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