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:

  1. Skill Augmentation
    As in Mythras Mysticism rules; decrease one level of difficulty per level of Intensity.
  2. Attribute Enhancement
    As in Mythras Mysticism rules.
  3. 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 RankPower
InitiateSkill Augmentation and Attribute Enhancement as in Mysticism
ApprenticeAwareness, Sense, Telekinesis
KnightCoerce, Deflect, Telepathy
MasterHealing, Hibernation, Illusion
Grand MasterConceal, Deny, Projection

The Sith Path

The Sith Order teaches the following Force Powers:

Sith RankPower
AcolyteSkill Augmentation and Attribute Enhancement as in Mysticism
ApprenticeAwareness, Sense, Telekinesis
AdeptConceal, Deflect, Violate
LordAura, Deny, Illusion
MasterLeech, 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 RankMeditation Skill RequiredForce Skill Required
Initiate/Acolyte4030
Apprentice5045
Knight/Adept7570
Master/Lord110100
Grand Master/Master150130

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 RankSith RankMaximum Difficulty GradeAdditional POW Point Cost
InitiateAcolyte--
ApprenticeApprentice--
KnightAdeptHard1
MasterLordFormidable2
Grand MasterMasterHerculean3

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

 TalentResistanceHardFormidableHerculean
1AuraWillpowerCity-wideContinentalPlanet-wide
2Awareness-City-widePlanet-wideAcross systems
3CoerceWillpowerSee descriptionSee descriptionSee description
4Conceal-City-wideContinentalPlanet-wide
5Control Pain-Ignore Major WoundsIgnore physical tortureIgnore Force torture
6Deflect----
7DenySee descriptionTwo energy typesThree energy typesFour energy types
8Healing-Two recovery stepsThree recovery stepsFour recovery steps
9Hibernation-WeeksMonthsYears
10Illusion-Human sizedVehicle sizedStarship sized
11Leech-Recover all fatigueRecover all hit pointsCease aging
12LightningWillpower1d62d63d6
13Projection-City-widePlanet-wideAcross galaxy
14Sense-City-widePlanet-wideAcross galaxy
15TelekinesisSTRTens of poundsHundreds of poundsTons
16Telepathy-City-wideContinentalPlanet-wide
17TransferSee descriptionDecadesCenturiesMillenia
18ViolateWillpowerFrom last weekFrom last yearAny 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