Force Skill: Requires the Force-Sensitive and Alter feats
You can use the Force to alter a target's perceptions or make a telepathic suggestion in another character's mind.
Check: The result of an Affect Mind check sets the DC for the target's Will save. (Note that this skill works best on weak-willed characters. Those with good Will save bonuses are harder to fool with “Jedi mind tricks.”)
Result | Will Saving Throw DC |
---|---|
Up to 4 | 5 |
5-14 | 10 |
15-24 | 15 |
25-34 | 20 |
35+ | 25 |
Trained Only; Requires the Force-Sensitive and Control feats
You can increase your prowess in combat, using the Force to enhance your concentration and commitment in battle.
Check: A Battlemind check grants a Force bonus on attack rolls as shown on the table below. You can decide to select a bonus that's less than the result you achieve.
Result | Force Bonus to Attack | |||||
---|---|---|---|---|---|---|
Up to 4 | +1 | |||||
5-14 | +2 | |||||
15-24 | +3 | |||||
25-34 | +4 | |||||
35+ | +5 |
Result | Will Saving Throw DC |
---|---|
14 or less | 10 |
15-24 | 15 |
25+ | 20 |
Power Source | Example | VP Cost |
---|---|---|
Simple device | Datapad, comlink | 2 |
Power pack | Blaster, ion gun | 4 |
Energy cell | Lightsaber, Vibro | 8 |
Portable generator | E-Web repeating blaster, Droid | 12 |
Force skill; Requires the Force-Sensitive feat
You can reach into the Force to read a target's surface emotions, getting a sense of' the target's general state of mind.
Check: An Empathy check allows you to sense a target's general mood, attitude, and emotional state. You can tell if the target is happy or sad. angry or indifferent. The target gets to make a Will save (DC 10 + your Force-using level) to resist your empathic probe. This save is a reaction that the target isn't even aware of. The target doesn't know his emotions are being read.
If the target's save fails, you get a sense of the target's mood. Determining the target's mood grants a Force bonus on the next skill check you make against the target within the next 10 rounds (1 minute) using one of the following interaction skills: Bluff, Diplomacy, Handle Animal, Intimidate, Entertain, or Sense Motive.
Result | Force Bonus to Interaction Skills | |||||
---|---|---|---|---|---|---|
4 or less | +1 | |||||
5-14 | +2 | |||||
15-24 | +3 | |||||
25-34 | +4 | |||||
35+ | +5 |
Result | Force Bonus |
---|---|
15-19 | +2 |
20-24 | +4 |
25-29 | +6 |
30+ | +8 |
Force Skill; Requires the Force-Sensitive and Sense feats
You can use the Force to enhance your normal sensory capabilities.
Check: An Enhance Senses check acids a Force bonus to any Listen, Search, Sense Motive, or Spot checks. It also acids to Survival checks made to Find or follow tracks. The result of the Enhance Senses check indicates the bonus.
Result | Force Bonus |
---|---|
10-14 | +2 |
15-19 | +4 |
20-24 | +6 |
25+ | +8 |
Trained Only; Requires the Force-Sensitive and Sense feats
You can use the Force to gain vague impressions of events happening in other places or times. These are impressions only and usually focus on strong imagery and emotions. The past can’t change, so viewing such events relies on your getting the correct perceptions. The future is fluid, however, always in motion, and therefore subject to change. With the Farseeing skill, you can detect when your friends are in danger, examine significant details of a past event, or determine the probable outcome of a stated course of action.
Check: The DC of the Farseeing check is based on what you want to view. You must declare what kind of vision you seek to experience – the time, place, and/or person of the vision. Luke Skywalker, for example, concentrated on seeing his friends when he used this skill in The Empire Strikes Back.
Seeing another place is DC 15, seeing events of the past is DC 20, and seeing events of a possible future is DC 25. Since the future is mutable, the accuracy of such visions can be far from perfect. The higher the result, the more details you glean.
Reroll: You can also use Farseeing to gain a reroll after you fail an attack roll, saving throw, or skill check. The DC for this is application of the skill is DC 25. If successful, and if you haven’t used the skill within the time listed below, you can check to gain a reroll to use immediately. Consider that the Force-user had an earlier vision that he or she is now taking advantage of to change the course of events. Though the vision took place earlier, you spend the vitality points (cost 9) when you make the check.
Special: In addition to entering a trance and seeking your own vision, the GM can use this skill to provide clues and visions to progress the campaign. As long as you have at least 1 rank in the skill, the GM can aid your character in this way. Of course, the more ranks you have in the skill, the better quality of the vision.
You can take 10 when making a Farseeing check, but you can’t take 20.
A character with the Link feat and at least 1 rank in this skill gets a +2 aptitude bonus on Farseeing checks.
Time: A Farseeing check takes 1 hour. You can only make one Farseeing check in any give week.
Vitality Point Cost: 3 (person or place, present), 6 past, 9 (future)
Dark Side Skill; Requires the Force-Sensitive and Sense feats
Fear is the path to the dark side of the Force. You can manipulate the Force to learn what frightens others and use that against them, making them more susceptible to the lure of the dark side.
Check: A Fear check provides a Force penalty to a target’s skill checks and attack rolls. The result of the Fear check determines the target’s penalty. The target can negate the penalty by accepting a Dark Side Point.
Result | Penalty |
---|---|
10-14 | -2 |
15-19 | -4 |
20-24 | -6 |
25-29 | -8 |
30+ | -10 |
Requires the Force-Sensitive and Control feats
You can use the Force to improve your resistance to Force-based attacks, wrapping yourself in the Force’s protective embrace.
Check: A Force Defense check adds a Force bonus to any saving throw made against a Force-based attack (including skills and feats). The result of the check indicates the amount of the bonus.
Result | Force Bonus |
---|---|
10-14 | +2 |
15-19 | +4 |
20-24 | +6 |
25-29 | +8 |
30+ | +10 |
Dark Side Skill; Requires the Force-Sensitive and Alter feats
You can use the Force to injure a single opponent by find the lines of energy that connect all things together and using them to grip an organ or crush a larynx.
Check: A Force Grip check sets the DC for the target’s Will saving throw. On a failed save, the target takes 3d6 points of physical damage. On a successful save, the target takes half damage (round down).
Result | DC |
---|---|
9 or less | 10 |
10-19 | 15 |
20+ | 20 |
A character with the Malevolent feat gets a +2 aptitude bonus on Force Grip checks.
Time: Force Grip is an attack action.
Vitality Point Cost: 4
Dark Side Skill; Requires the Force-Sensitive and Alter feats
You can draw upon the dark side of the Force to blast one or more targets with deadly bolts of energy.
Check: Make a skill check to determine the amount of damage inflicted by Force Lightning.
Result | Damage |
---|---|
14 or less | No damage |
15-19 | 2d6 |
20-29 | 2d8 |
30+ | 2d10 |
Requires the Force-Sensitive and Control feats
With this skill, your character can meditate and lose himself in the Force, avoiding Force-based detection.
Check: Use Force Stealth to avoid detection by means of the Force or to mask your presence from another Force-user. Your Force Stealth check is opposed by the See Force check of another Force-User. Whenever a Force-User wants to mask his presence in the Force, for whatever reason, he gathers the Force around him, meditates, and attempts to hide his connection to the Force.
No check is made until another character attempts to use the See Force skill (or Sense feat in some cases), but you must declare that you have activated the skill prior to that attempt, pay the vitality point cost, and still be within the time limit of the skill’s usefulness.
Special: You can take 10 when making a Force Stealth check, but you can’t take 20.
A character with the Focus feat gets a +2 aptitude bonus on Force Stealth checks.
Time: Force Stealth is a full round action and provokes an attack of opportunity. It lasts for 10 minutes. Once activated, Force Stealth remains in place to counter See Force checks until the time limit expires or until you use any Force skill. Using another Force skill solidifies your connection to the Force and makes masking your presence impossible.
Vitality Point Cost: 2
Requires the Force-Senstive and Alter feats
You can attack one or more opponents using the Force.
Check: A Force Strike check sets the DC for the target’s Reflex saving throw. On a failed save, the target takes 3d4 points of physical damage. On a successful save, the target takes half damage.
Result | DC |
---|---|
9 or less | 10 |
10-19 | 15 |
20+ | 20 |
Trained Only; Requires the Force-Sensitive feat
You can use the Force to calm a hostile or unfriendly person or animal.
Check: A Friendship check alters the attitude of a hostle or unfriendly target, changing it to something more amiable. You don’t need to be able to communicate with the target. Instead of using words, you employ calming emotions through the use of the Force. Make the check, compare it to the list of DC’s on the table below, and apply the result for the highest DC that’s equal to or less than the check result.
New Attitude | Currently Hostile | Currently Unfriendly |
---|---|---|
Unfriendly | 15 | - |
Indifferent | 20 | 10 |
Friendly | 25 | 15 |
Helpful | 35 | 25 |
Result | Will Saving Throw DC |
---|---|
15-24 | 15 |
25-34 | 20 |
35+ | 25 |
Light Side Force Skill; Requires the Force-Sensitive and Alter feats
You can use the Force to heal damage taken by another person.
Check: This skill can restore vitality points, wound points, or ability score points lost by someone other than yourself. The result of the Heal Another check indicates the damage that is healed.
The table below indicates the amount of healing possible for the result you achieve, as well as the associated vitality point cost to you. You can always decide to heal fewer points than indicated by your check result and thus incur a lower vitality point cost.
Result | Type/Amount of Healing | Vitality Point Cost |
---|---|---|
10-14 | Stabilize a dying character | 1 |
15-19 | Restore 1d4+1 vitality points | 1 |
20-24 | Restore 1d6+2 vitality points or 1d4+1 wound points or 1d2 ability points | 2 |
25-29 | Restore 1d8+4 vitality points or 1d6+2 wound points or 1d4+1 ability points | 4 |
30+ | Restore 2d6+6 vitality points or 1d8+4 wound points or 1d6+2 ability points | 6 |
Requires the Force-Sensitive and Control feats
You can use the Force to heal damage you have taken.
Check: This skill can restore vitality points, wound points, or ability score points you have lost. The result of the Heal Self check indicates the damage that is healed.
The table below indicates the amount of healing possible for the result you achieve, as well as the associated vitality point cost to you. You can always decide to heal at a category less than indicated by your check result and thus incur a lower vitality point cost.
Result | Type/Amount of Healing | Vitality Point Cost |
---|---|---|
10-14 | Restore 1d4+1 vitality points | 0 |
15-19 | Restore 1d6+2 vitality points or 1d4+1 wound points or 1d2 ability points | 0 or 1 |
20-24 | Restore 1d8+4 vitality points or 1d6+2 wound points or 1d4+1 ability points | 0 or 2 |
25+ | Restore 2d6+6 vitality points or 1d8+4 wound points or 1d6+2 ability points | 0 or 4 |
Requires the Force-Sensitive and Alter feats
You can use the Force to manifest false visual and auditory images that seem completely real to those who perceive them.
Check: This skill creates illusions to trick, distract, or even harm those who perceive them. (Though these illusions can’t cause physical harm, they can provoke fatal mistakes by those who don’t recognize them as unreal.)
Your Illusion check result sets the DC for the target’s Will saving throw.
Result | Will Saving Throw DC |
---|---|
4 or less | 10 |
5-14 | 15 |
15-24 | 20 |
25-34 | 25 |
35+ | 30 |
Distance | Vitality Point Cost/Round |
---|---|
10 meters | 3 |
10 kilometers | 5 |
100 kilometers | 8 |
1,000 kilometers | 10 |
Requires the Force-Sensitive and Alter feats
You can move objects and living beings using the Force.
Check: A Move Object check allows you to pick up and move an object or creature from a distance using the Force. You must be able to see the target object or creature to be moved, and it must be within 10 meters of your position to initially gather it up in the Force.
Result Maximum | Weight | Maximum Size | Will Save DC | Reflex Save DC | Hurled Object Damage | Vitality Point Cost |
---|---|---|---|---|---|---|
10-14 | 5 kg | Tiny | 10 | n/a | 1d3 | 1 |
15-19 | 50 kg | Small | 15 | n/a | 1d4 | 2 |
20-24 | 500 kg | Medium | 15 | n/a | 1d6 | 3 |
25-29 | 5 tons | Large | 20 | 20 | 2d6 | 4 |
30-34 | 50 tons | Huge | 20 | 25 | 4d6 | 5 |
35-39 | 500 tons | Gargantuan | 20 | 30 | 8d6 | 6 |
40-44 | 5,000 tons | Colossal | 20 | 35 | 10d6 | 7 |
+5 | x10 | +1 category | 20 | +5 | +2d6 | +1 |
Requires the Force-Sensitive and Sense feats
You can detect the presence of the Force in a person or locate someone strong in the Force by examining the emanations and currents in the Force.
Check: See Force detects the relative strength of the Force in a place or person, or reveals the presence of other Force-Users. Your See Force check is opposed by the Force Stealth check of another Force-User. If there is someone or something to detect, you spot a glowing line for energy in the Force, more brilliant than the presence of non-Force-users, and mentally follow it to its source.
You can use this skill on a specific target within your sphere of influence (a radius in meters equal to 100 x your Force-user level). On a successful check, the GM reveals whether or not the target is a Force-user (if the target has the Force-Sensitive feat, the target is a Force-user) and, if so, the relative strength of the target’s Force-using ability compared to your own. (If the target has more levels in Force-using classes than you do, the target is more powerful than you are.) You don’t have to be able to see your target, but you should have a general idea that someone’s there. (For instance, you could use See Force on an enemy pilot, even if you couldn’t see him, as long as he was within range.)
You can also use See Force to examine currents and emanations in the Force to reveal the presence of other Force-users within your sphere of influence (which is 100 meters x your Force-user level). Darth Vader used this application to sense Obi-Wan Kenobi on the Death Star in A New Hope.
If there is no Force Stealth check to oppose your See Force check, the DC is 25 minus the Force-user level of the target that could be sensed (you sense the closest target with the first check, and subsequent checks reveal other targets, if there are any, ranging out from there).
Special: You can take 10 when making a See Force check, but you can’t take 20.
A character with the Aware feat gets a +2 aptitude bonus on See Force checks.
Time: See Force is a full-round action that provokes an attack of opportunity.
Vitality Point Cost: 3
Requires the Force-Sensitive and Sense feats
You can use the Force to establish a mental link with a specific target. Through the link, you can exchange emotions and a single thought, such as “Go!”, “Help!”, or “Danger!”
Check: A Telepathy check establishes a mental link with a specific target. For a friendly target, the check is against a DC 10 (modified by distance as shown below). For hostile targets, the check must exceed the target’s Will saving throw or DC 15, whichever is higher. (Add the distance modifier to the save result or the DC as appropriate.) The maximum range for this skill depends on whether the target you want to contact is Force-Sensitive (has the Force-Sensitive feat).
Max Range (Non-Force) | Max Range (Force) | Distance Modifier |
---|---|---|
10m | 10km | +0 |
100m | 100km | +10 |
1,000m | 1,000km | +20 |