Skill Name | Cost | Source |
The Force | 7 |
Strength Skills | ||
Lightsaber |
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Luke, Obi-Wan, Qui-Gon, Darth Vader, and Darth Maul |
Force Move |
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Luke jumping out of the carbonite trap on Bespin |
Force Rage |
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Emperor: "Your hate has made you powerful…" |
Dexterity Skills | ||
Force Aim |
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Luke hitting the Death Star’s thermal exhaust port |
Force Deflect |
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Obi-Wan and Qui-Gon deflecting Federation droids’ laser blasts |
Force Speed |
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Obi-Wan and Qui-Gon fleeing destroyers on the Federation battleship |
Constitution Skills | ||
Control Metabolism |
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Obi-Wan and Qui-Gon resisting the gas on the Federation battleship |
Rejuvenate (J) |
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Qui-Gon kneeling during the fight with Darth Maul |
Heal (J) |
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Luke surviving his injuries on Bespin long enough to be rescued |
Intelligence Skills | ||
Force Sense |
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Vader: "The Force is strong in this one…" |
Read Thoughts |
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Vader: "Your thoughts betray you…" |
Precognition |
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Qui-Gon: "He sees things before they happen…that’s a Jedi trait…" |
Will Skills | ||
Psychokinesis |
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Vader hurling debris at Luke during their lightsaber duel on Bespin |
Force Choke |
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Vader: "Apology accepted, Captain Needa…" |
Dark Energy (S) |
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The Emperor blasting Luke on the Death Star |
Personality Skills | ||
Contact |
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Luke on Bespin: "Leia, hear me…" |
Illusion |
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Obi-Wan chasing away the Sand People on Tatooine |
Suggest |
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Obi-Wan: "These are not the droids you are looking for…" |
(S) This power is only available to the Sith.
(J) This power is only available to the Jedi.
Blue skills cannot be used untrained
Force Energy = Will score (one-half for Force "Talents" and Diplomat-Jedi); 1 point is spent to use any specific skill, 2 to use any skill untrained, and 3 are lost on a Critical Failure. Force Energy is normally recovered by making a Resolve-mental or Will feat check after each hour of rest. During a combat scene a Force-user may, if he spends two consecutive rounds without taking any physical actions or using Force Energy, make a Resolve-mental or Will feat check at the end of the second round and regain some energy (Ordinary success, 1 point; Good, 2 points; Amazing, 3; Critical Failure, loses 1 point)—but this can only be attempted once. If a Force-user loses more energy than currently has, he takes Fatigue damage instead.
Lightsaber
This skill allows a Force-user to construct and use a lightsaber. Anyone
can use a lightsaber by rolling a Melee-powered attack, but without the
Lightsaber skill he suffers the weapon’s full Accuracy penalty and cannot
Parry or receive any rank benefits. This also applies to a character with
only the Force broad skill, but the Accuracy penalty is reduced by 1. With
the Lightsaber skill the Accuracy penalty is reduced by 2, the character
is allowed to Parry, and a Lightsaber skill check is made to attack. A
lightsaber draws on the life force of the wielder and requires no power
clips or Force Energy.
(Y) Construct Lightsaber: Rank 5; requires Amazing (8) complex skill check.Lightsabers can chop off body parts. On any single hit that inflicts any Mortal damage (or Wound damage over the victim’s maximum), consult the chart below to see what body part is removed. Small targets (Ewok or Jawa, for example) add 1 to the total, and large targets (Wookiee or Snow Beast, for example) subtract 1 from the total.
(X) Resistance Modifier: Strength resistance modifier is improved by +1 at Ranks 4, 8, and 12 while wielding an active lightsaber.
Reaction Parry: Rank 4.
(Y) Double Strike / Reaction Double Parry: Rank 6; Double Parry is rolled just like a Double Strike, with one control die and two situation dice; +1 cumulative step penalty to parry separate attacks from more than one attacker.
(Y) Multistrike / Reaction Multiparry: Rank 9; Multiparry is rolled like Double Parry (with same restrictions) but with 3 situation dice instead of 2.
Net Damage | Body Part Removed | Dice Roll |
0 - 1 on this attack | none | none |
2 - 3 on this attack | hand | 1d6: 1-3 = right hand, 4-6 = left hand |
4 - 5 on this attack | arm | 1d6: 1-3 = right arm, 4-6 = left arm |
6+ on this attack | leg | 1d6: 1-3 = right leg, 4-6 = left leg |
lethal damage | head | victim is decapitated after losing all Mortal points |
Force Move
This skill grants the Force-user superhuman prowess, improving the
result of any one Strength-based feat check or action. The Force Move skill
check is made immediately before rolling for the action. On an Ordinary
success, the result of the subsequent Strength-based feat or skill check
is improved by one degree of success; on a Good success, by two; on an
Amazing success, the subsequent action automatically achieves Amazing success
with no roll required. Force Move does not count as an action by itself.
Force Rage (extended duration)
This skill harnesses the Force-user’s hate and fury to increase his
power. On an Ordinary success, the Force-user’s Strength resistance modifier
and damage adjustment are increased by +1 for the rest of the current round
and the entire next round; on a Good success, +2; on an Amazing success,
+3. Using Force Rage requires an action. If the Force-user is a Jedi, he
must make a Corruption check at the end of the scene to avoid accruing
1 Corruption Point (Sith do not have to make this check).
Force Aim
This skill improves the result of any one Dexterity-based feat check
or action. Force Aim functions exactly like Force Move and does not count
as an action by itself.
Force Deflect
This skill allows the Force-user to deflect ranged energy attacks (initially
with his lightsaber). One skill check (requiring an action) is made when
the character can act. The result is applied in that phase and lasts for
the rest of the round. Any additional actions the character takes that
round receive a +1 step penalty. Any ranged energy attack targeting the
Force-user hits only if the attacker’s skill check achieves a higher degree
of success than the Force-user’s Force Deflect check. If the attacker’s
skill check achieves equal success, then the attack is knocked aside harmlessly.
If the attacker’s skill check is one degree less than the Force Defect
check, the attacker takes Ordinary damage from his own weapon; if two degrees
less, the attacker takes Good damage; on a Critical Failure, the attacker
takes Amazing damage. The Force-user may choose not to damage an attacker
with a deflected attack. This skill cannot be combined with Dodge, nor
may the character move faster than walking speed while using Force Deflect.
(Y) Action Benefit: Rank 3; the Force-user can Force Deflect and perform another action (at a +2 step penalty) in the same phase.Force Speed
Reaction Deflect: Rank 6; same timing and restrictions as Reaction Dodge.
(Y) Body Deflect: Rank 9; the Force-user can Force Deflect with his own body.
Control Metabolism (extended duration)
This skill allows the Force-user to control how his body reacts to
extreme climates and hostile conditions. It functions as listed on page
229 of the Players Handbook.
Rejuvenate
This skill allows the Jedi to offset the effects of Fatigue or Stun
damage. It functions as listed on page 230 of the Players Handbook.
Heal
This skill allows the Jedi to heal himself of physical damage or disease.
It functions as listed on page 229 of the Players Handbook.
Force Sense
Whenever a Force-user comes into contact with another Force-user (or
the effects of his powers), this skill check should be secretly made. On
any success the Force-user detects that another Force presence is nearby
(on a Good or better success, the Force-user can even sense whose presence
it is, if the person is someone he is familiar with). The Force-user can
spend an action (using Force Energy) to make a Force Sense skill check
and scan one target. On an Ordinary success, the Force-user learns if the
target possesses the Force broad skill; on a Good success, he learns the
target’s current Force Energy level; on an Amazing success, he also learns
the target’s maximum Force Energy rating (or Will score). The skill can
also be used to home in on a Force-user once he is detected.
Read Thoughts
This skill enables the Force-user to scan the surface thoughts and
emotions of another living being within line of sight. It functions as
listed on page 231 of the Players Handbook, and it can also duplicate the
effects listed on that page under Empathy.
Precognition
This skill grants the ability to receive impressions about possible
future events. A character usually doesn’t consciously employ this power,
but he can choose to meditate in hopes of seeing the future. It functions
as listed on page 232 of the Players Handbook.
Psychokinesis
The skill allows the Force-user to move objects with his mind. Living
beings cannot be affected. He may simply push objects with a total weight
(in kilograms) up to his Will score x 20, or he may lift and hurl objects
with a total weight up to his Will score x 10. The skill check is adjusted
by any applicable resistance modifier possessed the target. To determine
the damage a hurled object inflicts, multiply the velocity (based on the
skill check as listed on p. 234) by one-fourth the object’s weight and
apply the total to the velocity ranges on Table P15 (p. 58). The target
immediately makes a Dexterity feat check to resist, adjusted by any fatigue
and damage penalties.
Force Choke
With this skill the Force-user telekinetically chokes an enemy. Only
living (and air-breathing) beings can be affected. At Rank 1 the victim
must be within five meters, but the range increases to within line of sight
at Rank 4 and to simple visual contact (even through a view screen) at
Rank 8. The skill check is modified by the victim’s Will resistance modifier
(+2 step penalty if the victim is also a Force-user). On an Ordinary success,
the victim suffers 2 points of Stun damage; on a Good success, 4; on an
Amazing success, 6. Once a victim suffers any damage from Force Choke,
he is immobilized until he makes a Resolve-mental skill check and achieves
success equal to or better than the Force-user’s previous skill check result.
The victim must continue to make the Resolve check each phase in which
he suffers damage from Force Choke but still wishes to act. Once all Stun
Points are lost, each additional point of damage from Force Choke is Mortal
damage. If the Force-user is a Jedi, he must make a Corruption check at
the end of the scene to avoid accruing 1 Corruption Point (Sith do not
have to make this check).
Dark Energy
This skill, available only to the Sith, allows the Force-user to blast
a victim with a stream of electricity generated by the power of the Dark
Side of the Force. The short-range distance is equal to the Force-user’s
Will score (medium range is twice the Will score, and long range is four-times
the Will score), and the range modifier (-1, +1, +3) is applied to the
skill check, as is the victim’s Will resistance modifier (+2 step penalty
if the victim is also a Force-user). A victim who suffers any damage from
Dark Energy is immobilized and must make Resolve-mental checks as described
under Force Choke. The damage is energy-based, but it ignores all armor.
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Rank 1 |
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Rank 5 |
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Rank 9 |
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Contact
This skill allows the Force-user to communicate over long distances
with the minds of others. It functions as listed on page 235 of the Player’s
Handbook. There is a +2 step penalty on the skill check to reach a target
who not does possess the Force broad skill.
(X) More Powerful Than You Can Imagine: Rank 6 (not available to the Dark Side); at any time after suffering any Mortal damage, the Force-user can release his soul from his body and live on forever throughout the ages in the minds of others or as a ghostly apparition that can appear at any place and at any time; the soul retains all skills, knowledge, and memories but can no longer tangibly interact with the material world.Illusion
(Y) Hide: Rank 4; the Force-user can make an Illusion skill check to cloak his location and movements from the eyes of others; On an Ordinary success, those searching for the Force-user (or actively watching the area the Force-user is moving through) suffer a +2 step penalty to their Awareness skill checks (in addition to any other effects, such as from the Stealth skill); on a Good success, +4; on an Amazing success, +6; this penalty is halved if the Force-user is moving and not just hiding motionlessly. This benefit is abandoned if the Force-user engages in any kind of combat. Furthermore, it does not make the Force-user undetectable by other special powers (like Force Sense).Suggest
Using Force powers for personal gain, for conquest and exploitation,
or to oppress the innocent can all turn a Jedi to the Dark Side. Whenever
a Force-user commits an "evil" act, he must make a Corruption check (+1
step penalty if Force powers are abused). Look at the behavior described
for the character’s current level of Corruption and compare it to the evil
act. If the act is more evil than the described behavior, then the character
must make a Will feat check to resist turning to the Dark Side. For every
step further down on the chart the act is in comparison to the current
level, there is a +1 step penalty to the roll. On any degree of success,
the character feels remorse and does not accrue any Corruption. But, on
a failure the character is seduced by the Dark Side and gains 1 Corruption
Point (2 on a Critical Failure). For example, a Jedi with 12 Will and 1
Corruption Point uses his blaster to shoot down an unarmed technician.
Since this is "purposeful killing of the innocent" (behavior for Corruption
4), the Jedi suffers a +3 step penalty on his Will feat check. The player
scores 7 on the situation die (1d20) and 6 on the modifier die (1d12).
Since the total of 13 is higher than his Will score, he gains 1 more Corruption
Point and succumbs to the Dark Side (possibly becoming a Sith Lord).
Corruption | Behavior |
0 | uses Force powers only to defeat evil and protect the innocent |
1 | cowardice or selfishness; injuring the innocent due to recklessness |
2 | wrathfulness or greed; purposeful injury or neglect of the innocent |
3 | wanton destruction, exploitation, injury; accidental killing of the innocent |
4 | flagrant destruction, exploitation, injury; purposeful killing of the innocent |
5 | heinous destruction, exploitation, and injury; wanton mass slaughter |
6+ | crimes against humanity; destruction of entire worlds |
So long as a Force-user has more than 1 Corruption Point, he is considered a Sith Lord. He can now use and improve Dark Energy, but he can no longer use or improve Heal and Rejuvenate (a character who loses access to a skill which he possesses does not lose his rank in that skill). Each Corruption Point counts as a +1 step penalty on all Encounter rolls involving people and races opposed to evil and tyranny, but counts as a -1 step bonus when dealing with people and races serving the Dark Side.
A character can try to redeem himself from the Dark Side by resisting the lure of evil and carrying out good acts. Whenever a Dark-Side character wishes to ignore an opportunity to serve the Dark Side and instead carry out some action for the forces of good, he must make a Will feat check with a +1 step penalty for each Corruption Point he still possesses. Depending on the personal risk he faces for trying to assist the forces of good, he gains a bonus (-1 step for secret or indirect aid, -2 for visible assistance, -3 for risking personal prestige, wealth, orr property, -4 for risking pain and injury, -5 for risking death, and -6 for facing certain death). On a Failure the character finds himself unable to carry out the good action, and instead must immediately do what the Dark Side commands (on a Critical Failure, he also gains 1 Corruption Point); on an Ordinary success, 1d4 Corruption Points are removed; on a Good success, 1d6 Corruption Points; on an Amazing success, all Corruption Points are removed. If ever a character gets rid of all Corruption Points, he escapes the control of the Dark Side. No longer a Sith Lord, he becomes a normal Jedi—he can now use and improve Heal and Rejuvenate, but he can no longer use or improve Dark Energy.