The System
We use the terms Force Points and Magic Points interchangably (the Foundry character sheet doesn't have Force Points).
Requirements, Ranks, Training
The Force Skill
Accessing the Force is done through using the Force skill - normal skill rules apply.
Force Sensitives
A character is considered Force Sensitive if their POW is 14 or higher. A character must be Force Sensitive to start as a trained Jedi, Sith, or Gray Force user/unaffiliated.
A character of lower POW may take on a course of training, meditation, and other techniques to raise their POW and access the Force. Rules for this are up to the GM.
Training
Force powers are most often available to those trained in the Jedi or the Sith paths. However, there are other groups of Force sensitives that learn and train in the ways of the Force that are not specifically aligned with the Jedi (Light) or Sith (Dark) sides. These are often called Gray Force users, sometimes called Gray Jedi.
Usually, learning Force powers is done through training from the Jedi Order or Sith Order. It's important to keep in good standing with your Order if you want to learn new powers.
Jedi and Sith Ranks
Jedi and Sith Orders rank their members according to the following table:
Jedi/Sith Rank | Force Skill Minimum |
Initiate/Acolyte | 40 |
Apprentice | 55 |
Knight/Adept | 80 |
Master/Lord | 120 |
Grand Master/Master | 150 |
To increase in rank, one is generally tested through a mission or some kind of trial. At that point, the Order will train you in your next set of powers. The following table lists which powers the Jedi Order and Sith Order train for each rank (Force user training that's not provided directly by the Jedi or Sith Orders is not restricted by these subjective ranks):
Jedi Rank | Powers Available |
Initiate | Skill and Attribute Augmentation |
Apprentice | Awareness, Sense, Telekinesis, Deflect |
Knight | Any except Hibernation, Illusion, Leech, Lightning, Transfer, Violate |
Master | Any except Leech, Violate |
Grand Master | Any |
Sith Rank | Powers Available |
Acolyte | Skill and Attribute Augmentation |
Apprentice | Coerce, Sense, Telekinesis, Deflect |
Adept | Any except Healing, Hibernation, Illusion, Leech, Lightning, Transfer, Violate |
Lord | Any except Transfer |
Master | Any |
At each rank, the Order will usually train you in 1d2 + 1 powers. Note that Initiates/Acolytes are usually only trained in Skill and Attribute Augmentation.
If you are in good standing with your Order and you have recently done some notable service, you may learn an additional Force power available to your rank for 5 Experience Rolls and 1 month of study and practice.
If your character acts in a way not aligned with your Order (perhaps due to being influenced by a Passion), there is a risk of being expelled from your Order. You retain any Force powers you've learned, but you must look within to see whether you can redeem yourself, or if you should choose another path.
The Dark Side and Dark Side Points
If a non-Sith Force user perpetrates some evil or morally reprehensible act, they get one Dark Side Point. If a Force user boosts a power beyond their normal level through reaching out to the Dark Side (see below in Boosting Force Talents), they get one Dark Side Point.
When a character's Dark Side Points are equal to their POW, they turn to the Dark Side and are immediately expelled from their Order if they're a Jedi or if they are a member of a Gray Force Order.
To remove Dark Side Points, a character must perform a selfless, extremely generous, or clearly morally "good" act. Generally, such an act will remove a single Dark Side Point. A character may also use two XP rolls to remove a Dark Side Point.
Types of Force Powers
There are three types of Force powers: Force talents, skill augmentation, and attribute augmentation.
You can use more than one Force power concurrently if you have the necessary Force skill and Magic Points. See the section on Intensity below.
Force Talents
Force Talents are special powers such as Telekinesis, Deflect, Coerce, etc. Where skill and attribute augmentation are like temporary physical or mental improvements, talents are more like spells. Force Talents are listed below.
Skill Augmentation
Augmenting a skill improves the difficulty level for that skill. Any skill other than the Force may be augmented. Each skill to be augmented is its own separate power. For example. Augment Combat Style and Augment Stealth would be two separate powers, requiring training in each.
Attribute Augmentation
Attribute augmentation adds to or improves specific attributes. Luck Points and Experience Modifier cannot be augmented. Each attribute to be augmented is its own separate power.
Action Points
Each level of Intensity increases Action Points by 1.
Damage Modifier
Each level of Intensity bumps the Damage Modifier one step.
Fatigue
Each level of Intensity negates one level of Fatigue. This can be done preemptively in anticipation of becoming Fatigued.
Healing Rate
Each level of Intensity improves Healing Rate by one step:
Combat Rounds
Minutes
Hours
Days
Weeks
Months
Hit Points
Each level of Intensity boosts Hit Points by 1 in each location. These extra HP do not change Serious Wound and Major Wound boundaries.
Movement Rate
Each level of Intensity boosts Movement Rate by 2 meters.
Initiative
Each level of Intensity adds 2 to every Initiative roll.
Using the Force
Intensity
Force power Intensity is the level of effect achieved; this is based on how many Magic Points are used to activate the power.
Skill and attribute augmentation require 1 turn (1 Action Point) of preparation per level of Intensity. No other actions may be taken while preparing the power. When the necessary turns have elapsed, the player rolls their Force skill, and if successful it takes effect immediately.
Telekinesis and Deflect can be used as both proactive and reactive actions in combat. When used this way, they only require a single Action Point to activate regardless of Intensity/Force points spent.
Skill and attribute augmentation require 1 Magic Point, plus an increasing number of Magic Points for every level of Intensity:
Intensity Level | Additional Points | Total Points |
1 | 0 | 1 |
2 | 2 | 3 |
3 | 3 | 6 |
4 | 4 | 10 |
5 | 5 | 15 |
6 | 6 | 21 |
7 | 7 | 28 |
8 | 8 | 36 |
9 | 9 | 45 |
10 | 10 | 55 |
Really? |
Force Talents require 2 Magic Points to initiate, plus additional Magic Points if boosted (see below).
Boosting Force Talents
Most Force Talents have several levels of increasing power. Once a Force user reaches the Knight or Adept rank, they can be accessed if a character accepts an increased difficulty grade to the Force skill roll, and and an increased Force point cost. The amount of boosting depends on the character's rank:
Rank | Maximum Difficulty Grade | Increased Magic Point Cost |
Initiate/Acolyte | - | - |
Apprentice | - | - |
Knight/Adept | Hard | 4 |
Master/Lord | Formidable | 6 |
Grand Master/Master | Herculean | 8 |
Characters may call on their anger, frustration, and hatred to use an additional Force point to boost one extra level, even if their rank does not ordinarily allow it. If they do this, they immediately take one Dark Side Point.
Maximum Force Power Intensity By Skill Level
Any individual Force power is limited to an Intensity of 1/20th of the user's Force skill.
Skill | Maximum Intensity |
1-20 | 1 |
21-40 | 2 |
41-60 | 3 |
61-80 | 4 |
81-100 | 5 |
101-120 | 6 |
121-140 | 7 |
141-160 | 8 |
161-180 | 9 |
Each next 20 | +1 |
Force Talents
Talent | Resistance | Boost: Hard | Boost: Formidable | Boost: Herculean | |
1 | Aura | Willpower | City-wide | Continental | Planet-wide |
2 | Awareness | - | City-wide | Planet-wide | Across systems |
3 | Blending | - | One other person can blend | Two others | Three others |
4 | Coerce | Willpower | See description | See description | See description |
5 | Conceal | - | City-wide | Continental | Planet-wide |
6 | Control Pain | - | Ignore Major Wounds | Ignore physical torture | Ignore Force torture |
7 | Deflect | - | - | - | - |
8 | Deny | See description | Two energy types | Three energy types | Four energy types |
9 | Electronic Telepathy | - | Passwords bypassed | Biometrics bypassed | Control droids |
10 | Healing | - | Two recovery steps | Three recovery steps | Four recovery steps |
11 | Hibernation | - | Weeks | Months | Years |
12 | Illusion | - | Human sized | Vehicle sized | Starship sized |
13 | Leech | - | Recover all fatigue | Recover all hit points | Cease aging |
14 | Lightning | Willpower | 1d6 | 2d6 | 3d6 |
15 | Projection | - | City-wide | Planet-wide | Across galaxy |
16 | Sense | - | City-wide | Planet-wide | Across galaxy |
17 | Telekinesis | STR | Tens of pounds | Hundreds of pounds | Tons |
18 | Telepathy | - | City-wide | Continental | Planet-wide |
19 | Transfer | See description | Decades | Centuries | Millenia |
20 | Violate | Willpower | From last week | From last year | Any memory |
Aura
The
Force user projects a particular kind of aura (Fear, Intimidation,
Serenity, Mastery, and so on) that can be used to present a particular
aspect to those who behold him. Overcoming the user’s aura requires an
opposed roll of Willpower versus the Force roll for invoking the talent.
The aura affects all things within a radius of the user’s POW in
meters. Boosting the power increases the area affected:
• Hard: City-wide (or increase resistance difficulty one step)
• Formidable: Continental (or increase resistance difficulty two steps)
• Herculean: Planet-wide
Awareness
The
Force user is aware of a particular kind of emanation they focus on
(threat, love, danger, magic, and so on) within a radius equal to his
POW in meters. He cannot gauge specifics; only that the emanation exists
and is close by. Boosting the power increases its range:
• Hard: City-wide
• Formidable: Planet-wide
• Herculean: Across systems
Blending
The Force user appears to be perfectly ordinary and unremarkable. This ability allows the user to seamlessly blend into any crowd, and only people who know them exceedingly well will recognize them. This talent automatically defeats any attempt using Awareness or Sense to identify the user as utilizing the Force, but only as long as the user is not currently using any other Force powers. This ability can allow the user to walk past relatively lax security guards. However, it will not get them past vigilant security guards who insist on looking at everyone’s ID, and it cannot fool electronic security measures, including facial recognition software. If the Force user uses this ability on someone else, they must keep that individual in sight.
• Hard: One extra person can Blend
• Formidable: Two extra
• Herculean: Three extra
Coerce
Permits
the user to affect the mind of the target, at its most basic, briefly
misdirecting suspicions or mild attitude changes. Coerce is resisted
with Willpower. Boosting the power permits more radical manipulations,
something Jedi are loathe to perform:
• Hard: Force the target to do ethically borderline acts they would normally refuse (or increase resistance difficulty one step)
•
Formidable: Force the target to perform ethically repugnant acts or
those which would break their own Passions (or increase resistance
difficulty two steps)
• Herculean: Turn the user into a self-sacrificing, dominated slave
Conceal
Hides
the user from being perceived by other Force powers such as Awareness
or Sense. Boosting the power increases the area affected:
• Hard: City-wide
• Formidable: Continental
• Herculean: Planetary
Control Pain
Grants the user the ability to control their own pain, ignoring the effects of Serious Wounds:
• Hard: Ignore the incapacitation of Major Wounds
• Formidable: Ignore physical torture
• Herculean: Ignore Force based torture
Deflect
Like core Mythras Mysticism Arrowcut, except the user can block blaster bolts without weapons. Deflecting a blaster bolt is a reactive action.
Deny
The
Force user can suppress a harmful energy or environmental process from
inflicting injury upon themselves. The ability drains away or bolsters
against the following energies:
• Cold
• Heat
• Radiation
• Electricity
When
defending against a directed attack, the user of Deny must oppose the
attack roll with their Force skill. Winning the roll negates the attack
entirely; losing submits them to the full effect. Boosting the power
increases the number of energy types affected:
• Hard: One extra
• Formidable: Two extra
• Herculean: Three extra
Electronic Telepathy
Force users trained in Electronic Telepathy can control comms systems, sensors, navigation systems, and other complex electronic devices with their mind. In addition to being able to operate the devices as well as a conventional user or hacker, the user can Boost to get around restrictions like passwords or biometrics.
• Hard: Passwords bypassed
• Formidable: Biometrics bypassed
• Herculean: The Force user can take over and control droids
Healing
The
Force user can raise the speed of recovery by one step. Unlike
augmenting the Healing Rate attribute, the user can also accelerate the
recovery of others. Dark Side Force users generally can only heal
themselves. Boosting the power increases the recovery rate:
• Hard: Two steps
• Formidable: Three steps
• Herculean: Four steps
Hibernation
The
Force user is able to finely control their heart and metabolic rates,
reducing them almost to a standstill. They must remain completely
inactive for its duration but, to all intents and purposes, has no
pulse, no heart rhythm, and organic functions have ceased. They becomes
immune to Force Sense and appear to be dead. It lasts for Force skill /
10 days.
• Hard: weeks
• Formidable: months
• Herculean: years
Illusion
Produces
an illusory sight, sound, even smell which others sense using their
normal perceptions. Although the proportions of the illusion are minor
(no larger than a cat, no louder than a whisper, etc), it is tangible in
that it can be perceived and recorded by mechanical and electrical
devices. Thus a droid can be deceived by an illusion, providing it lacks
other sensors which would report an anomaly. Sith often utilize
Illusion to disguise themselves. Affecting more than one sense requires
additional incidences of this Talent. Boosting the power allows the
scale of the illusion to be increased.
• Hard: Human sized
• Formidable: Vehicle sized
• Herculean: Starship sized
Leech
Steals
the life energy from the user’s surroundings so that they require no
food or sleep. Its reach depends on the type of life in the nearby
surroundings, sapient beings being the best source of energy, animals
secondary and plant life making do if nothing else is available.
Boosting the power enables the user to recuperate higher levels of life
energy, which are removed from nearby victims as, and when, they are
needed. If the user of this Force power isn't a Sith, they take a Dark
Side Point every time they use it.
• Hard: Recover all fatigue
• Formidable: Recover all Hit Points damage
• Herculean: Cease aging
(Note that while utilizing this Talent one can still be killed if one suffers an instantly fatal Major Wound.)
Lightning
The
Force user sends out force lightning which inflicts terrible agony on
the target, forcing them to resist the attack with their Willpower in an
opposed roll. If the victim loses they are overwhelmed by the pain and
collapse incapacitated for 1d3 Combat Rounds. Boosting the power
additionally inflicts physical damage on every Hit Location the target
possesses. If the user of this Force talent is a Jedi or other Light
Side Force user, they take a Dark Side Point each time they use it.
• Hard: 1d6 damage per round
• Formidable: 2d6 damage per round
• Herculean: 3d6 damage per round
Projection
The
Force user can project a visible, albeit ethereal image of himself to a
distance in kilometres equal to their Force skill. The Protection acts a
conduit for the user to communicate with and observe a distant
location, but he cannot physically interact with it. A Force user
trained in Project becomes one with the Force at death, essentially
becoming an ethereal "Force ghost". Boosting the power increases its
range.
• Hard: City-wide
• Formidable: Planetary
• Herculean: Anywhere in the galaxy
Sense
Allows
the psychic sensing of living things (or loss of life), plus it also
detects the presence, potential and use of the Force in the local
environment. This talent even allows the user to perceive their
surroundings without needing their own physical senses. Thus a Jedi
blinded or deafened for whatever reason can still discern their
immediate surroundings. Boosting the power increases its range.
• Hard: City-wide
• Formidable: Planetary
• Herculean: Anywhere in the galaxy
Telekinesis
Lift, push or grasp objects of up to the user’s Force skill in pounds. If resisted, the STR of the telekinesis is equal to the user’s POW. It can be used in a variety of ways from aiding jumps to choking opponents from afar. The latter is treated as an Unarmed attack for the purposes of damage (Suffocation or 1d3 damage per Turn), providing the user can affect the total weight of the target. Boosting the power increases the mass which may be controlled or attacked.
Telekinesis can be used as a reactive action, allowing it to be activated in one Turn regardless of Intensity. For example, one might reactively use Telekinesis to shove an incoming attack out of the way, or turn an Evade action into a "Force jump".
• Hard: Tens of pounds (or increase resistance difficulty one step)
• Formidable: Hundreds of pounds (or increase resistance difficulty two steps)
• Herculean: Tons
Telepathy
Able
to send a one sentence mental message to somebody else in the local
area. Boosting the power increases the range. However, if the user sends
to a person with whom they have a Passion, the difficulty is reduced
one step.
• Hard: City-wide
• Formidable: Continental
• Herculean: Planetary
Transfer
It
permits the transference of the Force user's essence or soul into a new
body in order to avoid death. Such efforts are acts of desperation
however, the soul gradually fading or growing insane over time. At its
basic level the user may only hold themselves together for up to one
tenth of their Force skill in years. When reincarnating into somebody
else’s body, treat the battle as a Spirit Combat using POW points.
Boosting the power extends the user's existence without a body.
• Hard: Decades
• Formidable: Centuries
• Herculean: Millennia
The Transfer talent is morally ambiguous at best. Using it causes one to immediately take 2d6 Dark Side Points.
Violate
Ransacks
the mind of the target, sensing their thoughts and ripping free recent
memories from within the last day. Violate is resisted with Willpower.
Boosting the power extends the depth of memory plundered. If the user of
this talent is a Jedi or other Light Side Force user, they take a Dark
Side Point each time they use this talent.
• Hard: Memories from the last week (or increase resistance difficulty one step)
• Formidable: From the last year (or increase resistance difficulty two steps)
• Herculean: Any memory whatsoever