Force Powers

Force Powers

Each Force skill governs a multitude of powers. A character rolls the appropriate Force skill (or skills) when trying to use a particular power; the gamemaster uses the description of the power to determine the difficulty for the task.

A Jedi character must be taught a Force power to use it. (Powers can be taught by a teacher, Holocron, or some other document or item specifically intended to teach the power.) Since most Jedi teachers know only a few powers, at a certain point Jedi characters will have to seek out other teachers and sources of instruction to learn new powers.

A Jedi cannot use a power that has not been learned.


Learning Powers

•	When a character first learns a Force skill, the teacher also teaches one Force power pertaining to that skill.
•	A character may be taught a new power each time a Force skill is improved one pip.
•	A character may be taught a Force power without improving a Force skill, but the character must spend five Character Points.
•	A power that uses two skills (control and sense) counts as two powers when being taught powers.
•	A power that uses three skills (control, sense, and alter) counts as three powers when being taught powers.

This chapter has a listing of most currently known Force powers. However, some powers are developed uniquely by Jedi Masters. Other powers, which are not listed here, may be used by other Force traditions (like the Witches of Dathomir). The availability of a certain Force power is often also based upon the era of play, and specifically at gamemaster discretion.


What Are Force Powers?

"Force powers" are an easy way to describe the different ways that the Force skills can be applied. Learning a Force power is like learning to use a muscle you didn't know you had—it's virtually impossible until you've been taught how to use it.

For the convenience of both the player and the gamemaster, the powers are very specific. When you gamemaster, you may wish to let players "stretch" powers to try tasks that aren't specifically described but seem to be in the "spirit" of the power.

Use the rule of thumb: the difficulty should correspond to how much the power is being stretched. • A modest extension of the power might increase the difficulty by one or two levels. • Pushing the power to its conceivable outermost limits may call for a difficulty of Heroic +50 (or more)… and some things are still going to be flat out impossible.

It is entirely up to you to decide how much a power can be "stretched" in game play.


Using Powers

Many of these powers use a combination of the three Jedi skills. Calling upon each Force skill is a separate action.

The Jedi may roll each skill in consecutive rounds at no penalty, or may attempt to fully activate the power in one round, incurring normal multiple action penalties.

Example: Ana is trying to activate projective telepathy, which requires both a control and sense roll. • Ana can make the control roll in the first round and the sense roll in the second. She gets to roll her full die code for both Force skills, but it takes her two rounds to activate the power. • If the situation is urgent, Ana may try to activate the power in one round by rolling both control and sense in that round. This counts as two actions, so Ana would roll both control and sense at −1D.


Force Power Descriptions

Force power descriptions use the format described here.

Control, Sense, and/or Alter Difficulty

Each Force power lists the Force skills used and the difficulty rolls needed to activate the power. Gamemasters may add any other modifiers that they feel are appropriate to the situation.

Power difficulties may be affected by other modifiers: • Resistance: As listed in the difficulty description, the target may roll control or Perception to resist the effects of the power.

Relationship Modifiers

Some powers are affected by the Jedi's relationship to the target:

User and target areAdd to difficulty
Close relatives (spouse, siblings, child)
Close friends+2
Friends+5
Acquaintances+7
Slight acquaintances+10
Met once+12
Never met, but known by reputation+15
Complete strangers+20
Complete strangers, not of the same species+30

Proximity Modifiers

Some powers are affected by proximity—a target that is far away is harder to affect than one that is nearby:

User and target areAdd to difficulty
Touching
In line of sight but not touching+2
Not in line of sight, but 1–100 meters away+5
101 meters to 10 km away+7
11 to 1,000 km away+10
Same planet but more than 1,000 km away+15
Same system but not on the same planet+20
Not in the same star system+30

Required Powers

The Jedi must know all powers listed before being able to learn this power.

This Power May Be Kept "Up"

Jedi may keep some powers "up"—operating constantly without having to make new Force skill rolls every round. • If the power can be kept "up," the power description will state this; otherwise the power drops at the end of the round in which it was activated. • If a player wishes to keep a power "up," it must be announced when the power is activated. • If the power roll is successful, the power operates continuously until the character drops the power.

If a character is stunned, wounded, or worse, all "up" powers are automatically dropped.

A character who is keeping a power "up" is using the power's Force skills as long as the power is operating, and loses die codes as if taking actions.

Example: Resist stun, a control power, may be kept "up." The power is activated if the Jedi rolls the sense difficulty. The Jedi may keep the power "up," but loses −1D to all other actions.

Lightsaber combat is a control and sense power and may be kept up. The Jedi may keep the power up, but loses −2D to all other actions because lightsaber combat requires two Force skills.

Warning

Some powers are inherently evil and automatically cause a character to receive a Dark Side Point whenever they are used. (Of course, characters receive a Dark Side Point if any powers are used for evil.)

Time to Use

The "Time to Use" listing indicates how long it takes for the effect to occur. If there is no "Time to Use" listing, the power requires one round to take effect.

Effect

This is a description of how the power works.


Source: REUP:152

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