Force Powers

This section describes skills available for characters with the ability to use the Force. Use of the Force in this campaign is restricted by the total number of Force points, and the player’s imagination. Six domains of the Force are outlined as general classifications. The character will assign ranks to sub-powers within each of the domains, and players will assign ranks to each sub-power to indicate additional prowess in specific invocations of the Force.
The domains are listed below:
Domain Common Uses Description
Abjuration Occlumency Shielding the mind and body from external Force influences
Alteration Alchemy Rearragement or purification of matter by concentrated use of the Force
Divination Foretelling and Psychometry To look into the future, and delve into the past using the Force
Manipulation Telekinesis and Reflexes Ability to move objects in the physical world with the Force
Psionics Telepathy and Mind-Control Ability to delve into and affect another’s mind using the Force
Sorcery Conjuration and Essence Transference Summoning and control of Force spirits
Though the purpose of these Force Powers will be a general definition of parameters, in order to encourage player creativity in uses of the Force, these parameters need to be stated to ensure the game mechanics proceed in a fair and balanced way. Below are descripitons of Jedi, Dark Jedi, and Sith Force Powers.
Accretion Alteration Domain
Description The Accretion power allows the Force-user to concentrate matter by mediation, with the intent of making an objects more dense or structured at the nanoscopic level. The most famous use of Accretion allows members of the Sith Order to create their own Kyber Crystals. Other uses would include hardening melee blades or armor. Since the alterations occur at the molecular level, the resulting strength increase would be accompanied by the object becoming lighter. The Force-user must meditate to use this power, and the process can take days or weeks.
Speed: NA Accessible by: Sith Only
Conjuration Sorcery Domain
Description The dark power of Conjuration allows the Force-user to summon spirits, bound by darkness and elemental evil, to appear before the Sith caster. The purpose of this power is to manifest or create a bridge for spirits to exist on the material plane. Note, that this power compels spirits to appear against their will, pending the successful roll of the difficulty number for summoning. If a spirit has been sent on an errand (see Invocation), the Conjuration power will compel that spirit to appear before the caster (to report progress, or report news from espionage activities). The casters will and Dark Power cements the link between the spriit’s natural domain and the material plane. If the caster is killed, the spirit would roll to determine if it dissipates and returns to the Ether, or if the spirit remains trapped on the material plane as a Force Ghost.
Speed: 8 Accessible by: Sith Only
Decantation Manipulation Domain
Description The power of Decantation allows the Force-user to “empty” another being of life force. The act effectively removed or drains (Force or spiritual) energy from a being. Once disembodied, this harvested energy may be absorbed by the Force-user or dissipated into the Ether. The attacking Force-User rolls a Decantation value against the opponents defending target number. Non Force-Users and Force Users without Occlumency Ratings are defenseless and suffer the powers full effect. When attacking characters with Occlumency Ratings, the rolled Decantation value must exceed the Occlumency Rating, and the die amount over the Rating determines the degree of drainage. Decantation effects affects non Force-Users by decreasing Health points, and affects Force-Users by (proportionally) decreasing both Health Points and Current Force Potential.
Speed: 4 Accessible by: Dark Jedi and Sith
Degradation Alteration Domain
Description The Degradation power creates the opposite effects of the Accretion power. Degradation allows the Force-user to de-concentrate matter by mediation, with the intent of making an objects less dense or structured at the nanoscopic level. Sith typically use this power to liquify harvested crystals prior to the Dark Side Accretion process. Other uses would include intentionally weakening objects to structurally fail or break, such as prison bars or locks or triggers on blasters. The Force-user must meditate to use this power, and the process can take days or weeks
Speed: NA Accessible by: Sith Only
Detection Psionics Domain
Description The Detection power enables the Force-user to reach out with the Force and determine if adjacent individuals or objects possess or wield the Force. A successful determination (by die roll) informs whether the target possesses the Force, magnitude of Force Potential, and a general indication of alignment. When not actively in use, Force-users only become aware of the Force within others during intense or emotional experiences, where the target radiates ripples in the Force which the Force-sensitive can passively notice.
Speed: 4 Accessible by: All
Deter Detection Abjuration Domain
Description A Force-user employs the Deter Detection power to hide their Force-presence to other Force-users. This power functions in opposition to the Detection power, and the relative value of die rolls determine success or failure. If the inquiring Force-user rolls lower than the target’s Deter Detection value, the target’s Force-presence remains a mystery. However, if the inquiring Force-user rolls a higher Detection value than the target’s Deter Detection value, the target is identified as Force-using. The Deter Detection power prevents scrying, and does not shield the caster from offensive Force powers or effects; the Occlumency power would be used to provide such protection.
Speed: 4 Accessible by: All
Divination Divination Domain
Description The Divination power may be used to foresee future events along a fixed metaphysical continuum. The power does not account for probabilities and possibilities, or other virtual randomness. The power can be used to obtain visions of importance to the user, since the caster’s spiritual perspective becomes the filter through which the Force reveals its Will. The caster must overcome a difficulty number, and the die roll amount in excess of the target number determines the vividness and detail of the vision. When events (pre-ordained by the Force) would impact the caster, the caster may receive (through no volition of their own) visions, whose details are determined by a die roll. Active Divination action can be targeted on people, situations, or events; the target must be known or in some way understood by the caster.
Speed: 8 Accessible by: All
Energesis Manipulation Domain
Description The Energesis power allows a Force-user to affect, manipulate and control expressions of energy on the material plane. Such energy can be within the caster, energy in others, or energy in objects. Examples of energy for game purposes include: electricity, lightning, blaster bolts, energy packs in weapons. A successful die roll against a difficulty number means that the caster may utilize the energy as he wishes, and re-direct it to another form of expression. The caster may dissipate energy, re-locate energy, or amplify energy. Examples of energy dissipation include “catching” blaster bolts with an open palm or powering down weapons in an opponent’s blaster. Examples of energy re-location include the caster acting as conduit, as in recharging a droid, or shunting a circuit. Examples of energy amplification include channeling beams or bolts of the Force offensively, as well as surging power in electrical equipment.
Speed: 4 Accessible by: All
Essence Transfer Sorcery Domain
Description An obscure and esoteric power, Essence Transfer allows a Force-user to extract the embodying Life Force from one being and place it into another being. Such beings are referred to as “vessels,” and the host spirit must roll to determine if they journey to the Ether, or become a Force Ghost. Such vessels, and their concomitant spirits, do not need to be willing; however, inserting an essence into an unwilling and agitated body increases the difficulty number of the procedure. The ceremony takes days to prepare, and locating the ceremony at places of Dark Power further enhance the chance of success.
Speed: NA Accessible by: Sith Only
Expansion Abjuration Domain
Description The Expansion power allows the caster to amplify the range and effect of another Force power. The excess results on a successful die roll determine the magnitude of the effect. The maximum number of targets affectable by the Expansion power equal ranks in Discipline, plus the characters Prs modifier. For example, if the caster wanted to unleashed Energesis to drain power from three blasters, they would cast Energesis for general success, then Expansion to determine how many other targets may be affected by the power. Note that the use of Expansion occurs simultaneously as the base power during combat, such that the total effects occur during the same round. If one target is already engaged with a Force Power, and an alternate target wants to be added the next round, the caster need only cast expansion since the primary Force power is already activated.
Speed: 4 Accessible by: All
Extraction Psionics Domain
Description Extraction gives the caster the power to selectively commandeer a Force power, and appropriate it permanently as their own. The host from which the power came still retains the power, and the caster gains that power at rank +0. Extracting a power already in the caster’s repertoire has no effect, other than wasted Force potential. It must be clear that extracting a power does not provide access to the wider powers offered under a Domain; the caster has gained access to a single branch of arcane power, and not the full spectrum of abilities. Gaining such abilities under the Domain may come in time, at the expense of Prestige Points.
Speed: NA Accessible by: Dark Jedi Only
Faith Psionics Domain
Description The Faith power allows Force-users to instill hope and happiness to those around them. The purpose of Faith would be to raise morale during desperate times. Force-users can cast Faith to single individuals, but may include others pending the result of the Expansion power.
Speed: 4 Accessible by: Jedi Only
Farseeing Divination Domain
Description Farseeing allows a force-user to scry events at distant locations in the present. Like Divination, events occur along a fixed metaphysical continuum. The power does not account for probabilities and possibilities, or other virtual randomness. The power can be used to obtain visions of importance to the user, since the caster’s spiritual perspective becomes the filter through which the Force reveals its Will. The caster must overcome a difficulty number, and the die roll amount in excess of the target number determines the vividness and detail of the vision. When events (pre-ordained by the Force) would impact the caster, the caster may receive (through no volition of their own) visions, whose details are determined by a die roll. Active Farseeing action can be targeted on people, situations, or events; the target must be known or in some way understood by the caster.
Speed: 8 Accessible by: All
Fear Psionics Domain
Description The Fear power can be used to instill despair and terror into others, and can be applied gradually over time (creating general unease and mistrust) or overwhelmingly to induce panic and chaos. Force-users can cast Fear to single individuals, but may include others pending the result of the Expansion power. Characters affected with Fear suffer from poor morale and thought of failure, resulting in higher difficulty numbers for tasks.
Speed: 4 Accessible by: Sith Only
Illusion Psionics Domain
Description The Illusion power creates a false vision in the minds of opponents. Those who are affected by the Illusion power, their discernable reality has been seamlessly modified. The caster needs to provide specific parameters of what will be changing, and a successful die roll ensures the target “fills in the gaps” by imagining (from their perspective) what the caster wishes. The Illusion power is cast upon a single target, and can be expanded using the Expansion power. When multiple targets are successfully affected, they each view different realities, with the exception of the parameters invoked by the caster. The duration of Illusion depends on the magnitude of the die roll, exceeding the difficulty number. If the caster dies, the Illusion is broken. Someone cannot perish from being slain while in an illusionary state; the person simple “wakes-up” and resumes. The more outlandish the illusion, the higher the difficulty number. Fear or Faith can be cast alongside Illusion to artificially cement the intended emotional effect.
Speed: 8 Accessible by: All
Invocation Sorcery Domain
Description Where Conjuration summons dark spirits, the Invocation power motivates them to serve your Will. The strength of a caster’s conjuration manifests dark spirits, who exist in-between states of existence. The Invocation power mobilizes these spirits, who can be directed to attack, eavesdrop or perform simple tasks. What is more, spirits can be directed to any location, so long as the caster can construct an mental image of the location.
Speed: NA Accessible by: Sith Only
Lightsaber Combat Manipulation Domain
Description Ranks in Lightsaber Combat contribute to success when dueling another Force-user with lightsabers. Ranks are directed toward a combat number, combining Lightsaber Combat ranks, the Dex. Modifier, and ranks in Reflexes.
Speed: NA Accessible by: All
Mind Control Psionics Domain
Description The insidious power of completely bending the Will of another to your own. The Mind Control power exercises more effect than the Jedi power Persuasion. The Force-user may re-mould an individual to complete any task, believe any lie, or surrender any information. The power affects the subject akin to “re-programming” the thought processes and values subscribed to by the targeted subject. Once the Dark Force User leaves the subject’s presence, that subject pursues a new life with an altered sub-routine implanted in their brain. Mind Control also differs from Persuasion in that these “re-programming” effects of Mind Control are permanent, not temporary. The caster must overcome the target’s Prs stat plus Prs Modifier plus ranks in Discipline. Once successful, the rolled number (a.k.a. the “control number”) describes the degree to control, and will serve as an opposition check to another Force-user attempt to free the influenced individual with Occlumency. The type and duration of effect can be found in the Mind Control Effects Chart. Unlike other Force powers, successful Mind Control rolls are not subtracted from a characters Current Force Potential, but are taken from a Mind Control Pool. The amine Control Pool begins with the same number of points as Force Points. Successful Mind Control rolls are subtracted from the total Mind Control Pool. The caster can determine the level of dominance to a control number up to, but not exceeding, the rolled number. Mind Control may be undone by using th Restoration Gorce Power. To actuate the power, the target must be in range, per PP status of the Force User.
Speed: 4 Accessible by: Sith
Neutrality Abjuration Domain
Description The Neutrality power creates an invisible Force-free bubble in space-time. The presence of the Force within the bubble counteracts Force actions from outside the bubble. While inside this bubble, no Force influences can affect the occupant. The occupant must be fully concentrating on maintaining the bubble, and during this time cannot exercise any secondary Force powers. The size and strength of the bubble is determined by the value of the die roll, and any exerted Force power with a greater rolled value can break the bubble. Bubbles are centered on the individual caster, and cannot be displaced.
Speed: 8 Accessible by: Dark Jedi Only
Obfuscation Divination Domain
Description The Obfuscation power allows a Dark Force User to reach out with the Force and intentionally cloud and distort the psychic efforts of other Force Users. Obfuscation should be considered an offensive action, versus Occlumency, which acts as a passive protection or deterrent from scrying. When a Force User casts Obfuscate, the rolled value is subtracted from the opposing Force User’s psychic effort, effectively dampening their ability to see with the Force.
Speed: 8 Accessible by: Dark Jedi and Sith
Occlumency Abjuration Domain
Description The Occlumency power focuses the Force in creating a psychic shield from the effects of other Force users. Many offensive Force powers can be negated by Occlumency, whose main strength comes from being primarily a passive shield, documented in the game as an Occlumency Rating. Occlumency can be set upon the caster, or upon others, by making an Occlumency roll; the value of this roll becomes the Occlumency Rating. If an attacking Force-Users roll overcomes the Occlumency Rating, that characters Occlumency protection has been shattered, and is considered void and dispelled.
Speed: 4 Accessible by: Jedi, Dark Jedi and Sith
Psychometry Divination Domain
Description The last of the divination powers, Psychometry allows Force-users to delve into the past and understand the wake of the Force. In particular, the Psychometry power becomes useful when applied to an object. All matter, through the Force, becomes imbued with the emotions which surround it. Objects, in this way, record the fabric of the Force in the past; Psychometry allows a Force-user to understand this fabric.
Speed: 8 Accessible by: All
Premonition Divination Domain
Description The divination power of sensing an opponents actions before they occur. Force Users armed with this Power devote Premonition ranks toward rolls [to prevent] being surprised.
Speed: NA Accessible by: All
Purification Alteration Domain
Description The Purification power can be used to remove impurities from matter at the microscopic level. Purification can be utilized for refining the nano-scopic structure of objects. Pertinent examples include purifying water for drinking and purifying Kyber crystals for enhanced performance.
Speed: NA Accessible by: All
Reflexes Manipulation Domain
Description The Reflexes power allows the Force to exert itself through Force-users, and increase their movements in accordance with its Will. Reflexes are considered always “on” and never need to be activated. When reacting to surprise, the Reflexes power is used to respond to threats.
Speed: NA Accessible by: All
Restoration Manipulation Domain
Description Restoration grants vitality and health to all living things. The Power also restores and balances any injections of Dark influence to revert the individual to their original state. In terms of game mechanics, Restoration can provide Health Points to characters in receipt of this power. The number of restored Health Points is determined by rolling 1d20 plus the caster’s Prs modifier. Use of Restoration can help save someone from dying, and stabilize them at HP 0. Restoration may also undo the re-programming effects of Mind Control. To do so, the caster must achieve a Restoration roll that exceeds the subject’s Mind Control number. The subject will suffer from some form of amnesia as a result. Restoration also relieves a subject from Persuasion.
Speed: 4 Accessible by: All
Sith Alchemy Alteration Domain
Description Perhaps the most diabolical of Sith powers, the dark science enables the modification of living and inanimate objects by design. Horrible crimeas of hate and savagery roam distant worlds to guard Sith Vaults due to the work of Sith Alchemists. Ceremonies and rituals take days to weeks in performance, and difficulty numbers depend upon the specifics of the attempted grafting.
Speed: NA Accessible by: Sith Only
Telekinesis Manipulation Domain
Description The Telekinesis power controls the movement of matter by focusing the Force on specific objects. Armed with this power, the caster has the potential to manipulate any and all objects, in any manner, under the following conditions. To activate the power, the caster must overcome a difficulty target number based upon the weight of the object (or objects) to be moved. If successful, the desired weight of object(s) are displaced; if unsuccessful, the caster affects the object with the magnitude shown by the die roll, as indicated on the chart below. Thus, unlike other powers, the supplemental power Expansion does not need to be cast to affect multiple targets. The magnitude of force power is based on fractions or multiples of the character’s Total Force Potential. Each instance of Telekinesis last a number of rounds equal to a character’s Presence attribute; the duration of the power can be extended with a successful Discipline check at a rate of one extra round. Telekinesis can be used offensively by inducing g-acceleration effects upon individuals. Effects can either take the form of impacts to the body from excessive acceleration or damaged induced upon the body by contact with a hard surface. Targets are assumed to be standard, medium-size targets not benefitting from excess gravity or the absence of gravity. See chart below for damage and effects per application.
Speed: 4 Accessible by: All
Telepathy Psionics Domain
Description Quite simply, Telepathy allows the Force-user to speak in the mind of another sentinent being. Provided the target is in visual range of the Force-user, the caster can imprint any dialogue or message into the target’s mind. To be comprehended, the target must understand the casters language. These messages are considered “voices” and inform or direct (not compel, as in Mind Control) the target. The target is free to ignore the messages sent telepathically. The inserting of random noises into another’s mind (for the purposes of causing a distraction) would be performed under Telepathy. Being contacted telepathically does not allow the Force-user to read the target’s response; thus, a two-way conversation is not possible, unless the target also has the Telepathy power.
Speed: 4 Accessible by: All
Warding Abjuration Domain
Description Warding allows Force-users to create armed portals, to defend a space in his/her absence. Wards can be designed to produce any effect, as an extension of the Force-user’s capabilities. Thus, a ward on a door portal can electrocute a subject (due to caster’s Energesis) or simply notify the caster someone has passed. The active use of the Detection power makes the presence of wards known to other Force-users. Discovered wards can be dispelled by overcoming the strength rating.
Speed: 8 Accessible by: All
Under the “speed” column, there are three possible listings. A number indicates the “speed” of activating that Force Power relative to other actions in a combat round. The listed speed number needs to be added to the 1d12 initiaive roll. An “O” indicates that once a character has learned this Force Power (Power +0) that power is always considered “on” and does not need to be activated. The term “NA” indicates that the Force Power may be part of a more elaborate ritual, or experience that cannot be performed in the heat of combat. Refer to the Force Power description for more information.
A final note regarding Force powers and general combat. Offensive action may be accompanied by Force powers if the Force-user makes a successful Discipline 12+ check. For instance, a Jedi or Sith may launch themselves into the fray AND attack with their lightsaber, if the Discipline roll is successful. If not successful, the Force action is completed (provided the roll was successful) but the subsequent attack does not occur.
Variable Effects Chart
Force Power Effect +1-2 +3-5 +6-10 +11-15 +16-20
Decantation Force Drain 10% 25% 50% 75% 100%
Divination Clarity Vague Faint Cloudy Clear Vivid
Expansion Multiple Targets 2 4 6 8 10-12
Farseeing Clarity Vague Faint Cloudy Clear Vivid
Illusion Duration 5 rounds 20 rounds 1 day 1 week 1 month
Persuasion Duration 1 Hour 1 Day 1 Week 1 Month 1 Year+
Psychometry Clarity Vague Faint Cloudy Clear Vivid
Telekinesis Effects Chart
Force Power Effect +1-2 +3-5 +6-10 +11-15 +16-20
Telekinesis Levitation (kg) 0.5xFP 1xFP 2xFP 3xFP 4xFP
Telekinesis Acceleration (m/s 2) Disorientation Disabled LOC Trauma Death
Telekinesis G-Concussion (m/s 2) 10 HP 25 HP 50HP 75 HP 100HP
Telekinesis Distance-Accuracy (m) 5m 10m 20m 30m 40m

Force Powers

The Darkness of Dawn quercus