The-Force

The Force

It’s the Force. Do I really have to tell you what it is? All Force-Sensitive Characters are susceptible to The Dark Side.

Force Powers

Starting Characters may choose any Force Advantages listed below at character creation. These characters are considered Force Sensitive. Characters without ranks in Force Talent cannot take new Force Advantages after character creation; but existing Force Advantages with ranks can be increased with training.

Absolute Direction (Force -10%) 9 pts
3D Spatial Sense. You always know which direction is north, and you can retrace a path you have followed within the last month, no matter how faint or confusing. This ability works in Interstellar Space, underground, underwater, and on any planet. This gives a +3 to Body Sense and Navigation (Air, Land, or Sea), as well as a +1 to Piloting and +2 to Aerobatics, Free Fall, and Navigation (Hyperspace or Space).
Strong in the Force Blessed (Force -10%) 10+ pts
You are attuned to the Force.
Blessed: You sometimes receive Wisdom by communing with the Force (meditating) for at least one hour. You receive visions that have some bearing on Future Events. The GM rolls secretly against your IQ+Force Talent to determine whether you gain any useful insight from this experience. The ritual is fatiguing, however; at the end of the hour, you lose 10 FP. As a side benefit, other Force Users sense your connection to the Force and react to you at+1. 10 points.
Very Blessed: As above but your IQ+Force Talent roll to interpret the visions is at +5 and the reaction bonus from other Force Users is +2. 20 points.
Heroic Feats: Your blessing gives you the ability to perform a particular heroic feat. Once per game session, you may add 1d to one of ST, DX, HT or Basic Move. You must specify which trait is boosted when you buy the advantage. This bonus lasts 3d seconds, after which your ability reverts to normal and you suffer penalties amassed during the “heroic” period. (For instance, if you blessing boosts HP and you are reduced to -5 x your normal HP but not -5 x your “blessed” HP, you will die when the bonus HP wear off unless you receive some sort of healing). 10 points.
Breath Holding (Force -10%) 1.8 pts / level
You are adept at holding your breath. Each level doubles the length of time you can do so (see Holding Your Breath, BS p.351). This advantage can be combined with Breath Control.
Catfall (Force -10%) 9 pts
You subtract five yards from a fall automatically (treat this as an automatic Acrobatics success – don’t check again for it). In addition, a successful DX roll halves damage from any fall. To enjoy these benefits, your limbs must be unbound and your body free to twist as you fall.
Damage Resistance (Force -10%, Absorption [Heal Only] +80%, Force Field +20%, Limited [Energy Only – Very Common] -20%) 8.5 pts / level
You can absorb energy attacks which strike you; negating one point of Energy damage per level. Additionally, you may channel this absorbed energy into healing existing wounds (you cannot heal damage inflicted by the attack which also granted you healing. The damage must be present before you are struck with the healing energy).
Detect Force (Common, Force -10%) 18 pts
You can detect the ebb and flow of the Force through the Galaxy around you. This requires one second of concentration, after which the GM will secretly make a Sense Roll for you (BS p. 358). Range modifiers from Size and Speed / Range Table (BS p. 550) apply. You may buy Acute Sense (Force Detection) to improve the roll, thereby increasing your effective range.
On a success, the GM tells you the direction to the nearest significant concentration of the Force, and gives you a clue as to its Strength (relative to your own).
Detect also includes the ability to analyze what you detect. This requires an IQ+Force Talent roll; the better the roll, the more precise the details.
Empathy (Force -10%) 15 pts
You have a feeling for people. When you first meet someone – or are reunited after an absence – you may ask the GM to roll against your IQ+Force Talent. He will tell you what you feel about that person. On a failed roll, he will lie. This talent is excellent for spotting imposters, possession, etc., and for determining the true loyalties of NPCs. You can also use it to determine whether someone is lying… not what the truth is, just whether they are being truthful with you. You gain a +3 bonus to Detect Lies, Fortune Telling, and Psychology rolls to analyze a subject you can converse with.
Enhanced Parry (Lightsaber) (Force -10%) 4.5 pts / lvl
You are unusually adept at evading attacks when using a lightsaber. You have a +1 bonus to your Parry score when wielding a Lightsaber. You may not gain more than a +3 bonus to Parry with this Attribute. Additionally, you may parry ranged energy attacks, though you suffer a -3 penalty to your Enhanced Parry bonus.
Enhanced Move (Force -10%, Costs Fatigue [-1 FP / Second] -15%) 15 pts. / lvl
Each level of Enhanced Move doubles your top speed on the Ground. Your multiplied Move is your top speed. Record it in parenthesis after your Enhanced Move trait.
Enhanced Move does not affect Basic Speed, Basic Move, or Dodge. Its benefits only apply when moving along a relatively straight, smooth course. It does have some defensive value, however: those who attack you with ranged attacks must take your speed into account when calculating speed/range modifiers.
Force Talent (Force -10%) 5 pts / lvl
. You have a natural talent for using the Force. You get a +1 per level to use any Force Ability. You can use earned points to acquire new Force Abilities, even if you did not start with them.
Healing (Force -10%, Injuries Only -20%) 21 pts
You have the ability to heal others. You must be in physical contact with the subject. To activate your power, concentrate for one second and make an IQ+Force Talent roll. Roll at -2 if the subject is unconscious.
On a success, you can heal any number of HP. This costs you 1 FP per 2 HP healed (round up). Failure costs 1d FP, but you can try again; critical failure also causes the recipient 1d damage. Even 1 HP of healing will stop bleeding. By rolling at -6, you can repair a crippled but whole limb if you completely heal the HP lost to the crippling injury. Each healer gets only one attempt per crippled limb. Healing cannot restore lost limbs or bring back the dead.
If used more than once per day on a given subject, apply a cumulative -3 per successful healing on that subject. The penalty accumulates until a full day has passed since the most recent healing (24 Galactic Standard Hours).
Force Lightning Innate Attack: Burning (Force -10%, Surge +20%, Costs Fatigue -10%) 5 pts / lvl
You can inflict physical damage by drawing upon the Force to generate a surge of electricity that shoots from your fingertips, into the body of your target. This is a ranged attack with 1/2D 10, Max 100, Acc 3, RoF 1, Shots N/A, and Recoil 1. Force Lightning inflicts 1d damage per level, but costs you 2 FP per level to use.
Choke / Force Crush Innate Attack: Crushing (Force -10%, Malediction +100%, Costs 1 Fatigue -5%, No Knockback -10%) 8.6 pts / lvl
You can inflict physical damage by drawing upon the Force to crush your target from afar. This requires a Concentrate maneuver against any target you can see or otherwise clearly perceive. Roll Will+Force Talent -1 per yard of range. Your foe may resist with a Quick Contest of Will.
Force Push Innate Attack: Crushing (Force -10%, Malediction +100%, Costs 1 Fatigue -5%, Double Knockback +20%, Variable +5%) 9 pts / lvl
You inflict physical damage with an explosive blast of the Force, causing double knockback (BS p. 378). This requires a Concentrate maneuver against any target you can see or otherwise clearly perceive. Roll Will+Force Talent -1 per yard of range. Your foe may resist with a Quick Contest of Will.
Intuition (Force -10%) 13.5 pts
You usually guess right. When faced with a number of alternatives, and no logical way to choose among them, you can ask the GM to let you use your Intuition. The GM makes a secret IQ+Force Talent roll, with a bonus equal to the number of “good’ choices and a penalty equal to the number of “bad” choices. On a success, he steers you toward a good choice. On a critical success, he tells you the best choice. On a failure he gives you no information, but on a critical failure, he steers you toward a bad choice. The GM can modify this as he sees fit for other situations where Intuition might logically help. Only 1 roll per question is allowed.
Jedi Mind Trick Mind Control (Force -10%, Sense Based [Hearing] -20%, Suggestion -40%) *15 pts.
You can make a suggestion to a target, dominating them into obeying. To use this ability, concentrate for one second and then roll a Quick Contest: your IQ+Force Talent vs. your subject’s Will.
If you win, your victim obeys your command, believes what you tell him, etc. If you lose, you cannot attempt to control that subject again for 24 hours, and he feels a sense of mental coercion emanating from you.
Mind Reading (Force -10%, Sensory Only -20%, Costs 1 Fatigue -5%) 21 pts.
You can eavesdrop on other’s senses. You must be able to see or touch the subject to affect him. Concentrate for one second and roll a Quick Contest of IQ vs. the subject’s Will. Modify the roll for range penalties to the subject (BS p. 550). This costs you 1 FP.
If you win, you tap into your subject’s senses, allowing you to experience everything he experiences.
Precognition (Force -10%) 22.5 pts.
You receive glimpses of future events, though you cannot control the content of these flashes – you just know that something interesting or important might happen, at some unspecified future date. You might learn this through vision, voices, or sudden knowledge. A vivid premonition of a terrible event might even require a Fright Check (BS p. 360)!
Precognition only gives information that your “future self” could learn and that would matter to you.
Nothing about the future is certain, though. Even if the GM has made up his mind, he could reconsider… although something related to the premonition should still happen. Predicted events will occur unless you take specific action to prevent them.
Whenever the GM feels a premonition would be appropriate, he will make a secret IQ+Force Talent rolls for you – usually during an encounter with a person or object.
A deliberate attempt to use Precognition requires 10 minutes of concentration, 2 FP, and an IQ+Force Talent roll at -8. You can attempt to read your own future, or that of another person, though you need to touch the target of your Precognition attempt.
Precognition is normally limited to “seeing” into the near future – perhaps a week or so, though a critical success or a very important event might result in visions from much further in the future.
Additionally, in any situation involving an ambush, impending disaster, or similar hazard, the GM will roll secretly against your Perception+Force Talent. On a success, you get enough of a warning that you can take action. On a roll of 3 or 4, you get a little detail as to the nature of the danger.
Super-Jump (Force -10%, Costs Fatigue -15%) 7.5 pts / lvl
You can make superhuman leaps! Each level of Super Jump doubles the distance and height you can achieve when jumping (see Jumping, BS p. 352). Your Move while jumping is the greater of your normal ground Move and 1/5 your maximum long jump distance (thus, your maximum jump never takes more than 5 seconds). For instance, if your long jump were 100 yards, your jumping Move would be the greater of 20 and your normal ground Move.
You can jump at a foe in order to slam him. Figure the slam at your maximum jumping Move! You don’t need to make a separate roll to jump accurately.
Finally, if you fall a distance less than or equal to your maximum high jump, you take no damage. You can increase the distance by 5 yards with a successful Acrobatics roll. It costs you 3 FP to make a Force Jump (or to land from a long fall).
Telecommunication: Telesend (Force -10%, Costs Fatigue -5%) 25.5 pts
You can communicate over long distances, transmitting your thoughts directly to another via the Force. Your subject receives your thoughts even if he lacks this ability. To establish contact requires one second of concentration and an IQ+Force Talent roll. After that, no concentration is required. You can maintain multiple contacts, but the IQ+Force Talent roll is at a cumulative -1 per contact after the first. Range is theoretically unlimited, but the IQ+Force Talent roll to use this ability is subject to range penalties given under Long Distance Modifiers (BS p. 241). If you cannot see or otherwise sense you subject, you have an additional penalty; -1 for family, lovers, or close friends; -3 for casual friends and acquaintances; or -5 for someone met only briefly.
Telekinesis (Force -10%, Costs Fatigue -10%) 4 pts / lvl
You can move objects without touching them, manipulating them through your connection to the Force, so that they act under your conscious direction at a distant point.
You can manipulate distant objects just as if you were grasping them in a pair of hands with ST equal to your TK level. You can move any object you have strength enough to lift, at a Move equal to your TK level, modified as usual for encumbrance level (see Encumbrance and Move, BS p. 17). Regardless of level, maximum range is 10 yards. To modify range, take Increased Range (BS p. 106) or Reduced Range (BS p. 115).
Telekinesis requires constant concentration to use. In combat, this means you must take a Concentrate maneuver on your turn. Your TK may then perform one standard maneuver as it were a disembodied pair of hands at some point within your range: a Ready maneuver to pick up an object; a Move maneuver to lift and carry it; an Attack maneuver to throw it, or to grab or strike directly; and so on.
No rolls are necessary for ordinary lifting and movement. For more complex actions, the GM might require you to make a DX or skill roll. In situations where you would roll against ST, roll against your TK instead. Details on BS p. 92).
Telekinesis costs 1 FP per second of use.
Wild Talent (Force -10%, Emergencies Only -30%) 12 pts. / lvl
In life-threatening situations, such as Mortal Combat, you can simply do things without knowing how. Once per game session, per level, you may ask for a particular result related to your predicament. Your result must be specific (e.g. “Get him away from me.”), but you cannot specify a skill (e.g. “Use Judo” or “Use Mind Control”). The GM will then choose a skill that could bring about the desired result. He is not limited to mundane skills; he may choose a Force Power, if you have Force Talent, a cinematic martial-arts skill if you have Trained by a Master, and so forth. Once the GM has chosen, roll against the appropriate attribute: IQ for IQ-based skills, DX for DX-based skills, etc. You do not incur any default penalties, but situational and equipment modifiers apply normally. If the GM feels you already have skills equal to the task, he will advise you on which skill to use. This still counts as one of your uses of Wild Talent.

The-Force

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