The Force
Force powers are generally only 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.
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 Jedi/unaffiliated.
Force Powers
There are three types of Force Powers:
- Skill Augmentation
As in Mythras Mysticism rules; decrease one level of difficulty per level of Intensity. - Attribute Enhancement
As in Mythras Mysticism rules. - Force Talents
Force Talents are the specific special abilities a Force Sensitive can learn to use, such as Telekenesis, Healing, Sense, etc.
Using Force Powers
Use Mythras Mysticism rules for Skill Augmentation and Attribute Enhancement (1 POW Point per level of Intensity for Skill Augmentation/3 POW point per level of Intensity for Attribute Enhancement).
It costs 1 POW Point to activate a Force Talents, plus an additional point for every level of power if boosted (see below). Intensity for Force Talents is equal to the number of POW Points used. Otherwise use the core Mythras Mysticism rules for implementation and duration.
The maximum level of Intensity at which any individual Force Power can be implemented is equal to one twentieth of the character's Force skill. The maximum combined levels of Intensity of concurrently active Force Powers cannot exceed the character’s Meditation skill divided by 10.
The following Force Talents can be used as Reactive Actions in combat as well as Proactive Actions:
• Deflect
• Telekinesis
The Jedi Path
For those that follow the peaceful, benevolent Jedi path, the Jedi Temple teaches the following Force Powers:
Jedi Rank | Power |
---|---|
Initiate | Skill Augmentation and Attribute Enhancement as in Mysticism |
Apprentice | Awareness, Sense, Telekinesis |
Knight | Coerce, Deflect, Telepathy |
Master | Healing, Hibernation, Illusion |
Grand Master | Conceal, Deny, Projection |
The Sith Path
The Sith Order teaches the following Force Powers:
Sith Rank | Power |
---|---|
Acolyte | Skill Augmentation and Attribute Enhancement as in Mysticism |
Apprentice | Awareness, Sense, Telekinesis |
Adept | Conceal, Deflect, Violate |
Lord | Aura, Deny, Illusion |
Master | Leech, Lightning, Transfer |
Learning a new Force Power requires 5 Experience Rolls and 1 month study and practice.
At each rank, the Jedi Temple or Sith Order will train a Force user in 1d2 + 1 Power (any Skill Augmentations, Attribute Enhancements, or other Power available to that rank). As noted, each Force Power requires 5 Experience Rolls and 1 month study and practice (for new characters, Initiate/Acolyte and Apprentice Powers do not require Experience Rolls to learn; this is training provided by the Jedi Temple or Sith Order to prepare the characters).
Starting Jedi/Sith Characters
New characters may start at Initiate/Acolyte, Apprentice, or Knight/Adept ranks, depending on the Meditation and Force skills the character has allocated:
Jedi/Sith Rank | Meditation Skill Required | Force Skill Required |
---|---|---|
Initiate/Acolyte | 40 | 30 |
Apprentice | 50 | 45 |
Knight/Adept | 75 | 70 |
Master/Lord | 110 | 100 |
Grand Master/Master | 150 | 130 |
Force Talents
Force Powers include Skill Augmentation and Attribute Enhancement as detailed in core Mythras Mysticism, and Talents detailed here (replacing core Mythras Mysticism's Traits).
Boosting Force Talents
Most Force Talents have several levels of increasing power, which can be accessed if the character accepts an increased Difficulty Grade to The Force skill roll and an increased POW Point cost for each level. This is called "boosting". The amount of increased power is limited by the character's Jedi or Sith (or corresponding school) rank:
Jedi Rank | Sith Rank | Maximum Difficulty Grade | Additional POW Point Cost |
---|---|---|---|
Initiate | Acolyte | - | - |
Apprentice | Apprentice | - | - |
Knight | Adept | Hard | 1 |
Master | Lord | Formidable | 2 |
Grand Master | Master | Herculean | 3 |
A character may use a Luck Point to reduce the skill penalty by one step, but the increased POW Point cost is still incurred.
Sith Adept Darth Nihrax's Telekenisis Force power is ordinarily limited to affecting 70 pounds (Nihrax's Force skill is 73%, and base Telekenisis level is 1/10 of the Force skill). Nihrax is able to boost their Telekenisis to 700 pounds but would have to take a Hard Difficulty Grade (1/3), making her Force roll 57%. If Nihrax spends a Luck Point, her roll remains at 73%, although she will still need to spend 2 POW Points to use the power.
Force Powers Limitations
Skill Augmentation cannot augment The Force skill.
Force Talents
Talent | Resistance | Hard | Formidable | Herculean | |
---|---|---|---|---|---|
1 | Aura | Willpower | City-wide | Continental | Planet-wide |
2 | Awareness | - | City-wide | Planet-wide | Across systems |
3 | Coerce | Willpower | See description | See description | See description |
4 | Conceal | - | City-wide | Continental | Planet-wide |
5 | Control Pain | - | Ignore Major Wounds | Ignore physical torture | Ignore Force torture |
6 | Deflect | - | - | - | - |
7 | Deny | See description | Two energy types | Three energy types | Four energy types |
8 | Healing | - | Two recovery steps | Three recovery steps | Four recovery steps |
9 | Hibernation | - | Weeks | Months | Years |
10 | Illusion | - | Human sized | Vehicle sized | Starship sized |
11 | Leech | - | Recover all fatigue | Recover all hit points | Cease aging |
12 | Lightning | Willpower | 1d6 | 2d6 | 3d6 |
13 | Projection | - | City-wide | Planet-wide | Across galaxy |
14 | Sense | - | City-wide | Planet-wide | Across galaxy |
15 | Telekinesis | STR | Tens of pounds | Hundreds of pounds | Tons |
16 | Telepathy | - | City-wide | Continental | Planet-wide |
17 | Transfer | See description | Decades | Centuries | Millenia |
18 | Violate | Willpower | From last week | From last year | Any memory |
Aura
Like Aura in core Mythras Mysticism, save that it can only project Dark Side
emotions upon those in the local vicinity, such as anger, fear or hatred. Aura
is resisted with Willpower. Boosting the power increases the area affected:
• Hard: City-wide
• Formidable: Continental
• Herculean: Planet-wide
Awareness
Like Awareness in core Mythras Mysticism, save that the ability only works providing
it concerns something the Jedi or Sith has a Passion for. For instance, Palpatine
might possess Hate (Rebellion). Boosting the power increases its range:
• Hard: City-wide
• Formidable: Planet-wide
• Herculean: Across systems
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
• Formidable: Force the target to perform ethically repugnant acts or those which
would break their own Passions
• 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
Like Denial in core Mythras Mysticism, the 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
• Light
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
Healing
Like Enhance Healing Rate in core Mythras Mysticism, this talent raises the speed
of recovery by one step. The user can also use the power to accelerate the recovery
of others. Boosting the power increases the recovery rate:
• Hard: Two steps
• Formidable: Three steps
• Herculean: Four steps.
Hibernation
Like Heart Slow in core Mythras Mysticism, except that it lasts a number of days
equal to one tenth of their Force skill. Boosting the power allows the user to
extend the period of hibernation. After the period finishes the user must
recuperate for several days before attempting the talent again.
• 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.
• Hard: Recover all fatigue
• Formidable: Recover all Hit Points damage
• Herculean: Cease aging
(Note that a Sith utilizing this Talent can still be killed if they suffer
an instantly fatal Major Wound.)
Ambushed by assassins, Darth Nihrax is shot with a blaster. Rather than collapse from the Serious Wound to her abdomen, the nearest assassin groans in horror as his own body is drained of life to heal the Sith’s injury – the original 10 points damage from the blaster bolt, split evenly across all his body locations.
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.
• Hard: 1d6 damage per round
• Formidable: 2d6 damage per round
• Herculean: 3d6 damage per round
Projection
Like core Mythras Mysticism Astral Projection, but in addition at the moment of death
the user can become ‘One with the Force’ essentially transcending their body
entirely to become an ethereal 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 one tenth of 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 manage
its total weight. Boosting the power increases the mass which may be
controlled or attacked.
• Hard: Tens of pounds
• Formidable: Hundreds of pounds
• 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
Permits the transference of the Sith’s essence or soul into an inanimate object
or 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
Sith 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 Sith's
existence without a body.
• Hard: Decades
• Formidable: Centuries
• Herculean: Millennia
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.
• Hard: Memories from the last week
• Formidable: From the last year
• Herculean: Any memory whatsoever