The Force

Notes

All Force skills can be used untrained, but only by Force Sensitives.

Force Power Tables

These tables are used by the various Force powers to roll against and determine outcome.

Tables Description
A Vitality spent to use power at this level
B Save DC
C Stat Bonus
D Move Object Strength
E Improved Critical Range
F Improved Critical Intensity
G Healing
H Area of Effect
I Rage Duration
J Damage
Roll A B C D E F G
10+ 1 10 +2 5 19-20 x3 1d8+(FL, Max 5)
15+ 2 13 +4 10 18-20 x4 2d8+(FL, Max 10)
20+ 3 15 +6 20 17-20 x5 Cure Poison, Disease, etc.
25+ 4 18 +8 30 16-20 x6 3d8+(FL, Max 20)
30+ 5 20 +10 40 15-20 x7 Restoration
35+ 6 23 +12 50 14-20 x8 4d8+(FL, Max 30)
40+ 7 25 +14 60 13-20 x9 10 per FL (Max 250)
45+ 8 28 +16 70 12-20 x10 Restoration, Greater
50+ 9 30 +18 80 11-20 x11 Raise Dead (up to 1 day per FL) (get 1 dark-side point)
Roll H I J
10+ 2m 5 rnds (FL/2)d4 (Max 5)
15+ 4m 10 rnds (FL)d4 (Max 5)
20+ 6m 15 rnds (FL)d6 (Max 10)
25+ 8m 20 rnds (FL)d8 (Max 10)
30+ 10m 25 rnds (FL)d10 (Max 15)
35+ 12m 30 rnds (FL)d12 (Max 15)
40+ 14m 35 rnds (FLx2)d6 (Max 40)
45+ 16m 40 rnds (FLx3)d6 (Max 60)
50+ 18m 45 rnds (FLx4)d6 (Max 80)

Force Skills

Alter (CHA)

This skill represents the force users ability to change the world around him by act of will through the use of the force.

Move Object (Attack Action)

The force user creates a force with equivalent Strength to what appears in table D. For the listed vitality cost in table A, this force can make one action. It can grab something, tie a knot, or perform an unarmed combat maneuver(trip, choke, disarm) these attacks do not provoke an attack of opportunity. If used against an unwilling living target they are granted a Fort Save vs Table B, and if damage is done it results in a dark side point.

Control (CON)

This skill represents how much control the character has over himself.

Enhance Ability (Attack Action)

The force user adds the bonus listed in table C to either his Str or Dex. This lasts 10 rounds for the number of vitality listed in table A.

Sense (WIS) (Armor Skill check applies)

This skill represents how attuned the character is to the force all around him.

Enhance Senses (Move Action)

The force user adds the bonus listed in table C to his Sense Motive, Spot, Listen and Search checks. This lasts 10 rounds for the number of vitality listed in table A.

Fear (CHA)

This skill represent the force users ability to channel icy primordial fear into the world around him. Tapping into these energies usually results in a Dark-side point.

Intimidation (Attack Action)

The character can use this in place of the Jedi mind trick to cause a target to go along with a "suggestion". The ability costs a number of vitality specified in table A. In order to resist the suggestion, the target must make a Will save vs the DC listed on table B plus any Dark-side points the target has. This skill can also be used in place of the Intimidate skill.

Rage (CON)

This skill represents the characters ability to focus his fiery rage, anger and hatred into his actions. Using this skill usually results in a Dark-side point.

Rage (Free Action) - This skill grants the force user +4 STR, +4 CON,

+2 Will, -2 AC for up to the duration listed in Table I. After the rage the character is fatigued( -2 STR, -2 Dex, can't Run or charge) for a number of rounds equal to the length of the Rage. The vitality cost in table A is paid after the rage ends.

Force Feats

Primal Nature

Prerequisite
Not Force User
Action Type
N/A
Benefit
This Feat allows the non Force User access to the Sense, Fear and Rage Force Skills. These skills can only be used in there base form. Any character with this feat is automatically considered tainted.

Force Neutral

Prerequisite
Not Force User
Action Type
N/A
Benefit
This character is completely separated from the Force. When dealing with the Force, he is unaffected by Mind Control, +2 to Will and Fort Saves, 50% Damage Reduction, +5 DC to All Sense checks against him, cannot accrue Dark Force Points. This Character also cannot directly gain any benefit from the Force including healing, stat bonuses or using force points.

Focused Fury

Prerequisite
Rage +2, Power Attack
Action Type
N/A
Benefit
While wielding a melee vibro-weapon or similar, damage bonuses from Strength, Weapon Specialization or Power Attack are doubled. If it is an E-weapon or light saber then it is tripled.
Special
If your ranks in Control is greater than or equal to your ranks in Rage this does not count as a Dark Side ability.

Furious Strike

Prerequisite
Rage +10
Action Type
Free
Benefit
While in a rage the characters critical hits do extra damage as indicated in table F.

Greater Rage

Prerequisite
Rage +15
Action Type
Free
Benefit
Rage bonuses increase to +6 STR, +6 CON, +3 Will

Mighty Rage

Prerequisite
Rage +20, Greater Rage
Action Type
Free
Benefit
Rage bonuses increase to +8 STR, +8 CON, +4 Will

Find Weakness

Prerequisite
Sense +5, See Force
Action Type
Move
Benefit
Find weakness increases the force users critical range to the value listed in table E. It lasts for 10 rounds when the vitality cost in Table A is applied

Burst of Speed

Prerequisite
Control +5
Action Type
Free
Benefit
The Force user gets 1 extra Move action. This costs 2 vitality and can only be used once per round.

Force Speed

Prerequisite
Control +9, Burst of Speed
Action Type
Free
Benefit
The Force user gets 1 extra Attack action. This costs 4 vitality and can only be used once per round.

Master Speed

Prerequisite
Control +15, Force Speed
Action Type
Free
Benefit
The Force user gets 1 extra Full Round action. This costs 8 vitality and can only be used once per round.

Jedi Mind Trick

Prerequisite
Alter +1
Action Type
Full
Benefit
The Force user can use the Alter skill to suggest an idea. Vitality cost is is Table A +1 per additional target. a Target may resist the ability with a Will Save vs Table B.

Illusion

Prerequisite
Alter +5, Jedi Mind Trick
Action Type
Attack
Benefit
The Force user uses Alter to create an Illusion(Image, Sound, Smell) for the table A vitality cost. A target who has reason to disbelieve the illusion may make a Will save vs table B.

Heal Self

Prerequisite
Control +1
Action Type
Full
Benefit
The Force user may heal(Table G) himself on a Control Roll, for Table A Vitality.

Heal Another

Prerequisite
Alter +1
Action Type
Full
Benefit
The Force user may heal(Table G) 1 Target on a Alter Roll, for Table A Vitality.

Battle Mind

Prerequisite
Control +1
Action Type
Move
Duration
10 rounds
Vitality
Table A
Benefit
On a Control roll, the Force user gains a force bonus to hit(Table C).

Telepathy

Prerequisite
Sense +1, See Force
Action Type
Attack
Vitality
Table A
Skill
Sense
Benefit
The Force user creates a link between the force user and the target. The link can be used to communicate simple messages, read the surface thoughts/emotions, gain a force bonus(Table C) to Diplomacy, Bluff, Sense Motive. A target can resist by making a Will save(Table B)

See Force

Prerequisite
Sense +1
Action Type
Full
Vitality
Table A
Skill
Sense
Benefit
The Force user can looking into the force to gain information. The Force user can see other places and times. The Force user can also see how strong with the force another user is. A target can make a Will save to resist(Table B).

Force Defense

Prerequisite
Sense +1, See Force
Action Type
Response
Skill
Sense
Benefit
The Force user can use this ability to avoid the effects of any Alter based power.

Force Stealth

Prerequisite
Control +1
Action Type
Response
Skill
Control
Benefit
The Force user can use this ability to avoid the effects of any Sense based power.

Imp. Flight

Prerequisite
Alter +10, Control +6
Action Type
Move
Skill
Alter
Vitality
Table A
Benefit
The Force user can fly( maneuverability: perfect) (Table I).
Normal
Force users who roll high enough Alters can move themselves as any object for 1 round, Average flight maneuverability

Imp. Force Strike

Prerequisite
Alter +4
Action Type
Attack
Skill
Alter
Vitality
Table A
Benefit
The Force user knocks over all targets in a cone(Table H) starting on an adjacent space. The Force user can choose to make the strike Hard(3d4, 1 Dark Side point) or Soft( No damage, No Dark Side). A successful Ref save(Table B) resists knockdown and halves damage. Normal: Any force user may use Alter to make a Trip attack.

Imp. Force Grip

Prerequisite
Alter +6
Action Type
Attack
Skill
Alter
Vitality
Table A
Benefit
The Force user inflicts damage( Table J ) on a target requires a ranged touch attack.
Normal
Any force user may try a normal choke attack with Alter.

Force Whirlwind

Prerequisite
Alter +9
Action Type
Attack
Skill
Alter
Vitality
Table A
Benefit
The Force User creates a whirlwind( damage Table J ) of whatever is on hand. Any one in the area of effect( Cube: Table H ) may make a ref Save( Table B) for half damage. Using this ability usually results in a Dark-side point.

Drain Energy

Prerequisite
Fear +1
Action Type
Full
Skill
Fear
Vitality
Table A
Benefit
The Force User channels energy out fo the universe. DC is 10 for most simple power cells. Against an Energy attack the DC is equal to the amount of damage. This Power always incurs a Dark-side point.

Force Lightning

Prerequisite
Fear +10
Action Type
Attack
Skill
Fear
Vitality
Table A
Benefit
The Force user shoots Dark Lightning( damage Table J ) in either a cone or two lines( Table H ) starting on a spaces adjacent to the character. A Fort Save( Table B) halves the damage.

Friendship

Prerequisite
Alter +1
Action Type
Full
Vitality
Table A
Benefit
The Force user radiates an aura of peace, tranquility and friendship. In order to resist the influence requires a Will save vs Table B

Force Mastery

Prerequisite
Wis 15, FL 6
Action Type
N/A
Vitality
Double normal
Benefit
Once per round the force user may do a force action that normally takes a move or attack action as a free action.

High Force Mastery

Prerequisite
Wis 17, FL 12, Force Mastery
Action Type
N/A
Vitality
Double normal
Benefit
Once per round the force user may do a force action that normally takes a full action as an attack action.

Horrify

Prerequisite
Fear +1
Action Type
Attack
Vitality
Table A + 1 per additional target
Duration
10 Rounds
Benefit
The Force user inspires a sense of terror in his opponents. Targets get penalty(Table C) to hit. Targets may cancel this effect by taking on a Dark side point.

Comprehend Languages

Prerequisite
Sense +5, Empathy
Action Type
N/A
Benefit
The Force user understands, does not speak, any intelligent language.

Star-ship Focus

Prerequisite
Sense +5, Star-ship Operation, Farseeing
Action Type
Attack
Vitality
Table A
Benefit
The force user get a bonus(Table C) to piloting checks, for 10 rounds.

Deflect

Prerequisite
Sense +5, See Force
Action Type
Move
Vitality
Table A
Duration
10 rounds
Benefit
The Force user gets a Deflect bonus(Table C) to AC. if the weapon used to deflect cannot take the damage from these attacks it is ruined. To make use of this ability the Force user must not be wearing any armor and be no more than lightly encumbered.

Deflect Attack

Prerequisite
Deflect, Sense +7
Action Type
Opportunity
Benefit
Any Blaster attack that misses the Jedi while the Jedi is deflecting, provokes an attack of opportunity that can be used to missile attack the blaster shot at an opponent.

Extended Deflect

Prerequisite
Deflect, Sense +9
Action Type
Move
Benefit
Deflect Defense extends to any ally within 2m of the Jedi.

Unarmed Deflect

Prerequisite
Alter +10, Deflect
Action Type
Move
Benefit
The Force user can use his ability to move objects to deflect incoming attacks when unarmed. The character must spend an additional vitality point for each deflected attack.

Force Mind

Prerequisite
Wis 15, Sense +7
Action Type
Full
Vitality
Table A + 1 per additional target
Duration
10 rounds
Benefit
The targets not including the Force user gets a Force bonus(Table C) to a single ability score of the player's choice.

Force Secrets

Control

Become one with the force

Sense

Commune with force

Alter

Conjuration

Fear

Summon Dark-side elemental

Rage

Inflame