 – Easy
101-500 – Moderate
501-5,000 – Difficult
5,001-50,000 – Very Difficult
50,001-500,000 – Heroic (31+)
Effects: The Jedi connects a group at the subconscious level to inspire and focus certain tasks more efficiently. The Jedi chooses three skills (the entire group affected must have the same three skills). Each member of the group receives a 1D bonus for every 3D they have in those skills. The power may be kept up, but, if new allies join the battle, the Jedi must make a new roll.
Force Balance Rating: Light 1 or higher
Healing- The Jedi Healer uses the Force to accelerate the natural healing process. Initial levels require meditation, but greater aptitude grants faster regeneration and removes the meditation requirement.
Mechanics: Healing Self-Wounded (Moderate), Incapacitated (Difficult), Mortally Wounded (Heroic); Time to Use: One minute; Effect: If successful, two healing rolls may be done per day regardless of injury. Character gets +2 for both rolls. User must be meditating, which requires a Moderate concentration check under normal, non distracting situations. The more distractions, the more difficult the meditation. Once achieving 5D in the skill, meditation is not required, but healing can only occur when calm, and at peace. (IE: not in combat!)
Healing Others-Same as above, but modified by relationship and must be touching; Time to Use: One minute; Effect: If successful, two healing rolls may be done per day regardless of injury. Target gets +2 for both rolls. The Jedi must be touching the target when this power is used.
Force Balance Rating: Light 2 or higher
Unity- This technique allows Force users to unite their minds and draw strength from each other and the Force. Yuuzhan Vong and Exar Kun both faced united Jedi using this power.
Mechanics: Skill or Manipulation difficulty: Difficult, modified by Proximity and Relationship. Time to use: One round.
This power can be "maintained".
Force Balance Rating: Light 4 or higher
Several willing Jedi may work together to manifest the power of the Light Side. While the power is held, the Light Side of the Force bathes the users in the celestial illumination. This light shields those under it from the Dark Side, giving each Force user an extra 5D against Dark Side servants
Note: +5D appears to be an immense bonus but maintaining power hits the Jedi with a -2D penalty. The initiator’s skill or manipulation determines how many Force users may link.
When acting as a shield against the Dark Side, if the Skill or Manipulation roll exceed the success roll of the Dark Side power used (if the power requires multiple skill rolls, the highest roll), then the Dark Side power is interrupted. All "up" powers are interrupted as if the user were stunned. It does not cancel out the presence of the Dark Side, but can distract its servants and make their actions more difficult.
H:(this is a bit wholistic and fuzzy, jay- can you spell out the exact requirements and consequences here?)
J: -NO
Example: Leia and Luke Skywalker try to disrupt Palpatine's Force storm, which is destroying the Republic's fleet. Palpatine is in the room with them. Luke and Leia and Leia's new unborn child are related by blood and are all strong with the Force. Leia spends a Action Die and links Luke and the child with the Light Side. Her roll is 47. She successfully uses the Unity power, giving everyone a +5D against the effects of any Dark Side powers. If this roll exceeds Palpatine's highest skill roll when he summoned the Force storm, then Palpatine's control over the Force storm is severed
The Dark Side of the force is corrupt, full of destructive, and negative energy. Most easily accessible through anger and rage, the Dark Side ALWAYS takes more than it gives, even though the terrible price might not always be readily apparent. It is quicker, more powerful and seductive.
Death Field- By using this power, a user can create a sphere of dark side energy ten meters in radius around himself or herself. Any target caught in the field automatically dies, unless a PC, and the user absorbs the life energy of the plants and animals and the life essence of any individuals caught in the field.
Mechanics:
Range: Radius of 1m per 1D of skill. Max 10m.
Skill Roll vs a target’s STR or Willpower or Force Manipulation or opposing Death Field skill roll. The difference is damage taken to the target, conversely, the damage pts taken are added to pool for Death Field user to allocate to other force skills, similar to how Absorbing Energy works. Use the following chart for energy absorbed from other creatures or fauna in the area.
Creature | Resistance Roll |
Apes |
4D6 |
Bear |
2D6 |
Birds (small) |
1 to 4 |
Birds of Prey |
2D6 |
Canine: Small |
2D6 |
Canine: Large |
3D6 |
Canine: Wolf |
4D6 |
Cat: Domestic |
2D6 |
Cat: Wild (Predatory) |
3D6 |
Cat: Large Wild (Lion/Tiger) |
4D6 |
Cattle |
4D6 |
Fish |
1 to 4 |
Horse |
4D6 |
Lizard: Small |
1D6 |
Lizard: Large |
2D6 |
Monkey |
2D6 |
Mustelid (weasel or badger) |
2D6 |
Rodent: Mouse |
1 to 4 |
Rodent: Rat/other large rodents |
2D6 |
This power can be "kept up".
Force Balance Rating: Dark 3
Drain - Same as Heal, except that the user drains the target's Force reserve and/or health to fuel the regenerative process, or to replenish their own strength in the Force. Greater aptitude allows exceptional execution speed and the ability to drain multiple target at once. Very few (such as Exar Kun and Darth Nihilus) have taken this ability to such heights that they can feed on entire worlds at a time; Kun was also able through this power to entrench his soul in the Massassi temple on Yavin IV. Nihilus' entrenchment in the power was so deep that he required constant feeding simply to stay alive. Darth Sidious/Emperor Palpatine fed off the inhabitants of his retreat world of Byss collectively with his dark side adepts.
Mechanics: Roll an Easy Force Manipulation or Skill roll to initiate, to target PC’s, Roll Manipulation Dice vs. Opponent's Manipulation Dice or Skill or Willpower or Strength, if successful, the number above the difficulty becomes number of pips to Force Roll or towards healing rolls. The target takes the effects as damage, so check the damage chart for effects. To target NPC’s, use the following chart:
# of Victims: |
Diff Modifier |
1 – 5 |
+5 |
6 – 50 |
+10 |
51 – 1000 |
+15 |
1001 - 50,000 |
+20 |
50,001 - 1 million |
+25 |
1 - 10 million |
+30 |
When draining NPC’s the user gains the number above the difficulty as pips added to either force skills or healing rolls. Darkside effects, and other negative effects or damage may be passed onto Characters or NPC’s , it requires a Easy roll + Damage to be passed. If the roll is higher than the difficulty, then they can channel those as pips as well.
For Long Term Drainage use the following:
For people who have been drained for up to 1 week or less than one month it gives the user:
1-5: One Action Die per week
6-50: One Action Die per 5 days
51-1000: One Action Die per 3 days
1001-50,000: One Action Die per 2 days
50,001-1 million: One Action Die per day
1 million-10 million: Once Action Die per 12 hours
For individuals who have been drained longer than one month it gives the user:
1-5: One Action Die per 5 days and +1D to all Force skills
6-50: One Action Die per 3 days and +2D to all Force skills
51-1000: One Action Die per 2 days and +3D to all Force skills
1000-50,000: One Action Die per day and +3D+2 to all Force skills
50,001-1 million: One Action Die per 12 hours and +4D to all Force skills
1 million- 10 million: One Action Die per 6 hours and +4D+2 to all Force skills
If another Force user tries to drain the Darkside energy from the darksider, they then become corrupt as well, gaining half the pips and 2 notches to the dark balance.
When achieving more than 10D in this skill, you must drain the living to keep on living. There is no benefit of draining this individual’s life, except you can continue ‘living’. 1 person of 3D strength or more will enable you to survive for 24 std hours. Creatures or persons of lesser strength can be combined, until the total is 3D strength or more. The person must be drained until the damage result is Dead, and the user must be touching the target. Relationship is inversely used for difficulty added to strength or willpower or Manipulation for resistance. Draining someone you know in the fashion is more difficult than someone you don’t know. Draining more than 3D Strength a day grants no benefits.
This power can be "kept up".
Time to Use: One round or more
Force Balance Rating: Dark 3
Example: Darth Plagueris is fighting Gin-Gin, he activates Drain and begins to siphon from Gin-Gin. To resist, Gin-Gin rolls Force Manipulation, getting a 5. Plagueris rolls Drain, getting 13. Gin-Gin is now considered Wounded and has to deal with those effects. Plagueris now has 8 pips to add to Force Powers or another healing roll. He chooses to add it to his TK to lift a speeder on top of poor Gin-Gin.
Feed on Dark Side- This ability allows the Sith to feed on the fear, hatred, and other negative emotions of others to increase his own power. The Dark Side doesn’t care what inspires the darkness- the emotions alone suffice.
Mechanics: Skill or Manipulation difficulty: Moderate to activate; Very Easy for each round thereafter. +5 to difficulty per person targeted.
This power may be maintained.
Force Balance Rating: Dark 2 or higher
H:(this I like. It should be one of the very first things they learn to do)
Effect: In game terms, the activating Sith gains an Action Die and 1/4 of the target’s FP in the form of pips added to Force Skills, from the Force Sensitive target(s) if any of the following happens:
The target gives into a power seduction, experiences extreme anguish, responds violently to taunts, begins attacking others, or gives into anger, fear, jealousy, or does any action which moves their Force Balance to the Dark Side.
The effect does stack for multiple targets, allowing the Sith to gain multiple Action Dice in a single round.
GM Note:
Dark Jedi grow in strength in proportion to the anger and hatred they generate in their foes. For player characters who only think with their dice, a foe using this power may unstoppable. The only two ways to stop this power are to either resist the Dark Side or put up Force Unity. Of course, nothing stops the Dark Jedi from doing everything imaginable to generate the darkness, such as deception, butchering innocents, insults, threats against the character’s friends/families/home planet, or any atrocity which may drive them to call on the Dark Side.
Players dependent upon brute force against the Dark Jedi may be annihilated with his power. Avoid overuse of this power as it can severely disrupt game balance.
Force Lightning- First portrayed by Palpatine in Return of the Jedi, force lightning is an energy manifestation of the Dark Side. The lightning bolts exit the Force user’s body through his fingertips and may be executed with one or both hands. Greater aptitude increases the bolt’s power and makes them fork more sharply, allowing for strikes against multiple foes.
Force lightning is often used as torture for the severe agony and physical damage it inflicts. A single blast may be sufficient for instant death.
Depending on intensity, force lightning can be grounded out on an ignited lightsaber, as seen in Attack of the Clones. Nevertheless, with enough power, force lightning can blast through a lightsaber as when Darth Sidious blows Jedi Master Yoda's lightsaber right out of his hand during their duel in the Senate chamber. Force lightning can also be absorbed and redirected. Yoda demonstrated this ability by both reflecting and absorbing it during a fight with Count Dooku in Attack of the Clones. Prolonged use drains the user physically and leads to severe deformations. After both generating and being hit with redirecting force lightning in Revenge of the Sith, Darth Sidious grew wan and hideous.
If you have no hands, like Darth Vader, you can’t use Force Lightning.
Mechanics: Skill or Manipulation difficulty: Moderate, modified by proximity, limited to line of sight. Dexterity + Force Potential to hit target, Dodge Roll to avoid getting hit. Damage is determined by Skill Roll without Force Potential bonus.
Force Balance Rating: Dark 1 or higher
Rage- For a short time, Rage augments speed, strength, and fierceness at the expense of physical health.
Mechanics: Skill or Manipulation roll difficulty: Easy if angered, Moderate if otherwise;
Effects: On a successful roll, the Dark Jedi receives a +3D bonus to Dex, Mech, and Str Rolls. However receives a -3D to Know, Tech, and Perception rolls. This effect lasts until character is stunned or number of rounds equal to Rage Skill dice or Force Manipulation dice, whichever higher.
Force Balance Rating: Darkside 1 or higher
Storm- The powerful Sith ability, Darth Sidious/Emperor Palpatine could generate and control, to a limited degree, limited-duration, self-sustaining storms of warped spacetime. These storms ranged from freighter-sized to huge maws capable of obliterating star fleets. Smaller storms appear easier to control and easier to generate at distance.
Mechanics: Skill or Manipulation roll difficulty: Heroic, modified by proximity, modified by size of storm desired, see below:
+5 for a base of 100 meters or less
+10 for a base of 101 meters to 1 km
+15 for a base of 1 km
+2 for every kilometer diameter in size
+5 per 1D of damage
The Dark Jedi using this power must make Heroic rolls each successive round to control the storm. To dissipate the storm, the Dark Jedi must make a Very Difficult roll to dissipate the storm. Force Storms are immensely destructive and violate the laws of nature.
Force Balance Rating: Dark 4 or higher
Effects: This is the most destructive Force power known. By twisting the space-time continuum, the Dark Jedi creates vast force storms which can swallow fleets or raze the surfaces of worlds..
Use of this power requires the focusing of hate and anger to an almost palpable degree and there is considerable danger involved. Some cannot harness what they have created, often resulting in their own destruction. The death of the user dissipates the storm within minutes.
Before attempting, the Dark Jedi must determine the diameter and the amount of damage (the damage dice are capital scale). If any rolls fail, the summoned storm attempts to consume the Dark Jedi. The summoner can attempt unusual maneuvers with the storm, such as to create a vortex to draw unwary victims to a specified point, at a +10 difficulty.