The Force
This is a homebrew version of Star Wars Force power rules for Mythras. It’s inspired by the Force rules from The Forbidden Supplement1 (which are based on core Mythras Mysticism), but structurally it’s more like Mythras Psionics rules from AtVW, LA, and WU2.
The intended setting is Star Wars, but if you take out the Force stuff it’s essentially another homebrewed set of powers for Mythras or compatible D100 systems.
The Nature of the Force
Using the Force
Disciplines and Talents
Magic/Force/Tenacity Points
Recovering MP/Force Points
Action Points
Intensity
Reducing Resistance
Overcoming Failure
Disciplines and Talents in Detail
Augment Attribute Discipline
Augment Skill Discipline
Force Combat Style
Body Discipline
Environment Discipline
Mind Discipline
Sense Discipline
Telekinesis Discipline
Force Orders, Collectives, and Covens
Force Discipline and Talent Table
The Nature of the Force
The Force is a universal property of all things. It could be considered a kind of field that permeates every particle of matter and energy. Or perhaps it’s the matrix or substrate in which all living things exist and from which they draw their life force.
Or maybe it’s the power of Nature, or Gaia, that flows through everything. Or maybe it’s the inherent magic from which all things, um, magically self-organized and became the universe.
Put more simply, it’s what works for your setting3.
The Force exists in a balance4 of Light and Dark “sides”, inherently in opposition to each other (according to some). The Light side favors law and order, regularity, peace, and harmony. The Dark side favors chaos, extremes, violence, and power.
This is not to say that the Light side is “good” and that the Dark side is “evil”. These oversimplifications lead to conflict. The law of the Light can be cold and cruel, and the chaos of the Dark can be beautiful art.
Light and Dark are intimately related - you don’t have one without the other. The balance, the Grey if you will, draws from both sides without being either.
Using the Force
Disciplines and Talents
Force powers are organized into Disciplines, each of which contains related Talents. A Talent is invoked using its Discipline skill, meaning each Discipline must be learned and practiced separately. The Disciplines are:
- Augment Attribute
- Augment Skill
- Force Combat Style
- Body
- Environment
- Mind
- Sense
- Telekinesis
Each Talent within a Discipline is learned independently. For example, Force Jump and Levitate are distinct Talents within the Telekinesis Discipline. A Force user who knows the Telekinesis Discipline must learn Force Jump and Levitate separately to use them. In both cases, the Telekinesis Discipline skill is used to invoke the Talent.
Learning a new Discipline requires:
- A Master of that Discipline is available and willing to train the Force user
- The Master and student spend one month training
- The student spends 6 Experience Rolls
When learning a new Discipline, one automatically learns a single Talent within that Discipline. New Disciplines start at POW * 2.
Learning new Talents in a Discipline a Force user already knows requires:
- A Master of that Discipline is available and willing to train the Force user
- The Master and student spend two weeks training
- The student spends 3 Experience Rolls
Some alternatives to being taught are possible - for example, a Force artifact such as a holochron may be a key to unlocking Talents or Disciplines.
Cormac Lightbender, a Jedi Force user, knows the Augment Attribute Discipline at 53%. Within Augment Attribute, he knows the Augment Hit Points Talent.
His teacher, Jedi Master Shorin Kwilko, is ready to teach Cormac another Talent within the Augment Attribute Discipline, and further to teach Cormac a Talent in the Environment Discipline. Shorin chooses to teach his student the Augment Movement Rate Talent. After meditating on the topic, the Jedi Master chooses the Talent Static Adhere to be the first Environment Talent he teaches his student.
Cormac studies with his teacher for two weeks and spends 3 XP rolls, and now knows the Augment Movement Rate Talent in addition to the Augment Hit Point Talent he already knew. His Augment Attribute Discipline skill remains at 53%.
Cormac subsequently studies with his teacher for a further month and spends 6 XP rolls. He now knows the Environment Discipline skill at 28% (Cormac’s POW is 14). He has learned the Environment Talent Static Adhere.
Magic Points (MP), Force Points, Tenacity
They’re all the same thing; call them whatever you like. They start at POW (i.e., if you have 15 POW you have 15 MP).
When invoking a Talent, MP are used to
- Achieve the desired level of Intensity
- To reduce a target’s Resistance; or
- To attempt to overcome a failure
Recovering MP/Force Points
Recovering MP requires that the Force user meditate or otherwise take some rejuvenative rest, whatever exactly that means for the Force user’s path (Light/Dark/Grey). A Light-path Force sensitive, for example, might meditate on topics of peace and law, while a Dark-path sensitive might meditate on chaos or past battles, and a Grey-path sensitive might have a more Zen-style of meditation where they empty their minds.
Regardless, each hour of uninterrupted meditation allows recovery of 1 MP. While sleeping, for every 3 hours of uninterrupted sleep (round up), 1 MP is recovered.
Whether sleeping or meditating, if interrupted, the current period is “lost”. For example, if a meditating practitioner is interrupted at any point up to and including minute 59, they lose the entire past hour. If sleeping and interrupted at any point up to and including 2 hours 59 minutes, the entire previous period of MP recovery is lost.
Action Points (AP)
The number of AP required to invoke a Force Talent depends on the Talent’s duration.
Instantaneous Talents require 1 AP to invoke.
Concentration, Scene/Activity, and Permanent Talents require 1 AP per level of Intensity.
The exception is Force Combat Style, which while of Scene/Activity duration, can be invoked with a single AP.
Intensity
Intensity is a measure of how powerful a Force Talent can be, and how many Force Talents a user can have active at any one time.
For each individual Discipline a Force user knows, maximum Force Intensity achievable is 1/20 of that Discipline’s Force skill.
For each individual Discipline a Force user knows, their maximum Intensity in that Discipline is also how many Talents in that Discipline may be active at the same time. Instantaneous duration Talents do not count against this maximum.
The total number of concurrently active Talents across all Disciplines is equal to the highest maximum Intensity across a Force user’s Disciplines.
Jolan Vexus has 64% in the Environment Discipline, and 42% in the Telekinesis Discipline.
His maximum Intensity for Environment is 4, so he can have 4 concurrent Environment Talents active.
His maximum Intensity for Telekinesis is 3, and he can have 3 concurrent Telekinesis Talents active.
Because his highest Intensity is 4, he can invoke a maximum of 4 Talents at any one time, regardless of which Discipline those Talents are from. For example, 3 from Telekinesis and 1 from Environment, for a total of 4.
Maximum Intensity by Discipline Skill
| Discipline 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 +20% | 1 + Previous Intensity |
MP Cost by Intensity
| Intensity | Cost |
|---|---|
| 1 | 1 |
| 2 | 3 |
| 3 | 6 |
| 4 | 10 |
| 5 | 15 |
| 6 | 21 |
| 7 | 28 |
| 8 | 36 |
| 9 | 45 |
| 10 | 55 |
| Each level | Intensity + Previous Cost |
Reducing Resistance
Some Force Talents may be resisted, usually via opposed rolls of Athletics, Endurance, or Willpower against the Force user’s Discipline skill roll.
To make the target’s resistance roll one level more difficult, the Force user must spend enough additional MP to meet the cost of the next higher Intensity level.
Spending this extra MP only makes the resistance roll harder; it does not grant the effects of that higher Intensity level.
For example, Intensity level 2 requires 3 MP and Intensity level 3 requires 6 MP. Invoking a Force Talent at Intensity level 2 and intentionally spending 6 MP total will impose a level of difficulty on the target’s opposed roll, turning it from Standard to Hard.
Overcoming Failure
Practitioners can reach out to the Force to overcome failure and turn it into success. When rolling their Discipline skill, a normal level of failure (not a fumble) can be turned into a standard success. A Force user can spend double the amount of MP they spent to invoke the Force power, turning it into a standard success.
The resulting Talent invocation is limited to Intensity level 1 - regardless of how much MP was spent.
Disciplines and Talents in Detail
Force Discipline and Talent Table
| Discipline | Talent | Resistance | Duration | Range | Reactive | Can Reduce Resistance |
|---|---|---|---|---|---|---|
| Augment Attribute | Specific Attribute | N/A | Scene/Activity | Touch/Self | N | N/A |
| Augment Skill | Specific Skill | N/A | Scene/Activity | Touch/Self | N | N/A |
| Force Combat Style | Specific Combat Style | N/A | Scene/Activity | Touch/Self | N | N/A |
| Body | Heal | N/A | Instantaneous | Touch/Self | N | N/A |
| Body | Hibernation | N/A | See details | Touch/Self | N | N/A |
| Body | Leech Life | Willpower | Concentration | Short | N | Yes |
| Body | Transfer Life | See details | See details | Touch/Self | N | Yes |
| Body | Resist Condition | N/A | Concentration | Touch/Self cold, heat, … | N | N/A |
| Environment | Blending | N/A | Concentration | Touch/Self | N | N/A |
| Environment | Conceal From Sense | N/A | Concentration | Touch/Self | N | N/A |
| Environment | Cryokinesis | Endurance | Concentration | Short | N | Yes |
| Environment | Electronic Control | N/A | Concentration | Short | N | N/A |
| Environment | Pyrokinesis | Endurance/Evade | Concentration | Short | N | Yes |
| Environment | Static Adhere | N/A | Scene/Activity | Touch/Self | N | N/A |
| Mind | Control Pain | N/A | Concentration | Touch/Self | N | N/A |
| Mind | Edit Memory | Willpower | See details | Short/Single entity | N | Yes |
| Mind | Illusion | Perception | Concentration | Short | N | Yes |
| Mind | Mental Pain | Willpower | Concentration | Short | N | Yes |
| Mind | Mind Control | Willpower | Concentration | Short | N | Yes |
| Mind | Probe Thoughts | Willpower | Concentration | Medium | N | Yes |
| Mind | Project Aura | Willpower | Concentration | Short | N | Yes |
| Mind | Push Emotion | Willpower | Scene/Activity | Short/Single entity | N | Yes |
| Mind | Telepathy | Willpower | Concentration | See details | N | Yes |
| Sense | Psychometry | N/A | Concentration | Touch/Self | N | N/A |
| Sense | Borrow Sense | Willpower | Concentration | Medium | N | Yes |
| Sense | Sense Danger | N/A | Concentration | Touch/Self | N | N/A |
| Sense | Sense Emotions | Willpower | Concentration | Short | N | N/A |
| Sense | Sense Force | See details | Concentration | See details | N | N/A |
| Sense | Sense Life | See details | Concentration | See details | N | N/A |
| Telekinesis | Deflect Energy | N/A | Concentration | Touch/Self | N | N/A |
| Telekinesis | Force Jump | N/A | Instantaneous | Touch/Self | Y | N/A |
| Telekinesis | Levitate | N/A | Concentration | Touch/Self | N | N/A |
| Telekinesis | Push/Throw | Athletics | Instantaneous | Medium | Y | N/A |
| Telekinesis | Telekinetic Parry | N/A | Instantaneous | Touch/Self | Y | N/A |
| Telekinesis | Wall Run | N/A | See details | Touch/Self | N | N/A |
Talent Characteristics
Resistance
If a Talent can be resisted, this is the skill to use in the opposed roll against the Discipline skill roll.
Duration
- Instantaneous: The Talent takes immediate effect; there is no duration
- Concentration: The Talent remains in effect as long as the character concentrates on it; this imposes one level of difficulty on every skill the character attempts
- Scene/Activity: The Talent remains in effect for the scene or activity the character is involved in. For example, the duration of a melee battle.
- Permanent: The Talent’s effect is persistent.
Range
- Touch/Self: The Talent effects only the character or those the character can touch.
- Short: One tenth Discipline skill (round up) in meters.
- Medium: POW * 2 in meters.
- Long: POW * 5 in meters.
Reactive
Whether a Talent can be used as a Reactive Action.
Can Reduce Resistance
Whether resistance to a Talent can be reduced.
Augment Attribute Discipline
Resistance: N/A
Duration: Scene/Activity
Range: Touch/Self
Can be Used as a Reactive Action: N/A
Can Reduce Resistance: N/A
Each separate Attribute to be augmented is a separate Talent within this Discipline, and so must be learned separately.
Action Points
Like core Mythras Mysticism, each level of Intensity adds one Action Point. The Action Points may only be used in Reactive Actions: Reactive Force Combat Style reactions, Evade, Interrupt (if Delaying), Parry, and any Force Talents that can be used as Reactive Actions.
Other Attributes
Damage Modifier, Fatigue, Healing Rate, Hit Points, Movement Rate, and Initiative are like core Mythras Mysticism.
Augment Skill Discipline
Resistance: N/A
Duration: Scene/Activity
Range: Touch/Self
Can be Used as a Reactive Action: N/A
Can Reduce Resistance: N/A
Each separate skill to be augmented is a separate Talent within this Discipline, and so must be learned separately.
Like core Mythras Mysticism, each level of Intensity drops one level of difficulty (i.e., one level better/easier). Very Easy is the limit of difficulty modifier attainable.
A Force practitioner may learn to augment the following skills:
- Athletics
- Brawn
- Conceal
- Deceit
- Endurance
- Evade
- Influence
- Insight
- Perception
- Stealth
- Swim
- Unarmed
- Willpower
Force Combat Style
Resistance: N/A
Duration: Scene/Activity
Range: Touch/Self
Can be Used as a Reactive Action: N/A
Can Reduce Resistance: N/A
The rules for Force Combat Styles are distinct from those of other Disciplines. A Force Combat Style (whether Light, Dark, Grey, or other) generally include the use of a lightsaber or laser sword of some kind, and also martial arts.
Instead of Talents, the user learns Traits of the Combat Style. Force Combat Style Traits generally include:
- Blind Fighting (reduce two difficulty levels)
- Daredevil (Evade in melee without going prone)
- Deflect Energy (type) as a reactive action (assuming Deflect Energy (type) is known)
- Parry blaster bolts or other projectiles as a reactive action
- Unarmed Prowess (unarmed blocks and parries are Medium weapon size)
In order to use any of the Traits of the Force Combat Style, it must be invoked, although it need only be Intensity level 1.
Other Traits can be learned and incorporated into a Force Combat Style. Refer to the core Mythras rules and the Combat Styles Encyclopedia5 for many examples of Combat Style Traits.
Body Discipline
The Body Discipline governs a Force practitioner’s power and control over their own and others’ physical bodies.
Heal
Resistance: N/A
Duration: Instantaneous
Range: Touch/Self
Can be Used as a Reactive Action: No
Can Reduce Resistance: N/A
Recover hit points using the Force. Healing others requires spending enough MP to meet the cost of the next higher Intensity level.
Spending this extra MP only allows healing others; it does not grant the effects of that higher Intensity level.
- Intensity 1: 1d2 to a single hit location
- Intensity 2: 1d3 to a single hit location or 1d2 to 2 hit locations
- Each next level of Intensity: the next die step to a single hit location or the next die step to 2 hit locations. Use the normal progression (1d2, 1d3, 1d4, 1d6, 1d8, 1d10, 1d12, 1d20)
Hibernation
Resistance: N/A
Duration: See details
Range: Touch/Self
Can be Used as a Reactive Action: No
Can Reduce Resistance: N/A
The Force user is able to control their circulatory system, respiratory system, 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 become immune to Sense Discipline Talents, and appear to be dead.
- Intensity 1: Duration 1 day
- Intensity 2: Duration Discipline skill / 20 in days
- Intensity 3: Duration POW in days
- Intensity 4: Duration POW * 5 in days
- Intensity 5+: Double previous Intensity level duration
Leech Life
Resistance: Willpower
Duration: Concentration
Range: Short
Can be Used as a Reactive Action: No
Can Reduce Resistance: Yes
The Force user steals the life energy from the area within range. Any organic life within range is affected. Leech Life may be done once per round; it takes place immediately upon invocation each round.
If more than one entity can supply the life, the Hit Points leeched are drawn randomly from those within range. Balance the HP drawn as evenly as reasonable, rounding up fractions.
The invoker may choose which of their hit locations the leeched life is transferred to, but it only “tops up” HP back to normal; it does not add additional HP.
- Intensity 1: Leech 1d3 to a single hit location
- Intensity 2: Leech 1d4 to a single hit location or 1d3 to 2 hit locations
- Each next level of Intensity: the next die step to a single hit location or the next die step to 2 hit locations. Use the normal progression (1d2, 1d3, 1d4, 1d6, 1d8, 1d10, 1d12, 1d20)
Transfer Life
Resistance: See details
Duration: See details
Range: Touch/Self
Can be Used as a Reactive Action: No
Can Reduce Resistance: Yes
Like Leech Life, but the Force user steals the life energy from the one individual (the victim) and transfers it to a second individual (the recipient). Both must be touched by the Force user during the transfer.
Transfer Life may be done once per round; it takes place immediately upon invocation each round.
The invoker may choose which hit locations the leeched life is transferred to, but it only “tops up” HP back to normal; it does not add additional HP.
Both the victim and the recipient may choose to resist Transfer Life using Willpower. The recipient may choose simply not to resist, receiving the Hit Points unless successfully resisted by the victim.
- Intensity 1: Transfer 1d3 to a single hit location
- Intensity 2: Transfer 1d4 to a single hit location or 1d3 to 2 hit locations
- Each next level of Intensity: the next die step to a single hit location or the next die step to 2 hit locations. Use the normal progression (1d2, 1d3, 1d4, 1d6, 1d8, 1d10, 1d12, 1d20)
Resist Condition
Resistance: N/A
Duration: Concentration
Range: Touch/Self
Can be Used as a Reactive Action: No
Can Reduce Resistance: N/A
The Force user can suppress a harmful energy from inflicting injury. The ability drains away or bolsters against the following energies:
- Cold
- Heat
- Radiation
- Electricity
Levels of Intensity affect how much damage and also how many others may be protected using Resist Condition:
- Intensity 1: Resist up to 3 HP of damage (all locations)
- Intensity 2: Resist up to 5 HP of damage (all locations) or also protect one other for up to 3 HP of damage (all locations)
- Each next level of Intensity: resist 2 more HP of damage (all locations) or also protect one more for up to (follow pattern of trailing 2 HP) (all locations)
Environment Discipline
Blending
Resistance: N/A
Duration: Concentration
Range: Touch/Self
Can be Used as a Reactive Action: No
Can Reduce Resistance: N/A
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 the Sense Force Talent, but only as long as the user is not currently using any other Force powers. This 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 Talent on someone else, they must keep that individual in sight.
- Intensity 1: The user of the Talent blends
- Intensity 2: One additional target can blend
- Each next level of Intensity: one additional target can blend
Conceal From Sense
Resistance: N/A
Duration: Concentration
Range: Touch/Self
Can be Used as a Reactive Action: No
Can Reduce Resistance: N/A
Hides the user from being perceived by Sense Discipline Talents, the Perception skill, and similar skills or powers.
- Intensity 1: The user of the Talent is concealed
- Intensity 2: One additional target is concealed
- Each next level of Intensity: one additional target is concealed
Cryokinesis
Resistance: Endurance
Duration: Concentration
Range: Short
Can be Used as a Reactive Action: No
Can Reduce Resistance: Yes
The user taps the Force to convert ambient heat in the air to cold, instantly freezing the air in the affected range. Causes cold damage to beings and inorganic items in the area. Armor points are ignored for this damage. A successful Endurance opposed roll negates the damage.
- Intensity 1: 1 point of cold damage to all hit locations
- Each next level of Intensity: one additional point of cold damage to all hit locations
Electronic Control
Resistance: N/A
Duration: Concentration
Range: Short
Can be Used as a Reactive Action: No
Can Reduce Resistance: N/A
Force users trained in the Electronic Control Talent can control comms systems, sensors, navigation systems, and other complex electronic devices with their mind.
- Intensity 1 and 2: Operate the device like a normal trained user of the device
- Intensity 3, 4: Like Intensity 1 and 2, and the Discipline skill roll is one difficulty grade easier
- Each next level of Intensity: One difficulty grade easier, with a maximum of Very Easy
Pyrokinesis
Resistance: Endurance or Evade
Duration: Concentration
Range: Short
Can be Used as a Reactive Action: No
Can Reduce Resistance: Yes
The user taps the Force to radically increase ambient heat in the air, producing flame from the air and also igniting flammable material within range. See the Fire rules in core Mythras, page 79. Armor points are ignored for Fire damage.
The fire’s Intensity is equal to the Intensity of the Talent. Targets may resist using Endurance (to soak the damage) or Evade (to avoid the fire/area). Resisting the power applies to individuals, and does not prevent the effects of fire/heat on the area in range.
- Intensity 1: 1d2 to a single hit location
- Intensity 2: 1d4 to a single hit location
- Intensity 3: 1d6 to 1d4 + 1 hit locations
- Intensity 4: 2d6 to 1d4 + 1 hit locations
- Intensity 5+: 3d6 to all hit locations
Static Adhere
Resistance: N/A
Duration: Scene/Activity
Range: Touch/Self
Can be Used as a Reactive Action: No
Can Reduce Resistance: N/A
Using static electricity, the Force user can adhere to and move freely on vertical surfaces and even cling and move upside down, depending on Intensity. Speed of movement depends on Intensity.
- Intensity 1: The user can adhere to vertical surfaces and move at one half normal Movement Rate
- Intensity 2: The user can either move at their normal Movement Rate on vertical surfaces, or cling and move upside down at one half normal Movement Rate
- Intensity 3: The user can either move at their normal running Movement Rate on vertical surfaces, or move at their normal Movement Rate upside down
- Intensity 4: The user can either move at their normal sprinting Movement Rate on vertical surfaces, or move at their normal running Movement Rate upside down
- Intensity 5: The user can sprint normally while upside down
Mind Discipline
Control Pain
Resistance: N/A
Duration: Concentration
Range: Touch/Self
Can be Used as a Reactive Action: No
Can Reduce Resistance: N/A
The Force user can control their own pain, ignoring the effects of wounds.
- Intensity 1 and 2: Ignore the effects of Serious Wounds
- Intensity 3+: Ignore the effects of Major Wounds
Edit Memory
Resistance: Willpower
Duration: See details
Range: Short/Single entity
Can be Used as a Reactive Action: No
Can Reduce Resistance: Yes
The Force user can alter or erase a memory in one other sentient entity. The memory in question cannot be something fundamental to the target’s identity or personality. For example, it can be something that the target recently witnessed or an action taken by or against the target, or specific details about recent events.
For example, the fact that something serious took place such as a spaceship that the target was guarding was stolen cannot be removed, but the details about who stole it may be removed or changed.
Duration depends on Intensity level. Once the duration has elapsed, the target would only know that their returned memory was altered if they saw or somehow knew that the Force user used this Talent.
- Intensity 1: Duration is Discipline skill / 20 in hours
- Intensity 2: Duration is POW in hours
- Intensity 3: Duration is POW * 5 in hours
- Intensity 4: Duration is Discipline skill in days
- Intensity 5+: Duration is Discipline skill in weeks
Illusion
Resistance: Perception
Duration: Concentration
Range: Short
Can be Used as a Reactive Action: No
Can Reduce Resistance: Yes
The Force user produces an illusory sight, sound, even smell which others perceive through their normal senses. Despite the proportions of the illusion, 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. Illusion can be used to disguise the invoker or others.
The proportion/scale of the illusion and the number of senses are managed through Intensity.
- Intensity 1
- Visual - size of a small sized humanoid or medium sized animal
- Auditory - normal speaking tone
- Olfactory - mild smells, for example a whiff of perfume
- Intensity 2
- Visual - normal sized humanoid or large sized animal
- Auditory - louder noises such as blaster fire or yelling
- Olfactory - strong smells, for example sulfur-like smells
- Intensity 3
- Visual - vehicle-sized
- Auditory - loud noises such as explosions or equipment malfunction
- Olfactory - powerful smells such as organic decay or harmful chemicals
- Each next level of Intensity: be creative but reasonable
Mental Pain
Resistance: Willpower
Duration: Concentration
Range: Short
Can be Used as a Reactive Action: No
Can Reduce Resistance: Yes
The Force user inflicts terrible pain to the target. The target may attempt to resist each Round. If they fail, they experience overwhelming pain that does not cause damage but affects skill difficulty and reduces Action Points depending on the level of Intensity. Skill difficulty level can not be made worse than Herculean.
- Intensity 1: Lose 1 AP each round and skills are one difficulty level harder
- Intensity 2: Lose 2 AP each round and skills are one difficulty level harder
- Intensity 3: Lose 2 AP each round and skills are two difficulty levels harder
- Intensity 4+: Lose 3 AP each round, physical skills are two difficulty levels harder, and mental skills are three difficulty levels harder
Mind Control
Resistance: Willpower
Duration: Concentration
Range: Short
Can be Used as a Reactive Action: No
Can Reduce Resistance: Yes
Permits the user to affect the mind of the target. Low Intensity can for example briefly misdirect suspicions or cause mild attitude changes. Higher levels of Intensity can force the target to do things that would ordinarily refuse due to ethics or morals. Intensity 4 can lead targets to do things that would go against their Passions or personality. Once Intensity 5+ is reached, a target can be forced to do just about anything.
- Intensity 1: Cause brief confusion, misdirection, alleviate mild suspicion, etc.
- Intensity 2: Similar to Intensity 1 but the target firmly believes in the effect
- Intensity 3: Cause the target to act in ways they ordinarily wouldn’t, such as guards or military abandoning their units, cause people to question question loyalties (and act accordingly), etc.
- Intensity 4: Targets will act in ways entirely counter to their normal personality or Passions
- Intensity 5+: The target can be turned into a self-sacrificing slave, entirely dominated
Probe Thoughts
Resistance: Willpower
Duration: Concentration
Range: Medium
Can be Used as a Reactive Action: No
Can Reduce Resistance: Yes
Per level of Intensity, the Force user can access one piece of information known to the target. This should be a single bit of information - something simple and contained. Examples could include a location, someone’s name, the outcome of an event, etc.
- Each level of Intensity: 1 piece of related information
Project Aura
Resistance: Willpower
Duration: Concentration
Range: Short
Can be Used as a Reactive Action: No
Can Reduce Resistance: Yes
The Force user projects a particular kind of aura: fear, intimidation, desire, serenity, etc.), causing those in their presence to perceive the aura as a fundamental characteristic of the Force user. Unless successfully opposed, those perceiving the aura will alter their behavior accordingly (use common sense and roleplay reasonably).
- Intensity 1: A single aura is projected
- Each additional level of Intensity: Another aura type can be projected, or range can be extended
Push Emotion
Resistance: Willpower
Duration: Scene/Activity
Range: Short/Single entity
Can be Used as a Reactive Action: No
Can Reduce Resistance: Yes
The Force user can impart an emotional reaction to a target. The emotion could be, for example, anger, fear, joy, desire/lust, sorrow, etc.
- Intensity 1, 2: A mild emotional reaction, distracting
- Intensity 3, 4: A strong emotional reaction, affecting skills and powers
- Intensity 5+: Powerful emotions that prevent a target from doing anything except experiencing the emotion
Telepathy
Resistance: Willpower
Duration: Concentration
Range: See details
Can be Used as a Reactive Action: No
Can Reduce Resistance: Yes
The Force user can telepathically communicate with others in the local area. Basic (Intensity 1) communication is limited to simple sentences, no more than three or four word phrases.
Additional levels of Intensity increase the amount of words communicated at a single time, or add to the number of minds communicated with.
The Force user must see or otherwise be in communication with any targets. A comms link would be adequate for this.
- Intensity 1: Three or four word phrases to and from a single target
- Each additional level of Intensity: Double the number of words, or add one mind in the telepathic link
Sense Discipline
Psychometry
Resistance: N/A
Duration: Concentration
Range: Touch/Self
Can be Used as a Reactive Action: No
Can Reduce Resistance: N/A
A Force user with Psychometry can “read objects”; they can see past events that have taken place in the object’s presence. Objects could for example be a piece of furniture, a dagger or blaster, a plate, piece of clothing, etc.
Past events are played out as they occurred, at the same pace. Intensity determines how far back in time the Force user can see.
The level of detail starts as a general sense of things, not very detailed but a user could determine for example if a murder was committed, if a lovers tryst took place, etc. Spending enough MP to boost to the next higher level of Intensity increases accuracy and detail but still includes some uncertainties. Boosting two levels of Intensity or higher greatly increases accuracy and detail, giving almost film-like replay.
- Intensity 1: One day
- Intensity 2: One week
- Intensity 3: One month
- Intensity 4: One year
- Intensity 5+: Decades, centuries
Borrow Sense
Resistance: Willpower
Duration: Concentration
Range: Medium
Can be Used as a Reactive Action: No
Can Reduce Resistance: Yes
The user is able to forcefully (get it?) ‘borrow’ sight, hearing, or smell from a target for the duration. Both the Force user and the target perceive the borrowed sense at the same time. The target feels that something is amiss, but can’t determine what.
- Intensity 1, 2: One sense is borrowed
- Intensity 3, 4: Two senses are borrowed
- Intensity 5+: Three senses are borrowed
Sense Danger
Resistance: N/A
Duration: Concentration
Range: Touch/Self
Can be Used as a Reactive Action: No
Can Reduce Resistance: N/A
The Force user can tell the nature, number, and direction of imminent threats or danger. This includes entities, the presence of traps or ambushes, environmental threats such as trees about to fall, etc.
- Intensity 1, 2: The user knows the general nature of the danger
- Intensity 3, 4: The user knows about the danger with fair accuracy but lacking specific details
- 5+: The user knows accurate details about the danger
Sense Emotions
Resistance: Willpower
Duration: Concentration
Range: Short
Can be Used as a Reactive Action: No
Can Reduce Resistance: N/A
The Force user senses the current feelings and general emotional state of the target. Each level of Intensity allows sensing the emotions of one additional target.
- Intensity 1: Sense emotions of one target
- Each additional level of Intensity: sense emotions of one more target
Sense Force
Resistance: See details
Duration: Concentration
Range: See details
Can be Used as a Reactive Action: No
Can Reduce Resistance: N/A
The practitioner reaches out and detects any use of Force Talents in the local area. Range is determined by Intensity level.
Force Talent usage may be detected, but the nature of the Talent and any leaning (Dark/Light/Grey) is not. Double the MP may be spent to perceive these things.
- Intensity 1, 2: Short range
- Intensity 3, 4: Medium range
- Intensity 5+: Long range
Sense Life
Resistance: See details
Duration: Concentration
Range: See details
Can be Used as a Reactive Action: No
Can Reduce Resistance: N/A
The practitioner reaches out and detects life forms in the local area. Range is determined by Intensity level.
Life may be detected, but the nature of that life is not. Double the MP may be spent to perceive what kind of life and whether it’s sentient.
- Intensity 1, 2: Short range
- Intensity 3, 4: Medium range
- Intensity 5+: Long range
Telekinesis Discipline
Deflect Energy
Resistance: N/A
Duration: Concentration
Range: Touch/Self
Can be Used as a Reactive Action: No
Can Reduce Resistance: N/A
The practitioner can focus the Force to shield themselves (and potentially others) against a specific type of energy.
The type of energy deflected must be chosen as an individual Talent. Thus, a Force user may have multiple Deflect Energy (type) Talents, where type may be a named type of energy. Examples include blaster fire, kinetic energy, heat or fire energy, radioactivity, etc.
As noted in the section on Force Combat Style, Deflect Energy may be used as a reactive action by a Force Combat Style user. In the case of this usage, only 1 AP is required to activate the Talent.
If boosting the Intensity level in order to protect more, each other protected must be within short range of the Force user.
- Intensity 1: Energy is deflected from the Force user
- Intensity 2: Energy is deflected from one additional entity is protected
- Each additional level of Intensity: One additional entity is protected
Force Jump
Resistance: N/A
Duration: Instantaneous
Range: Touch/Self
Can be Used as a Reactive Action: Yes
Can Reduce Resistance: N/A
The Force user can telekinetically enhance their ability to jump, or prevent injury when falling from a height.
The vertical and horizontal distance one can jump, or the distance one can fall without injury, depends on Intensity.
- Intensity 1, 2
- Jump Discipline skill / 20 in meters vertically
- Jump Discipline skill / 10 in meters horizontally
- Fall Discipline skill / 20 in meters without injury
- Intensity 3, 4
- Jump Discipline skill / 10 in meters vertically
- Jump Discipline skill / 5 in meters horizontally
- Fall Discipline skill / 10 in meters without injury
- Intensity 5+
- Jump Discipline skill / 3 in meters vertically
- Jump Discipline skill / 2 in meters horizontally
- Fall Discipline skill / 3 in meters without injury
Levitate
Resistance: N/A
Duration: Concentration
Range: Touch/Self
Can be Used as a Reactive Action: No
Can Reduce Resistance: N/A
The practitioner taps into the Force to literally move through the air, floating. While levitating, movement rate is half normal walking rate.
Although duration for the Levitate Talent is Concentration, Vertical and horizontal distance traveled is based on Intensity.
- Intensity 1, 2
- Vertical distance maximum: Discipline skill / 20 in meters
- Horizontal distance maximum: Discipline skill / 10 in meters
- Intensity 3, 4
- Vertical distance maximum: Discipline skill / 10 in meters
- Horizontal distance maximum: Discipline skill / 5 in meters
- Intensity 5+
- Vertical distance maximum: Discipline skill / 5 in meters
- Horizontal distance maximum: Discipline skill / 3 in meters
Push/Throw
Resistance: Athletics
Duration: Instantaneous
Range: Medium
Can be Used as a Reactive Action: Yes
Can Reduce Resistance: N/A
Telekinetic Parry
Resistance: N/A
Duration: Instantaneous
Range: Touch/Self
Can be Used as a Reactive Action: Yes
Can Reduce Resistance: N/A
The practitioner can immediately focus the Force to telekinetically parry melee/close combat strikes. Like a normal melee parry, damage reduction depends on the parrying weapon size, and even if no damage is reduced due to the size difference between attacking and parrying weapons, a successful Telekinetic Parry may gain a Special Effect.
- Intensity 1: Small weapon size
- Intensity 2: Medium weapon size
- Intensity 3: Large weapon size
- Intensity 4: Huge weapon size
- Intensity 5+: Enormous weapon size
Damage reduction rules for reference:
- Parrying successfully with a weapon of equal or greater size: all damage deflected
- Parrying successfully with a weapon of one size less: half damage deflected
- Parrying successfully with a weapon or shield two or more sizes less: no damage deflected
Wall Run
Resistance: N/A
Duration: See details
Range: Touch/Self
Can be Used as a Reactive Action: No
Can Reduce Resistance: N/A
Force Orders, Collectives, and Covens
Depending on setting and era, Force sensitives may gather into organizations that can serve a variety of purposes, including perhaps learning or following a particular path (e.g., the Light Side or Dark Side, or the Grey Balance).
Some of these organizations style themselves as Orders, such as the Jedi or Sith Orders. Some call themselves Collectives, a favorite term of neutral or Grey Force practitioners. Some are known as Covens, and these may take on mystical or occult trappings.