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