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RANKED

x
THE

FORCE
FORCE POWER Reference: UP-43

ALTER RANKED

Prerequisites: Force Rating 1+

ALTER BASIC POWER


The Force user can tap into the Living Force of their surroundings, manipulating the nearby environs.
The Force user may spend C to make all terrain currently within short range difficult terrain unlil the end of their next rum.
The Force user may spend F to make all terrain currently within short range normal terrain until the end of their next turn

COST 15

CONTROL RANGE CONTROL


Spend F and make an Spend FF to increase The Force user may spend F to give all characters within short
Average (dd) Survival power’s range by a number range of the user concealment.
check to instantly discover of range bands equal to
food, water, or other critical Range upgrades purchased.
supplies within extreme COST 10

range. COST 5

COST 5

CONTROL CONTROL DURATION STRENGTH


Spend F and share the The power can affect firm Commit C to sustain 1 Spend F to allow a number
senses of animals within terrain, such as packed conjuration per Duration of targets equal to the
range of this power, adding earth, stone or ice. upgrade purchased while it number of Strength upgrade
b to Perception and remains at medium range. to ignore this power's
Vigilance checks, and effects.
gaining other benefits. COST 10 COST 5

COST 10 COST 10

RANGE CONTROL STRENGTH CONTROL


Spend FF to increase Spend FF to make a small Spend F to allow a number Spend FF to create a
power’s range by a number patch of terrain within the of targets equal to the corrosive atmosphere in a
of range bands equal to affected area impassible. number of Strength upgrade small area within the
Range upgrades purchased. to ignore this power's effected area.
effects.
COST 10 COST 10

COST 15 COST 15

CONTROL MASTERY STRENGTH


Spend FF to upgrade the When the user activates this power without spending F gener- Spend F to allow a number
difficulty of all checks made ated from z results, add Z to all other Force power checks of targets equal to the
by opponents while in the made within this power’s area of effect. number of Strength upgrade
power’s area of effect once. to ignore this power's
When the user activates this power without spending F gener- effects.
ated from Z results, add z to all other Force power checks COST 15

COST 20 made within this power’s area of effect.


COST 25
FORCE POWER Reference: CRB-284

BATTLE MEDITATION RANKED

Prerequisites: Force Rating 2+

BATTLE MEDITATION BASIC POWER


The Force user directs allies in battle, making them more effective as a coordinated unit.
The user may spend F to add one automatic s to all checks made by a number of engaged friendly targets up to his Presence
before the end of this next turn. If the user used any z to generate F, reduce each target’s Willpower by 1 (to a minimum of 1)
until the end of the encounter. The user may not activate this multiple times.
COST 15

MAGNITUDE RANGE CONTROL


Spend F to affect a Spend F to increase When making a Battle Meditation power check, the user may
number of additional power’s range by a number make a d Leadership check as part of the pool. If the user is
targets equal to Presence of range bands equal to able to activate the power and succeeds on the check, he may
per rank of Magnitude Range upgrades purchased. send simple orders as part of the power.
upgrades purchased. COST 5 COST 10

COST 5

MAGNITUDE RANGE STRENGTH


Spend F to affect a Spend F to increase Spend F F to add one additional automatic s to affected
number of additional power’s range by a number characters. The user may activate this multiple times.
targets equal to Presence of range bands equal to COST 10
per rank of Magnitude Range upgrades purchased.
upgrades purchased. COST 10

COST 10

MAGNITUDE RANGE DURATION


Spend F to affect a Spend F to increase Commit C C C to sustain the ongoing effects of the power
number of additional power’s range by a number on each affected target while it remains in range.
targets equal to Presence of range bands equal to COST 25
per rank of Magnitude Range upgrades purchased.
upgrades purchased. COST 15

COST 15

MAGNITUDE CONTROL MASTERY


Spend F to affect a May suffer 4 strain to If no z were used to generate F, choose one skill. While
number of additional change the range of power under the effects of the power, each affected target counts
targets equal to Presence and range upgrades to as having the same number ranks in the chosen skill as the
per rank of Magnitude planetary scale. target with the most ranks in the skill.
upgrades purchased. COST 20
If the user used any z to generate F, each affected
COST 20
character must make a d Discipline check if he wishes to
resist obeying orders given by the user as part of this power.
COST 25
FORCE POWER Reference: CRB-286

BIND RANKED

Prerequisites: Force Rating 2+

BIND BASIC POWER


The Force user restrains an enemy, preventing the target from acting.
The user may spend F to immobilize a target within short range until the end of the user’s next turn. If the user used any z to
generate F, the target also suffers 1 wound per F spent on the check (ignoring soak).
COST 15

RANGE MAGNITUDE STRENGTH CONTROL


Spend F to increase Spend F F to affect Spend F to disorient the Spend F. While affected by
power’s range by a number 1 additional target target for a number of Bind, a target suffers strain
of range bands equal to within range per rank of rounds equal to Strength equal to the user’s Willpower
Range upgrades purchased. Magnitude purchased. upgrades purchased. whenever the target takes
COST 10 COST 15 COST 5
an action.
COST 10

RANGE MAGNITUDE STRENGTH DURATION


Spend F to increase Spend F F to affect Spend F to disorient the Commit C C C to
power’s range by a number 1 additional target target for a number of sustain the ongoing effects
of range bands equal to within range per rank of rounds equal to Strength of the power on each
Range upgrades purchased. Magnitude purchased. upgrades purchased. affected target.
COST 15 COST 20 COST 10 COST 15

CONTROL MAGNITUDE STRENGTH


Spend F to move the Spend F F to affect Spend F to disorient the target for a number of rounds equal
target one range band 1 additional target to Strength upgrades purchased.
closer or farther away. within range per rank of COST 15

COST 10
Magnitude purchased.
COST 25

RANGE MASTERY
Spend F to increase When the user is making a Bind power check, if the check was not already opposed, the user may
power’s range by a number roll an opposed Discipline vs. Discipline check against one target of the power. If no z were used
of range bands equal to to generate F and the user succeeds on the check, he may immediately stagger the target until
Range upgrades purchased. the end of his next turn. If any z were used to generate F and the check succeeds, the target
COST 20
suffers a Critical Injury, adding +10 to the roll per F spent on the check.
COST 25
FORCE POWER Reference: UP-40

CONJURE RANKED

Prerequisites: Force Rating 1+

CONJURE BASIC POWER


The Force user calls forth a spectral object to their hand, which lasts for a short time.
The user may spend F to create a facsimile of a Brawl or Melee weapon anywhere within engaged range. At the end of the user’s next
turn, this item dissipates. At the GM’s discretion. the user can instead conjure a simple tool and other useful low-tech item with an
encumbrance no greater than 1.
COST 20

DURATION NUMBER MAGNITUDE


Commit C to sustain 1 Spend FF to create Spend F to increase the maximum encumbrance of the facsimi-
conjuration per Duration additional, identical conjura- le that can be conjured by 2 per Magnitude upgrade purchased.
upgrade purchased while it tions equal to ranks in
remains at short range. Number upgrade purchased.
COST 10
COST 15 COST 10

MAGNITUDE CONTROL DURATION


Spend F to increase the maximum encumbrance of the facsimi- Spend F to add 1of the fol- Commit C to sustain 1
le that can be conjured by 2 per Magnitude upgrade purchased. lowing weapon qualities to conjuration per Duration
the conjuration: Defensive 1, upgrade purchased while it
Deflection 1, Stun 4. remains at short range.
COST 20
COST 10 COST 15

NUMBER CONTROL RANGE DURATION


Spend FF to create Spend F to add 1of the fol- Spend F to increase the Commit C to sustain 1
additional, identical conjura- lowing weapon qualities to range at which the facsimile conjuration per Duration
tions equal to ranks in the conjuration: Burn 3, can be conjured and upgrade purchased while it
Number upgrade purchased. Pierce 3, Vicious 3. sustained by 1 (to a max of remains at short range.
extreme).
COST 10 COST 15 COST 20 COST 15

MASTERY
Spend FFF to summon the facsimile of a creature of silhou-
ette 1 or smaller instead of an object. This creature is bound to
the user's will, and mindlessly follows that character's
commands until the end of the Force user's next turn, If the user
has the corpse of the creature being conjured to imbue with
false life, this facsimile lasts until the end of the encounter
instead, but the user gains 7 conflict for doing so.
COST 20
FORCE POWER Reference: DoH-39

EBB/FLOW RANKED

Prerequisites: Force Rating 1+

EBB/FLOW BASIC POWER


The Force user’s actions empower himself or sap strength from his foes.
Ebb: When the user makes a skill check, he may roll an Ebb power check as part of the roll. The user may spend F to suffer 1 strain,
then inflict 1 strain on all other engaged characters. The user may not activate this multiple times.
Flow: When the user makes a skill check, he may roll a Flow power check as part of the roll. The user may spend F to heal 1 strain.
The user may not activate this multiple times.
COST 10

MAGNITUDE RANGE STRENGTH


Spend F to exclude number Spend FF to affect all other characters at short range. The Force user may spend
of targets equal to Magni- F to increase the strain
tude upgrades purchased COST 10
healed or inflicted by 1.
from being affected.
COST 5 COST 10

CONTROL CONTROL STRENGTH


Spend FFF once per Ebb: When making a combined Ebb power check, may spend F to The Force user may spend
encounter to ask the GM a add t to any checks made by engaged opponents until the end of F to increase the t or a
single “yes or no” question. next turn. added by 1.
Flow: When making a combined Flow power check, may spend F to
COST 10 add a to any checks using the same skill until the end of next turn. COST 10

COST 10

MAGNITUDE CONTROL STRENGTH


Spend F to exclude number Ebb: When making a combined Ebb power check, may spend F to The Force user may spend
of targets equal to Magni- add f to any checks made by engaged opponents until the end of F to increase the f or s
tude upgrades purchased next turn. added by 1.
from being affected. Flow: When making a combined Flow power check, may spend F to
COST 5 add s to any checks using the same skill until the end of next turn. COST 10

COST 10

CONTROL CONTROL
Commit C until the end of the current encounter. For the Ebb: Once per session, if a target suffered at least 5 strain from
remainder of the current encounter, add C to all skill checks. this power, add y to the target’s next chek.
Each Z and z adds either s or a to the check; each z Flow: Once per session, if the user healed at least 5 strain from
causes the user to suffer 1 strain and gain 1 Conflict. this power, add x to the user’s next check.
COST 10 COST 20
FORCE POWER Reference: CRB-288

ENHANCE RANKED

Prerequisites: Force Rating 1+

ENHANCE BASIC POWER


When making an Athletics check, the Force user may roll an Enhance power check as part of the pool.
The user may spend F to gain s or a (user’s choice) on the check.
COST 10

CONTROL CONTROL CONTROL


Enhance can be used with Enhance can be used with Take a Force leap action; make an Enhance power check. The
the Coordination skill. the Resilience skill. user may spend F to jump horizontally to any location in
COST 5 COST 5
short range.
COST 10

CONTROL CONTROL CONTROL


Enhance can be used with Enhance can be used with When performing a Force Leap, the user can jump vertically in
the Piloting (Planetary) skill. the Brawl skill. addition to horizontally.
COST 5 COST 5 COST 10

CONTROL CONTROL RANGE


Enhance can be used with Ongoing effect: Commit C . The user increases his Brawn Spend F to increase
the Piloting (Space) skill. characteristic by 1 (to a maximum of 6). power’s range by a number
COST 5 COST 10
of range bands equal to
Range upgrades purchased.
COST 10

CONTROL CONTROL
Ongoing effect: Commit C . The user increases his Agility The user can perform a Force Leap as a maneuver instead of
characteristic by 1 (to a maximum of 6). an action.
COST 10 COST 10
FORCE POWER Reference: KoF-39

ENDURE RANKED

Prerequisites: Force Rating 1+

ENDURE BASIC POWER


When the character suffers a Critical Injury with a severity no greater than Easy (d) the character may activate Endure as an out-of-tum
incidental and commit C to temporarily ignore the effects of that injury. The character does not apply any results from the Critical
Injury or add +10 to further rolls on the Critical Injury Result table while C remains committed. When this ongoing effect ends, the
character suffers all effects of the Critical Injury (unless it has been treated).
COST 10

STRENGTH CONTROL DURATION


Increase the severity of The character can commit As an incidental, the character can activate Endure to temporari-
Critical Injury that can be one additional C to tempo- ly ignore a Critical Injury the character is already suffering, and
affected by one per Strength rarily ignore one additional which is of a severity that Endure could affect normally.
upgrade purchased. Critical Injury per Control
upgrade purchased. COST 10
COST 5 COST 5

CONTROL STRENGTH MAGNITUDE


The character can commit Increase the severity of The character can use Endure to affect allies at short range. The
one additional C to tempo- Critical Injury that can be ongoing effect ends if the distance between the characters
rarily ignore one additional affected by one per Strength increases beyond short for any reason.
Critical Injury per Control upgrade purchased.
upgrade purchased. COST 10
COST 10 COST 10

STRENGTH CONTROL STRENGTH RANGE


Increase the severity of The character can commit Increase the severity of The character can use
Critical Injury that can be one additional C to tempo- Critical Injury that can be Endure to affect allies within
affected by one per Strength rarily ignore one additional affected by one per Strength medium range. The ongoing
upgrade purchased. Critical Injury per Control upgrade purchased. effect ends if the distance
upgrade purchased. between the characters
COST 15 COST 15 COST 5 increases beyond medium
for any reason .

Lorem
COST 10

MASTERY
When activating Endure, the character may make an Endure
power check, making a Discipline check with a difficulty equal to
the severity of the Critical Injury and adding C up the charac-
ter's Force rating. If the character succeeds on the check and
generates F equal to the Severity of the Critical Injury, the
Critical Injury is not suffered.

COST 20
FORCE POWER Reference: SS-37

FARSIGHT RANKED

Prerequisites: Force Rating 1+

FARSIGHT BASIC POWER


The Force user expands normal visual sense through a connection to the Force.
The Force user may spend F to ignore the effects of darkness or blindness and see normally at up to medium range for the remainder
of the round (or one minute). This allows the user to view everthing most sentients could normally be able to see on a well lit day.
COST 5

CONTROL CONTROL CONTROL DURATION


Spend F to see microscop- Spend F to see through a Spend F to make out fine Spend F to increase
ic details of a single object single object at medium details on a single object duration by number of
within engaged range. range as through it were within medium range. rounds or minutes equal to
transparent. Duration upgrades
purchased.
COST 5 COST 5 COST 5 COST 5

RANGE DURATION CONTROL RANGE


Spend F to increase the Spend F to increase When making a Vigilance or Spend F to increase the
power’s range by a number duration by number of Perception check, make a power’s range by a number
of range bands equal to rounds or minutes equal to Farsight power check as of range bands equal to
Range upgrades purchased. Duration upgrades part of the pool and spend Range upgrades purchased.
COST 10 purchased. F to gain s or a on the COST 10
COST 5 check.
COST 10

CONTROL CONTROL MASTERY


This power gains the Spend FF to see in every Spend FF. The user can now see as thought from a spot
ongoing effect: Commit C direction simultaneously, within close range (planetary scale) of the user’s body.
after sucessfully activating noticing and observings
the Farsight power to things in a full 360 arc.
increase ranks in Perception COST 10 COST 20

by 1.
COST 15
FORCE POWER Reference: CRB-290

FORESEE RANKED

Prerequisites: Force Rating 1+

FORESEE BASIC POWER

The user may spend F to gain vague hints of events to come up to a day into his future.
COST 10

CONTROL STRENGTH
When making a skill check to determine initiative, the Force user may roll a Foresee power check Spend F to pick out
as part of the pool. He may spend F to gain s per point on the check.
COST 10
to Strength upgrades
purchased.
COST 5

MAGNITUDE RANGE CONTROL DURATION


Spend F to increase Spend F to increase Affected targets increase Spend F to increase days
targets affected equal power’s range by a number their ranged and melee into the future the user
to Magnitude upgrades of range bands equal to may see equal to Duration
purchased. Range upgrades purchased. round of combat. upgrades purchased.
COST 5 COST 5 COST 10 COST 5

MAGNITUDE RANGE RANGE STRENGTH


Spend F to increase Spend F to increase Spend F to increase Spend F to pick out
targets affected equal power’s range by a number power’s range by a number
to Magnitude upgrades of range bands equal to of range bands equal to to Strength upgrades
purchased. Range upgrades purchased. Range upgrades purchased. purchased.
COST 5 COST 5 COST 5 COST 5

CONTROL DURATION
When performing a Foresee power check as part of an initiative check, the Force user may spend Spend F to increase days
F into the future the user
COST 15
may see equal to Duration
upgrades purchased.
COST 5
FORCE POWER Reference: CGK-11

WARDE’S FORESIGHT RANKED

Prerequisites: Force Rating 1+

WARDE’S FORESIGHT BASIC POWER


The Force user can feel the Force flowing around another specific individual to gain insight into what that person might do.
The user may spend F to gain hints about what another individual within short range is likely to do in the near future.
COST 20

RANGE CONTROL - 1
Spend F to increase When making a skill check to determine Initiative, the Force user may roll a Warde’s Foresight power
power’s range by a number check as part of the pool. He may spend F to add automatic s on his first check this encounter.
of range bands equal to
Range upgrades purchased.
COST 10
COST 5

STRENGTH - 1 CONTROL - 2 DURATION - 2 DURATION - 1


Spend FF to add b equal Once per encounter, use the Spend FF to have the Spend FF to have the
to Strength upgrades basic power as a maneuver. bonuses the power grants bonuses the power grants
purchased to user’s next apply to all checks for apply to all checks for
check against the target. rounds equal to Duration rounds equal to Duration
upgrades purchased. upgrades purchased.
COST 10 COST 10 COST 10 COST 10

RANGE - 2 DURATION - 2 CONTROL - 2 MAGNITUDE - 3


Spend F to increase Spend FF to have the When performing a Warde’s When performing a Warde’s
power’s range by a number bonuses the power grants Foresight power check as Foresight check as part of an
of range bands equal to apply to all checks for part of an Initiative check, Initiative check, spend F to
Range upgrades purchased. rounds equal to Duration spend F to add a on add s or add a to ally’s
upgrades purchased. user’s first check this first check this encounter.
COST 5 COST 10 encounter. COST 10

COST 15

STRENGTH - 3 CONTROL - 3
Spend FF to add b equal When performing a Warde’s Foresight check as part of an Initiative check, if the user did not use z
to Strength upgrades to generate F, each ally adds automatic s to the results of their Initiative check. If the user used
purchased to user’s next z to generate F, the user may immediately perform an action before the encounter begins, but
check against the target. each enemy in the encounter adds automatic s to the results of their Iniative check.
COST 15
COST 10
FORCE POWER Reference: CRB-292
HEAL/HARM RANKED

Prerequisites: Force Rating 1+

HEAL/HARM BASIC POWER


The Force user bolsters his ally with renewed vigor or saps his foe of vital energy.
Heal (light side Force user only): Spend F to heal a number of wounds equal to Intellect from an engaged living creature (including
the user). The user may not activate this multiple times.
Harm: Spend F
user may not activate this multiple times.
COST 15

RANGE MAGNITUDE MAGNITUDE CONTROL


Spend F to increase Spend F F to affect Spend F F to affect Heal: If no z generated
power’s range by a number 1 additional target 1 additional target F, target heals strain
of range bands equal to within range per rank of within range per rank of equal to wounds healed.
Range upgrades purchased. Magnitude purchased. Magnitude purchased. Harm: If any z generated
COST 15 COST 5 COST 5
F, user heals strain equal

COST 20

RANGE MAGNITUDE STRENGTH CONTROL


Spend F to increase Spend F F to affect Heal: Spend F to increase Heal: Spend F to remove
power’s range by a number 1 additional target wounds healed by 1 per 1 status effect from target.
of range bands equal to within range per rank of rank of Strength upgrades. Harm: The user may spend
Range upgrades purchased. Magnitude purchased. Harm: Spend F to increase F to heal wounds equal to
COST 20 COST 10
rank of Strength upgrades. Healed character gains
COST 15

COST 20

CONTROL CONTROL MASTERY STRENGTH


Heal: Heal additional Heal: May make a Heal Heal: Once per session, Heal: Spend F to increase
wounds equal to ranks in power check combined with spend F F F F to wounds healed by 1 per
Medicine. a ddd Medicine check. restore 1 target who died rank of Strength upgrades.
Harm: If check succeeds, one after end of user’s last Harm: Spend F to increase
wounds equal to ranks in target who heals wounds turn to life.
Medicine. also heals 1 Critical Injury. Harm: Once per session, rank of Strength upgrades.
COST 20
Harm: May make a Harm when this power kills COST 15
power check combined with a target, restore one
an opposed Medicine vs. engaged character who died
Resilience check. If check this encounter to life. Each
succeeds, one target who
suffers wounds also suffers COST 20
1 Critical Injury (adding +10
to the roll per a a).
COST 20
FORCE POWER Reference: DoH-37

IMBUE RANKED

Prerequisites: Force Rating 2+

IMBUE BASIC POWER


The Force user lends strength to allies, making them more potent, resourceful, or resilient for a time.
The user may spend FF to increase one of another engaged character’s characteristics by 1 (to a max of 6) until the end of the Force
user’s next turn. This can only be used once per character per encounter. If the user uses z to generate F, the tagret increases a
second characteristic by 1 (to a max of 6) until the end of the user’s next turn, but both the Force user and target suffer 3 strain.
COST 15

STRENGTH CONTROL RANGE


In no z were used to generate F, decrease all Critical Inuries Spend F to allow the target Spend FF to increase the
suffered and inflicted by 10 per Strength upgrade purchases. If to count as having ranks in a power’s range by a number
no Z were used to generate F, increase all Critical Injuries skill equal to users ranks in of range bands equal to
suffered and inflicted by 10 per Strength upgrade purchased. the skill. Range upgrades purchased.
COST 10 COST 5
COST 5

RANGE RANGE
Spend FF to increase the power’s range by a number of range Spend FF to increase the power’s range by a number of range
bands equal to Range upgrades purchased. bands equal to Range upgrades purchased.
COST 10 COST 15

STRENGTH MASTERY DURATION


In no z were used to generate F, decrease all Critical Inuries Spend F to allow the target Commit CC to sustain
suffered and inflicted by 10 per Strength upgrade purchases. If to count as having ranks in a the effects of this power as
no Z were used to generate F, increase all Critical Injuries skill equal to users ranks in long as the target remains
suffered and inflicted by 10 per Strength upgrade purchased. the skill. in range.
COST 25 COST 10
COST 10

RANGE STRENGTH DURATION


Spend FF to increase the In no z were used to generate F, decrease all Critical Inuries Commit C to sustain the
power’s range by a number suffered and inflicted by 10 per Strength upgrade purchases. If effects of this power as long
of range bands equal to no Z were used to generate F, increase all Critical Injuries as the target remains in
Range upgrades purchased. suffered and inflicted by 10 per Strength upgrade purchased. range.
COST 15 COST 20
COST 20
FORCE POWER Reference: CRB-294

INFLUENCE RANKED

Prerequisites: Force Rating 1+

INFLUENCE BASIC POWER


The character may attempt to guide, shape, and even twist the thoughts and feelings of others.
Special Rule (Z /z use): When guiding and shaping thoughts, only z may be used to generate negative emotions such as rage,
fear, and hatred. Only Z may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions
such as confusion can be generated with either Z or z .
The character may spend F
COST 10

RANGE MAGNITUDE CONTROL


Spend F to increase Spend F to increase The Force user may make an opposed Discipline vs Discipline
power’s range by a number targets affected equal
of Range bands equal to to Magnitude upgrades spends F and succeeds on the check, he can force the target
range upgrades purchased. purchased. to adopt an emotional state or believe something untrue,
COST 5 COST 5
lasting for 1 round or 5 minutes.
COST 10

CONTROL STRENGTH
When making a Coercion, Charm, Deception, Leadership, or Negotiation check, the Force user When stressing the mind
F to gain s or a of a target, the character
(user’s choice) on the check.
COST 15 COST 10

RANGE MAGNITUDE DURATION DURATION


Spend F to increase Spend F to increase Spend F to increase Spend F to increase
power’s range by a number targets affected equal duration by number of duration by number of
of Range bands equal to to Magnitude upgrades rounds (or minutes) equal rounds (or minutes) equal
range upgrades purchased. purchased. to Duration upgrades to Duration upgrades
COST 10 COST 5
purchased. purchased.
COST 5 COST 5

RANGE MAGNITUDE DURATION DURATION


Spend F to increase Spend F to increase Spend F to increase Spend F to increase
power’s range by a number targets affected equal duration by number of duration by number of
of range bands equal to to Magnitude upgrades rounds (or minutes) equal rounds (or minutes) equal
Range upgrades purchased. purchased. to Duration upgrades to Duration upgrades
COST 10 COST 10
purchased. purchased.
COST 5 COST 5
FORCE POWER Reference: EV-37

MANIPULATE RANKED

Prerequisites: Force Rating 1+

MANIPULATE BASIC POWER


The Force user shapes machine components on a molecular level, allowing him to mend damaged mechanical systems.
The Force user may spend F to cause one vehicle or starship he is engaged with to recover one system strain. The user may activate
this multiple times.
COST 10

CONTROL STRENGTH STRENGTH


Ongoing effect: Commit C. When using this power, Ongoing effect: Commit C. Increase the system strain thresh-
One damaged weapon or spend F to cause targets old of 1 vehicle or starship at engaged range by 3 per C
item counts as being to recover 1 additional commited.
undamaged. strain or system strain, or COST 10
head 1 additional wound for
COST 5 every Strength upgrade
purchased.
COST 5

CONTROL RANGE CONTROL CONTROL


When making a Mechanics Spend F to increase the The user may spend F to When performing a combat
skill check, the user may roll power’s range by a number heal a number of wounds check against a droid, ship,
a Manipulate power check of range bands equal to equal to his Intellect on an vehicle or other mechanical
as part of the pool and may Range upgrades purchased. engaged droid. onstruct within engaged
spend F to gain s or a COST 10 COST 10 range, the user may spend
(user’s choice) on the check. spend F to inflict 1
additional strain or system
COST 10
strain on the target.
COST 10

CONTROL RANGE STRENGTH


Ongoing effect: Commit C. Increase the hull trauma threshold Spend F to increase the When using this power,
of 1 vehicle or starship at engaged range by 3 per C commited. power’s range by a number spend F to cause targets
of range bands equal to to recover 1 additional
COST 15 Range upgrades purchased. strain or system strain, or
COST 10 head 1 additional wound for
every Strength upgrade
purchased.
COST 10

CONTROL RANGE MASTERY


Ongoing effect: Commit C. Spend F to increase the When performing a Manipulate power check as part of a
Upgrade the ability of power’s range by a number Mechanics skill check, the user may spend FF to gain x on
Computers and Mechanics of range bands equal to the check.
checks once. Range upgrades purchased.
COST 15 COST 20
COST 15
FORCE POWER Reference: CRB-296

MISDIRECT RANKED

Prerequisites: Force Rating 1+

MISDIRECT BASIC POWER


The Force user creates illusions to fool those around him.
The user may spend F to make a target at up to short range unable to perceive a chosen person or object of silhouette 1 or smaller.
Until the beginning of the user’s turn, the target cannot see or sense the hidden person or object.
COST 15

RANGE DURATION STRENGTH CONTROL


Spend F to increase Commit C C to sustain Spend F F to increase The user may alter the
power’s range by a number this power while the beguiled the silhouette of the perceived appearance
of range bands equal to target remains in range. object obscured or illusion of the chosen person or
Range upgrades purchased. COST 5
created by 1 per Strength object instead of hiding it.
COST 5
upgrade purchased. COST 10

COST 5

MAGNITUDE MAGNITUDE STRENGTH CONTROL


Spend F to affect Spend F to affect Spend F F to increase May use this power
additional targets equal additional targets equal the silhouette of the to force the target to
to Presence per rank of to Presence per rank of object obscured or illusion perceive a single illusory
Magnitude purchased. Magnitude purchased. created by 1 per Strength person or object.
COST 10 COST 10
upgrade purchased. COST 15

COST 10

RANGE CONTROL STRENGTH MASTERY


Spend F to increase Commit one or more C. Spend F F to increase Spend F F to obscure
power’s range by a number Add t per C to all the silhouette of the additional objects or create
of range bands equal to combat checks targeting object obscured or illusion illusions equal to Cunning
Range upgrades purchased. the Force user. created by 1 per Strength plus Deception.
COST 10 COST 15
upgrade purchased. COST 20

COST 15

RANGE STRENGTH
Spend F to increase power’s range by a number of range Spend F F to increase the silhouette of the object obscured
bands equal to Range upgrades purchased. or illusion created by 1 per Strength upgrade purchased.
COST 15 COST 15
FORCE POWER Reference: CRB-298
MOVE RANKED

Prerequisites: Force Rating 1+

MOVE BASIC POWER


The Force user can move small objects via the power of the Force.
The user may spend F to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum
range is short range.
COST 10

MAGNITUDE STRENGTH RANGE RANGE


Spend F to increase Spend F to increase Spend F to increase Spend F to increase
targets affected equal silhouette able to be power’s range by a number power’s range by a number
to Magnitude upgrades targeted equal to Strength of range bands equal to of range bands equal to
purchased. upgrades purchased. Range upgrades purchased. Range upgrades purchased.
COST 5 COST 10 COST 5 COST 5

MAGNITUDE STRENGTH CONTROL


Spend F to increase Spend F to increase The Force user can hurl objects to damage targets, by making
targets affected equal silhouette able to be a Discipline ranged combat check combined with a Move
to Magnitude upgrades targeted equal to Strength Power check, dealing damage equal to 10 times silhouette.
purchased. upgrades purchased. COST 10

COST 5 COST 10

MAGNITUDE STRENGTH CONTROL RANGE


Spend F to increase Spend F to increase The Force user can pull Spend F to increase
targets affected equal silhouette able to be objects out of secure power’s range by a number
to Magnitude upgrades targeted equal to Strength mountings or out of an of range bands equal to
purchased. upgrades purchased. opponent’s grasp. Range upgrades purchased.
COST 10 COST 15 COST 5 COST 15

MAGNITUDE STRENGTH CONTROL


Spend F to increase Spend F to increase
targets affected equal silhouette able to be him to do whatever he would normally with his hands via this
to Magnitude upgrades targeted equal to Strength power at this power’s range.
purchased. upgrades purchased. COST 15

COST 10 COST 20
FORCE POWER Reference: CRB-300

PROTECT/UNLEASH RANKED

Prerequisites: Force Rating 3+

PROTECT/UNLEASH BASIC POWER

Protect: The user makes a Protect power check and rolls a dd Discipline check as part of the pool. Spend F F to reduce damage
from an energy-based weapon that hits himself or an engaged character by amount equal to Willpower plus 1 per s. Dark side
Force users may only protect themselves.
Unleash: The user makes an Unleash power check as ranged attack and rolls a dd Discipline check. If check succeeds and spends
FF
COST 20

RANGE STRENGTH STRENGTH CONTROL


Spend F F to increase Spend F to decrease Spend F to decrease Protect: Spend a to gain
power’s range by a number damage or add damage damage or add damage defense equal to a spent.
of range bands equal to equal to ranks of Strength equal to ranks of Strength Unleash: Spend a to
Range upgrades purchased. upgrades purchased. upgrades purchased.
COST 5 COST 5 COST 10 COST 10

RANGE MAGNITUDE RANGE CONTROL


Spend F F to increase Spend F to affect Spend F F to increase Protect: Spend F to allow
power’s range by a number 1 additional target power’s range by a number power to protect against
of range bands equal to within range per rank of of range bands equal to all types of attacks.
Range upgrades purchased. Magnitude upgrades. Range upgrades purchased. Unleash: Spend F to give
COST 10 COST 10 COST 10
the attack Ensnare 2.
COST 15

MAGNITUDE STRENGTH STRENGTH DURATION


Spend F to affect Spend F to decrease Spend F to decrease Protect: If no z generated
1 additional target damage or add damage damage or add damage F, the power reduces
within range per rank of equal to ranks of Strength equal to ranks of Strength damage of all attacks
Magnitude upgrades. upgrades purchased. upgrades purchased. hitting the target before the
COST 20 COST 15 COST 20
start of user’s next turn.
Unleash: Spend F to give
the attack Burn 2.
COST 20

CONTROL MASTERY
Protect: Light side Force users may spend 1 Destiny Point to Protect: Light side Force users may spend F F
use Protect as an out-of-turn incidental once per session. all attacks they reduce to 0 damage, dealing damage equal to
Unleash: Dark side Force users may spend 1 Destiny Point to initial attack to attacker.
use Unleash as a maneuver once per session. Unleash: Dark side Force users may spend F to reduce
COST 25
critical rating of attacks to 1.
COST 25
FORCE POWER Reference: CRB-302

SEEK RANKED

Prerequisites: Force Rating 1+

SEEK BASIC POWER


The Force user allows the will of the Force to lead the way to something lost or forgotten.
The user may spend F F to gain insight into the general location or direction of a person or object that he knows about, regardless
of current distance.
The user may spend F and succeed at a dd Vigilance check (or opposed Vigilance vs. Discipline check) to see through illusions.
COST 10

MAGNITUDE CONTROL
Spend F to gain one additional detail per Magnitude upgrade Ongoing effect: Commit C. Upgrade the ability of Vigilance
purchased. and Perception checks once.
COST 5 COST 10

STRENGTH MAGNITUDE MAGNITUDE


Spend F to eliminate 1 Spend F to gain one additional detail per Magnitude upgrade Spend F to gain one
Force-based illusion per purchased. additional detail per
rank of Strength upgrade COST 5
Magnitude upgrade
purchased. purchased.
COST 10 COST 5

CONTROL STRENGTH MAGNITUDE


Spend F to track one Spend F to eliminate 1 Force-based illusion per rank of Spend F to gain one
additional target. Strength upgrade purchased. additional detail per
COST 15 COST 15
Magnitude upgrade
purchased.
COST 15

DURATION CONTROL MASTERY


Commit C to continue Ongoing effect: Commit C C C. The user’s attacks gain Make Seek power check
tracking target even when Pierce with rating equal to Cunning plus ranks in Perception and spend F F F to
it moves. (or increases existing Pierce by an equal amount. add x to combat checks
COST 20 COST 15
against one target until the
end of the encounter.
COST 20
Reference: CRB-304
FORCE POWER

SENSE RANKED

Prerequisites: Force Rating 1+

SENSE BASIC POWER


The Force User can sense the Force interacting with the world around him.
The user may spend F to sense all living things within short range (including sentient and non-sentient beings).
The user may spend F to sense the current emotional state of one living target with whom he is engaged.
COST 10

CONTROL CONTROL
Ongoing effect: Commit C. Once per round, when an attack Effect: Spend F. The Force user senses the current thoughts
of one living target with whom he is engaged.
once. COST 10

COST 10

DURATION RANGE MAGNITUDE


Sense’s ongoing effects may be triggered one additional time Spend F to increase Spend F to increase
per round. power’s range by a number number of targets
COST 10
of range bands equal to affected by power equal
Range upgrades purchased. to Magnitude upgrades
COST 5
purchased.
COST 5

STRENGTH RANGE MAGNITUDE


When using Sense’s ongoing effects, upgrade the pool twice, Spend F to increase Spend F to increase
instead of once. power’s range by a number number of targets
COST 10
of range bands equal to affected by power equal
Range upgrades purchased. to Magnitude upgrades
COST 10
purchased.
COST 10

CONTROL RANGE MAGNITUDE


Ongoing effect: Commit C. Once per round, when making a Spend F to increase Spend F to increase
combat check, he upgrades the ability of that check once. power’s range by a number number of targets
COST 10
of range bands equal to affected by power equal
Range upgrades purchased. to Magnitude upgrades
COST 10
purchased.
COST 10
FORCE POWER Reference: KtP-39
SUPPRESS RANKED

Prerequisites: Force Rating 1+

SUPPRESS BASIC POWER


The Force user can dampen the effect of incoming Force powers, dramatically diminishing their effects on himself and his allies.
The user may spend F to add automatic f to Force power checks made against him or any ally within short range until the end of
his next turn.
COST 10

STRENGTH DURATION RANGE


Spend F to add additional automatic f equal to Strength Ongoing effect: Commit C Spend F to increase
upgrades purchased to hostile Force power checks. to sustain ongoing effects of power’s range by a number
COST 5
the power on each affected of range bands equal to
target while within range. Range upgrades purchased.
COST 5 COST 5

CONTROL RANGE
Commit one or more C ; when an opponent targets the user with a Force power, after the Spend F to increase
opponent generates F reduce the total F generated by 1 per C committed, to a minimum of 0. power’s range by a number
of range bands equal to
COST 10
Range upgrades purchased.
COST 5

STRENGTH CONTROL RANGE


Spend F to add additional automatic f equal to Strength Spend 1 Destiny point to Spend F to increase
upgrades purchased to hostile Force power checks. use Suppress as an out of power’s range by a number
COST 10
turn incidental once per of range bands equal to
session. Range upgrades purchased.
COST 10 COST 5

MASTERY CONTROL
The user may make a Suppress power check along with an Whenever a Force user targets a character affected by
opposed Discipline vs Discipline check targeting another Suppress with a hostile Force power, if that opponent used z
Force user within short range. If the user spends F F and to generate F on the check, he suffers strain equal to the
succeeds on the check, the target Force user immediately user’s ranks in Discipline.
uncommits all C and ends all ongoing effects of Force COST 15
powers and Force talents that required committed C .
COST 20

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