Post by gamedave on Sept 17, 2011 22:54:49 GMT -5
POWERS
Duration: If the Duration of a power has (m), that means it may be maintained indefinitely. Each power maintained subtracts 1 from rolls to activate other Force powers.
Keywords: Many Force powers have keywords, which indicate additional special rules.
* Basic powers are possessed by all Force Sensitive characters.
* Dark Side powers draw upon emotions of anger, fear and hate to fuel them, and require a Dark Side check every time you successfully activate them (see "The Force - The Dark Side" post).
* Mind-Affecting powers affect the mind of living creatures, and have no effect on droids, machines, or inanimate objects.
* Secret powers are known to only to certain masters of a Force tradition. Force users may not use a Force Point to use a power they don't have if it has this keyword, and must find another Force user to teach it to them to take it with the Force Training Edge.
CONTROL POWERS
Battle Mind
Rank: Seasoned
Focus Penalty: -2
Range: Self
Duration: 3 (m)
Even Jedi knights cannot afford to spend all their time learning new combat maneuvers and martial skills. This power provides a quick solution to a lack of training.
With a successful Control skill roll, the Force user gains the benefits of a single Combat Edge of his choice. The Force user must be one Rank higher than the Rank requirements of the Edge but ignores other requirements, even those requiring other Edges. Edges that affect weapons the character wields only effect Force attuned weapons. For the duration of the power, the character gains all the benefits of the Edge.
Edges gained through this power provide no additional benefit if the character already has the Edge.
Boost [Basic]
Rank: Novice
Focus Penalty: -1
Range: Self only
Duration: 3 (m)
This power allows a character to increase any of his Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total.
For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power.
Dark Rage [Dark Side]
Rank: Novice
Focus Penalty: -2
Range: Self only
Duration: 3 (m)
When a character uses this power, he gives in to his hate and anger, and lashes out at his foes in a blind fury.
When your hero activates this power, his Parry is reduced by 2 but he adds +2 to Fighting, Strength, melee damage rolls (including damage from Force attuned weapons), and Toughness. The Force user ignores all wound modifiers while in a dark rage, but cannot use any skills, Edges, or maneuvers that require concentration, including Shooting and Taunt, but not Intimidation.
When a Force user is in a dark rage, he may not use the Focus maneuver. When he attempts to activate a Force power, he must call upon the Dark Side (which requires a Dark Side Check). He may use Control powers, but may not use Sense powers, or Alter powers with the Mind-Affecting keyword unless they also have the Dark Side keyword.
A Force user in a dark rage attacks with reckless abandon. Anytime his Fighting die (or Control die when used in place of Fighting) is a 1 (regardless of his Wild Die), he hits a random adjacent target (not the original target). The attack may hit friend as well as foe. If there are no other adjacent targets, the blow simply misses.
A character may end his dark rage by making a Control roll at -2 (this is a free action on his turn). If he fails, he must continue to maintain the power, and attack his foes. If there are no foes available, he will attack the nearest target, even if it is a friend, but this gives a +2 bonus to the Control roll to end the dark rage.
* Special: A character who doesn't actually have this power and uses it by spending a Force Point does not need to spend additional Force Points to maintain it round to round. He must roll to end it as described above.
Deflect
Rank: Novice
Focus Penalty: -1
Range: Self only
Duration: 3 (m)
Deflect enables a character to parry incoming ranged attacks. With a success, the character may use his Parry instead of Dodge to defend against ranged attacks. If he is not wielding a Force attuned weapon, his Parry has a -2 penalty. On a raise, if an attacker using a blaster or similar weapon who rolls a 1 on his Shooting die, as a reaction the deflecting character may redirect the shot towards any target in a range equal to his Spirit, using his Control skill with a -2 penalty for the attack roll.
A success also grants +2 to Spirit rolls against suppressive fire, while a raise grants +4.
Enhanced Senses
Rank: Seasoned
Focus Penalty: -1
Range: Self
Duration: 3 (m)
This powers endows the Force user with enhanced physical senses. With a success, ranged penalties are halved for the Force user (-1 at Medium and -2 at Long), and he gains +2 to Notice rolls (but not for Sense rolls used in place of Notice rolls). If a raise is achieved, the Notice bonus becomes +4 and all weapon range increments for the Force user are doubled in addition (12/24/48 becomes 24/48/96).
Force Resilience
Rank: Seasoned
Focus Penalty: -1
Range: Self only
Duration: 3 (m)
Force resilience reinforces the character's flesh with the power of the Force. Success grants the recipient +1 Toughness. A raise grants +2.
Leap
Rank: Seasoned
Focus Penalty: -1 or -3
Range: Self
Duration: 3 (m)
Leap allows a character to use any of his movement during his turn to jump that distance (without needing to make any additional rolls). He may double his Pace by taking a -3 Focus Penalty.
Smite
Rank: Novice
Focus Penalty: -1 or -2
Range: Self
Duration: 3 (m)
This power is used on a Force attuned weapon wielded by the Force user. While the power is in effect, the weapon's damage is increased by +2 or +4 with a raise.
With a -2 Focus penalty, the character may affect a pair of Force attuned weapons.
Surge
Rank: Novice
Focus Penalty: 0
Range: Self
Duration: 3 (m)
Force users who need to close with their foes quickly often use this power. Surge allows the character to move faster than usual. With a success, the character's basic Pace is doubled. With a raise, running becomes a free action, so he may ignore the usual -2 running penalty.
This power can be used in conjunction with leap to allow truly prodigious jumps.
SENSE POWERS
Farsight
Rank: Novice
Focus Penalty: -2
Range: Self
Duration: 1 minute
This power allows the Force user to search the Force to gain information. Due to the intensive communion with the Force, it is very draining to the Force user.
The information comes in the form of images and emotions, and may relate to the past, the present, or the future. They may be cryptic and require some interpretation by the Force user. On a success, the Force user may ask one question that can be answered by "Yes," "No," "Possibly," or a single strong emotion or simple image. On a raise, the question may be answered in a series of images and emotions which can be summarized in five words or less (the GM may allow longer, more detailed images and emotions in cryptic form).
The power's duration is one minute, during which the Force user may take no other actions or movement. If the Force user is Shaken during that time, he must make a Spirit roll or the power is disrupted.
If the power relates to a living being who wishes to conceal the information, then the Force skill roll is opposed by their Spirit.
Force Sight
Rank: Novice
Focus Penalty: 0
Range: Self only
Duration: 1 hour (m)
This power allows the Force user to see using the Force. On a success, halve any darkness or concealment penalty for the Force user (round down). For example, a character in Dim (-1) lighting would suffer no penalty, and one in Pitch Darkness (-4) would only suffer a -2. On a raise, the power negates all darkness and concealment penalties up to the maximum of -6.
Mind Reading [Mind-Affecting]
Rank: Seasoned
Focus Penalty: -1
Range: Spirit
Duration: 1
Mind reading allows a character to read another's thoughts. This is an opposed roll versus the target's Spirit. A success allows the character to gain one truthful answer from the subject. The target is aware of the mental intrusion unless the mind reader gets a raise. The GM may apply modifiers based on the subject's mental Hindrances or current state of mind.
A Force user can also reverse the effect of this power, to send a single strong emotion or simple image to another character. On a success, the Force user can contact any character in sight. On a raise, he can contact any Force sensitive character he personally knows.
Sense Force [Basic]
Rank: Novice
Focus Penalty: -1
Range: Spirit x 10
Duration: 3 (m)
This power allows a character to sense disturbances in the Force, including the use of Force powers, and objects and places which are particularly strong in the Force, and the presence of the Dark Side. This includes invisible foes, people under the influence of a Force power, Jedi and Sith holocrons, and the like. A character may also use this power to determine if another character is Force Sensitive.
When this power is used on another character, a Force Sensitive character may initiate a Force duel as usual, but if he succeeds, the sensing character is unaware that a Force duel occurred; he senses nothing unusual. To maintain player uncertainty, the GM should make a secret opposed roll (ignoring the results for non-Force Sensitive characters) whenever a character uses this power on another character.
Speak Language [Mind-Affecting]
Rank: Novice
Focus Penalty: 0
Range: Self
Duration: 10 minutes (m)
This power allows a Force user to speak and understand the language of an intelligent being with whom he is attempting to converse. A raise on the Sense skill roll allows the user to project a particular dialect as well.
ALTER POWERS
Beast Friend [Mind-Affecting, Secret]
Rank: Seasoned
Focus Penalty: Special
Range: Spirit x 100 yards
Duration: 10 minutes
This power allows Force users to speak with and guide the actions of nature's beasts. It works only on creatures with animal intelligence, not humanoids.
The target must be within the Force user's range - it is not conjured.
The Focus Penalty to control a creature depends on its Size. The base penalty is -1, plus its Size for creatures with a Size greater than 0. A tonton (Size +2) has a Focus penalty of -1 plus -2, or -3. A rancore (Size +7) has a Focus penalty of -8 to control. Swarms may also be controlled. Small swarms have a Focus Penalty of -1, Mediums -2, and Large -4. Thus a single rat has a Focus Penalty of -1 to control, as does a small swarm of the creatures.
Blind
Rank: Seasoned
Focus Penalty: -1, -2, or -3
Range: 12/24/48
Duration: Instant
This power temporarily blinds a target or targets by throwing up a cloud of dust and debris. Those affected must make an Agility roll at -2 to avert their gaze and avoid the effect (at -4 if the Force user got a raise on the attack roll). On a failure, victims are Shaken and -2 to Parry until their next action. If the target rolls a 1 on his Agility die (regardless of the Wild Die), he's Shaken and fully blind until he recovers from being Shaken. Blinded victims suffer a -6 penalty to all Trait rolls that require vision and have their Parry reduced to 2.
*Additional Effects: For a -1 Focus Penalty, the power affects a single target. For a -2 Focus Penalty, the power affects everyone in a Medium Burst Template. For -3, it affects everyone in a Large Burst Template.
Dismiss Force Power
Rank: Seasoned
Focus Penalty: -1
Range: Spirit
Duration: Instant
Dismiss Force power allows a hero to negate enemy Force powers. It may be used on a power already in effect or to counter an enemy power as it's being used. The latter requires the countering Force user to be on Hold and interrupt his foe's action as usual. It is effectively a Force duel, but with the countering character using the Alter skill and this power's Focus Penalty, and can be used against any Force power, whether or not the countering character knows it.
In either case, dismissing the opponent's power is an opposed Force skill roll. If a character is attempting to dismiss a Force power directly affecting him, he may use his Control skill in place of his Alter skill if he chooses.
Drain [Dark Side]
Rank: Seasoned
Focus Penalty: -1
Range: Spirit
Duration: 3 (m)
This power allows a character to lower an opponent's Trait. This is an opposed roll against the victim's Spirit, and only affects living creatures. Success lowers any Trait of the Force user's choice one step, a raise lowers it two steps. A Trait cannot be lowered below a d4. Multiple drains stack, though the Force user must keep track of when each additional drain expires as usual.
Entangle
Rank: Seasoned
Focus Penalty: -1 or -2
Range: Spirit
Duration: Special
This allows the character to restrain a target with vines, power cables, or similar trappings.
The Alter skill roll is opposed by the target's Agility. Success indicates partial restraint so that the target suffers a -2 penalty to Pace and skills linked to Agility and Strength. A raise restrains the target fully. he cannot move or use any skills linked to Agility or Strength.
Each following round, an entangled character may make a Strength or Agility roll to break free. Other characters may also attempt to free the ensnared person by making a Strength roll at -2.
For a Focus Penalty of -1 entangle targets a single opponent. For -2, it affects everyone in a Medium Burst Template.
Fear [Dark Side, Mind-Affecting]
Rank: Seasoned
Focus Penalty: -1
Range: Spirit x 2
Duration: Instant
This power causes the target overwhelming dread and horror. The area of effect is the Large Burst Template. Every creature beneath the template must make a Fear check, at -2 if the caster got a raise. Wild Cards who fail roll on the Fear Table. Extras are Panicked instead.
Force Lightning [Dark Side, Secret]
Rank: Seasoned
Focus Penalty: -1
Range: Cone Template
Duration: Instant
This power produces a large fan of energy that bathes its targets in blue Force lightning.
When activated, place the thin end of the Cone Template at the character's front. Targets within the template may make Agility rolls versus the Force user's Alter skill roll to avoid the blaze. Those who fail suffer 2d10 damage. This counts as a heavy weapon.
Force Push
Rank: Novice
Focus Penalty: 0 or -1
Range: Spirit x 2
Duration: Instant
This power allows the user to push a target away.
With a success, the target is knocked 2d6' away and becomes prone. If the target strikes an inanimate object, he is Shaken as well. Targets with cover may subtract the cover modifier from the total distance moved (to a minimum of 0). A victim may be able to grab onto something solid to prevent itself from being repulsed. When this happens, the target may make a Strength roll (at -2 if the Force user got a raise) to hold on.
If the Force user takes a -1 Focus Penalty, the target is knocked 3d6" away.
Force Repulsion
Rank: Seasoned
Focus Penalty: -1 or -2
Range: Self
Duration: Instant
This power allows a Force user to change the field of battle in an instant as targets are thrown in every direction.
With a success, the Force user centers a Medium Burst Template on himself. Any character touched by the Template is knocked 2d6" away from the Force user and becomes prone. If the target strikes an inanimate object, he is Shaken as well. Targets with cover may subtract the cover modifier from the total distance moved (to a minimum of 0). A victim may be able to grab onto something solid to prevent itself from being repulsed. When this happens, the target may make a Strength roll (at -2 if the Force user got a raise) to hold on.
For a -2 Focus Penalty, Force repulsion affects a Large Burst Template.
Force Shield [Secret]
Rank: Veteran
Focus Penalty: -1
Range: Self only
Duration: 3 (m)
Force shield creates a shimmering field of Force energy around a character, effectively the character a Shield Rating. Success grants the recipient SR 2. A raise grants SR 4.
A character with an active Force shield cannot make melee attacks, but may still make ranged attacks and use Force powers normally.
Force Slam
Rank: Seasoned
Focus Penalty: -1
Range: Cone Template
Duration: Instant
Force slam allows a character to knock down multiple foes. The Force user makes an Alter skill roll and then places a Cone Template in front of him. Any friend or foe touched by the template is knocked back 2d6" and becomes prone. If the target strikes an inanimate object, he is Shaken as well. Targets with cover may subtract the cover modifier from the total distance moved (to a minimum of 0). A victim may be able to grab onto something solid to prevent itself from being slammed. When this happens, the target may make a Strength roll (at -2 if the Force user got a raise) to hold on.
Force Stun [Mind-Affecting]
Rank: Seasoned
Focus Penalty: -1
Range: Cone Template
Duration: Instant
Force stun shocks those within a Cone Template with the power of the Force.
Place the thin end of the Cone Template next to the Force user. With a success, targets within the area of effect must make Spirit rolls or be shaken. With a raise, victims must make Spirit rolls at -2.
Invisibility [Dark Side, Secret]
Rank: Veteran
Focus Penalty: -2
Range: Self
Duration: 3 (m)
Being invisible is a powerful aid in combat and useful for spying on one's enemies as well.
With a success, the character is transparent, but a vague outline is visible. A character may detect this invisible presence if has a reason to look and makes a Notice or Sense roll at -4. Once detected, he may attack the foe at -4 as well. With a raise, the character is completely invisible. the penalty to Notice, Sense, or hit him is -6.
Lightning Field [Dark Side, Secret]
Rank: Veteran
Requirement: Must have Force lightning power
Focus Penalty: -2
Range: Self only
Duration: 3 (m)
Lightning field creates a field of Force lightning around a character that deals damage to anyone who contacts them in close combat. The damage affects any adjacent character who makes a successful attack roll against the subject. It has no effect on non-adjacent attackers (for example, Reach or ranged attacks).
If a character with a lightning field strikes some in unarmed combat, the target takes the field's damage plus the character's Strength die. The character may also simply touch the opponent (+2 to Fighting) and do the field's damage only. A target who is grappled suffers the field's damage each round on the attacker's action; if the attacker chooses on following rounds to actively damage the target, he adds his Strength die to the damage roll as above and may get a bonus die for a raise.
With a success, the power does 2d6 damage. With a raise, lightning field causes 2d8 damage. The damage from this power ignores armor.
Mind Trick [Mind-Affecting]
Rank: Novice
Focus Penalty: 0
Range: Spirit x 2
Duration: Instant
In combat, this power instills confusion in an enemy. On a success, a target must make a Smarts roll at -2 or be Shaken, and on a raise, the roll is made at -4. Out of combat, this power allows the Force user to convince the target to go along with any suggestion that is not immediately dangerous. The target resists with a Smarts roll, as above.
Move Object [Basic]
Rank: Novice
Focus Penalty: -1 or -2
Range: Spirit
Duration: 3 (m)
This power allows a character to move a single object or creature with the Force. Move Light Object effect has a Focus Penalty of -1; all other applications have a Focus Penalty of -2.
*Move Light Object: On a success, the character can lift 5 kg times his Spirit die type. On a raise, he can lift 25 kg times his Spirit.
*Move Heavy Object: On a success, the character can lift a creature or object of up to Size +4. On a raise, he can lift a creature or object of up to size +8.
*Unleashed Move Object: Before making the Alter skill roll to activate move object, the Force user may spend a Force point to unleash its potential, and move starship scale objects at great distances. On a success, he can move an object the Size of a Small Starship at a range equal to his Spirit x 5. Every raise allows the Force user to move an object of a Size one step larger on the Starship Scale, and at least one raise increases the range to sight.
*Living Creatures: Living targets may resist with an opposed Spirit roll. If the roll is greater than the Force user's Alter skill total, the victim is unaffected. If the creature loses, however, it is lifted as usual and does not get another attempt to break free.
Occasionally a victim may manage to grab onto something solid to prevent itself from being lifted. When this happens, the victim may make an opposed Strength roll versus the Force user's Alter skill. If the victim is successful, he manages to grab onto whatever was available and is not moved, bashed, or otherwise affected that round.
*Telekinetic Weapons: A Force user can use move object to wield a Force attuned weapon. When this occurs, he uses his Alter skill in place of Fighting (or Control). Other weapons may not be wielded as such, but may be thrown as objects (see below).
*Throw Objects: A Force user may use this power to pick up an object and throw it at a target within a range equal to his Spirit x 3, using his Alter skill in place of Throwing. On a success, the Force user can pick up and throw small objects which inflict Spirit+d6 damage. On a raise, he can pick up and throw large objects which inflict Spirit+d12 damage.
*Dropping Things: Particularly ruthless characters often use move object to drop their foes or bash them into walls and the like. A creature affected by this power can be moved up to the Force user's Spirit in inches per turn in any direction. Dropped creatures suffer falling damage as usual.
Victims who are bashed into walls or other solid objects suffer the Force user's Spirit+d6 as damage.
Duration: If the Duration of a power has (m), that means it may be maintained indefinitely. Each power maintained subtracts 1 from rolls to activate other Force powers.
Keywords: Many Force powers have keywords, which indicate additional special rules.
* Basic powers are possessed by all Force Sensitive characters.
* Dark Side powers draw upon emotions of anger, fear and hate to fuel them, and require a Dark Side check every time you successfully activate them (see "The Force - The Dark Side" post).
* Mind-Affecting powers affect the mind of living creatures, and have no effect on droids, machines, or inanimate objects.
* Secret powers are known to only to certain masters of a Force tradition. Force users may not use a Force Point to use a power they don't have if it has this keyword, and must find another Force user to teach it to them to take it with the Force Training Edge.
CONTROL POWERS
Battle Mind
Rank: Seasoned
Focus Penalty: -2
Range: Self
Duration: 3 (m)
Even Jedi knights cannot afford to spend all their time learning new combat maneuvers and martial skills. This power provides a quick solution to a lack of training.
With a successful Control skill roll, the Force user gains the benefits of a single Combat Edge of his choice. The Force user must be one Rank higher than the Rank requirements of the Edge but ignores other requirements, even those requiring other Edges. Edges that affect weapons the character wields only effect Force attuned weapons. For the duration of the power, the character gains all the benefits of the Edge.
Edges gained through this power provide no additional benefit if the character already has the Edge.
Boost [Basic]
Rank: Novice
Focus Penalty: -1
Range: Self only
Duration: 3 (m)
This power allows a character to increase any of his Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total.
For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power.
Dark Rage [Dark Side]
Rank: Novice
Focus Penalty: -2
Range: Self only
Duration: 3 (m)
When a character uses this power, he gives in to his hate and anger, and lashes out at his foes in a blind fury.
When your hero activates this power, his Parry is reduced by 2 but he adds +2 to Fighting, Strength, melee damage rolls (including damage from Force attuned weapons), and Toughness. The Force user ignores all wound modifiers while in a dark rage, but cannot use any skills, Edges, or maneuvers that require concentration, including Shooting and Taunt, but not Intimidation.
When a Force user is in a dark rage, he may not use the Focus maneuver. When he attempts to activate a Force power, he must call upon the Dark Side (which requires a Dark Side Check). He may use Control powers, but may not use Sense powers, or Alter powers with the Mind-Affecting keyword unless they also have the Dark Side keyword.
A Force user in a dark rage attacks with reckless abandon. Anytime his Fighting die (or Control die when used in place of Fighting) is a 1 (regardless of his Wild Die), he hits a random adjacent target (not the original target). The attack may hit friend as well as foe. If there are no other adjacent targets, the blow simply misses.
A character may end his dark rage by making a Control roll at -2 (this is a free action on his turn). If he fails, he must continue to maintain the power, and attack his foes. If there are no foes available, he will attack the nearest target, even if it is a friend, but this gives a +2 bonus to the Control roll to end the dark rage.
* Special: A character who doesn't actually have this power and uses it by spending a Force Point does not need to spend additional Force Points to maintain it round to round. He must roll to end it as described above.
Deflect
Rank: Novice
Focus Penalty: -1
Range: Self only
Duration: 3 (m)
Deflect enables a character to parry incoming ranged attacks. With a success, the character may use his Parry instead of Dodge to defend against ranged attacks. If he is not wielding a Force attuned weapon, his Parry has a -2 penalty. On a raise, if an attacker using a blaster or similar weapon who rolls a 1 on his Shooting die, as a reaction the deflecting character may redirect the shot towards any target in a range equal to his Spirit, using his Control skill with a -2 penalty for the attack roll.
A success also grants +2 to Spirit rolls against suppressive fire, while a raise grants +4.
Enhanced Senses
Rank: Seasoned
Focus Penalty: -1
Range: Self
Duration: 3 (m)
This powers endows the Force user with enhanced physical senses. With a success, ranged penalties are halved for the Force user (-1 at Medium and -2 at Long), and he gains +2 to Notice rolls (but not for Sense rolls used in place of Notice rolls). If a raise is achieved, the Notice bonus becomes +4 and all weapon range increments for the Force user are doubled in addition (12/24/48 becomes 24/48/96).
Force Resilience
Rank: Seasoned
Focus Penalty: -1
Range: Self only
Duration: 3 (m)
Force resilience reinforces the character's flesh with the power of the Force. Success grants the recipient +1 Toughness. A raise grants +2.
Leap
Rank: Seasoned
Focus Penalty: -1 or -3
Range: Self
Duration: 3 (m)
Leap allows a character to use any of his movement during his turn to jump that distance (without needing to make any additional rolls). He may double his Pace by taking a -3 Focus Penalty.
Smite
Rank: Novice
Focus Penalty: -1 or -2
Range: Self
Duration: 3 (m)
This power is used on a Force attuned weapon wielded by the Force user. While the power is in effect, the weapon's damage is increased by +2 or +4 with a raise.
With a -2 Focus penalty, the character may affect a pair of Force attuned weapons.
Surge
Rank: Novice
Focus Penalty: 0
Range: Self
Duration: 3 (m)
Force users who need to close with their foes quickly often use this power. Surge allows the character to move faster than usual. With a success, the character's basic Pace is doubled. With a raise, running becomes a free action, so he may ignore the usual -2 running penalty.
This power can be used in conjunction with leap to allow truly prodigious jumps.
SENSE POWERS
Farsight
Rank: Novice
Focus Penalty: -2
Range: Self
Duration: 1 minute
This power allows the Force user to search the Force to gain information. Due to the intensive communion with the Force, it is very draining to the Force user.
The information comes in the form of images and emotions, and may relate to the past, the present, or the future. They may be cryptic and require some interpretation by the Force user. On a success, the Force user may ask one question that can be answered by "Yes," "No," "Possibly," or a single strong emotion or simple image. On a raise, the question may be answered in a series of images and emotions which can be summarized in five words or less (the GM may allow longer, more detailed images and emotions in cryptic form).
The power's duration is one minute, during which the Force user may take no other actions or movement. If the Force user is Shaken during that time, he must make a Spirit roll or the power is disrupted.
If the power relates to a living being who wishes to conceal the information, then the Force skill roll is opposed by their Spirit.
Force Sight
Rank: Novice
Focus Penalty: 0
Range: Self only
Duration: 1 hour (m)
This power allows the Force user to see using the Force. On a success, halve any darkness or concealment penalty for the Force user (round down). For example, a character in Dim (-1) lighting would suffer no penalty, and one in Pitch Darkness (-4) would only suffer a -2. On a raise, the power negates all darkness and concealment penalties up to the maximum of -6.
Mind Reading [Mind-Affecting]
Rank: Seasoned
Focus Penalty: -1
Range: Spirit
Duration: 1
Mind reading allows a character to read another's thoughts. This is an opposed roll versus the target's Spirit. A success allows the character to gain one truthful answer from the subject. The target is aware of the mental intrusion unless the mind reader gets a raise. The GM may apply modifiers based on the subject's mental Hindrances or current state of mind.
A Force user can also reverse the effect of this power, to send a single strong emotion or simple image to another character. On a success, the Force user can contact any character in sight. On a raise, he can contact any Force sensitive character he personally knows.
Sense Force [Basic]
Rank: Novice
Focus Penalty: -1
Range: Spirit x 10
Duration: 3 (m)
This power allows a character to sense disturbances in the Force, including the use of Force powers, and objects and places which are particularly strong in the Force, and the presence of the Dark Side. This includes invisible foes, people under the influence of a Force power, Jedi and Sith holocrons, and the like. A character may also use this power to determine if another character is Force Sensitive.
When this power is used on another character, a Force Sensitive character may initiate a Force duel as usual, but if he succeeds, the sensing character is unaware that a Force duel occurred; he senses nothing unusual. To maintain player uncertainty, the GM should make a secret opposed roll (ignoring the results for non-Force Sensitive characters) whenever a character uses this power on another character.
Speak Language [Mind-Affecting]
Rank: Novice
Focus Penalty: 0
Range: Self
Duration: 10 minutes (m)
This power allows a Force user to speak and understand the language of an intelligent being with whom he is attempting to converse. A raise on the Sense skill roll allows the user to project a particular dialect as well.
ALTER POWERS
Beast Friend [Mind-Affecting, Secret]
Rank: Seasoned
Focus Penalty: Special
Range: Spirit x 100 yards
Duration: 10 minutes
This power allows Force users to speak with and guide the actions of nature's beasts. It works only on creatures with animal intelligence, not humanoids.
The target must be within the Force user's range - it is not conjured.
The Focus Penalty to control a creature depends on its Size. The base penalty is -1, plus its Size for creatures with a Size greater than 0. A tonton (Size +2) has a Focus penalty of -1 plus -2, or -3. A rancore (Size +7) has a Focus penalty of -8 to control. Swarms may also be controlled. Small swarms have a Focus Penalty of -1, Mediums -2, and Large -4. Thus a single rat has a Focus Penalty of -1 to control, as does a small swarm of the creatures.
Blind
Rank: Seasoned
Focus Penalty: -1, -2, or -3
Range: 12/24/48
Duration: Instant
This power temporarily blinds a target or targets by throwing up a cloud of dust and debris. Those affected must make an Agility roll at -2 to avert their gaze and avoid the effect (at -4 if the Force user got a raise on the attack roll). On a failure, victims are Shaken and -2 to Parry until their next action. If the target rolls a 1 on his Agility die (regardless of the Wild Die), he's Shaken and fully blind until he recovers from being Shaken. Blinded victims suffer a -6 penalty to all Trait rolls that require vision and have their Parry reduced to 2.
*Additional Effects: For a -1 Focus Penalty, the power affects a single target. For a -2 Focus Penalty, the power affects everyone in a Medium Burst Template. For -3, it affects everyone in a Large Burst Template.
Dismiss Force Power
Rank: Seasoned
Focus Penalty: -1
Range: Spirit
Duration: Instant
Dismiss Force power allows a hero to negate enemy Force powers. It may be used on a power already in effect or to counter an enemy power as it's being used. The latter requires the countering Force user to be on Hold and interrupt his foe's action as usual. It is effectively a Force duel, but with the countering character using the Alter skill and this power's Focus Penalty, and can be used against any Force power, whether or not the countering character knows it.
In either case, dismissing the opponent's power is an opposed Force skill roll. If a character is attempting to dismiss a Force power directly affecting him, he may use his Control skill in place of his Alter skill if he chooses.
Drain [Dark Side]
Rank: Seasoned
Focus Penalty: -1
Range: Spirit
Duration: 3 (m)
This power allows a character to lower an opponent's Trait. This is an opposed roll against the victim's Spirit, and only affects living creatures. Success lowers any Trait of the Force user's choice one step, a raise lowers it two steps. A Trait cannot be lowered below a d4. Multiple drains stack, though the Force user must keep track of when each additional drain expires as usual.
Entangle
Rank: Seasoned
Focus Penalty: -1 or -2
Range: Spirit
Duration: Special
This allows the character to restrain a target with vines, power cables, or similar trappings.
The Alter skill roll is opposed by the target's Agility. Success indicates partial restraint so that the target suffers a -2 penalty to Pace and skills linked to Agility and Strength. A raise restrains the target fully. he cannot move or use any skills linked to Agility or Strength.
Each following round, an entangled character may make a Strength or Agility roll to break free. Other characters may also attempt to free the ensnared person by making a Strength roll at -2.
For a Focus Penalty of -1 entangle targets a single opponent. For -2, it affects everyone in a Medium Burst Template.
Fear [Dark Side, Mind-Affecting]
Rank: Seasoned
Focus Penalty: -1
Range: Spirit x 2
Duration: Instant
This power causes the target overwhelming dread and horror. The area of effect is the Large Burst Template. Every creature beneath the template must make a Fear check, at -2 if the caster got a raise. Wild Cards who fail roll on the Fear Table. Extras are Panicked instead.
Force Lightning [Dark Side, Secret]
Rank: Seasoned
Focus Penalty: -1
Range: Cone Template
Duration: Instant
This power produces a large fan of energy that bathes its targets in blue Force lightning.
When activated, place the thin end of the Cone Template at the character's front. Targets within the template may make Agility rolls versus the Force user's Alter skill roll to avoid the blaze. Those who fail suffer 2d10 damage. This counts as a heavy weapon.
Force Push
Rank: Novice
Focus Penalty: 0 or -1
Range: Spirit x 2
Duration: Instant
This power allows the user to push a target away.
With a success, the target is knocked 2d6' away and becomes prone. If the target strikes an inanimate object, he is Shaken as well. Targets with cover may subtract the cover modifier from the total distance moved (to a minimum of 0). A victim may be able to grab onto something solid to prevent itself from being repulsed. When this happens, the target may make a Strength roll (at -2 if the Force user got a raise) to hold on.
If the Force user takes a -1 Focus Penalty, the target is knocked 3d6" away.
Force Repulsion
Rank: Seasoned
Focus Penalty: -1 or -2
Range: Self
Duration: Instant
This power allows a Force user to change the field of battle in an instant as targets are thrown in every direction.
With a success, the Force user centers a Medium Burst Template on himself. Any character touched by the Template is knocked 2d6" away from the Force user and becomes prone. If the target strikes an inanimate object, he is Shaken as well. Targets with cover may subtract the cover modifier from the total distance moved (to a minimum of 0). A victim may be able to grab onto something solid to prevent itself from being repulsed. When this happens, the target may make a Strength roll (at -2 if the Force user got a raise) to hold on.
For a -2 Focus Penalty, Force repulsion affects a Large Burst Template.
Force Shield [Secret]
Rank: Veteran
Focus Penalty: -1
Range: Self only
Duration: 3 (m)
Force shield creates a shimmering field of Force energy around a character, effectively the character a Shield Rating. Success grants the recipient SR 2. A raise grants SR 4.
A character with an active Force shield cannot make melee attacks, but may still make ranged attacks and use Force powers normally.
Force Slam
Rank: Seasoned
Focus Penalty: -1
Range: Cone Template
Duration: Instant
Force slam allows a character to knock down multiple foes. The Force user makes an Alter skill roll and then places a Cone Template in front of him. Any friend or foe touched by the template is knocked back 2d6" and becomes prone. If the target strikes an inanimate object, he is Shaken as well. Targets with cover may subtract the cover modifier from the total distance moved (to a minimum of 0). A victim may be able to grab onto something solid to prevent itself from being slammed. When this happens, the target may make a Strength roll (at -2 if the Force user got a raise) to hold on.
Force Stun [Mind-Affecting]
Rank: Seasoned
Focus Penalty: -1
Range: Cone Template
Duration: Instant
Force stun shocks those within a Cone Template with the power of the Force.
Place the thin end of the Cone Template next to the Force user. With a success, targets within the area of effect must make Spirit rolls or be shaken. With a raise, victims must make Spirit rolls at -2.
Invisibility [Dark Side, Secret]
Rank: Veteran
Focus Penalty: -2
Range: Self
Duration: 3 (m)
Being invisible is a powerful aid in combat and useful for spying on one's enemies as well.
With a success, the character is transparent, but a vague outline is visible. A character may detect this invisible presence if has a reason to look and makes a Notice or Sense roll at -4. Once detected, he may attack the foe at -4 as well. With a raise, the character is completely invisible. the penalty to Notice, Sense, or hit him is -6.
Lightning Field [Dark Side, Secret]
Rank: Veteran
Requirement: Must have Force lightning power
Focus Penalty: -2
Range: Self only
Duration: 3 (m)
Lightning field creates a field of Force lightning around a character that deals damage to anyone who contacts them in close combat. The damage affects any adjacent character who makes a successful attack roll against the subject. It has no effect on non-adjacent attackers (for example, Reach or ranged attacks).
If a character with a lightning field strikes some in unarmed combat, the target takes the field's damage plus the character's Strength die. The character may also simply touch the opponent (+2 to Fighting) and do the field's damage only. A target who is grappled suffers the field's damage each round on the attacker's action; if the attacker chooses on following rounds to actively damage the target, he adds his Strength die to the damage roll as above and may get a bonus die for a raise.
With a success, the power does 2d6 damage. With a raise, lightning field causes 2d8 damage. The damage from this power ignores armor.
Mind Trick [Mind-Affecting]
Rank: Novice
Focus Penalty: 0
Range: Spirit x 2
Duration: Instant
In combat, this power instills confusion in an enemy. On a success, a target must make a Smarts roll at -2 or be Shaken, and on a raise, the roll is made at -4. Out of combat, this power allows the Force user to convince the target to go along with any suggestion that is not immediately dangerous. The target resists with a Smarts roll, as above.
Move Object [Basic]
Rank: Novice
Focus Penalty: -1 or -2
Range: Spirit
Duration: 3 (m)
This power allows a character to move a single object or creature with the Force. Move Light Object effect has a Focus Penalty of -1; all other applications have a Focus Penalty of -2.
*Move Light Object: On a success, the character can lift 5 kg times his Spirit die type. On a raise, he can lift 25 kg times his Spirit.
*Move Heavy Object: On a success, the character can lift a creature or object of up to Size +4. On a raise, he can lift a creature or object of up to size +8.
*Unleashed Move Object: Before making the Alter skill roll to activate move object, the Force user may spend a Force point to unleash its potential, and move starship scale objects at great distances. On a success, he can move an object the Size of a Small Starship at a range equal to his Spirit x 5. Every raise allows the Force user to move an object of a Size one step larger on the Starship Scale, and at least one raise increases the range to sight.
*Living Creatures: Living targets may resist with an opposed Spirit roll. If the roll is greater than the Force user's Alter skill total, the victim is unaffected. If the creature loses, however, it is lifted as usual and does not get another attempt to break free.
Occasionally a victim may manage to grab onto something solid to prevent itself from being lifted. When this happens, the victim may make an opposed Strength roll versus the Force user's Alter skill. If the victim is successful, he manages to grab onto whatever was available and is not moved, bashed, or otherwise affected that round.
*Telekinetic Weapons: A Force user can use move object to wield a Force attuned weapon. When this occurs, he uses his Alter skill in place of Fighting (or Control). Other weapons may not be wielded as such, but may be thrown as objects (see below).
*Throw Objects: A Force user may use this power to pick up an object and throw it at a target within a range equal to his Spirit x 3, using his Alter skill in place of Throwing. On a success, the Force user can pick up and throw small objects which inflict Spirit+d6 damage. On a raise, he can pick up and throw large objects which inflict Spirit+d12 damage.
*Dropping Things: Particularly ruthless characters often use move object to drop their foes or bash them into walls and the like. A creature affected by this power can be moved up to the Force user's Spirit in inches per turn in any direction. Dropped creatures suffer falling damage as usual.
Victims who are bashed into walls or other solid objects suffer the Force user's Spirit+d6 as damage.