Lure of the Dark Side[]
The Dark Side is a powerful lure. Whenever a character reaches half their Wisdom score in Dark Side points, they may choose one of a small set of instinctively-available powers with the [Dark Side] tag to be added to their Force powers suite, which they may then use, even if they are not trained in Use the Force. Those powers are: Dark Rage, Force Lightning, Force Scream, Hatred, Lightning Burst, Tempered Aggression, and Vornskr's Ferocity.
If the character's Dark Side Score falls below half their Wisdom score (either from reducing their Dark Side Score or from increasing their Wisdom score), these powers remain in their Force power suite.
Force Power Rewrites[]
This catalog is an experimental rewrite of all the Force powers in Star Wars Saga Edition, with an eye towards making rolling Use the Force not a complete waste of time even with a low check modifier, and adding an Unleashed option for (almost) all powers.
Force powers will be tagged as-necessary, and their name lines will include the book and page from whence the original came, for comparison. [Lightsaber Form] powers are all being lumped together under a subcategory.
Note that when these go into effect, anyone who has any powers which have received substantial rewrite to the effect of significantly changing what they do or how they do it or which have otherwise received vast changes may choose to swap those powers for another power altogether. (For instance, Mind Shard is definitely getting the [Dark Side] tag. Using the Force to willfully inflict pain compliance on another sapient is pretty much the definition of the Dark Side.) Powers whose tags have been changed will be marked with an asterisk.
Additionally, I'm going to define a new tag, [Telepathic], to denote powers which explicitly operate by directly contacting the minds of others. [Telepathic] powers can never be used on mindless targets or droids, but they may be used on Shards and other inorganic, naturally-occurring sapient lifeforms. They also denote some level of mind-to-mind contact, and there may well be things out there which are hazardous to one's mental health to engage in hot brain-on-brain action with. You have been warned. (Not every power which is [Mind-Affecting] is telepathic, as [Mind-Affecting] is often used for non-Force-related powers.)
Note that powers are now have a "Tradition:" heading, which will include some information about the Force-using traditions in which they are typically found. [Telekinetic] powers are universally-available unless specified in the power's description, as manipulating the physical universe with the Force is the most intuitive thing to any Force-sensitive, even a Wild Talent, uneducated by any formal tradition, will learn. [Lightsaber Form] powers are exclusively available to members of the Jedi traditions, which includes the Sith, as an offshoot of the Jedi tradition.
Maintaining Powers[]
When you are maintaining a Force power and absent any power descriptions or feats/talents to the contrary, when you take damage you must roll a Use the Force check to maintain the power, or it ends immediately. The DC to maintain a Force power is 15 + the damage taken.
Ballistakinesis [Telekinetic] (Legacy Era 53)[]
You use the Force to spray an area with dangerous debris. Time: Standard action. Targets: All targets within a 3-square cone facing away from you, originating at any point within 12 squares of yourself and within line of sight.
Make a Use the Force check. Compare the result to the Reflex Defense of each target in the affected area. If the check result equals or exceeds the target's Reflex Defense, the target takes 3d8 points of bludgeoning, piercing and slashing damage (1d6 of each type, treated as one source of damage) and takes a -2 penalty on attack rolls until the start of your next turn. This is an area attack, and as such, targets whose Reflex Defense are not exceeded take half damage and no penalty.
Force Point: When you spend a Force Point to activate Ballistakinesis, damage is increased to 3d10 damage, targets which take half damage still incur the -2 penalty on attack rolls (targets which evade the attack altogether through feats, powers, talents, and the like, do not take the penalty) and you may aim the cone as you see fit from its origin point.
Unleashed: The area of the attack increases to every square within twelve squares of yourself and within your line of sight by spending a Destiny Point. Damage is unchanged, but you may maintain the power from round-to-round as a standard action in which you roll Use the Force again to determine what Reflex Defense you hit. Damage may be increased (and penalty applied to those who take half damage) for the duration of the power by spending a Force Point concurrent with the Destiny Point. The power's area is calculated when you make the next roll, which takes place at the end of your turn. This power is not selective barring the application of feats or talents to exclude allies from its effect.
Tradition: As a telekinetic power, Ballistakinesis is available for any Force-sensitive to take.
Battle Strike (Core 96)[]
You use the Force instead of your own prowess to guide the effect of one attack. Time: Standard action. Target: You.
Make an attack roll. Your total bonus to Use the Force replaces your BAB and any bonus you would be entitled to for having an ability bonus. Other bonuses, such as from feats like Weapon Focus, remain in effect. You still score a critical hit on a natural 20, but you do not automatically miss on a natural 1, if the adjusted result would still equal or exceed the target's Reflex Defense. If you score a critical hit with this attack, you deal double damage.
Special: If you use a lightsaber or a Sith alchemical melee weapon to make the Battle Strike, you deal additional damage if your total attack roll is high enough: 20-24 deals an additional die of damage damage, 25-29 deals an additional two dice of damage, and 30+ deals an additional three dice.
Force Point: If you spend a Force Point to augment the attack roll on Battle Strike, you deal additional damage equal to the Force Point bonus on a successful strike.
Unleashed: When you activate this power, you may choose to spend a Destiny Point when you do so. The full benefits of this power apply to every attack roll you make until the end of your next turn, and the secondary benefits last until the end of the scene. (You do not automatically miss on a roll of natural 1, critical hits deal double damage, augmenting an attack roll with a Force Point applies the Force Point roll to your damage as well as attack roll, lightsabers and Sith alchemy-enhanced melee weapons benefit from a damage increase based on the result of the attack roll.)
Blind [Telekinetic] (JATM 24)[]
Stricken from the register of powers. This is now an application of the Use the Force skill and can be used without any training whatsoever.
Cloak [Telekinetic] (Clone Wars 50)[]
You bend light around yourself, obscuring yourself or rendering yourself outright invisible to anyone looking in your direction. Time: Standard action. Target: You.
Use the Force. The result of the check determines the effect, if any.
- DC 05: Your cloak is terrible, but you may still grant yourself concealment against targets observing you from one compass direction until the beginning of your next turn.
- DC 10: Your cloak is very imperfect, but still sufficient to grant you concealment against all targets until the start of your next turn.
- DC 15: You bend light around yourself thoroughly enough to grant yourself total concealment against all targets until the beginning of your next turn. Your cloak is so perfect that targets cannot attempt to sense you at all unless equipped with some means of sensing you well outside the visible light spectrum and its near spectrum (for instance, X-Ray or microwave radar sensors; Ultraviolet and Infra-red are too close).
- DC 20: As DC 15, and you gain a +2 Force bonus to Stealth checks until the beginning of your next turn.
- DC 25: As DC 15, and you gain a +5 Force bonus to Stealth checks until the beginning of your next turn.
- DC 30: As DC 15, you gain a +5 Force bonus to Stealth checks until the beginning of your next turn, and your bending of space is sufficient to grant you a +2 bonus to Reflex Defense against energy attacks (blaster bolts, Force Lightning, lightsaber blades). Your cloak is so perfect that targets may not attempt to notice you unless equipped with some means of sensing you that bypasses the electromagnetic spectrum entirely (for example, sensing you through the Force, or detecting the gravitic presence of your body with highly-sensitive gravimetric scanners).
- DC 35: As DC 15, you gain a +10 Force bonus to Stealth checks until the beginning of your next turn, your bending of space is sufficient to grant you a +3 bonus to Reflex Defense against energy attacks and your enemies may not attempt to notice you unless they have means to do so which lie outside the electromagnetic spectrum (as DC 30).
- DC 40: As DC 15, you gain a +10 Force bonus to Stealth checks until the beginning of your next turn, your bending of space is sufficient to grant you a +5 bonus to Reflex Defense against energy attacks and your enemies may not attempt to notice you unless they have means to do so which lie outside the electromagnetic spectrum (as DC 30).
- DC 45: As DC 15, you gain a +10 Force bonus to Stealth checks until the beginning of your next turn, your bending of space is sufficient to grant you a +10 bonus to Reflex Defense against energy attacks, a +1 Force bonus to other attacks, and your enemies may not attempt to notice you unless they have means to do so which lie outside the electromagnetic spectrum (as DC 30).
- DC 50: As DC 15, you gain a +10 Force bonus to Stealth checks until the beginning of your next turn, your bending of space is sufficient to grant you a +10 bonus to Reflex Defense against energy attacks, a +3 Force bonus to other attacks, and your enemies may not attempt to notice you unless they have means to do so which lie outside the electromagnetic spectrum (as DC 30).
Special: You may maintain the Cloak power from round-to-round with two swift actions per round. If you attack in a round, the cloak fails immediately and you may be noticed with only your own Stealth and natural concealment/cover to protect you until the start of your next turn, but you may spend a standard action restoring it.
Force Point: You may spend a Force Point when you make an attack to retain your Force bonus to Stealth, even though your cloak's other effects are temporarily suspended.
Unleashed: With the effects of the Force Unleashed, light is the least of things you bend around yourself when you activate Cloak with a Destiny Point. For as long as you maintain Cloak, you may take no other actions except to move, but you have ceased to exist in the space-time location you were at. Gravity is merely a suggestion with which you orient yourself, you may move up, down, through objects freely, and may advance forward (though not backward) through time as you see fit. You move at your normal land speed, and observe freely from the "location" you are it. If you decide to move forward through time, make a Use the Force check; the result is the maximum number of years you may travel forward before you risk losing cohesion and failing to return to physical reality; if you try to push past this limit, you become one with the Force. It is also the number of combat rounds you may remain cloaked yet still viewing the galaxy with a normal frame of temporal reference before time starts to blur past you.
Tradition: Cloak was not very common before the years of the Clone Wars, but as the Clone Wars raged, a Jedi Master brought the power back to the Order and it propagated rapidly owing to its obvious use in the conflict. After Executive Order 66, however, it faded back to general obscurity. It is primarily known to the Aing-Tii Monks as an aspect of spatial folding, but is also known to traditions with an emphasis on stealth, such as the Skywardens, White Current Adepts, and Seyugi Dervishes, but any Force-sensitive character with any telekinetic-enhancing talent may learn it spontaneously, and, of course, any Force-sensitive character can learn it from a character who already knows it, such as a Jedi Master who survived Executive Order 66 and the Empire.
Combustion [Telekinetic*, Dark Side?*] (Legacy Era 53)[]
You use the Force to agitate particles in the air to create a pyrotechnic whirlwind of sparks. Time: Standard action. Target: A 2x2 area within 12 squares of yourself and within your line of sight.
Make a Use the Force check. Compare the result to the better of Reflex or Fortitude Defense of each target in the affected area. If the check result equals or exceeds a target's Reflex or Fortitude Defense, the target takes 4d6 damage and catches on Fire. If your check does not equal or exceed the better of the target's applicable defenses, the target takes half damage and does not catch fire. This is an area attack subject to powers/feats/talents that affect the function of area attacks, but it may not be deflected with a lightsaber.
The result of your Use the Force check determines the attack bonus of the fire in the first round in which it burns. This replaces the fire's normal attack bonus. For each subsequent round in which the fire burns, the fire's attack bonus is reduced to the nearest multiple of 5, until it reaches a total of +5.
Force Point: When activating this power, you may spend a Force Point to intensify the flames, causing even characters who took half damage to catch fire, and adding 5 to the fire's attack roll in subsequent rounds, to a minimum attack bonus of +10.
Unleashed: When activating this power, you may spend a Destiny Point to focus this power even where fire will not burn naturally, such as in airless wastes, by intensifying background radiation and trace particulate matter, or underwater, by intensifying the energy of the local water to well beyond the boiling point. When focused on a vehicle and unleashed, this power ignites within the target, attacking the internals and crew directly, and both the initial damage and subsequent fire bypass both SR and DR and object hardness.
Dark Side?: This power is very aggressive, and it is hard for anyone to maintain serenity whilst burning a sapient being to death. If you have a Dark Side Score of one or greater and you use it to attack a sapient creature, this power has the [Dark Side] tag for you. If your Dark Side Score is 0, or you attack non-sapient targets only (such as mindless droids) it does not.
Tradition: Despite being a telekinetic power, Combustion is a very rare and specialized application of telekinesis. Only characters from the Kro Var Shaper tradition or similar, elemental- or fire-focused Force-using traditions can take it normally, though characters of any tradition with a talent such as Telekinetic Savant may learn it.
Convection (JATM 24)[]
You alter your body chemistry, causing your skin to burn with incredible heat that leaves you and your things untouched and unharmed. Time: Swift action. Target: You.
Make a Use the Force check. The result of the check determines the result, if any.
- DC 05: Until the start of your next turn, all of your unarmed melee attacks deal +1d3 fire damage.
- DC 10: Until the start of your next turn, all of your unarmed melee attacks deal +1d4 fire damage.
- DC 15: Until the start of your next turn, all of your unarmed melee attacks deal +1d6 fire damage. Any target that takes fire damage also catches on Fire.
- DC 20: As DC 15, except your unarmed melee attacks deal +2d6 points of fire damage. You deal half your bonus fire damage to creatures that strike you with an unarmed attack, natural attack, or makes a grab or grapple attempt against you.
- DC 25: As DC 20, except your unarmed melee attacks deal +3d6 points of fire damage.
- DC 30: As DC 20, except your unarmed melee attacks deal +4d6 points of fire damage.
- DC 35: As DC 20, except your armed melee attacks deal +4d6 points of fire damage if you are wielding a simple melee weapon that can conduct the intense heat without being destroyed, such as a durasteel blade. Advanced melee weapons, such as vibropikes and lightsabers, are ruined if you attempt to use this power with them.
- DC 40: As DC 35, except you deal your full bonus fire damage to creatures that strike you with natural attacks, unarmed attacks, or grab/grapple attacks.
- DC 45: As DC 40, except you also deal 1/2 your bonus fire damage to all creatures who begin or end their turns adjacent to you.
- DC 50: As DC 45, except you deal your full bonus fire damage to all creatures who begin or end their turns adjacent to you.
Special: You may maintain Convection from round-to-round, extending the normal duration, as a swift action. You make a new Use the Force check every round.
Force Point: You may spend a Force Point when you activate Convection to cause it to deal your full bonus fire damage to all creatures that strike you with a natural attack, unarmed attack, or grapple/grab attack, regardless of your roll.
Unleashed: Activate the power without rolling. For as long as you maintain the power and don't fail to maintain it when damaged, you are considered to achieve a result of 50 on your Use the Force check to determine the effects of Convection.
Tradition: Convection is a very rare and unusual power. Only characters from the Kro Var Shaper tradition or similar, elemental- or fire-focused Force-using traditions can take it normally, though characters of any tradition with an emphasis on extreme physical self-control and prowess, such as Seyugi Dervishes or Matukai adepts, may freely learn it. Other characters may be able to learn this power by studying with a character from such a tradition.
Corruption [Dark Side] (Force Unleashed 85)[]
You channel the malevolence and corruption of the Dark Side and send a bolt of vileness coursing through an enemy. Time: Standard action. Target: One enemy within 12 squares or within line of sight.
Use the Force and if the result equals or exceeds the target's Fortitude Defense, the target is affected as follows:
- DC 05: The target takes 1d6 Force damage.
- DC 10: The target takes 1d6 Force damage, and half the amount of damage it took at the beginning of its next action.
- DC 15: As DC 10, except 2d6 Force damage.
- DC 20: As DC 10, except 3d6 Force damage.
- DC 25: As DC 10, except 4d6 Force damage.
- DC 30: As DC 10, except 5d6 Force damage.
- DC 35: As DC 10, except the target takes 5d6 Force damage and if it spends a Force Point for any reason between now and the beginning of the action after it took half damage, the target increases its Dark Side Score by 1.
- DC 40: As DC 10, except the target takes 5d6 Force damage and if it spends a Force Point for any reason between now and the beginning of the second action after it took half damage, the target increases its Dark Side Score by 1.
- DC 45: As DC 10, except the target takes 5d6 Force damage and if it spends a Force Point for any reason between now and the beginning of the third action after it took half damage, the target increases its Dark Side Score by 1.
- DC 50: As DC 10, except the target takes 5d6 Force damage and if it spends a Force Point for any reason between now and the beginning of the fourth action after it took half damage, the target increases its Dark Side Score by 1.
Special: The target, if living, may accept a Dark Side Score increase to take half damage from this power on the first attack and no damage in the subsequent round. Vehicles of Colossal (Frigate) size take double damage, vehicles of Colossal (Cruiser) and greater size take quintuple damage.
Force Point: You may spend a Force Point when you activate this power to cause all creatures adjacent to the target to take half damage if the Use the Force check exceeds their Fortitude Defense. Secondary targets do not take additional damage in the following round, nor do they risk a Dark Side Score increase.
Unleashed: Channeling your malevolence with a Destiny Point when you activate Corruption, you may target all enemies within your line of sight.
Tradition: Corruption is known primarily to Dark-Sided Force-sensitive traditions that deal mainly in combating Force traditions that follow the light, most notably the Sith. As a general combat power, for use against other targets, it's considered sub-par, as any target can evade the majority of the damage simply by accepting a Dark Side Score increase.
Dark Side: Oh yes, this is a [Dark Side] power, and may not lose that tag for any reason.
Crucitorn (JATM 24)[]
Your incredible focus and mental discipline allows you to ignore the debilitating effects of pain and trauma. Time: Reaction (to an attack or Force power made against you) or swift. Target: You.
Make a Use the Force check. The result of the check determines the result, if any.
- DC 05: You gain a +2 Force bonus to your damage threshold against the attack which triggered the reaction, or the next attack or effect you suffer damage from.
- DC 10: As DC 05, except the bonus increases to +5.
- DC 15: You gain a +5 Force bonus to your damage threshold against the next attack or power or effect you suffer damage from, and the bonus lasts until the end of the turn in which it was triggered.
- DC 20: As DC 15, except the bonus increases to +10.
- DC 25: As DC 15, except the bonus increases to +15 and lasts until the start of the next turn of the character whose attack caused the power to trigger.
- DC 30: As DC 15, except the bonus increases to +20 and lasts until the start of the second turn of the character whose attack caused the power to trigger.
- DC 35: As DC 15, except the bonus increases to +20 and lasts until the end of the encounter.
- DC 40: As DC 15, except the bonus increases to +20 and lasts until the end of the encounter, and your Reflex, Fortitude and Will Defenses are considered to be 5 points greater than they are for the purposes of resisting powers which explicitly negatively impact your condition monitor.
- DC 45: As DC 40, except the bonus to your direct defenses increases to +10.
- DC 50: As DC 40, except the bonus to your direct defenses increases to +15.
Special: The bonus to your direct defenses only applies towards effects which push you down on the condition monitor. In the case of powers that both deal damage and push you down on the condition monitor (such as Force Lightning), when resolving the damage your defenses are treated as they normally are, but when resolving the push down the condition monitor, they're resolved as if your defenses were higher.
Force Point: You may spend a Force Point when activating this power to extend its duration to the end of the encounter, even if your roll is not 35.
Destiny Point: If you want to Unleash the power of Crucitorn (Force knows why you would), you may do so without rolling, activating the power as if you had achieved a check result of 50.
Tradition: Crucitorn is available to members of any tradition with a strong emphasis on physical self-control or martial combat, including but not limited to the Jedi tradition.
Cryokinesis [Telekinetic*] (JATM 25)[]
You may use the Force to draw heat from an object, causing its temperature to drop rapidly. Brittleness soon follows. Time: Standard action. Target: One object within 12 squares of you and in your line of sight.
Make a Use the Force check. The result of the check determines the result, if any. If the target is attended, Cryokinesis is targeted as Force Disarm is.
- DC 19 or less: The object becomes rimed with frost, slippery with ice. If a character is wielding it, he must make a melee attack roll against a DC of 10. If he fails, he slips and drops the weapon.
- DC 20: As DC 19, except the target becomes very cold to the touch and more fragile. The target's DR is reduced by 5 until the end of your next turn. If the object is is mechanical or electronic, it moves -1 step down the condition track.
- DC 25: As DC 20, except the object's DR is reduced by 10. The melee attack roll to maintain grip on wielded or held objects increases to 12.
- DC 30: As DC 25, except the object's DR is reduced by 15. If the object is mechanical or electronic and active (such as an active vibroblade or datapad) the object moves -2 steps on the condition track.
- DC 35: As DC 30, except the object's DR is reduced by 20. The melee attack roll to maintain grip on wielded or held objects increases to 15.
- DC 40: As DC 35, except the object moves -3 steps on the condition track if active.
- DC 45: As DC 40, except the melee attack roll to maintain grip increases to 20.
- DC 50: As DC 45, except the object moves -4 steps on the condition track if active.
Special: An object moved to the bottom of the condition track by this power creases to function until returned to a normal operating temperature and repaired. Objects which are specially hardened against ultra-cold environments have no trouble functioning when subjected to this power, and are not affected. If any object is reduced to negative damage resistance, it takes 1d6 damage any time it is subjected to any condition which is mechanically stressful, including but not limited to being used to make an armed attack, subjected to damage, or falling from its owner's hand to the floor.
You may maintain Cryokinesis from round to round, extending the power's duration. The object moves further down the condition track as applicable. Maintaining the power is a standard action and you do make a new Use the Force check each round.
Force Point: You may spend a Force Point to increase the penalty to the object's DR by 5.
Unleashed: You cause the object so targeted to superchill extremely quickly, even as the moisture within it expands. Roll Cryokinesis normally to determine the condition check penalty, damage reduction penalty, etcetera. The object then takes damage equal to 1d6 for every whole 5 points you rolled when activating Cryokinesis. Objects which are forced into negative DR apply their DR below zero as a damage bonus to this attack, and take an additional 1d6 damage besides.
Tradition: Cryokinesis is a very rare and unusual power. Only characters from the Kro Var Shaper tradition or similar, elemental- or iced-focused Force-using traditions can take it normally. Other characters may be able to learn this power by studying with a character from such a tradition.
Dark Rage [Dark Side] (Core 96)[]
You let your hatred flow through you! Time: Swift action. Target: You.
Make a Use the Force check. The result of the check determines the effect:
- DC 0: You gain a +2 rage bonus on melee attack rolls and melee damage rolls until the end of your turn, but unfocused rage makes you reckless: you take a -4 penalty on all defenses.
- DC 05: You gain a +2 rage bonus on melee attack rolls and melee damage rolls until the end of your turn, but unfocused rage makes you vulnerable: you take a -2 penalty on all defenses.
- DC 10: You gain a +2 rage bonus on melee attack rolls and melee damage rolls until the end of your turn, but unfocused rage makes you vulnerable: you take a -1 penalty on all defenses.
- DC 15: You gain a +2 rage bonus on melee attack rolls and melee damage rolls until the end of your turn.
- DC 20: As DC 15, except the rage bonus increases to +4.
- DC 25: As DC 15, except the rage bonus increases to +6.
- DC 30: As DC 25, except you are treated as having the Cleave feat, Martial Arts I, and Power Attack feats, and regain the swift action used to activate Dark Rage. You gain no further benefit if you have any of the above feats already, but you take a -2 penalty on all defenses as the rage makes you reckless.
- DC 35: As DC 30, except you are treated as having the Dual Weapon Mastery I and Great Cleave feats.
- DC 40: As DC 35, except you are treated as having the Double Attack and Martial Arts II feat. The penalty to all defenses you take increases to -4.
- DC 45: As DC 40, except you are treated as having the Frightening Cleave and Dual Weapon Mastery II feats.
- DC 50: As DC 45, except you are treated as having the Dual Weapon Mastery III, Martial Arts III, and Triple Attack feats. The penalty to your defense scores increases to -8 as you are taken by all-consuming berserker rage.
- DC 55: As DC 50, and you are treated as if you had spent a Destiny Point to Unleash the power of Dark Rage. (See Unleashed, below.)
Special: While consumed by rage, you cannot use skills or perform tasks that require patience or concentration. This includes any use of the Use the Force skill, unless you are attempting to activate a power with the [Dark Side] tag. You may not choose to limit the Use the Force roll you use to activate Dark Rage; what you roll is what you get, even if you don't want a high roll because of the penalty to your defenses. If you already possess one of the feats that a high roll on Use the Force to activate Dark Rage would grant you for the duration of the power, you gain no additional benefit whatsoever.
Force Point: You may use a Force Point to extend the duration of Dark Rage to the end of the encounter, or to reduce the roll result rather than increase it. These uses of a Force Point must be made before rolling Dark Rage. If you extend the length of Dark Rage, or if you make a roll of 55 to activate it and automatically gain the benefit of using the Force Unleashed for it, you may not end the rage early.
Unleashed: Giving yourself wholly to the Dark Side in the heat of battle is not a good idea, but sometimes it beats the alternative... Barely. By spending a Destiny Point when you activate Dark Rage, you become a living conduit for the Dark Side, and the effect of the power lasts until the end of the encounter. Nothing in the galaxy can restore your hit points or condition monitor while you remain under this effect. You automatically activate Dark Rage with a result of 50, and you do not become inactive when your hit points fall to zero, instead going into negative hit points. You cannot fall below the -4 step for any reason, and you only fall in battle when your body has become so physically tattered that even the Dark Side of the Force is incapable of holding it together (negative hit points equaling your normal hit point total). If the battle ends in your victory, you fall and require immediate medical attention to survive, even if you were still at positive hit points when you fell. You will forever have a -1 step persistent condition that cannot be removed by any means, unless you were at a -4 persistent step when you Unleashed the Dark Rage, or the battle ends while you were at negative hit points, in which case neither the most learned and advanced medical care, the darkest and powerful Sith Lords nor the most forgiving and benevolent Jedi Masters ever to walk the Galaxy can save your life. Spending additional Destiny points cannot save you from this fate, let alone spending Force Points.
Dark Side: Moreso even than any Force Lightning-like power, Dark Rage is the Dark Side of the Force. You always gain a Dark Side Score increase when you activate Dark Rage, not merely when your check result exceeds your previous high, and Dark Rage cannot lose the [Dark Side] tag for any reason whatsoever. The Dark Rage power is one of the powers you may automatically add to your Force powers suite when your Dark Side Score reaches half of your Wisdom score.
Tradition: Literally any Force-sensitive character with a Dark Side Score of 1 or greater can learn Dark Rage.
Dark Storm* [Dark Side] (JATM 26)[]
This power was originally 'Force Storm' as found in JATM 26. It was renamed as not to conflict with the completely different power named Force Storm found in The Force Unleashed page 86.
You draw upon the malevolent nature of the Dark Side of the Force, focusing it in the form of nihilistic, damaging environmental conditions which permeate an area. Time: Standard action. Target: One designated area within 12 squares of you or in your line of sight.
Make a Use the Force check. The result of the check determines the result, if any. The effect of Dark Storm is an area effect, and your Use the Force check is compared to the Fortitude Defense of all targets within it. Those whose Fortitude Defenses are not overcome take half damage.
- DC 10: As DC 20, except your storm covers a 1-square area.
- DC 15: As DC 20, except your storm covers a 2x2 area.
- DC 20: You create a storm that covers a 3x3 square area. At least one square within that area must be within the given range of this power. All squares within the storm are filled with malevolent weather conditions that provide concealment to characters within them and deal 2d6 points of an appropriate damage within the area, as well as imposing an additional -5 penalty on Perception checks made anywhere in the scene that is not wholly sheltered from the storm. The storm lasts until the end of your next turn, as an area effect.
- DC 25: As DC 20, except the storm covers a 4x4 area.
- DC 30: As DC 20, except the storm covers a 5x5 area.
- DC 35: As DC 20, except the storm covers a 6x6 area.
- DC 40: As DC 20, except the storm covers an area of 36 contiguous squares with at least a 3x3 square.
- DC 45: As DC 20, except the storm covers an area of 49 contiguous squares, with at least a 4x4 square.
- DC 50: As DC 20, except the storm covers an area of 64 contiguous squares, with at least a 5x5 square.
Special: The weather conjured is appropriate to the environment, but always exaggerated and devastating. An overbuilt urban area like Coruscant might conjure a driving maelstrom of acid rain; an icy waste like Hoth would yield a blizzard. Under the water might create an oil slick, while space might yield an asteroid field or an area of intense, focused cosmic radiation. You may maintain the power from round to round as a standard action, and may direct the core of the storm to relocate up to 3 squares/round. If conjured in starship scale, the storm deals 2d10x2 damage. Though the size of the storm doesn't change from round to round, you must re-roll each round, to determine the whether or not your overcame the Fortitude Defense of targets in that round.
Force Point:You may spend a Force Point when activating this power to increase the damage dealt by the storm by 2 dice.
Unleashed: Spending a Destiny Point to Unleash the power of a Dark Storm intensifies it immensely. All targets within it enjoy total concealment and all Perception checks made within the scene are at a -10 penalty unless wholly sheltered. Damage in character scale increases to 2d10x2; damage in starship scale increases to 2d10x5.
Tradition: Not a terribly common power, Dark Storm is known to the Sith and Nightsisters of Dathomir, as well as to elemental traditions (such as the Shapers of Kro Var) and traditions which enjoy a study of many different facets and flavors of the Force, such as the Aing-Tii Monks. Any character with a Dark Side Score equal to their Wisdom might learn this power, however, by surviving and deriving inspiration from extremely hostile natural environments, such as the acid rain of Vjun.
Dark Side: Dark Storm is not a power that Dark-Siders may spontaneously learn. However, Dark Storm does dampen the effect of Force Light within its area; if the Use the Force check made to activate Dark Storm was higher, then the Force Light does not function within the area of the storm. If the character from which the Force Light is emanating is within the area of the storm, the Force Light is suppressed altogether. If the Use the Force check to activate Force Light was higher, it functions normally, and shields all targets with a Dark Side Score of 0 from the damage of the storm within its area of effect.
Dark Transfer [Dark Side] (Legacy Era 53)[]
You use the Dark Side of the Force to restore vitality to a living ally. Time: Standard action. Target: One other living creature touched.
Make a Use the Force check. The result of the check determines the effect, if any.
- DC 5: The target heals hit points equal to 1/2 your character level, minimum 1.
- DC 10: The target heals hit points equal to your character level.
- DC 15: The target heals hit points equal to twice your character level.
- DC 20: The target heals hit points equal to thrice your character level.
- DC 25: The target heals hit points equal to quadruple your character level.
- DC 30: The target heals hit points equal to quadruple your character level and moves +1 step up along the condition track.
- DC 35: The target heals hit points equal to quadruple your character level and moves +2 steps up along the condition track.
- DC 40: The target heals hit points equal to quadruple your character level and moves +3 steps up along the condition track.
- DC 45: The target heals hit points equal to quadruple your character level and moves +4 steps up along the condition track.
- DC 50: The target heals hit points equal to quadruple your character level and moves +5 steps up along the condition track.
Special: The Dark Side of the Force does not heal very readily, whether oneself or another. Each time you use Dark Transfer, you move -1 persistent step down the condition track and you gain 1 Dark Side Point. You must rest for eight hours to remove this condition. If for any reason this power loses the [Dark Side] tag, you no longer gain a Dark Side Point when using this power, but still move -1 persistent step down the condition track.
Force Point: You may spend a Force Point to avoid moving one step down the condition track, by making the beneficiary of your healing move one persistent step down the condition track instead. They may choose to reject this condition, in which case the power fails unless your Use the Force check exceeded their Will Defense +5. If this power loses the [Dark Side] tag, you need not inflict the persistent step upon your ally; spending the Force Point alone is enough to remove the sacrifice of moving -1 step along the condition track.
Unleashed: You may spend a Destiny Point when you activate this power. When you do, you have the following options:
- Activate the power without rolling, achieving a check result of 50 automatically.
- Target every ally within six squares of yourself, healing them all equally (but only moving one persistent step down the condition track.)
- Target an enemy instead. You become the beneficiary of the healing; your target moves -1 persistent step and loses half the hit points you heal. Exercising this option is always a Dark Sided act, even if the power has lost its [Dark Side] tag. A target reduced to 0 hit points is always slain, even if the hit points they lose were insufficient to drop them on the condition track. Your Use the Force roll must exceed the enemy's Will Defense +5 or the power fails.
Tradition: As a [Dark Side] power which fights against the nature of the Dark Side by causing healing, Dark Transfer may be learned only by Dark Side characters who possess the Vital Transfer power (swapping Vital Transfer for Dark Transfer at their option when their Dark Side Score equals half their Wisdom score), or by characters who are taught the power by a master who possesses knowledge of it. (This essentially includes any master of any Dark-Sided tradition.)
Detonate [Telekinetic] (Legacy Era 53)[]
You can perceive points of weakness within an object and use the Force to telekinetically put pressure on those points, shattering the object with significant force. Time: Standard action. Target: One unattended object within 12 squares of you and in your line of sight.
Make a Use the Force check. The result of the check determines the effect, if any.
- DC 5: the object takes 1d4 points of damage.
- DC 10: The object takes 1d6 points of damage.
- DC 15: The object takes 2d6 points of damage.
- DC 20: The object takes 4d6 points of damage.
- DC 25: The object takes 6d6 points of damage.
- DC 30: The object takes 8d6 points of damage.
- DC 35: The object takes 10d6 points of damage.
- DC 40: The object takes 12d6 points of damage.
- DC 45: The object takes 14d6 points of damage.
- DC 50: The object takes 16d6 points of damage.
Special: Targeted objects do not benefit from damage reduction or shield rating. When an object is destroyed with the Detonate power, it shatters violently, inflicting the damage rolled against it against all targets sharing space with it, as an area attack that may be resisted normally. The result of your Use the Force check is compared to all such targets' Reflex Defenses to determine if they take full or half damage. An object of Small or Medium size has a 1-square splash range, an object of Large or Huge size has a 2-square splash, an object of Gargantuan or Colossal has a 3-square splash, and if you somehow destroy a Colossal (Frigate) or larger target with this power, the GM will adjudicate as necessary. Note that vehicles are only considered unattended objects if they are unable to maneuver, such as by being disabled, or by having their speed or Dexterity scores reduced to 0, or by being uncrewed or inactive.
Force Point: By spending a Force Point when activating this power, you may double the damage dealt to the object only. Secondary damage to targets caught in the shattering storm of debris is as-normal.
Unleashed: By spending a Destiny Point when invoking Detonate, you may sustain the power from round-to-round as a standard action, rolling again in each subsequent round and dealing additional damage. You may also target attended objects and animate objects, though you must overcome their Reflex Defense (or Reflex Defense as calculated against sunder attacks, if an attended object on a character's person). Note that while a droid would be considered an animate object, a droid which lacks non-heroic class levels is a character, not an animate object, and not a valid target. A manned ship maneuvering and fighting remains an animate object, however you must still overcome its Reflex Defense each round.
Tradition: As a telekinetic power, Detonate is open for Force-users of all traditions to learn.
Drain Energy (JATM 25)[]
You use the Force to drain the energy from a powered object, such as a blaster's power pack or a power generator. Time: Standard action. Target: One powered weapon or object within line of sight.
Make a Use the Force check. The result of the check determines the outcome, if any. If you are targeting any attended object, your check result must also overcome the Will Defense of the character attending it.
- DC 05: As DC 20, only you drain a Fine powered object.
- DC 10: As DC 20, only you drain a Diminutive or smaller powered object.
- DC 15: As DC 20, only you drain a Tiny or smaller powered object.
- DC 20: You drain the energy cell or cells powering a Small or smaller weapon or powered object. You drain the object of its energy, and it cannot be used until its energy cells are replaced or recharged.
- DC 25: As DC 20, except you drain a Medium or smaller target.
- DC 30: As DC 20, except you drain a Large or smaller target.
- DC 35: As DC 20, except you drain a Huge or smaller target.
- DC 40: As DC 20, except you drain a Gargantuan or smaller target.
- DC 45: As DC 20, except you drain a Colossal or smaller target.
- DC 50: As DC 20, except you drain a Colossal (Frigate) or smaller target.
Special: If you target an object which is powered by a generator, you drain the generator instead. A generator which has been rendered cold is inert and must be refueled, an operation which typically takes about two hours under peaceful conditions. Most starships have backup generators which kick in, however; draining a ship as a single target drains its primary generators, and leaves a ship drifting and unable to maneuver or fire (but not unshielded) for two rounds while the backups kick in, and thereafter the ship proceeds at a -2 persistent step until its primary power plants can be fired up from a cold start. Draining a subsystem (such as a specific weapon battery, or the ship's shield generators) leaves that subsystem cold.
Cold-starting a generator which has gone cold but is still structurally sound in combat is a procedure known as warbucking, and only the most skilled, or most desperate, starship crews will attempt it, as doing it wrong can cause most forms of generator to explode violently. The exact procedure varies depending on the type of generator, whether it obtains power by annihilation of neutronium, nuclear fission, geothermal tapping or rotodynamic hydro- or aero-dynamic power generation. Regardless, it requires the engineer making the attempt to make three DC 25 Mechanics checks as a full-round action in three subsequent turns. If the first fails, the procedure is aborted and the fuel is wasted. If the second fails, the generator has a bad start and takes sufficient damage as to require a full strip-down and repair to fix. If the third fails, the generator explodes violently, dealing significant damage to anyone nearby if it was a personnel-scale generator, and dealing significant damage to the ship if it was a shipboard generator.
Force Point: You can spend a Force Point to increase the size of the target drained by one, to Colossal (Cruiser).
Unleashed: Unleashing the power of Drain Energy on a single target increases the size of the object you may drain by four size categories. If you push the drain above Colossal (Station), there is no limit to the size of the object which may be drained, the exact effects of draining things such as Death Stars or regular stars to be adjudicated by the GM. If targeted more locally, roll the dice as normal, and you drain the power of every object of the indicated size category or below within the narrative scope of the scene. Without additional talents/force secrets, you cannot control which objects are drained.
Tradition: Drain Energy is a common power, known to most Force-using traditions, including (but not limited to) the Jedi and their offshoots. Wild Talents generally can't develop it on their own without extensive training and study, however.
Energy Resistance (KotOR 50)[]
You use the Force to protect you from damage caused by energy, sonic, fire, cold, and electrical sources. Time: Standard action. Target: You.
Use the Force. The result determines the effect, if any.
- DC 05: You gain damage reduction 5 against one of the eligible sources of damage until the beginning of your next turn.
- DC 10: As DC 05, but you gain resistance to two of the potential sources of damage.
- DC 15: As DC 05, but you gain resistance to three of the potential sources of damage.
- DC 20: You gain resistance 5 to all sources of energy damage until the beginning of your next turn.
- DC 25: As DC 20, except resistance increases to 10.
- DC 30: As DC 20, except resistance increases to 15.
- DC 35: As DC 20, except resistance increases to 20.
- DC 40: As DC 20, except resistance increases to 20, and the power lasts for one round after you stop maintaining it.
- DC 45: As DC 20, except resistance increases to 20, and the power lasts for two rounds after you stop maintaining it.
- DC 50: As DC 20, except resistance increases to 20, and the power lasts for three rounds after you stop maintaining it.
Special: You can maintain Energy Resistance from round to round, extending the normal duration. Maintaining Energy Resistance is a swift action, but you have to roll even if you take damage which was wholly absorbed by your energy shield. If you fail to maintain it, the power lasts until your next action begins. Rolls to maintain Energy Resistance are made at the beginning of your next action, only one roll is made, and the DC only counts the single highest-damage attack you took, +1 per additional attack.
Force Point: You can spend a Force Point to activate Energy Resistance as a reaction, costing your next standard action.
Unleashed: You activate Energy Resistance as normal, and apply its effects to a number of allies within six squares and in line of sight equal to 1/2 your character level. Attacks on your allies that are not covered by the power's protection do not count towards maintaining the power, but attacks on them that are of a type of energy screened by Energy Resistance do. Again, you only roll once, using the single highest-damage attack to calculate DC, +1 for every additional attack.
Tradition: Energy Resistance is a common defensive power, known instinctively to Force-users the galaxy over. During and prior to the Great Sith Wars era (circa ~4,000 BBY - ~1,000 BBY), practically every Force-user in the galaxy knew the power, and it enjoyed a resurgence of popularity during the Clone Wars.
Enlighten [Light Side, Mind-Affecting, Telepathic*] (Legacy 53)[]
You reach out to an ally telepathically, sharing visions of the near future to give the ally an edge or to protect them from harm. Time: Swift action or reaction. Target: One ally within 12 squares of you and in your line of sight.
Make a Use the Force check. The target may use the check result instead of one attack roll, skill check, or opposed check it makes before the start of your next turn, or the target may employ the check result in place of one of its defenses until the start of your next turn.
Force Point: You may spend a Force Point when you activate this power to prolong the effect until the end of your next turn.
Unleashed: You may spend a Destiny Point when invoking this power. If you do so, Enlighten affects all your allies who may be affected by [Telepathic] powers within the narrative scope of the battle you are involved in, regardless of line of sight or distance.
Tradition: Enlighten is a reasonably obscure power, known to the Jedi, their off-shoots, and the more introspective Force-using traditions. It comes naturally, however, to anyone who has a talent from the Natural Telepath tree or the Farseeing power.
Farseeing (Core 96)[]
You gain an amount of information based on events that are happening, have happened, or may happen, in some point of space or to someone. Time: Dramatic action (full-round in combat). Target: Any place you are intimately familiar with or are present at, any person you know or can perceive, any dramatic event you lived through or have become intimately acquainted with, or any object you are intimately familiar with or have in your possession.
Make a Use the Force check. If the target has a Will Defense, or is an object being attended by a character, you must overcome it to learn any information about that target if it would object to you learning such information. If the target does not have a Will Defense, would not object to your Farseeing against them, or cannot object, the information you gain is determined by the result of your check:
- DC 05: You may learn the current status of a character or object, limited to such broad terms as "alive/intact" or "dead/destroyed", and "attended/unattended" or "at rest/in action".
- DC 10: You may learn more detailed information about the object, such as "healthy/whole" or "injured/damaged", as well as the difference between "resting peacefully/idle/unconscious" and "light activity (such as eating or reading one's mail), concentrated activity (such as traveling on foot, piloting some kind of vehicle, performing some sort of work requiring a skill check), and strenuous activity (engaging in battle, exercising, performing manual labor)".
- DC 15: If focusing on the present, you learn in general terms what is transpiring. For an object, you might learn that it is at rest in a closet or being used for repairs. For a person, you might learn that they are engaging in battle with the Empire or conversing with someone (by name if the someone is known to the person using Farseeing, in general descriptions such as "a Zeltron male", if unknown)". If you focus on a place, you will learn what is happening there in broad, but specific, terms, such as "being destroyed by the Death Star", or "being the location of a peace conference between the Desilijic Clan of Hutts and the Corporate Sector Authority), and if you focus on a specific event you were present for, you may relive it, perceiving exactly what you perceived before, but with the ability to make a new Perception check to perceive something you may have overlooked in the past. (You may make a new Perception check to see if you overlooked something once a level, or once a month, whichever comes first.) If you focus on a person and there is grave danger or immense pain happening to them at present, or in their immediate or near futures, this fact overrides any information you were trying to glean. If you obtain this result while engaged in battle, your Initiative score is increased by 5.
- DC 20: You gain a localized understanding of what is happening to the subject of your Farseeing in the present, perceiving the immediate vicinity of the subject of your Farseeing (to a range of 6 squares) as if you were present at the location, and perceiving that which is beyond that range in vague terms. (You might see Imperial forces, but you would not be able to determine if they were Stormtroopers, Novatroopers or Dark Troopers, nor would you be able to discern any type of TIE fighter, only that there are TIE fighters engaged in the battle.) If you focus on a place, you may perceive what is happening in any space you are physically present at when you see in the past, or you may perceive what has happened in any space you are intimately familiar with but at which you are not present (such as determining what is happening at the Jedi Temple on Yavin IV when you're in hyperspace, for instance). If you focus on the future, you may gain a rough understanding of what is in your near future (such as "battle" or "conversation" or "meeting an old friend"), or the near future of someone, something, or someplace known to you, in similar terms. If you obtain this result in battle, your Initiative score is increased by 10, and you receive a +5 bonus to all defenses and reactive, defensive uses of Use the Force for the next round.
- DC 25: You gain a detailed understanding of what is happening or has happened. If you are Farseeing on a person, you perceive what you would see if you were present where they are (and perceive with any senses they possess that you do not, to boot, as well as any possessed by you but not them), out to the better of your or their lines of sight, and may make Perception checks as normal to note obscure details. If you focus on a place you are present at, you may see what has transpired in full detail at any specific time in the past, as long as you either know an exact amount of time which has passed since then, or are in possession of a detailed description of at least one sense's understanding of what transpired (such as a jonesing spice-addict's recollection of hearing a lightsaber battle from a concealed location) as if you were there and able to move around. If you obtain this result in battle, your Initiative score is increased by 20, you receive a +5 bonus to all defenses and reactive, defensive uses of Use the Force in the next round, which decreases by 1 for each round that passes, and all opponents are flat-footed against you until the end of your next round.
- DC 30: You gain a detailed understanding of what might happen. You receive a detailed vision of what might happen in or to a place, person, or thing known to you when a rough time period or event specified by you occurs (such as "when Leia Organa-Solo and Lando Calrissian next meet" or "What will Jedi Master Luke Skywalker be doing a fortnight hence?"). This vision is not perfect; the actions of characters with a higher character level than you may cause the outcome to change, or even to fail to come to pass altogether, and your own actions may directly or indirectly change them or cause them to fail to come to pass. If you obtain this result in battle, your Initiative score is increased by 30, you receive a +5 bonus to all defenses and reactive, defensive uses of Use the Force in the next round, which decreases by 1 for each round that passes, and all opponents are flat-footed against you until the end of the round after your next.
- DC 35: You gain a rough understanding of abstract future events that are in motion, even if they are not happening to a person, place, or thing intimately familiar to you. For instance, you could inquire about the future weal or woe of a given corporation or political entity over a rough time period (such as "how will Industrial Automaton do over the next two weeks", or "how will the Empire fare over the next year?"). These predictions are broad, but generally reliable, provided your actions or the actions of others who know the result of your vision don't cause them to change (for instance, inciting a bank run to cause a dramatic fall in the stocks of a giving banking corporation that you predicted doing well, or assassinating Chief of State Borsk Fey'lia to cause dramatic alterations in the New Republic's future).
Special: In times of a galactic pall of the Dark Side of the Force, such as that leading up to and surrounding the Empire, the Farseeing power may be wholly unreliable for seeing the future, but this unreliability will be known to those attempting to use Farseeing. Sometimes, someone who has this power will receive flashes of insight or visions when resting, meditating, sleeping, or otherwise giving themselves to the Force, even if they don't actively use this power. Such flashes will always be relevant to their interests, but seldom relevant to their present predicaments; they may nevertheless be useful. (A lightsaber duelist might recieve a flash of a long-ago Jedi Knight in combat, demonstrating enough of a lightsaber technique for them to be interested in learning it themselves, for example.) In times of a localized pall (such as one hanging over a subject or place known to you), the result is merely an increase in DC to gain the information you are seeking. If you have the Perfect Telepathy talent, you can share a vision you have with any number of willing characters who may touch you, and your character level in characters at remote places.
Force Point: If you spend a Force Point on Farseeing, you bypass the need to roll and gain an important, relevant vision the Force (I.E., the Gamemaster) feels you need to see. This may be intimately related, or wholly unrelated, to what you are attempting to farsee, however, it will be important. (For instance, this is how Luke Skywalker learned that Leia Organa was his fraternal twin sister, with nothing more than Yoda's implication that there was another hope for a 'last Jedi,' whom for all Skywalker knew could have been a clone of Galen Marek, or someone else equally unknown to him.)
Unleashed: The future is always in motion, and the past is set in stone. Stone is, however, surprisingly malleable, especially if subjected to the unstoppable force that is time, and some forms of stone float in water. If you spend a Destiny Point to Unleash the power of Farseeing, nothing happens... Immediately. You are, however, likely to find that you may have been living a perfect vision of time's advance, rather than the actual march of time, if you should stumble blindly into disaster. Or perhaps you won't; perhaps you'll simply receive a single message from the future that will come to pass when and if it becomes appropriate. Unleashing the power of Farseeing requires an inordinate amount of trust in the will of the Force, and requires that the character so unleashing it have less than one-half their Wisdom score in Dark Side Score. If their Dark Side Score increases to half or greater their Wisdom score, the Unleashed Farseeing snaps into them, rendering them unconscious and at a -4 condition step when they awaken.
Tradition: Farseeing is a power which requires great patience and contemplation to master, as well as some degree of submersion in the Force. Any Jedi offshoot may learn it, and the default is to assume that any Force-sensitive may learn it unless their tradition is too active or physical, for example excluding (but not limited to) Matukai Adepts (too physically focused), Seyugi Dervishes (too physically-focused), Kro Var Shapers (too distrustful of powers 'invisible' to the elements), and Skywardens (too physically-focused).
Fear [Dark Side, Mind-Affecting, Telepathic*] (KotOR 50)[]
You reach out through the Force, instilling in your enemies the sudden need to take to their heels and vacate the area immediately. Time: Swift action. Target: One creature within 12 squares and within line of sight.
Use the Force. The result determines the effect, if it also equals or exceeds the target's Will Defense.
- DC 05: The target is slightly unnerved until the end of their next round. If they roll a natural 1 on a skill check, the skill automatically fails.
- DC 10: As DC 05, but the target automatically fails on skill checks and attack rolls that roll a natural result of 1 or 2.
- DC 15: The target is very unnerved until the end of their next round. The target automatically fails on natural d20 rolls of 2 or less, and may take only one standard action in the next round, and must fight defensively.
- DC 20: As DC 15, but the target may only take one move action on its round.
- DC 25: As DC 15, but the target may only take one swift action on its round.
- DC 30: As DC 15, but the target may take no action on its round except fighting defensively, in addition to being unable to make attacks of opportunity.
- DC 35: The target is taken by fear and must attempt to escape your presence on its next round by the most expedient route possible. It automatically fails on skill checks and attack rolls that roll a natural result of 2 or 1. If cornered, it will attempt to hide or plead for its life, taking the fighting defensively action (and it cannot make attacks of opportunity), but if attacked, the effect is broken and the target may act normally.
- DC 40: As DC 35, but the duration extends to the target's next two rounds.
- DC 45: As DC 35, but the duration extends to the target's next three rounds.
- DC 50: As DC 35, but the duration extends to the target's next four rounds.
Special: The target may accept a Dark Side Score increase to shake off the effect of this power entirely, channeling fear into anger. You may choose to limit the result of your Use the Force check made to activate this power.
Force Point: When you successfully activate this power, you may spend a Force Point to impose a -2 penalty on all of the opponent's defenses until the beginning of your next turn.
Unleashed: Channeling the power of the Force Unleashed, you issue a powerful telepathic urge for all nearby targets to flee. By spending a Destiny Point, you can make the effect of Fear apply to all opponents within your line of sight.
Tradition: Fear is not considered optimal as a general combat power, as the target(s) may simply negate the effects by accepting a Dark Side Score increase. Its proliferation was generally restricted to the Dark-Sided traditions who engaged primarily in battling with specifically Light-Sided traditions, for whom taking a Dark Side Score increase would be almost or more debilitating than accepting the effects of fear: to wit, it was known and proliferated primarily by the Sith. Nevertheless, it remains a power which any Force-user with a Dark Side Score equal to half their Wisdom score or greater may learn freely.
Dark Side: Yes, Fear is a [Dark Side] power. It may lose that tag, however, if the character somehow finds a way to do so, to channel fear without letting it flow through themselves.
Fold Space (JATM 25)[]
You can use the Force to bend space, transporting an object almost instantaneously from one place to another. Time: Full-round action. Target: One held or unattended object within 6 squares or line of sight, or one vehicle you occupy.
Make a Use the Force check. The result of the check determines the maximum size of the object you can transport and the distance you can transport it.
- DC 05: You can move a Diminutive or smaller object up to 6 squares.
- DC 10: You can move a Tiny or smaller object up to 6 squares.
- DC 15: You can move a Small or smaller object up to 6 squares.
- DC 20: You can move a Medium or smaller object up to 6 squares.
- DC 25: You can move a Large or smaller object up to 12 squares.
- DC 30: You can move a Huge or smaller object up to 18 squares.
- DC 35: You can move a Gargantuan or smaller object up to 24 squares or to any location within line of sight.
- DC 40: You can move a Colossal or smaller object up to 30 squares or to any location within line of sight.
- DC 45: You can move a Colossal (Frigate) or smaller object up to 36 squares or to any location within line of sight.
- DC 50: You can move a Colossal (Cruiser) or smaller object up to 42 squares or to any location within line of sight.
Special: Line of sight is unlimited, as long as the character can discern sufficient detail of the location to name it to the GM. For instance, "in orbit of the brightest star in the night sky" is a valid location to name with a roll of 35 or greater. The person invoking this power may also name a location he can see in real time, such as by holonet transmission. An object being moved which was selected by line of sight appears within the stated number of squares of the character. Unwilling characters or their possessions may not be transported by Fold Space, but willing characters and/or their possessions may be. Characters may not be transported into a dangerous location by this power: it fails if the character would find the destination immediately or indirectly deadly.
Force Point: Increase the maximum size of the object you are transporting by up to two size categories, and double the distance the object may be transported. Alternatively, by spending a Force Point, you may attempt to move an attended object or an unwilling creature, but you must overcome their Will Defense.
Unleashed: You may transport yourself and the object(s) you are capable of moving to any place in the universe you can name and have a sufficient mental image of to unambiguously picture in your head. For instance, you could be deep in the wild spaces, receive word that the Jedi Temple is under attack, make a roll sufficient to transport yourself and your ship, and instantaneously arrive at Yavin IV in time to roll Initiative and join the fight. You also increase the maximum size of the object being transported by three size categories, and if you push it above Colossal (Station), there is no limit to the size of object you may transport.
Tradition: Fold Space is an exceptionally rare and obscure power, the result of millenia of meditation and study by the Aing-Tii Monks. This power is only available to learn from an Aing-Tii master, and it would take very extreme circumstances or a very extraordinary trade of Force secrets for them to teach it to a member of a fundamentally incompatible tradition, such as the Jedi.
Force Blast [Telekinetic] (Force Unleashed 86)[]
You use the Force to conjure balls of compressed air and debris that you can hurl at enemy targets. Time: Standard action. Target: You.
Make a Use the Force check. The result determines the effect, if any.
- DC 5: You create a weak ball of air and energy that you can hurl as a ranged weapon (with the range of a blaster pistol; may not exceed Short Range). When thrown (as a standard action in another round), this ball of energy deals 1d6 damage and adds half your heroic level (if any) to damage and is made as a ranged attack against Reflex Defense. Any feats or talents applicable to Simple Weapons apply to this telekinetic ball. You are considered proficient with this weapon.
- DC 10: As DC 5, but you may spend a swift action to maintain the power from round-to-round.
- DC 15: As above, but the ball deals 2d6 damage.
- DC 20: As above, but the ball deals 3d6 damage.
- DC 25: A second ball forms in your other hand, if empty. (If you have more than two hands, only one additional ball forms, in any empty hand.) The second ball may be thrown in the same round as the first as a full-round action which includes maintaining the power, if that is so desired. This counts as wielding two weapons, at the normal penalties, which may be reduced by the Dual Weapon Mastery series of feats.
- DC 30: As above, but a third ball forms immediately after the first is thrown, and may be thrown after the second ball at the same attack roll the second was thrown at -5.
Special: You may maintain this power, even if all of your hands become occupied. You cannot use Force Blast without empty manipulating digits, but if you maintain the power, when your manipulators become unoccupied, you may resume the use of this power freely. However, if you have any power from the Alter talent tree or any talent primarily relevant to telekinetic powers, you may use Force Blast freely if you have a tiny object (such as a blaster pistol or unlit lightsaber) in your hands.
Force Point: You are treated as having the next progressive Dual Weapon Mastery feat when throwing Force blasts. (I.E., if you have no such feats, you will be treated as if you had Dual Weapon Mastery I. If you have Dual Weapon Mastery II, you will be treated as if you had Dual Weapon Mastery III. You may choose to spend this Force Point after seeing the result of the Use the Force check made to activate the power.
Unleashed: Two options exist.
- Option 1: In the first round you use the power, as a full-round action, you enter a maddened frenzy of hurling force blasts, hurling two blasts that deal 3d6 damage (plus half your heroic level) at your full BAB (regardless of any penalties that would normally arise from not being proficient with dual weapons,) at all hostile targets within range. Afterward, the power functions as appropriate to your Use the Force roll.
- Option 2: You hurl one massive blast of energy as a full-round action. This blast deals 5d6 damage plus your heroic level to all targets along a line 40 squares long and two squares wide, or until it hits an object at least Huge in size which is anchored to the ground. Non-heroic enemies and objects are flung by this blast into any dangerous situations that might be in their proximity (over cliffs, into gears or molten steel, etcetera), heroic enemies are knocked prone. Afterward, you form energy balls as appropriate for your Use the Force result.
Tradition: As a telekinetic power, Force Blast is available to any Force-using tradition.
Force Disarm [Telekinetic*] (Core 97)[]
You remove an opponent's weapon or other possessed object by using the Force to rip it from his grasp or holster. Time: Standard action. Target: One creature within 6 squares and line of sight.
Make a Use the Force check. Use this check in place of a normal attack roll when Disarming an opponent. If your disarm attack succeeds, you may choose to have it drop to the ground in the opponent's fighting space (very useful if you used a ready action to make them drop, say, a grenade they have just primed), fling the object up to six squares in any direction (such as off a cliff) or into your hand (if you make it travel to yourself, in which case you will need a free hand to retrieve it, or at least a free pocket to deposit it in).
Special: Feats that improve disarm attacks (such as the Improved Disarm feat) do apply to Force Disarm.
Force Point: You may spend a Force Point to damage or destroy the target instead. If your disarm attack succeeds, the weapon takes damage equal to the Use the Force check result. If the object is damaged but not destroyed, attacks made with it are made at the cumulative penalty of its penalty on the condition monitor and your own (potentially -20, if both you and your weapon are at -4 steps). You must declare that you are using this option before making your disarm attack.
Unleashed: Unleashing the power of the Force to relieve one's opponents of their weapons is highly effective. Choose one weapon attended by one target within your line of sight. That weapon flies into your hand or to any other place you choose; nothing can prevent this, not even Rebuke. All other weapons wielded by targets you wish to remove from their owners are subject to a normal Force Disarm effect, flying up to 12 squares towards you if the disarm succeeds, and fall in the target's fighting space if it fails.
Tradition: As a telekinetic power, Force Disarm is available to any Force-using tradition.
Force Grip [Telekinetic*] (Core 97)[]
You use the Force to choke or crush your enemies. Time: Standard action. Target: One target within 6 squares or within line of sight.
Make a Use the Force check. The result of the check determines the effect, if any.
- DC 05: The target takes 2d6 points of damage and may act normally.
- DC 10: The target takes 2d6 points of damage. If your Use the Force check equals or exceeds the target's Fortitude Defense, the target may only take a move action on his next turn.
- DC 15: The target takes 2d6 points of damage. If your Use the Force check equals or exceeds the target's Fortitude Defense, the target may only take a swift action on his next turn and may not be moved by any force or power unless that force or power exceeds your Use the Force check.
- DC 20: As DC 15, except the target takes 4d6 damage.
- DC 25: As DC 15, except the target takes 6d6 damage.
- DC 30: As DC 25, except a second eligible target takes 2d6 damage and loses all but their swift action.
- DC 35: As DC 30, except the second target takes 4d6 damage.
- DC 40: As DC 30, except the second target takes 6d6 damage.
- DC 45: As DC 40, except a third eligible target takes 2d6 damage and loses all but their swift action.
- DC 50: As DC 40, except the third target takes 4d6 damage.
Special: You may maintain your concentration on the targeted creature(s) to continue damaging it (them) from round to round. Maintaining the Force Grip is a standard action, and you must make a new Use the Force check each round. The targeted character(s) may save up their swift actions from round-to-round: two saved swift actions equal a move action, and a banked swift action and move action equal a standard action. In this way, a target may struggle to raise a blaster and fire it at you, or hurl a lightsaber at you.
Force Point: You may spend a Force Point when you activate Force Grip to add an additional eligible target to the creatures affected; a creature targeted through the use of a Force power suffers damage and any penalties as if they were a primary target.
Unleashed: By spending a Destiny Point when you activate Force Grip, you lift the target(s) affected into the air, dangling helplessly. You may freely smash them into objects/other characters and otherwise move them as if they were grasped by a Move Object sufficient to levitate a character of Medium size (whether they are larger or smaller), they move with you as you move if you so wish them to move, and you may smash them into things as you grip them, or levitate them helplessly over a cliff and drop them.
Tradition: A quintessential telekinetic power, Force Grip is available to members of any tradition.
Force Light [Light Side] (JATM 25)[]
Make a Use the Force check. The result of the check determines the result, if any.
- DC 05: As DC 15, only targets take only 1d2 damage.
- DC 10: As DC 15, only targets take only 1d3 damage.
- DC 15: As DC 20, only targets take only 1d4 damage, and the range is 4 squares.
- DC 20: Until the end of your next turn, any creature with a Dark Side Score of 1+ that begins or ends its turn within 6 squares of you automatically takes 1d6 points of Force damage and a -1 penalty on attack rolls. This is an area affect.
- DC 25: As DC 20, except the damage increases to 2d6 points.
- DC 30: As DC 20, except the damage increases to 3d6 points.
- DC 35: As DC 20, except the damage increases to 4d6 points.
- DC 40: As DC 35, except targets with half their Wisdom score in Dark Side Points take a -2 penalty on attack rolls; targets with a Dark Side Score equal to their Wisdom score or greater take a -3 penalty. The range of the power increases to 8 squares.
- DC 45: As DC 40, except targets with their Wisdom score in Dark Side Points cannot behold you unless their Perception check can overcome your Force Light check. Otherwise, you have total concealment against them, though they still know in which square you are.
- DC 50: As DC 45, except your beacon of the light is so intense that characters with a Dark Side Score of 0 gain 1d6 temporary hit points per round while they remain within your aura at this level of intensity. The distance of this power increases to 10 squares.
Special: You can maintain Force Light from round to round, extending the normal duration. Maintaining the Force Light power is a standard action, and you make a new Use the Force check each round. If you take damage, you must roll Use the Force to maintain the power as normal.
Force Point: You may spend a Force Point to increase the damage dealt by Force Light by +1d6 damage, which lasts until the power lapses.
Unleashed: Unleashing the power of Force Light with a Destiny Point causes you to literally burn away the Dark Side of the Force. Targets affected by this power lose one Force power with the [Dark Side] tag from their Force pool per round they remain in your Force Light aura. If they run out of powers with the [Dark Side] tag, they begin losing Dark Side Score at a rate of 1 per round, moving one step down on the condition track for every Dark Side Point they lose. If they reach 0 Dark Side Score, they lose all powers remaining in their Force power suite and are unable to summon sufficient burning emotions to call upon the Dark Side of the Force until a number of days equal to the number of Dark Side points they lose have passed.
Tradition: Force Light is a power pioneered by the Jedi for protection against Dark Sided Force-users, notably their own twisted offspring the Dark Jedi who became the Sith, but it has since spread to most Force-using traditions which recognize the Light and Dark sides and are dedicated to the Light (such as the Baran Do Sages, or Tyia).
Force Lightning [Dark Side] (Core 97)[]
The most iconic Dark Side power, you let your hatred flow through your hands and manifest as arcs of electricity blasting into your enemy's bodies. Time: Standard action. Target: One enemy in line of sight. (Uses Pistol ranges; may not exceed Short range.)
Make a Use the Force check. If the Use the Force check equals or exceeds the character's Reflex Defense, it deals damage; if it exceeds their Fortitude Defense and their Reflex Defense, the character moves down on the condition track. If it fails to equal or exceed their Reflex Defense, the attack fails altogether.
- DC 10 or less: The target takes 1d6 points of energy damage and moves -1 step on the condition monitor.
- DC 15: The target takes 2d6 points of energy damage and moves -1 step on the condition monitor.
- DC 20: As DC 15, except the target takes 4d6 points of damage.
- DC 25: As DC 15, except the target takes 6d6 points of damage.
- DC 30: As DC 15, except the target takes 8d6 points of damage.
- DC 35: As DC 30, and you may fire a second blast that deals 2d6 points of damage at any target at a -5 penalty; the same target cannot fall another step on the condition monitor if struck twice in one round.
- DC 40: As DC 35, except the second target takes 4d6 points of damage.
- DC 45: As DC 35, except the second target takes 6d6 points of damage.
- DC 50: As DC 35, except the second target takes 8d6 points of damage.
Special: You may sustain Force Lightning from round-to-round, though doing so requires a swift action to keep up the charge and another standard action to fire. You need a free manipulator hand to use Force Lightning: if you use it with a hand in which you are holding a complicated weapon, the weapon takes damage. If your check result allows you to target two targets, you need an additional free hand to target the second target. You may choose not to attack a second target, for example, so as not to fry one's own lightsaber. If your hands are mechanical and electrically-conductive, you damage yourself and move yourself down the condition track if you use Force Lightning, but you still successfully attack your target. Non-complicated weapons (such as metal swords and staves) are unaffected, and in fact make very dramatic devices with which to project Force Lightning: this is one reason why Sith tend to prefer double-bladed lightsabers over dual-wielding lightsabers, and why some Sith still use simple blades enhanced with alchemy over vibroblades or lightsabers.
Force Point: You may spend a Force Point to move a struck target an additional -1 step along the condition track as a reaction to successfully hitting it with Force Lightning. Alternatively, you may spend a Force Point to make your activation of Force Lightning a 6-square area cone instead of a single-target attack.
Unleashed: A character who has plumbed the depths of the Dark Side and clawed his way back to the Light (raised their Dark Side Score to equal their Wisdom score and then lowered it back to 0) may spend a Destiny Point at any time to unleash the lightning within them with quiet instead of rage; Force Lightning and any other Lightning-based powers lose the [Dark Side] tag for those characters. In the present era, only Jedi Master Kyle Katarn and Jedi Knight Jaden Korr are known to have accomplished this, and they wouldn't recommend the experience, but there is another.
Lightning: Force Lightning is particularly hazardous to the user if rebuked or redirected with a lightsaber. If the user is struck with a rebuked or redirected blast from their own Force Lightning, they may not choose to end the power and they do not roll to maintain the power from damage; in fact, even other sources of damage may not cause them to lose the power when they become locked in a feedback loop. A shot of Force Lightning which has been successfully rebuked may not be counter-rebuked by its original user, and the Rebuke power returns to the user's power suite immediately.
Tradition: As one of the quintessential Dark Side powers, Force Lightning is available to any character following most Dark-Sided traditions, as well as being available for any character with a Dark Side Score of 1 or greater to learn. It is one of the powers a character whose Dark Side Score equals half his or her Wisdom score may learn spontaneously, and may be used untrained.
Force Scream [Dark Side, Telekinetic*] (KotOR 50)[]
You issue an intense sonic scream, amplified by the Force. Time: Standard action. Target: All creatures that are within 12 squares of you and can hear you.
Use the Force. If the result equals or exceeds the target's Fortitude Defense, the target sustains damage as determined by the results of your Use the Force check.
- DC 05: The targets take 1d6 points of sonic damage, and their damage threshold is reduced by -1 until the end of your next turn.
- DC 10: As DC 05, but the targets take 1d6 damage and their threshold is reduced by -2.
- DC 15: The targets take 1d6 points of sonic damage, and their damage threshold is reduced by -5 until the end of your next turn.
- DC 20: As DC 15, but the targets take 2d6 damage.
- DC 25: As DC 15, but the targets take 3d6 damage.
- DC 30: As DC 15, but the targets take 4d6 damage.
- DC 35: The targets take 4d6 points of sonic damage, their damage threshold is reduced by -5 until the end of your next turn, and they are deafened until the end of your next turn.
- DC 40: As DC 35, but the targets take 5d6 points of sonic damage.
- DC 45: As DC 35, but the targets take 5d6 of sonic damage and their damage threshold is reduced by -10.
- DC 50: As DC 35, but the targets take 6d6 of sonic damage, their damage threshold is reduced by -10 until the end of your turn after your next turn, and they are deafened for that same period.
Special: This power does not function in airless environments, but its dice size increases by one if used in an especially dense environment, such as water or a complete atmosphere of sulfur hexaflouride. Characters with protected hearing, such as those wearing earmuffs or electronic noise compensators, or which have cybernetic ear augmentation/replacement or who are droids, or which cannot hear you owing to being deaf, reduce the damage dice by one size.
Force Point: You may spend a Force Point when activating the power to increase the penalty to the target's damage threshold by -5.
Unleashed: You issue the scream of a lifetime with an Unleashed Force Scream. Activate Force Scream without the need to roll; you automatically attain a result of 50.
Tradition: Issuing a scream of fear, anger, rage, hatred, or similar emotions, and having it resonate and amplify through the Force, is one of the simplest and most primal things any Force-sensitive can learn. Any Force-sensitive with a Dark Side Score of 1 or greater can learn Force Scream.
Dark Side: Yes, but there's nothing stopping you from removing the tag, which you may do by spending a Destiny Point if your Dark Side Score reaches zero while you know the power. Force Scream is one of the [Dark Side] powers which any character may learn upon attaining a Dark Side Score equal to 1/2 their Wisdom score.
Force Shield [Telekinetic] (Force Unleashed 86, Legacy Era 54)[]
You use the Force to create a bubble of telekinetic energy around yourself, protecting you from harm. Time: Reaction or swift. Target: You.
Make a Use the Force check. The result of the Use the Force check determines the effect, if any.
- DC 05: You gain a shield rating (SR) of 2, until the beginning of your next turn. This shield is formed of pure telekinetic force, and falls by 5 every time it is subjected to an attack. When this shield is gone, the power ends.
- DC 10: You gain a shield rating (SR) of 5, until the beginning of your next turn. This shield is formed of pure telekinetic force, and falls by 5 every time it is subjected to an attack. When this shield is gone, the power ends.
- DC 15: You gain a shield rating (SR) of 5, until the beginning of your next turn. This shield is formed of pure telekinetic force, and falls by 5 every time it is subjected to an attack, even if the attack fails to penetrate and deal damage.
- DC 20: As DC 15, except you gain SR 10.
- DC 25: As DC 15, except you gain SR 15.
- DC 30: As DC 15, except you gain SR 20.
- DC 35: As DC 15, except you gain SR 20 and restore 10 points of SR every time you bolster your shield.
- DC 40: As DC 15, except you gain SR 20, restore 10 points of SR every time you bolster your shield, and may bolster it once as a free action.
- DC 45: As DC 15, except you gain SR 20, restore 10 points of SR every time you bolster your shield, and may bolster it twice as a free action, but not in the same round.
- DC 50: As DC 15, except you gain SR 20, restore 10 points of SR every time you bolster your shield, may bolster it twice as a free action (but not in the same round,) and the SR only falls by 5 if its SR is overcome by an attack.
Special: You may maintain your concentration on a Force Shield to continue to gain the benefit of the power's SR from round to round, extending the duration. Maintaining the Force shield power round-to-round is a swift action. Even if the power's SR is reduced to 0, the power's effect does not end unless the character chooses to cease maintaining the power. The shield may be recharged as a standard action once per round, with a DC 15 Use the Force check. The shield recharges by 5, to a maximum SR set by the initial Use the Force check. If the Force shield is invoked by or for a target which is already shielded, damage is applied to the Force shield before the regular shield. Targets of any size may by shielded in this manner, provided the person shielding the vessel (by using the Force) is crewing an important function aboard the ship. Note that purely optical weapons (such as laser beams) ignore this purely telekinetic SR.
Force Point: Add 5 SR to the shield rating you call into being.
Unleashed You create shields on a number of allies equal to your heroic level who are within your line of sight at the time the Use the Force check made to activate the power is made. Afterward, you maintain the shields on all targets with one swift action per round, and may recharge all targets' shields with one Use the Force roll. Yes, you may potentially shield a fleet this way.
Tradition: As a flashy, visible telekinetic power of significant usefulness, Force Shield is available to any Force-using tradition not focused on subtlety and going unnoticed, such as the White Current Adepts and Skywardens... But as a telekinetic power, such characters may learn it instinctively anyway, their fellows will simply frown upon them.
Force Slam [Telekinetic*] (Core 97)[]
You pound one or more creatures with the Force. Time: Standard action. Targets: All creatures within a 6-square cone and within line of effect.
Make a Use the Force check. Compare the result to the Fortitude Defense of all targets caught in the cone. If the result equals or exceeds the target's Fortitude Defense, it takes 4d6 points of Force damage and is knocked prone. If the result is less, it takes half damage and is not knocked prone. This is an area effect.
Force Point: When you use this power, you may spend a Force Point to deal an additional 2d6 points of damage to all targets.
Unleashed: The power of an Unleashed Force Slam is incredible. Characters struck by an Unleashed Force Slam are knocked back one square for every full 5 points the character unleashing it rolls, and take falling damage as if they had fallen the distance they were knocked back if the strike an object or character. (Struck objects or characters also take this damage.) All characters struck by this power (or struck by characters struck by this power) are knocked prone and lose their next move action.
Tradition: A quintessential telekinetic power, Force Slam is available to any Force-sensitive.
Question and Comments: This seems a bit too simple in comparison to other powers. How about adding DC checks with corresponding damage dice and range? Maybe even a concentrated attack for one enemy if there are no others in its range.
I think I am going to make my own page soon, with some rules regarding events that are unlikely to happen, but at least we will have those rules anyway. -WaveRaider.
Force Storm [Telekinetic, Dark Side?*] (Force Unleashed 86)[]
This is the version of Force Storm that appeared in Force Unleashed on Page 86.
You use the Force to create a whirlwind of debris around yourself. Time: Standard action. Target: You.
Make a Use the Force check. You create a vortex of debris around yourself that deals 2d6 points of damage to all adjacent targets at the end of your turn. The result of your Use the Force check determines the duration of the effect, if any.
- DC 15 or less: 1 round.
- DC 20: 2 rounds.
- DC 25: 4 rounds.
- DC 30: 6 rounds.
- DC 35: 8 rounds.
- DC 40: 10 rounds.
- DC 45: 12 rounds.
- DC 50: 14 rounds.
Force Point: You may spend a Force Point to deal an extra 2d6 points of damage with a Force Storm. Unleashed: Unleashing the power of the Force Storm yields an incredibly potent maelstrom of air and debris that extends two squares from you and batters at characters within it. All skill checks made within your Force Storm are at a -5 penalty unless the Fortitude Defense of the character making them exceeds the Use the Force check you made to activate Force Storm. Melee attack rolls made within the storm are at a -2 penalty, and your storm inflicts a -5 penalty on ranged attacks made whose line of effect crosses the storm.
Dark Side?: If you accept a Dark Side Score increase when you activate Force Storm, you suffuse the storm with crackling Dark Side energy, and it gains the [Dark Side] tag. For the duration of the storm, you may not be affected by powers with the [Light Side] tag.
Tradition: The Force Storm power tends to be found amongst elemental, shamanistic, and Dark-Sided traditions, such as the Sith, Kro Var Shapers, and Felucian Shamanic traditions, but as a telekinetic power, any Force-sensitive with any talent dealing with improving telekinetic control or potency, or who has a tutor who knows the power, may learn it.
Force Stun [Telepathic*, Mind-Affecting*] (Core 98)[]
You call upon the Force to overload an enemy's senses, potentially stunning them. Time: Standard action. Target: One creature within 6 squares or line of sight.
Make a Use the Force check. Compare the result to the target's Will Defense. If the check result equals or exceeds the target's Will Defense, the target moves -1 step along the condition track. For every 5 points by which you exceed the target's Will Defense, the target moves an additional -1 step along the condition track.
Force Point: When you use Force Stun, you may spend a Force Point to move the target an additional -1 step along the condition track.
Unleashed: Unleashing the power of Force Stun can induce total and persistent sensory overload. A character struck by an Unleashed Force Stun moves an additional -1 step along the condition track, and condition steps inflicted by this power are persistent until the character has time to spend at least an hour with their eyes closed in total silence.
Tradition: Force Stun is an obscure power, mostly practiced by members of Force-using traditions who would prefer to render an opponent helpless to continue fighting so as to take them into custody than to cause them permanent mental anguish. The Jedi tradition (and its offshoots) have access to this power, as do most contemplative or Light-Sided traditions, but more martial, physical traditions do not, nor do wild talents unless they possess a talent from the Natural Telepath talent tree.
Force Thrust [Telekinetic] (Core 98)[]
You use the Force to thrust a single target away from yourself quite violently. Time: Standard action. Target: One object or character within 12 squares and within line of sight.
Make a Use the Force check. The target makes an opposing Strength check. The target is thrust back 1 square, plus an additional square for every 5 points by which you exceed the target's check result, and falls prone at the end if your Use the Force check exceeded its Strength check (else it remains upright). This movement provokes attacks of opportunity by all targets except you. The target, if it strikes something, suffers 2d6 points of damage for every square it should have flown.
A target struck by the flung object suffers damage as if the flung target were a falling object, multiplied per square it would have flown. Your check result must exceed the Reflex Defense of animate secondary targets, else they successfully evade the flying character.
For example, a Jedi rolls Use the Force to activate Force Thrust with a +13 modifier. She rolls a 7, totaling 20. She targeted a weak, small droid, which rolled a 1 - with a STR mod of -1 and a size modifier of -5, her roll is 25 points over its roll, causing it to fly 5 additional squares, or 6 squares in total. If the droid flies back and strikes an object, it suffers 12d6 points of damage, more than enough to reduce most small droids to junk; if another character is in the way with a Reflex Defense equal to or less than 20, they would suffer 6d6 points of damage as the droid is a Small object; the droid would, if it survived by some miracle, fall prone in an adjacent square.
The target adds the inverse its size modifier to Stealth to its Strength check to resist being flung. (I.E., an AT-AT would add 20.)
Force Point: You may spend a Force Point to apply a -5 penalty to the target's Strength check to resist your Force Thrust. Additionally, you increase the distance the target flies by 1 square, even if their Strength check exceeds your Use the Force check.
Unleashed: You may spend a Destiny Point to give all targets in your way a Force Thrust to remember. Choose a target and roll a Use the Force check. Double the result. All targets on a straight line between you and the nearest object/wall/spaceship sturdy and massive enough to resist your Force Thrust traced with that target on the line become intimately acquainted with the solid object. All targets within the area of effect of your Unleashed Force Thrust are flung into the object in question, take 5 damage for every 5 points by which your Use the Force check exceeded their Fortitude Defense (The nearest target whose Fortitude Defense your Use the Force check did not exceed is the target everything strikes, if not a wall) and falls prone in that square.
Tradition: As a telekinetic power, Force Thrust is available to all Force-sensitive characters.
Force Track (JATM 26)[]
You look to the Force for guidance, picking up the trail of the quarry you hunt. Time: Swift action. Target: You.
- DC 05: As DC 15, except the creature must have passed within the last minute.
- DC 10: As DC 15, except the creature must have passed within the last ten minutes.
- DC 15: You determine the path taken by a specific creature you designate, provided you are within line of sight of the path taken by your target. You can track the creature (as per the Track application of the Survival skill) without needing to make any rolls, provided the creature you are tracking passed within the last hour.
- DC 20: As DC 15, except the creature need only have passed in the last day.
- DC 25: As DC 20, except the creature may have passed as long as one week ago.
- DC 30: As DC 25, however you also see the trail of every creature which has passed within the last minute. By focusing on a trail for one round, you learn that creature's size category, species, age and gender, and the weight they and their burdens totaled when they passed. You instinctively differentiate the trails of armed characters trained for action from those of civilians.
- DC 35: As DC 30, except you see the trail of every creature which has passed within ten minutes. By focusing on the trail for for two rounds, you can see a ghostly impression of them as they passed the area, allowing you to see them in full detail, including what equipment they wore and burdens they carried, sufficient to allow you to pick them out of a crowd later.
- DC 40: As DC 35, except you see the trail of every creature to pass in the last hour, seeing the ghostly outline of all of them, yet are capable of processing this information instantly. You can focus on any of them perfectly, whether to follow your quarry or to pick up a new trail.
- DC 45: As DC 40, except the trail of every character to pass in the last day.
- DC 50: As DC 50, except the trail of every character to pass in the last week.
Force Point: You may spend a Force Point to designate a group rather than a single character as your quarry, and may pick up the trail of any of them when they break off from the others.
Unleashed: Sometimes known as having the Eyes of the Force, Unleashing the power of Force Track makes it a permanent part of your senses, available as long as you have any sensitivity to the Force remaining. You need not roll, you can instinctively pick up on the trails of any character who has passed within the last hour, as if you had rolled a check result of 40. You may attempt to roll if you'd like to attempt to achieve a result of 45 or 50.
Force Whirlwind [Telekinetic] (KOTOR 51)[]
You may call upon the Force to surround the enemy in a swirling vortex of telekinetic energy, lifting them from the ground and buffeting them with air and debris. Time: Standard action. Target: One enemy within 12 squares and within line of sight.
Use the Force and compare the result to the target's Fortitude Defense, adjusted by the inverse of its size modifier to Stealth. Targets with more than two legs, who are prone when you activate the power, or are otherwise especially stable enjoy a +5 bonus to their Fortitude Defense. If your check result equals or exceeds the target's Fortitude Defense, it is affected as follows. Targets larger than Colossal (Frigate) may not be effected by Force Whirlwind.
- DC 05: The target takes 1d6 points of bludgeoning damage and a -1 penalty on attacks and skill rolls while within the whirlwind, but the character may escape simply by walking out.
- DC 10: As DC 05, but the target's penalty is -3.
- DC 15: The target is lifted into the air about three meters, spun around and buffeted by air and debris. It is held immobile, takes 1d6 points of bludgeoning damage whilst within the whirlwind, and all attack rolls and skill checks made are at a -5 penalty. The character cannot escape unless it has a fly speed or can figure out some other means of moving itself out of the whirlwind (such as employing an ascension gun to drag itself out, or using Athletics to grip onto nearby high objects and pull itself free).
- DC 20: As DC 15, but the target takes 2d6 points of damage.
- DC 25: As DC 15, but the target takes 3d6 points of damage.
- DC 30: As DC 15, but the target takes 4d6 points of damage.
- DC 35: As DC 15, but the target takes 4d6 points of damage and the penalty to skill and attack rolls increases to -10.
- DC 40: As DC 15, but the target takes 5d6 points of damage and the penalty to skill and attack rolls increases to -10.
- DC 45: As DC 15, but the target takes 6d6 points of damage and the penalty to skill and attack rolls increases to -10.
- DC 50: As DC 15, but the target takes 6d6 points of damage and the penalty to skill and attack rolls increases to -15.
Special: You can maintain Force Whirlwind as a move action from round to round, making a new Use the Force roll in each round. If the target exits the whirlwind through any means, the power ends immediately. While the target is suspended in the whirlwind, you may move the whirlwind (and the target) up to 3 squares per round. The whirlwind cannot sustain more than one Medium character in it at a time; potentially it can scoop up two Small characters, four Tiny characters, eight Diminutive characters, or sixteen Fine characters, though it can scoop up characters two sizes smaller than the largest character in it without counting them against the total. (I.E., a single whirlwind could potentially contain one Medium character, four Tiny characters, and sixteen Fine characters.) If more characters enter the whirlwind than it can sustain (for instance, if you unwisely attempt to move it into the space of another character, or an ally of the contained character enters their square to retrieve their friend), the power fails and the character falls to the ground (or on top of the other character) dealing and taking falling damage and falling prone.
Force Point: You may spend a Force Point when you activate the power to increase the penalty to skill checks and attack rolls by an additional -5.
Unleashed: Unleashing the power of Force Whirlwind with a Destiny Point, you create a potent and large weather system of 2x2 squares. Each square can contain one medium character (and/or additional smaller characters, as above).
Tradition: Force Whirlwind is common in shamanic traditions, such as those of the Felucian natives, as well as those of elemental-aspected Force-sensitives, such as the Kro Var Shapers. Any Force-sensitive who lives through an intense atmospheric weather system can derive the appropriate inspiration to learn the power, however, as can any character taught by a character who knows such a power. It was a commonplace combat power as of the era of the Jedi Civil War, but had fallen out of favor as early as two centuries later.
Hatred [Dark Side] (JATM 26)[]
It is arguable whether or not there is any purer expression of the Dark Side of the Force than Hatred. As the purest enmity flows through you, it reaches a critical mass and radiates from your body in palpable waves. Time: Standard action. Targets: See text.
Make a Use the Force check. The result of the check determines the result, if any.
- DC 05: As DC 10, except the penalty decreases to 0.
- DC 10: As DC 15, except the damage decreases to 1d4.
- DC 15: Until the start of your next turn, any creature that starts its turn within 6 squares of you takes 1d6 points of Force damage and takes a -1 penalty to all defenses.
- DC 20: As DC 15, except the damage increases to 2d6.
- DC 25: As DC 20, except the penalty increases to -2.
- DC 30: As DC 25, except the damage increases to 4d6.
- DC 35: As DC 30, except the penalty increases to -3.
- DC 40: As DC 35, except the damage increases to 6d6.
- DC 45: As DC 40, except the penalty increases to -4.
- DC 50: As DC 45, except the damage increases to 8d6.
Special: You may maintain Hatred from round to round, extending the normal duration. Maintaining the Hatred power is a swift action, and you must make a new Use the Force check each round. Hatred will burn out someone who uses it very swiftly, however: the user of Hatred takes his Dark Side Score in Force damage each round, and if the number of rounds he maintains Hatred exceeds his Dark Side Score, this damage doubles. Additionally, the character suffers a penalty to all his defenses against powers with the [Light Side] descriptor equal to the number of rounds he's maintained Hatred.
Force Point: You may spend a Force Point to increase the damage dealt by Hatred by +1d6 and the penalty by -1.
Unleashed: Spending a Destiny Point to invoke Hatred is possibly the most Dark-Sided thing a character can do. It extends the range of Hatred to the narrative scope of the scene. Characters who are not within line of sight of the character who has invoked Hatred do not take physical damage, but the oppressive Hatred affects them anyway, as a [Mind Affecting, Telepathic] effect. Non-heroic characters cease to function, either seeking to hide or take shelter, heroic characters lower-level than the person invoking Hatred move a number of steps down on the condition track equal to the difference in their heroic levels, which go away the moment Hatred is no longer maintained. (Higher-level characters are unaffected.) Note that this includes the crew of ships.
Inertia (JATM 27)[]
You can use the Force to shift your body's inertia, allowing you to perform impossible stunts. Time: Move action. Target: You.
Make a Use the Force check. The result determines the effect, if any.
- DC 05: As DC 10, only one-quarter your speed.
- DC 10: You may move up to half your speed along a wall as thought it were the ground, ignoring the normal effects of gravity for the duration of this movement. If you are not on the ground when you end this movement, you fall to the ground unless you can catch yourself on something with an Acrobatics or Athletics check.
- DC 15: As DC 10, only your full normal speed along a wall.
- DC 20: As DC 10, only your normal speed +2 squares along a wall.
- DC 25: As DC 10, only your normal speed +4 squares along a wall.
- DC 30: As DC 25, only you may consider any surface to be "down," ignoring the ambient gravity (or lack thereof).
- DC 35: As DC 30, except the duration of this power extends until the end of your next turn.
- DC 40: As DC 35, only the duration extends to the end of the second-to-next turn.
- DC 45: As DC 40, only the duration extends until the end of the encounter.
- DC 50: As DC 45, only the duration extends until the end of the day.
Force Point: You may spend a Force Point to extend the speed you move by +2 squares.
Unleashed: You may spend a Destiny Point to share the effect of Inertia with a number of allies up to your character level, and automatically activate the power with a roll result of 50.
Inspire [Light Side, Telepathic*] (JATM 27)[]
You draw upon the Light Side of the Force, filling them with hope, courage, serenity, friendship; whatever emotions resonate most to bolster their minds and spirits against that which would sap their morale. Time: Swift action or reaction to an ally within that range coming under effect of an eligible power. Targets: All allies within 6 squares of you and within your line of sight.
Make a Use the Force check. The result of the check determines the result, if any.
- DC 05: All willing allies and yourself gain a +2 Force bonus to Will Defense against [Mind-Affecting] and fear effects until the end of your next turn, reduced by their Dark Side Score.
- DC 10: As DC 05, except the bonus increases to +5.
- DC 15: As DC 05, except the bonus increases to +10.
- DC 20: As DC 05, except the targets are immune to [Mind-Affecting] and fear-based effects if their Dark Side Score is 0.
- DC 25: As DC 20, and the targets gain a +2 bonus to all their defenses against [Dark Side] effects or powers, reduced by their own Dark Side Score.
- DC 30: As DC 25, except the bonus against [Dark Side] effects and powers increases to +5.
- DC 35: As DC 25, except the bonus against [Dark Side] effects and powers increases to +10.
- DC 40: As DC 25, except the targets are immune to [Dark Side] powers if their Dark Side Score is 0.
- DC 45: As DC 40, except the targets gain a general +2 bonus to all defenses, cumulative with bonuses above against [Dark Side] powers, reduced by their Dark Side Score.
- DC 50: As DC 45, except general bonus to all defenses increases to +5.
Special: You can maintain Inspire from round-to-round, extending the normal duration. Maintaining Inspire requires two swift actions, and you must make a new Use the Force check each round.
Force Point: You may spend a Force Point when you activate the power to grant each target 2d6 bonus hit points when the power is first activated.
Unleashed: When you spend a Destiny Point to unleash the inspiring power of the Force, you draw upon the endless reserves of resolve and courage possessed by every member of your Force-using Tradition who lived the path of the master and stood firm and resolute against the Dark Side, and became One with the Force to bolster yourself and your allies. Your allies may permanently reduce their Dark Side Score by a number of Dark Side Points equal to your character level, divided by the number of allies with a Dark Side Score equal to 1 or greater (round up.) For the duration of your Unleashed Inspire, all your allies are treated as having a Dark Side Score of 0 unless they choose to resist the power, and gain a +4 Inspiration bonus on all attack rolls and skill rolls, as visions of past masters guide their actions. Wild Talents with the Inspire talent may not Unleash this power, as they have no history to draw upon.
Tradition: A quintessential Light-Sided power, any Force-sensitive character with a Dark Side Score of 0 may choose to learn to Inspire.
Light Side: Normally, characters with a Dark Side Score of 1 or greater cannot activate a power with the [Light Side] tag, but a character who is struggling with the Dark Side but hasn't fallen far can still touch the hope and courage of Inspire, even if the fear and anger within them make its light gutter and dim. If you have a Dark Side Score less than or equal to half your Wisdom score, you may activate Inspire, but your Dark Side score acts as a penalty on your Use the Force check, and all characters affected from your Inspire are considered to have a Dark Side Score equal to the higher of your Dark Side Score or their own as whispers of your own doubt and fear play with them.
Intercept [Telekinetic] (JATM 27)[]
You use the Force to telekinetically hurl a small object in the path of an oncoming projectile, preventing it from striking you. Time: Reaction. Target: One incoming ranged attack targeting you.
Make a Use the Force check. If your Use the Force check equals or exceeds the attack roll of the incoming ranged attack (including all modifiers) you negate the attack against you.
Special: You may use this power to negate attacks being made against you with powers that carry the [Telekinetic] tag, interposing the object between you and the telekinetic attack. Your Use the Force check must equal or exceed that of the incoming power. You may also use this power to intercept area attacks. If your Use the Force check exceeds the attack roll or power activation roll, you take half damage if the attack roll or activation roll exceeded your Reflex Defense, and no damage if it did not. If you use this power to intercept an object propelled with a [Telekinetic] power such as Move Object, the activator of that power loses control of the object.
Force Point: If you intercept a ranged attack with a projectile with this power, you may spend a Force Point to intercept it with raw telekinetic force instead of another object, gain control of it and manipulate it. This functions as if you used Move Object on the object in question, and you may maintain the power from round to round as Move Object.
Unleashed: You enter a state of expanded telekinetic awareness, conjuring a maelstrom of small objects in a wide radius with which to intercept attacks. You may intercept ranged attacks on targets within six squares of you, originating within six squares of you, or which pass within six squares of you, and in your line of sight, until the beginning of your next turn as a reaction, and gain a +15 bonus on your Use the Force checks made to intercept attacks with Intercept. The usual caveat about reactionary Force powers and cumulative penalties applies. You may maintain this expanded Intercept round-to-round with two swift actions, and do not need to roll to maintain unless you take damage. You may still capture projectiles and manipulate them immediately as with Move Object.
Ionize (KotOR 51)[]
You call upon the Force to overload electronic and electric systems and droids, damaging or even destroying the unit. Time: Standard action. Target: One ion-vulnerable target within six squares or line of sight.
Use the Force and compare it to the Fortitude Defense of the target. The target takes the listed damage if your roll exceeds its Fortitude Defense, it takes half damage if your roll does not.
- DC 05: The target takes 1d6 points of ion damage.
- DC 10: The target takes 2d6 points of ion damage.
- DC 15: The target takes 3d6 points of ion damage.
- DC 20: The target takes 4d6 points of ion damage.
- DC 25: The target takes 5d6 points of ion damage.
- DC 30: The target takes 6d6 points of ion damage.
- DC 35: The target takes 7d6 points of ion damage.
- DC 40: The target takes 8d6 points of ion damage.
- DC 45: The target takes 9d6 points of ion damage.
- DC 50: The target takes 10d6 points of ion damage.
Special: SR and DR does not apply to this damage, but special hardening against ion damage and energy resistance does.
Force Point: You may spend a Force Point to increase the damage dealt by this power by +2 dice.
Unleashed: The bigger they are, the harder they fall. Drawing upon the power of the Force Unleashed, you let the target's own power systems join you in your assault against them, surge protectors failing, generators overloading, capacitors discharging into their power systems instead of into gun barrels. Targets of Fine to Large size increase the damage dice to d8s. Targets of Huge to Colossal (Frigate) size increase the damage dice to d10x2, and targets of Colossal (Cruiser) and larger size increase the damage dice to d10x5. Additionally, the target's Fortitude Defense is considered to be 0 against this assault.
Tradition: This power is commonly known amongst Force-sensitive characters who have occasion to do battle with droids frequently. It was common among both Jedi and Sith between 4,000 BBY and 1,000 BBY, and enjoyed a strong resurgence during the Clone Wars.
Kinetic Combat [Telekinetic] (Force Unleashed 86, KotOR 51)[]
You use the Force to manipulate your chosen weapon, allowing it to operate independent of your grasp. Time: Standard action. Target: You and up to four weapons which are upon your person or adjacent to you and unattended.
Use the Force. The result determines the effect, if any.
- DC 05: You levitate a weapon with a maximum size of Tiny. (Lightsabers, even ignited lightsabers, are considered Tiny objects.) You may move it up to 12 squares and make one attack with it, using your Charisma and BAB as the attack modifiers. The weapon is considered held by you, and a successful attack deals the weapon's normal damage plus one-half your heroic level, as normal. Melee weapons add your Charisma bonus as well. Talents and feats that would normally enhance the weapon's use do not do so. If a melee weapon, the weapon threatens all squares adjacent to it and may make attacks of opportunity as normal; attacks of opportunity made by the weapon count as attacks by you. If you levitate a weapon and keep it in the same square as yourself, it moves with you without needing you to spend a standard action to move it in later rounds.
- DC 10: As DC 05, but the weapon may be up to Small size.
- DC 15: As DC 05, but the weapon may be up to Medium size.
- DC 20: You levitate a weapon with a maximum size of Medium. You may move it up to 12 squares and make one attack with it, using your Charisma and BAB as the attack modifiers. The weapon is considered held by you, and a successful attack deals the weapon's normal damage plus one half your heroic level, as normal. Melee weapons add your Charisma bonus as well. Talents and feats that would normally enhance the weapon's use do so, as long as your Charisma modifier equals or exceeds their requirements in physical attributes; I.E., to use a Power Attack with a levitated weapon, you require a Charisma score of 13 or greater. If you levitate a weapon and keep in in the square you occupy, it moves with you without you needing to spend a standard action to move it.
- DC 25: As DC 20, except you may move the weapon and attack with it as a move action.
- DC 30: As DC 20, except you may move the weapon and attack with it as a swift action. (In addition to the swift action required to maintain the power.)
- DC 35: As DC 20, except you may move the weapon and attack with it as part of maintaining the power.
- DC 40: As DC 20, except you may levitate up to two weapons and move them and attack with them as part of maintaining the power.
- DC 45: As DC 20, except you may levitate up to three weapons and move them and attack with them as part of maintaining the power.
- DC 50: As DC 20, except you may levitate up to four weapons and move them and attack with them as part of maintaining the power.
Special: You do not have to roll again to maintain control over any weapon(s) controlled by Kinetic Combat. Maintaining the power costs a swift action. The base DC for attacking or disarming weapons levitated with Kinetic Combat starts with 10, however, not 15 as is normal for attacking an attended object. If you are controlling weapons, you may use them to give you an aid another bonus, or you may give them an aid another bonus, or you may have them give each other or other friendly targets aid another bonuses. If you use Kinetic Combat to levitate a weapon you are not proficient with, you take the normal non-proficiency penalty with it.
Force Point: If you spend a Force Point when you activate Kinetic Combat, the weapons you levitate can be anywhere within 12 squares of you and in your line of sight, as long as they are unattended, or the characters attending them do not object to your appropriating their weapons.
Unleashed: When you activate this power with a Destiny Point, you don't roll Use the Force. The Unleashed Kinetic Combat activates as if you had rolled a result of 50.
Tradition: Kinetic Combat is known primarily among combative, weapon-focused Force-using traditions, such as the Jedi and their offshoots, the Matukai Adepts (it is rare amongst them, but some do practice it), Seyugi Dervishes, Skywardens, and especially the Zeison Sha, whose discblades are uniquely suited to the power: if the activator of the power is proficient with the discblade, they are treated as if they had achieved a result of DC 30 if their activation roll is less.
Levitate [Telekinetic] (Clone Wars 50)[]
A far more focused telekinetic power than Move Object, a character who knows Levitate can let slip gravity's bonds and soar into the air. Time: Move action or reaction. Target: You.
Use the Force. The result of the check determines the effect, if any:
- DC 05: You gain a fly speed of 2, but may only move vertically. You may move up to your fly speed as part of this action, or twice that distance if you descend, and if you end this movement adjacent to a horizontal surface, you may move 1 square onto that surface as a free action. At the start of your next turn, if you are not standing or holding onto a solid surface, you fall unless you can catch yourself on something.
- DC 10: As DC 05, but you gain a fly speed of 4.
- DC 15: You gain a fly speed of 2 squares, and may move up to your fly speed as part of this action, or twice your fly speed if you descend. If you end this movement adjacent to a horizontal surface, you may move 1 square onto that surface as a free action. At the start of your next turn, if you are not standing or holding onto a solid surface, you fall unless you can catch yourself on something.
- DC 20: As DC 15, except you gain a fly speed of 4 squares.
- DC 25: As DC 15, except you gain a fly speed of 6 squares.
- DC 30: As DC 15, except you gain a fly speed of 8 squares.
- DC 35: As DC 15, except you gain a fly speed of 10 squares.
- DC 40: As DC 15, except you gain a fly speed of 12 squares.
- DC 45: As DC 15, except you gain a fly speed of 14 squares.
- DC 50: As DC 15, except you gain a fly speed of 16 squares.
Special: You may maintain Levitate from round to round as a move action, extending the normal duration. You do not re-roll your Levitate power from round-to-round, only rolling if you take damage and need to maintain it. You may use Levitate to fly in starship scale if you find yourself engaging in extra-vehicular activities, with a fly (starship scale) speed equal to 1/3rd of your fly speed (round up).
Force Point: You may spend a Force Point to activate this power as a reaction if you find yourself suddenly falling (or suddenly extra-vehicular). You may take your next move action immediately, and lose it in your next turn.
Tradition: As a rather basic telekinetic power, any Force-sensitive character may learn Levitate. There probably has never lived a Force-sensitive character whom, upon learning that they can move objects with their mind, have not immediately desired to slip gravity's bonds and soar like a bird.
Comment: This power does not contain an Unleashed option, as I suspect the poster could not think of what it would entail, and indeed, it is challenging to think of of an appropriate ruling for such. I shall attempt to come up with my own and later post it on my coming page. -WaveRaider.
Lightning Burst [Dark Side] (Legacy Era 54)[]
You call upon the Dark Side to cause lightning to arc out from your body, striking adjacent enemies. Time: Standard action. Targets: All squares adjacent to you.
Make a Use the Force check. Compare the result to each target's Reflex Defense. If the attack hits, the target takes 3d6 points of energy damage and moves -1 step along the condition track. If the attack misses, the target takes half damage and does not move along the condition track.
Special: You may maintain the Lightning Burst power as a standard action, moving normally and re-rolling at the beginning of your turn. When you do, any target you pass adjacent to but do not end your move next to is subjected to the same attack roll as all other targets; on a hit, they take half damage and do not move down the condition track, on a miss they take no damage whatsoever. Such targets are entitled to take attacks of opportunity normally, and passing one target multiple times does not subject him to multiple corona attacks. A target whom you end your move next to is subject only to the full power, not the full power plus the corona. If you activate the power and then move, only targets adjacent to you when you end your turn are subject to the damage. You have to roll to maintain this power if you are subject to damage (such as by attack of opportunity), but you add your Dark Side Score to any rolls made to maintain Lightning Burst against damage inflicted.
Force Point: You may spend a Force Point when you activate this power to increase the damage dealt by +2d6. If you move in the same turn you activate this power, targets you pass adjacent to and do not end your turn next to are subjected to half of 5d6 damage.
Unleashed: You may spend a Destiny Point when you activate this power, increasing its range to all targets within three squares of you. When moving, the corona effects all targets you pass within three squares of but do not end your movement within three squares of, and they still only take half damage and do not risk moving down on the condition track.
Lightning: As a Force Lightning-like power, Lightning Burst is particularly hazardous to the user if rebuked or redirected with a lightsaber. If the user is struck with a rebuked or redirected blast from their own Lightning Burst, they may not choose to end the power and they do not roll to maintain the power from damage. A Lightning Burst which has been successfully rebuked may not be counter-rebuked by its original user, and the Rebuke power returns to its user's Force power suite immediately.
Tradition: As one of the quintessential Dark Side powers, Lightning Burst is available to any character following most Dark-Sided traditions, as well as being available for any character with a Dark Side Score of 1 or greater to learn. It is one of the powers a character whose Dark Side Score equals half his or her Wisdom score may learn spontaneously, and may be used untrained.
Malacia [Light Side, Telepathic*, Telekinetic*] (Clone Wars 51)[]
You call upon the Force to nauseate and disorient your opponent, playing havoc with their senses and inducing a strong sense of vertigo. Time: Standard action. Target: One living creature within 6 squares of you or in your line of sight.
Use the Force and if your check equals or exceeds the target's Fortitude Defense, the target moves -1 step down the condition track, and until the end of your next turn, the target takes a -5 penalty to its damage threshold. Additionally, the target must make an Acrobatics check with a DC equal to your Use the Force check to remain upright, or they fall prone, provoking an attack of opportunity when they do so.
Special: If you have the Technometry power in your Force power suite, even if it is spent already, or any talent enabling you to apply Force powers with the [Mind-Affecting] tag to droids, you may apply Malacia to droids, disrupting their gyros and servomotors. You may maintain Malacia from round-to-round, extending the duration. Maintaining Malacia is a standard action, and you must make a new Use the Force check each round. If the target wishes to regain its feet while you still apply Malacia to it, it must attempt an Acrobatics check to rise as a move action (provoking an attack of opportunity), or attempt a trained Acrobatics check to rise from prone as a swift action. In either case, the DC is your Use the Force check.
Force Point: You may spend a Force Point to increase the penalty to damage threshold to -10.
Unleashed: A character subjected to an Unleashed Malacia may continue to live, but they will likely wish they weren't. The character, if biological, becomes dramatically sickened and spends their next round vomiting up their last meal, if they are physiologically capable of doing so. The effects of your Malacia are rather akin to being drop-down drunk, raising the DC of anything they attempt to the result of your Use the Force check unless it would have been higher anyway. These effects last until they can take five consecutive combat rounds (30 seconds) seated and breathing slowly, taking no vigorous actions, or spend a Destiny Point to regain their control. They may spend a Force Point to act normally for one round before the effects return, however.
Tradition: Though named Malacia by the Jedi Order, this power is common to most Force-using traditions who respect the Light Side of the Force and might find a need to disorient a character and disable them without causing them harm, such as the Baran Do Sages or Skywardens. Any Force-sensitive character with a Dark Side Score of 0 and the Treat Injury skill trained may develop this power independently.
Memory Walk [Mind-Affecting, Telepathic*] (JATM 27)[]
The [Dark Side] tag has been stricken from this power.
You make a character relieve their memories, and may choose to relive them with them. Time: Standard action or dramatic. Target: One creature with an Intelligence score of 3 or greater, within 6 squares of you and in your line of sight.
Make a Use the Force check. The result of the check determines the result, if any. If the target is unwilling, your Use the Force check must exceed their Will Defense. Unconscious targets are always willing.
- DC 05: The character relives six seconds (one combat round) of their life. This can be a good six seconds (a first kiss, a great personal victory), a bad six seconds (suffering a painful injury, being castigated and humiliated), or six important seconds (when their eyes glanced over a written-down password that they failed to notice at the time). In combat, the effect is that the character loses their next swift action.
- DC 10: As DC 05, except the character relives twelve seconds (two combat rounds).
- DC 15: As DC 05, except that the character relives eighteen seconds (three combat rounds).
- DC 20: As DC 05, except that the character relieves twenty-four seconds (four combat rounds). The character loses their next swift action, but may (depending on if you sent them a good or bad memory) move +1 or -1 step on the condition monitor.
- DC 25: As DC 20, except the character relieves 30 seconds (five combat rounds). The character loses their move action, moves +1 or -1 step on the condition monitor, and gains +2d6 temporary hit points or takes 2d6 Force damage.
- DC 30: As DC 20, except the character relieves 36 seconds (six combat rounds). The character loses their standard action, moves +2 or -2 step on the condition monitor, and gains +3d6 temporary hit points or takes 3d6 Force damage.
- DC 35: As DC 20, except the character relieves 42 seconds (seven combat rounds). The character loses their standard and swift actions, moves +2 or -2 steps on the condition monitor, and gains +4d6 temporary hit points or takes 4d6 Force damage.
- DC 40: As DC 20, except the character relieves 48 seconds (eight combat rounds). The character loses their standard and move actions, moves +3 or -3 steps on the condition monitor, and gains +5d6 temporary hit points or takes 5d6 Force damage.
- DC 45: As DC 20, except the character relieves 54 seconds (nine combat rounds). The character loses their standard, move and swift actions, moves +3 or -3 steps on the condition monitor, and gains +6d6 temporary hit points or takes 6d6 Force damage.
- DC 50: As DC 20, except the character relieves one minute (ten combat rounds). The character loses their standard, move, and swift actions and is considered flat-footed until they get to act again, moving to the bottom of the Initiative count. They move +4 or -4 steps on the condition monitor, and gain +7d6 temporary hit points, or take 7d6 Force damage.
Special: You may maintain Memory Walk from round-to-round as a standard action. The character relieving their memories does not take additional damage, gain additional temporary hit points, or move again on the condition monitor. You have to roll Use the Force again, and the character may lose additional actions, however. If you touch the character and the character does not object - or cannot object - you may Memory Walk with the character, taking them into their own memories like a lucid dream. This use of the power may be sustained indefinitely, and time spent in the memories is compressed on a 1:10 ratio.
Special: If you spend a Force Point when you activate Memory Walk in combat, you may increase the temporary hit points or Force damage taken by +2d6, or you may choose to send the target on their Memory Walk in an immeasurable amount of time, not costing them any actions at all. If you spend a Force Point when activating Memory Walk as a dramatic action, you can take any number of characters with you into the memory.
Unleashed: Unleashing the power of the Memory Walk is an incredible thing to do, sending everyone within a narrative scope you choose (from "those within this scene" to "everybody in the galaxy" on a memory walk). You may at your discretion exclude any arbitrary number, class, or type of persons from this effect and choose the type of memory each affected person gets by any arbitrary classification. For instance, you might choose to make every single sapient in the galaxy, except those for whom a lapse in concentration at this moment in time would prove harmful or fatal to themselves or others, on a memory walk, sending positive memories to everyone affiliated with the New Republic, negative memories focusing on Imperial wrongdoing to everyone affiliated with the Empire, and important memories focusing on Imperial wrongdoing and Republic heroism to neutral parties (such as the Hutts, members of the CSA, etcetera). The GM decides what long-reaching impact this has, if any. Alternatively, you might choose to send the crew of all hostile vehicles on the battle map on a memory walk.
Tradition: The Memory Walk power is a very obscure one, known primarily to the Sith, who alternatively call it Torture by Chagrin. It may however be taken by any character with any talent from the Natural Telepath tree.
Dark Side? The Sith call this power Torture by Chagrin, and if this power is used intentionally to torture for the sake of causing anguish alone, that is indeed a Dark action. However, the same can be said of Move Object. If used simply to gain an advantage in combat, or in an attempt to show someone the error of their ways or to enable them to relieve an important moment in time, it is not. Memory Walk is thus not inherently a [Dark Side] power.
Mind Shard [Mind-Affecting, Telepathic*, Dark Side*] (JATM 28)[]
The activator of Mind Shard uses the Force to splinter a character's mind and light their senses on fire in the worst ways imaginable, wracking their body with agony. Time: Standard action. Target: One creature within 12 squares of you or in your line of sight.
Make a Use the Force check. The result determines the effect, if any. The result must overcome the character's Will Defense to have any impact.
- DC 05: The character suffers a momentary burst of pain, taking 1d6 points of Force damage.
- DC 10: As DC 05, except the character takes 1d8 points of Force damage.
- DC 15: As DC 05, except the character takes 2d8 points of Force damage and moves -1 step down the condition track. Furthermore, the target cannot improve its condition until the end of your next turn, although other creatures may use abilities to improve its condition.
- DC 20: As DC 15, except the damage increases to 3d8.
- DC 25: As DC 15, except the damage increases to 4d8, and the creature moves -2 steps down the condition track.
- DC 30: As DC 15, except the damage increases to 5d8, and the creature moves -2 steps down the condition track.
- DC 35: As DC 15, except the damage increases to 6d8, and the creature moves -3 steps down the condition track.
- DC 40: As DC 15, except the damage increases to 7d8, and the creature moves -3 steps down the condition track.
- DC 45: As DC 40, except the creature moves only -2 steps down the condition track, but they are persistent.
- DC 50: As DC 40, except the -3 steps down the condition track are persistent.
Special: The damage from this power cannot kill a character, even if it reduces them to 0 hit points and does more damage than their damage threshold. A character can completely shrug off the condition penalty and half the damage inflicted by this power by accepting a Dark Side Score increase.
Force Point: You may spend a Force Point to increase the damage caused by this power by +2d8.
Unleashed: You can fracture the mind of an enemy, normally. When you Unleash the power of Mind Shard, you can fracture the minds of all and sundry. By spending a Destiny Point when you activate Mind Shard, you affect every target you choose to affect to whom you have line of sight.
Mind Trick [Mind-Affecting, Telepathic*] (Core 98)[]
You use the Force to alter a target's perceptions, or plant suggestion in its mind. Time: Standard action. Target: One creature with Intelligence or greater, in line of sight and within 12 squares of you.
Make a Use the Force check. If you equal or exceed the target's Will Defense, you may choose one of the following effects:
- Create a fleeting illusion that distracts the target and enables you to use the Stealth skill, even if the target is aware of you.
- Perform a feint so that the target is flat-footed against the next attack you make against it.
- Make an otherwise unpalatable suggestion or ludicrous insinuation seem perfectly reasonable to the target. You must be able to communicate with the target, and the suggestion can't obviously threaten the target's life. The target won't realize later that what he did or believed was unacceptable. ("These aren't the droids you're looking for. Move along.") The character won't accept dangerous or ruinous commands, or suggestions which would render it impotent.
- Mentally dominate the character, compelling them to take a course of action which is dangerous or ruinous. The target adds 5 + its heroic class level to its Will Defense. If your check succeeds, you can issue any commands you like, and the target will follow them out to the best of its ability for a number of rounds equal to your heroic class levels, unless someone else snaps them out of it before then. ("Empty your bank account into mine and go leap into the smelter" for instance.) Issuing a suicide command with this power earns the character a Dark Side Score increase; issuing a command to render a character helpless ("Take off your helmet and cuff yourself with these bindercuffs") or to do something potentially lethal but not self-destructive ("Your friends will betray you, unless you shoot them first!") does not. A Heroic Character may spend a Force Point to ignore a suicidal command or a command to render themselves impotent, but not other commands. This power will not work if the target's heroic level exceeds your character level.
- Fill the target with terror, causing it to flee from you at top speed for 1 minute (ten combat rounds). The affected creature stops fleeing if it is wounded. The power is negated if the target's level exceeds your character level. This is a fear effect, and employing this function of Mind Trick earns the character a Dark Side Score increase.
- Sap the creature's will to fight, causing it to exit combat and attempt to negotiate a truce. The target gains a +5 bonus to its Will Defense if it feels its combat position is more advantageous than yours (such as having you surrounded or outnumbered) and is immune to the effect if it feels it has you dead to rights (you're disarmed, outnumbered and surrounded). If the target has allies on the field of battle that regard it as their superiors, the target will attempt to order them to stand down. If the target has allies on the field of battle or in communication with it that it regards as its superior, that target may order them to resume hostilities; if the superior's Will Defense +5 is greater than your Use the Force roll, the target resumes hostilities. If the target has allies on the field of battle or in communication with it that it regards as equals, they may make aid another checks to increase the target; if the target's Will Defense is boosted above your Use the Force check, the target resumes hostilities. If you attack the target, or the target's allies that it feels strongly towards, it will resume hostilities.
Special: If you are making a suggestion, you may use your Use the Force check in lieu of Persuasion to improve the target's attitude.
Force Point: You may spend a Force Point to affect all targets adjacent to the original target, or to improve the attitude of one target by one step, plus one additional step by every 5 points by which your Use the Force check exceeds the target's Will Defense.
Unleashed: You can make practically anyone believe anything. If your check result exceeds the target's Will Defense, you can convince someone to turn coat and change their loyalties completely (for example, issuing a hardened Imperial Novatrooper the suggestion "You are a Rebel spy!" and causing him to shout "For the Rebellion!" and begin gunning down his lifelong allies) or to completely alter their way of life or outlook on life (such as convincing a nihilistic Sith Assassin to turn his back on hatred and the pursuit of power, or convincing a strung-out junkie to go cold turkey). With this power comes great responsibility, and significant misuse to the target's detriment (as determined by the GM) will incur a Dark Side Score Increase (though convincing someone to turn back to the Light is never to be construed as to the target's detriment). A character with a Destiny may spend a Destiny Point to negate this effect; a character whose Destiny is wholly opposed to your suggestion ignores it automatically.
Tradition: Mind Trick is one of the first powers anyone conducting a thorough study of the power of the Force will discover. It is available to most traditions, or to anyone who has any talent from the Natural Telepath talent tree, even if a wild talent.
Morichro (Clone Wars 51)[]
You slow the vital functions of a target, causing them to slip into a deep, comatose sleep or even to cease living altogether. Time: Standard action. Target: One living creature you touch.
Use the Force. If the result equals or exceeds the target's Fortitude Defense, the target moves -1 step down the condition track. Each round you maintain this power, if your Use the Force check exceeds the target's Fortitude Defense and Will Defense, the target moves another step down the condition track. If the target attempts to move away, you must either attempt to grab or grapple them as an attack of opportunity. If you fail, the target escapes your reach, and the power ends. If the target moves to the bottom of the condition track thanks to this power, you can choose to kill the target, or place it into a Force trance, even if it is unwilling. If you use this power on a target which is already unconscious, it is considered willing and may only resist with its Fortitude Defense.
Special: You may maintain the Morichro power from round to round. Each round, you must make a new Use the Force check. If your target moves out of your melee range for any reason (or you are moved out of melee range of the target) you cannot maintain this power. To touch an unwilling target, you must either be engaged in a grab or grapple with them, or make an unarmed attack that deals no damage, but initiates contact.
Force Point: You may spend a Force Point when you first initiate Morichro to drop the target -2 steps on the condition track, if the power activation is successful.
Unleashed: When you spend a Destiny Point to activate Morichro, the requirement that you touch the target is lifted. You need only have visual contact with the target, even through a real-time display, such as a holonet transmission, and the target must make a Perception check with a DC equal to your Use the Force check to even realize they are under attack, as opposed to simply overcome with fatigue. If you lose visual contact with the target, the power ends.
Tradition: Morichro is an uncommon power in the galaxy. Though known primarily to the Jedi Order and similar meditative, Light-Sided traditions (such as the Baran Do Sages, Aing-Tii Monks and White Current Adepts) members of Force traditions which focus largely on the personal self (such as Matukai Adepts) may learn it as an expedient and powerful means of placing oneself into a Force trance or even terminating oneself. However, Morichro is not an inherently [Light Side] power. While it was not known to the Sith, or the Sith chose to ignore it, it is not inconceivable that sects of Force-sensitive assassins of a less flashy bent than the Seyugi Dervishes (who would find its use unacceptably subtle) might have employed it in order to terminate targets without leaving any evidence that the target was assassinated, as death induced by Morichro is indistinguishable from a natural death absent the use of Farseeing. If such sects exist, or have existed, they escaped the notice of the Jedi Order.
Move Object [Telekinetic*] (Core 98)[]
You telekinetically move a target or object up to 6 squares in any direction using the Force. Time: Standard action. Target: One character or object within line of sight.
Make a Use the Force check. The result of the check determines the maximum size of the target you can lift. If the target is a creature that resists your attempt, you Use the Force check must also exceed its Will Defense. You may hurl the target at (or drop it upon) another target if your Use the Force check exceeds their Reflex Defense, adjusting for Thrown Weapon ranges and range penalties. Calculate the distance to the target as originating from yourself or the levitated object, whichever is greater. The damage is dependent upon the result of the Use the Force check, not the size of the object. (Hurling a Small object with enough force to fling the Millennium Falcon will deal about as much damage as hurling an actual YT-1300.) Targets captured with Move Object move the normal amount of squares in starship scale.
- DC 5: Move an object up to Tiny size. (Deals 1d4 points of damage.)
- DC 10: Move an object up to Small size. (Deals 1d6 points of damage.)
- DC 15: Move an object up to Medium size. (Deals 2d6 points of damage.)
- DC 20: Move an object up to Large size. (Deals 4d6 points of damage.)
- DC 25: Move an object up to Huge size. (Deals 6d6 points of damage.)
- DC 30: Move an object up to Gargantuan size. (Deals 8d6 points of damage.)
- DC 35: Move an object up to Colossal size. (Deals 10d6 points of damage.)
- DC 40: Move an object up to Colossal (Frigate) size. (GM adjudicates; 12d6 with Colossal or smaller object.)
- DC 45: Move an object up to Colossal (Cruiser) size. (GM adjudicates; 14d6 with Colossal or smaller object.)
- DC 50: Move an object up to Colossal (Station) size. (GM adjudicates; 16d6 with Colossal or smaller object.)
Special: You may maintain your concentration on the targeted object to continue to move it from round to round. Maintaining the Move Object power is a standard action.
If you use Move Object against a hovering or flying target (such as a speeder or starship), your Use the Force check must exceed the Will Defense of the ship's pilot, or the ship's commander, whichever is greater. The pilot may attempt to negate your use of Move Object with the Vehicular Combat feat, adding the vehicle's Strength modifier as a bonus instead of its Dexterity, but suffering from size penalties (and Dexterity penalties, if any) to Pilot as usual.
Force Point: You may spend a Force Point to increase the maximum size category of the object you may manipulate by one category, and deal additional damage as appropriate to the higher size category being manipulated.
You may spend a Force Point to increase the range of the thrown object from thrown weapons to pistols, and calculate the distance of the throw from either your own location or that of the levitated object, whichever is smaller.
Unleashed: You may spend a Destiny Point to invoke the Force Unleashed, to devastating effect. You may (choose one):
- Increase the size category of the object you may move by 3, dealing an additional 6d6 damage with an object of Colossal size or smaller (potential maximum 22d6 damage with an object of Colossal or smaller; the GM decides what happens with a larger object). If this would allow you to move an object larger than Colossal (Station) size, then there is no limit to the actual size of the object you can move; even a planet, black hole, or stellar mass may be manipulated by such a powerful Force-user.
- Propel the object with incredible force, multiplying the damage by 2. (Potential maximum 16d6x2 with a Colossal or smaller object and a roll of 50 or greater; the GM decides what happens with a larger one.)
- Propel a target up to 30 squares per round.
Tradition: Move Object is open to literally any Force-sensitive character, and needs no formal training whatsoever.
Negate Energy (Core 99)[]
You spontaneously negate a single attack that deals energy damage, such as a lightsaber, blaster, or Force Lightning power. Time: Reaction. Target: One attack made against you that deals energy weapon damage.
Make a Use the Force check. If the result of the check equals or exceeds the damage dealt by the energy attack, the attack is negated and you take no damage. If your check is less than the damage dealt, you fail to negate the attack and take damage as normal.
Special: You must be aware of the attack (and not flat-footed) to negate it.
Force Point: You may spend a Force Point when successfully negating an attack to regain hit points equal to the damage of the negated attack, up to a maximum of your full normal hit points.
Unleashed: Your Negate Energy can be sustained until the beginning of your next action, rolling Use the Force to negate each incoming attack as a reaction. When your normal hit points are full, you begin gaining temporary hit points, until you reach twice your normal hit point score, without the need to spend a Force Point. Targets need to roll Knowledge (Galactic Lore or Tactics) and achieve a check result of 25 or greater to understand what you're doing and refrain from attacking if you present an irresistible target (standing still and choosing not to resist their attack rolls, as long as there's no more pressing targets demanding their attention).
Obscure [Mind-Affecting, Telepathic*] (Legacy 54)[]
You use the Force to cloud an enemy's mind, making it harder for the enemy to see its target. Time: Reaction. Target: One enemy within 12 squares of you and in your line of sight that just made an attack roll.
Make a Use the Force check. Compare the result to the target's Will Defense. If the check result equals or exceeds the target's Will Defense, the target takes a -5 penalty on the attack roll. If the target misses with the attack, you may choose to make the target reroll the attack against another creature in line of sight of yourself and the target and which could be a valid target for the original attack. If the attacker is friendly to the new target, they incur a -5 penalty to their attack roll; if they are hostile or neutral to the new target, they do not.
Special: You may spend a Force Point when you activate this power to apply the penalty to all of the target's attack rolls made until the start of its next turn. Only one of these attacks may be redirected, however.
Unleashed: You may spend a Destiny Point when invoking Obscure to affect all targets within your line of sight until the end of your next turn, and force every target to reroll one attack. This Unleashed version of Obscure is so potent that redirected targets do not suffer a -5 penalty on their rerolls, even if they are tricked into attacking a target they are friendly to.
Tradition: Obscure is, well, not an obscure power. Any character who belongs to any formal Force-sensitive tradition may learn Obscure, as may any Wild Talent who has any talent from the Sense or Natural Telepath talent trees.
Phase (Clone Wars 51)[]
You pass through solid objects, such as walls, floors, and doors. Time: Move action. Target: You.
Use the Force. The result of the check determines the effect, if any. You may choose to limit the result of this Force power if you wish.
- DC 05: You can do it, but it's going to hurt. You gain a phasing speed of one-quarter your normal speed, to a minimum of two squares, and for every square of solid objects (or fraction thereof, such as a door or character) you pass through, you take 4d8 damage which cannot be resisted by SR or DR. You may pass through static objects as well as animate objects or shields. You retain your phasing until the end of your next turn, and move as part of the action of activating this power.
- DC 10: As DC 05, but you gain a phasing speed of one-half your normal speed and take 3d8 damage per square.
- DC 15: As DC 05, but you gain a phasing speed of your normal speed and take 2d8 damage per square.
- DC 20: As DC 05, but you gain a phasing speed of your normal speed +2 squares and take 1d8 damage per square.
- DC 25: You gain a phasing speed of one-quarter your normal speed, to a minimum of two squares, and you may pass through solid objects and shields, whether animate or not. You retain this phasing speed until the beginning of your next turn, and move as part of activating this power.
- DC 30: As DC 25, but your phasing speed is one-half your normal speed.
- DC 35: As DC 25, but your phasing speed is your normal speed.
- DC 40: As DC 25, but your phasing speed is your normal speed +2 or your normal speed +1/4th, rounded up, whichever is greater. Your phasing partially protects you; you take half damage from all sources of damage, but may not benefit from SR or DR, as the attacks partially phase through your protection to deposit damage inside you. You may not benefit from reactive defenses, such as Block or Deflect.
- DC 45: As DC 25, but your phasing speed is your normal speed +4 or your normal speed +1/2, whichever is greater. Your phasing partially protects you; you take half damage from all sources of damage, and may benefit from SR or DR, as you can selectively phase your shield and hardened armor/Force-hardened skin fully into the way of harm. You may benefit from reactive defenses, such as Block or Deflect.
- DC 50: As DC 25, but your phasing speed is your normal speed +6, or double your normal speed, whichever is greater. Your phasing fully protects you; roll half damage against attacks that would have hit to determine the difficulty of maintaining the power, but if you successfully maintain the power, you take no damage. You may benefit from reactive defenses such as Block or Deflect.
Special: You may maintain the Phase power from round-to-round with a move action, and when you maintain the power, you may move. You re-roll every round.
Force Point: You can spend a Force Point to increase your phasing speed by two squares.
Unleashed: By spending a Destiny Point to activate Phase, you zip through objects as if they weren't there. Activate the power and don't roll; you achieve a result of 50. When you maintain it for another round, you reduce the result of the Phase check by 5 each round until it is reaches 35, whereupon it stabilizes.
Tradition: The Phase power is exceptionally rare, a carefully-guarded secret of the Aing-Tii Monks. Learning it independently and as a member of another tradition without learning it from the Aing-Tii monks is a feat worthy of a character's Destiny. To date, only one member of the Jedi Order, known as the Dark Woman, was known to have mastered this power, and she took the secret of the power to the Force with her when Darth Vader struck her down. Nevertheless, a character may learn this power from another Force-sensitive character who has mastered it.
Plant Surge (JATM 28)[]
"The Force is what gives a Jedi his power - it's an energy field created by all living things. It surrounds us, and penetrates us; it binds the galaxy together." -- Jedi Master Obi-Wan Kenobi. This was the first time that Jedi Grandmaster Luke Skywalker heard of The Force, and seldom are those words so true - or so literal - as when a character activates the Plant Surge power. This power allows the activator to reach out through the Force, to cause living foliage and other inanimate plant matter to spring to life, wrapping and coiling around his targets, growing additional vines, tendrils, fronds, or branches as need be. Time: Standard action. Target: One creature within 12 squares of you and in your line of sight.
Make a Use the Force check. Compare the result of the Use the Force check to the Fortitude Defense of the target. If the skill check equals or exceeds the target's Fortitude Defense, plants near the target lash around it, binding it and preventing it from moving. Its speed drops to 0 until the grip of the plants relax at the end of your next turn, and suffers a -2 penalty on attack rolls and any skills which require that it moves.
Special: There must be at least one plant adjacent to the target, or they must be standing on natural earth or other area in which plantlife is capable of growing, or this power fails. If there is an abundance of plant-life adjacent to them, such as along a boulevard lined with trees or surrounded by squares of natural grasses, the penalty they take to attack rolls increases to -5 and the power lasts until the beginning of your next turn. If the character is entirely surrounded by plants, such as stalking through the brush in a dense jungle, the character is grasped immobilized; attacks are at a -10 penalty and the character remains bound until the end of the scene. A character may free themselves by wrestling free with a grapple check opposing your Use the Force modifier (at a -5 penalty if they are surrounded completely by plants) or by destroying the plants holding them (HP and DR to be determined by the GM's estimation of the restraining foliage).
Of niche use but worth noting is that Plant Surge may be used on an animate plant-based creature (such as Neti or Revwien) to heal that character as if it were Vital Transfer. The activating character does not lose any hit points for doing so, and a plant-based animate character who is Force-sensitive may target themselves with the power to restore themselves.
Force Point: You may spend a Force Point when you activate Planet Surge to make it affect all characters in an area of 3x3 squares, though spreading the power out prevents any one character from being singled out for exceptional restraint.
Unleashed: All plants leap to your aid, eager to restrain your foes, when you Unleash the power of Plant Surge. This lets you target all enemies within your line of sight with the Plant Surge power. You may additionally choose to target all characters in a scene which are not in your line of sight but are near plants, but may not discriminate between friend and foe. Once so rousted from their natural state of slumber, the plants do not wish to become quiescent. You may re-roll your Plant Surge power at will as a standard action, targeting one character for restraint.
Tradition: Not an unknown power, Plant Surge is common to most elemental, plant/life or shamanic Force-using traditions, such as the Kro Var Shapers, Ithorian nature priests, and Felucian Shamans, but any sapient, Force-sensitive plant creature may learn this power as well, as may any Force-user who spends significant amounts of time meditating on the nature of growing things.
Prescience (Legacy Era 54)[]
The Force grants you a flash of insight in dealing with your enemies. Time: Swift action. Target: One enemy within your line of sight.
Make a Use the Force check. The result of the check determines the effect, if any.
- DC 5: As DC 10, except you only gain a +1 bonus to all defenses against the first attack or effect originating from the target.
- DC 10: As DC 15, except you only gain a +1 bonus to all defenses against attacks or effects originating from the target.
- DC 15: Until the end of your next turn, you gain a +1 insight bonus to all defenses against attacks or effects originating from the target, as well as a +1 bonus on attack rolls made against the target.
- DC 20: As DC 15, except the insight bonuses increase to +2.
- DC 25: As DC 15, except the insight bonuses increase to +3, and you may gain a +1 insight bonus against an additional target.
- DC 30: As DC 15, except the insight bonuses increase to +4, and you may gain a +2 insight bonus against an additional target.
- DC 35: As DC 15, except the insight bonuses increase to +5, and you may gain a +3 insight bonus against an additional target, and a +1 insight bonus against a third target.
- DC 40: As DC 15, except the insight bonuses increase to +5, and you may gain a +4 insight bonus against an additional target, and a +2 insight bonus against a third target.
- DC 45: As DC 15, except the insight bonuses increase to +5, and you may gain a +5 insight bonus against an additional target, and a +3 insight bonus against a third target.
- DC 50: As DC 15, except the insight bonuses increase to +5, and you may gain a +5 insight bonus against an additional target, a +4 insight bonus against a third target, and a +1 insight bonus against a fourth target.
Force Point: You may spend a Force Point when activating this power to apply the same insight bonus you gain against the first target to an additional enemy in your line of sight. Alternatively, you may spend a Force Point to invoke this power as a reaction to an attack or hostile power, even one against which you were flat-footed or denied your Dexterity bonus to Reflex Defense.
Unleashed: When you activate Prescience, you may spend a Destiny Point to extend the duration of the power for the entire scene. Additionally, if you obtain a check result high enough to grant an insight bonus against a tertiary target, all hostile effects and characters which are not the primary or secondary target are considered tertiary.
Tradition: Prescience is an instinctive Force power, available even to Wild Talents.
Rebuke (Core 100)[]
You harmlessly absorb or deflect one Force power used against you, possibly turning it against its originator. Time: Reaction. Target: One Force power directed at you.
Make a Use the Force check. If your result equals or exceeds the check result of the power directed at you, you harmlessly redirect it and suffer no ill effects. If your result exceeds the check result of the power directed at you by 5 or more, you may choose to turn the Force power against its creator, who suffers the effect. Area powers' areas change to not include your square, but to include the square of the originator. All other targets are affected normally. Potentially, they may also rebuke the power as well, but the originator of the power can only suffer the effects of the power once; second, tertiary, and other rebukes after the first to return a power merely deflect the power from themselves, regardless of how much their check result exceeds the originator's.
Special: If you successfully reflect a Force power back at its originator, the originator may attempt to rebuke the power as well. If he reflects it back again, both you and the originator are affected by the Force power.
Force Point: You may spend a Force Point as a reaction to suffer no ill effects from a Force power that has been rebuked twice - once by you and once by the power's originator.
Unleashed: You may spend a Destiny Point when rebuking a power. When you do, you add that power to your Force power suite permanently, learning it as your enemy used it on you. You are considered to have any talents or feats the enemy had which affected the power's use when using that power, but not for any other intents and purposes, including applying them to other powers or for the purposes of meeting prerequisites. You do not however have to meet any prerequisites for those powers to apply them to the power you learned through the Unleashed application of Rebuke, either.
Lightning effects: Force Lightning and similar Force-powered lightning effects are a dangerous gamble, both to rebuke and to use against someone who has the Rebuke power. If a character attempts to rebuke a Lightning power and fails, they suffer full damage and all negative effects from the power, even if it failed to overcome their applicable defenses, are knocked back one square for every 5 scored by the person using the Lightning power, are knocked prone, suffer falling damage if they hit an object as if they had fallen the entire distance they were knocked back, and the character using the Lightning power on them chooses another power from the victim's Force power suite for them to lose. However, if they successfully rebuke the Lightning power and redirect it at the one shooting the Lightning, that target has no applicable defenses, takes damage automatically, cannot lose concentration on the power or choose to terminate the power or focus it on another target; they must continue attempting to use the Lightning power on the person who rebuked them. The person who rebuked their Lightning restores Rebuke to their Force power suite immediately if they successfully rebuke it, even if they do not redirect it, and may continue to rebuke the Lightning if it continues to be focused on them.
Tradition: Learning to defend oneself against hostile Force powers is an innate instinct of any Force-sensitive. Rebuke is open to any character with the Force Sensitivity feat.
Rend [Dark Side*?] (Clone Wars 52)[]
You use the Force to move a single target, whether creature or object, in two different directions simultaneously. Time: Standard action. Target: One target within line of sight and within 6 squares of you, or one target you are currently manipulating with Move Object.
Use the Force. Compare the results to the target's Fortitude Defense. Targets you are currently controlling with Move Object have an effective Fortitude Defense of 0 against this power. If your Use the Force check exceeds the target's Fortitude Defense, the target takes damage. If you roll a natural 20 to activate Rend, the target takes double damage. The damage the target takes is equal to (3d6 + your CHA modifier + 1/2 your heroic class level). For every 5 by which your Use the Force check exceeds the target's Fortitude Defense, add +1d6 damage. Additional damage is not multiplied on a natural 20.
Special: If you roll a natural 20 to activate Rend, the target automatically moves -1 step down the condition track and the damage dealt to them is doubled. If an animate target reaches 0 HP as a result of this power, you may choose to rip them in half (killing organics immediately and rendering droids completely inoperable) or to rip off a limb. If an animate target reaches the -5 condition step as a result of this power while still having hit points remaining, you may rip off a limb. Creatures and targets which are for whatever reason especially vulnerable to dismembering have an effective Fortitude Defense of 0 against Rend, all damage dice for Rend are considered to have rolled their maximum value against such targets, and the power's activator automatically rips off and gains telekinetic control of said limb as Move Object. If you rip off a limb or rip anything in half with this power, you gain telekinetic control of the larger portion (or limb if you ripped it off without killing someone) as though with Move Object, and you may move the object or hurl it at something or someone immediately.
Force Point: If your Use the Force check to activate Rend succeeds, you may spend a Force Point to deal an additional +2d6 damage. This additional damage is not multiplied on a natural 20.
Unleashed: Unleashing the power of Rend by spending a Destiny Point is a barbarically effective technique. You deal damage as normal, but move the target -4 steps on the condition track (and only -4 steps; do not move the target additional steps for any reason) and remove a limb at any joint of your choice. You gain control of the limb as per Move Object.
Tradition: Rend is not common to any tradition, but it occurs rather naturally to anyone with a fondness for telekinetic assault, or anyone who finds themselves engaged in combat with creatures which are especially vulnerable to dismemberment.
Dark Side: [Rend] is a [Dark Side] power if used against a living, sapient creature, and no effect or talent can change that. It may be used freely against targets which fail to meet one or both of those criterion without being considered a [Dark Side] power, however.
Resist Force[]
In eras where Force-sensitive characters frequently clashed, this power was commonplace, but it has not been very much so since the end of the Great Sith Wars era, circa ~1,000 BBY. Time: Standard action. Target: You.
Use the Force. The result of the check determines the effect, if any.
- DC 05: You gain a +1 to the Defense score of your choice against Force powers used against you until the beginning of your next turn.
- DC 10: As DC 05, except the bonus increases to +3.
- DC 15: As DC 05, except the bonus increases to +5.
- DC 20: You gain a +3 bonus to two Defense scores of your choice against Force powers used against you until the beginning of your next turn.
- DC 25: As DC 20, except the Defense bonus increases to +5.
- DC 30: You gain a +3 bonus to all Defense scores against Force powers used against you until the beginning of your next turn.
- DC 35: As DC 30, except the Defense bonus increases to +5.
- DC 40: You gain a +10 bonus to the Defense score of your choice against Force powers used against you until the beginning of your next turn, and a +5 bonus to the others.
- DC 45: As DC 40, except you gain a +10 bonus to two Defense scores, and +5 to the third.
- DC 50: As DC 40, except you gain a +10 bonus to all Defense scores.
Special: The defense bonus to your Defense scores does not apply to powers with the [Lightsaber Form] tag, even if they apply a Use the Force roll directly to one of your defenses, except for powers that manipulate you into the lightsaber, instead of guiding the lightsaber into you. You may maintain Resist Force from round to round, extending the normal duration. Maintaining the Resist Force power is a swift action. If you suffer damage while maintaining Resist Force the effective roll of your activation roll falls by 5, even if you succeed in maintaining the power, but it may only fall once per round. If your effective activation roll falls below 5, the power ends.
Force Point: You may spend a Force Point when activating Resist Force to add +5 to one Defense score of your choice.
Unleashed: You may spend a Destiny Point when activating Resist Force to spread the effect to cover a number of allies equal to 1/2 your character level (round up) in addition to yourself who are within your line of sight. The effective activation roll only falls if you are forced to make a roll to maintain the power, but you must roll to maintain the power if your covered allies are subjected to a hostile Force power that deals damage.
Repulse [Telekinetic] (Force Unleashed 87)[]
You use the Force to move everyone around you away - violently. Time: Standard action. Targets: All adjacent targets.
Use the Force. Compare the result to the Fortitude Defense of all adjacent targets, and consult the table below. Targets whose Fortitude Defense are exceeded take all listed damage and full effects; targets whose Fortitude Defenses were not exceeded take half damage and no additional penalties.
- DC 05: Targets take 1d6 Force damage. Tiny and smaller targets are pushed back one square and knocked prone.
- DC 10: Targets take 2d6 Force damage. Smaller and smaller targets are pushed back one square and knocked prone.
- DC 15: Targets take 3d6 Force damage. Medium and smaller targets are pushed back one square and knocked prone.
- DC 20: Targets take 3d6 Force damage. Medium and smaller targets are pushed back two squares and knocked prone. Tiny and smaller targets take an additional 2d6 damage. The range of this power increases to two squares away from you.
- DC 25: Targets take 4d6 Force damage. Medium and smaller targets are pushed back three squares and knocked prone. Tiny and smaller targets take an additional 2d6 damage. The range of this power increases to two squares away from you.
- DC 30: Targets take 4d6 Force damage. Large and smaller targets are pushed back four squares and knocked prone. Small and smaller targets take an additional 2d6 damage. The range of this power increases to two squares away from you.
- DC 35: Targets take 5d6 Force damage. Large and smaller targets are pushed back five squares and knocked prone. Small and smaller targets take an additional 2d6 damage. The range of this power increases to three squares away from you.
- DC 40: Targets take 5d6 Force damage. Huge and smaller targets are knocked back six squares and knocked prone. Medium and smaller targets take an additional 2d6 damage. The range of this power increases to three squares away from you.
- DC 45: Targets take 6d6 Force damage. Huge and smaller targets are knocked back seven squares and knocked prone. Medium and smaller targets take an additional 2d6 damage. The range of this power increases to three squares away from you.
- DC 50: Targets take 6d6 Force damage. Gargantuan and smaller targets are knocked back eight squares and knocked prone. Huge and smaller targets take an additional 2d6 damage. The range of this power increases to four squares away from you.
Special: Targets add the inverse of their Size Modifier to Stealth to their Fortitude Defense for the purposes of resisting this power. Targets which are exceptionally stable, such as by having three or more legs or being prone, add a +5 stability bonus to their Fortitude Defense. Repulse's area of effect cannot be made to selectively exclude targets by any means, and you may not limit your Use the Force roll made to activate it.
Force Point: You may spend a Force Point to apply a -5 penalty to the targets' Fortitude Defense to resist your Repulse. Additionally after spending a Force Point, targets that impact another object take an additional 2d6 damage.
Unleashed: Unleashing the power of Repulse has devastatingly effective consequences. Activate the power without rolling; you automatically achieve a result of 50. Additionally, targets with non-heroic or beast levels which are caught in the blast are killed outright if they have an adjusted Fortitude Defense of less than 51, regardless of how many hit points they may have had remaining.
Tradition: Repulse is an uncommon combat power, typically known only by loners who often find themselves going toe-to-toe with large groups of common, unimpressive enemies, without any expectation of allies or neutrals on the battlefield, owing to its devastating effects and nondiscriminatory nature. Sith, Skywardens, Seyugi Dervishes, and Matukai Adepts are the most likely sources of this power; the Jedi of the Old Republic shied away from it, as a Jedi Master or Jedi Knight activating this power anywhere in the vicinity of civilians (or their own apprentice!) stood a good chance of killing targets they didn't intend to. In the modern era, however, it is known by some Jedi, most especially Jedi Knight Jaden Korr, who found it invaluable in a certain mission some years ago.
Sever Force [Light Side] (Core 100)[]
You can cut off another Force-user's access to the Force, preventing him from spending Force Points and making it difficult or impossible for him to use Force powers. Time: Standard action. Target: One Force-using creature with a Dark Side score of 1 or higher that is within 12 squares and within your line of sight.
Make a Use the Force check. If your Use the Force check equals or exceeds the target's Will Defense, the effect (if any) is determined by your check result:
- DC 10: The target cannot call upon the Force until the start of its next action.
- DC 15: The target cannot call upon the Force until the start of your next action.
- DC 20: The target cannot call upon the Force until the start of its action after the next.
- DC 25: As DC 20, and the target cannot spend Force Points until the end of the encounter.
- DC 30: As DC 25, and the target takes a penalty activating powers with the [Dark Side] descriptor equal to its Dark Side Score.
- DC 35: The target cannot call upon the Force for the rest of the encounter.
- DC 40: The target cannot call upon the Force for the rest of the day, or until its Dark Side Score reaches 0.
- DC 45: The target cannot call upon the Force for the rest of the year, or until its Dark Side Score reaches 0.
- DC 50: The target cannot call upon the Force until its Dark Side Score reaches 0.
Special: This Force power has no effect on targets with a Dark Side Score of 0. A target with a Dark Side Score equal to or greater than its Wisdom score cannot spend a Destiny Point to save itself from this effect, though it may still attempt to rebuke the power as normal. If the target is higher level than you are, it applies the difference in levels to its Will Defense.
Force Point: You can spend a Force Point to double the duration of the effect.
Unleashed: You may name any condition you choose for the subject to regain its Force-sensitivity, such as "While you faithfully serve the New Republic" or "While you pursue the path of the Jedi," or "When you have saved from destruction as many lives as you have willfully taken," or "One thousand years from now." The subject may regain Force-sensitivity contingent upon its pursuing a course, which if it strays from it will lose access to the Force, it may regain Force-sensitivity after any arbitrary period of time has passed (which may be absolute time or perceived time) or you may simply choose never to allow the subject Force-sensitivity again. In any case, the subject unconditionally regains its Force-sensitivity if it lowers its Dark Side Score to 0, but loses it again if it ever raises to 1 or more, the condition you named coming into effect. Most Jedi who feel the need to employ such extreme measures simply choose "Never," so as to force the subject onto the Path of the Light, or onto no path at all, but other contingencies have been used during times of need, or by Jedi who felt the need to offer the miscreant a way 'out'.
Light Side: This power carries the [Light Side] tag, and as such is normally not usable by a character who has a Dark Side Score. However, a character who knows this power and has a Dark Side Score of 1 or greater may choose to use it on themselves, in which case they automatically activate the power Unleashed, no Destiny Point required. Some Jedi have been known to use this to save themselves from having to perceive a cataclysmic devastation in the Force; others might have done so to escape from the Empire's eyes.
Tradition: Sever Force is a very obscure power. It is only known to the Jedi Order, its offshoots, and rare sects of contemplative Force-users who follow the Light Side devotedly. The Baran Do Sages are one such order (and indeed, they may very well be the source from which the Jedi Order learned the power), the Tyia are another.
Comments: The restriction to this power only affecting characters with a positive Dark Side Score should be removed. I state the case of the Jedi Council that was going to remove Meetra Surik's (the Jedi Exile) connection with the Force before being interrupted by Kreia and being Force-drained themselves (or possibly severed? There is a Youtube video showing alternate dialog and color when Kreia used the power). I would not object to some minor (or additional) rule changes to applying this power to those without a Dark Side Score.
It did occur to me to make the darker brother(s) of Sever Force's power when I get to my page: Drain Force or Drain Life.
The effect of being cut off from the Force could be devastating, to the degree of reliance the person had with it. Being unable to call upon the Force means that ALL things connected to the usage of the Force should be blocked to that character, meaning they can no longer defend themselves with Block or Deflect, or call upon it to replace another skill (like Force Pilot), or even to regain Force powers during an encounter (such as with the Force Focus talent or by spending a Force Point).
It does not begin nor end there, as this devastation is at it's peak when the afflicted has just been cut off from the Force. If one who had been born with it and has had it it for all its life to suddenly be "blinded," the trauma at that point would most assuredly affect one's Will Defense for a while, less so for those who haven't had it all their lives and to those who have recovered their connection soon afterward.
Look to this video to hear some examples of what it means to lose the Force: http://youtu.be/cP-BsQZoHqg?t=2m17s
I would think it should be ruled that the character who is cut off should have all of their powers in their Force power suite to be used up even if they recover their connection to the Force later in the encounter.
Overall, this power does require a great deal of thought to put rules to, not that I am bad-mouthing in any way the person who upgraded these powers. I am just trying to give more insight to what would happen in such circumstances. -WaveRaider.
Shatterpoint (Clone Wars 52)[]
You can detect the critical points of something, whether character, object, or event, that would shatter it if struck at the right time, in the right way. Time: Swift action. Target: You.
Use the Force. The result of the check determines the effect, if any.
- DC 05: If your next attack or damaging Force power on the target hits, treat the target's damage threshold as if it were five points lower than normal.
- DC 10: As DC 05, but treat the target's damage threshold as if it were 10 points lower.
- DC 15: As DC 05, but treat the target's damage threshold as if it were 15 points lower.
- DC 20: As DC 05, but treat the target's damage threshold as if it were 0.
- DC 25: For the entirety of your next hostile encounter with the target, treat their damage threshold as if it were 5 points lower than normal.
- DC 30: As DC 25, but treat the target's damage threshold as if it were 10 points lower. Alternatively, you can sense the shatterpoints in local events.
- DC 35: As DC 25, but treat the target's damage threshold as if it were 15 points lower. Alternatively, you can sense the shatterpoints in system-wide events or the current story arc.
- DC 40: As DC 25, but treat the target's damage threshold as if it were 0. Alternatively, you can sense the shatterpoints in sector-wide events or the current story arc.
- DC 45: As DC 25, but treat the target's damage threshold as if it were 0 in your next encounter, and permanently treat the target's damage threshold as if it were 5 lower until it takes steps to correct its weaknesses. Alternatively, you can sense the shatterpoints in political body-wide events or the current story arc.
- DC 50: As DC 25, but treat the target's damage threshold as if it were 0 in your next encounter, and permanently treat the target's damage threshold as if it were 5 lower until it takes steps to correct its weaknesses. Alternatively, you can sense the shatterpoints in events with limitless scope you are currently involved in.
Special: Bonuses from Shatterpoint understanding are not cumulative. You benefit only from the larger bonus. You may also use Shatterpoint to diagnose objects, machinery and droids (if trained in Mechanics) or organics (if trained in Treat Injury). You may add the penalty to the target's damage thresholds to Mechanics or Treat Injury checks made to repair or heal (or sabotage) targets of whom you have a Shatterpoint understanding. You may also add this bonus to Use the Force checks made to activate powers that would provide hit points or raise the condition of the target; any additional effect provided by Shatterpoint does not have a commensurate cost, if any.
Force Point: Spend a Force Point when you make an attack against a target against which you have a Shatterpoint understanding, and you may ignore the target's DR and SR as you strike between shield cycles and armor gaps.
Unleashed: Spending a Destiny Point to Unleash Shatterpoint permanently expands your understanding. You treat all damage thresholds as if they were five lower than they actually were.
Tradition: Members of most contemplative Force-using traditions know Shatterpoint, but it has never been a common ability, even among traditions with celebrated or infamous characters familiar with the power. Unquestionably, the most famous person ever to have knowledge of Shatterpoint is Jedi Master Mace Windu.
Slow [Telekinetic] (KotOR 52)[]
You use the Force to slow your targets, as if they were burdened by a heavy load, making it difficult for them to move or fight. Time: Standard action. Target: One creature or droid within 12 squares or within line of sight.
Use the Force. If the result equals or exceeds your target's Fortitude Defense, they are burdened as if carrying the load indicated, in addition to any load they may already be carrying, until the beginning of their next turn. If the result does not equal or exceed their Fortitude Defense, they are burdened as if with half the load. If the result does not equal or exceed the target's Will Defense, they are completely unaffected.
- DC 05: 16 Kg
- DC 10: 20.25 Kg
- DC 15: 30.25 Kg
- DC 20: 49 Kg
- DC 25: 81 Kg
- DC 30: 132.25 Kg
- DC 35: 210.25 Kg
- DC 40: 324 Kg
- DC 45: 484 Kg
- DC 50: 702 Kg
Special: You may maintain Slow from round-to-round as a standard action. You do not have to make a new roll to every round, but every time you are forced to roll to maintain the power, the Use the Force result you achieved is reduced by 5. When the effective Use the Force result drops below 05 or the target's Will Defense, the power ends. Vehicles are difficult to burden in this manner, but not impossible. If a vehicle of Colossal size or smaller with a full crew compliment is burdened with double its rated cargo capacity, it noticeably slows, as if burdened with an Approach Load, and takes penalties to Pilot. If it is burdened with quadruple its rated cargo, it is burdened as if with its Lifting Load, and cannot make Pilot checks.
Force Point: You may spend a Force Point when you activate Slow to impose a -5 penalty to your target's Will or Fortitude Defense against the use of this power.
Unleashed: You impose a great gravity upon the situation when you channel a Destiny Point through Slow. You may affect a number of hostile targets within range of up to half your character level.
Tradition: Slow was a common combat power in the era of the Jedi Civil War (Circa ~ 4,000 BBY,) but it had fallen out of favor and common knowledge by the time of the Great Galactic War (circa ~3,600 BBY.) In the modern era, it is almost unknown, as no traditions appear to have a tradition of passing it down, but the power might be inspired in any force-user who experiences an intense gravity field and survives.
Stagger [Telekinetic] (Legacy Era 54)[]
You use the Force to lash out at a nearby enemy, causing it to stumble backwards. Time: Swift action or reaction against one enemy rolling a melee attack against you. Target: One enemy adjacent to you.
Make a Use the Force check. Compare the result to the target's Fortitude Defense. If the check result equals or exceeds the target's Fortitude Deense, the target takes 2d6 points of Force damage and is pushed 1 square away from you. This movement does not provoke an attack of opportunity from you, however it may provoke an attack of opportunity from an ally. If used as a reaction, Stagger triggers before an enemy's attack is resolved. If they are pushed away, their attack is aborted unless their melee reach remains sufficient to target you. If your attack fails to exceed the enemy's Fortitude Defense, they still take 2d6 damage, but are not pushed away.
Force Point: You may spend a Force Point when you activate this power to affect all enemies adjacent to you, in which case compare your Use the Force check result to each target's Fortitude Defense.
Unleashed: You may spend a Destiny Point when you activate this power, causing it to affect all enemies in your line of sight. Targets who are pushed back are also knocked prone, and all targets' movements and their falling prone provokes an attack of opportunity from characters other than you.
Tradition: As a telekinetic power, Stagger is available to all Force-using traditions.
Surge [Telekinetic*] (Core 100)[]
The Force enables you to leap to great heights and dash great distances in the span of mere moments. Time: Free action. Target: You.
Make a Use the Force check. The result of the check determines the effect, if any:
- DC 5: You gain a +5 Force bonus on Athletics checks made to jump, and are considered to have a running start.
- DC 10: You gain a +10 Force bonus on Athletics checks made to jump, are considered to have a running start, and your speed increases by 2 squares until the start of your next turn. The Force bonus on Jump checks includes the adjustment for increased speed. You may climb or swim at your normal speed (adjusted by the result of the Surge power), but you must still make a successful Athletics check to do so.
- DC 15: As DC 10 except with a +20 Force bonus on Athletics checks made to jump and your speed increases by 4 squares.
- DC 20: As DC 10, except with a +30 Force bonus on Athletics checks made to jump your speed increases by 6 squares, and you are considered to have a climb and swim speed equal to your normal, non-adjusted land speed.
- DC 25: As DC 10, except with a +40 Force bonus on Athletics checks made to jump, your speed increases by 8 squares, and you are considered to have a climb and swim speed equal to your adjusted land speed.
- DC 30: As DC 10, except with a +50 Force bonus on Athletics checks made to jump, your speed increases by 10 squares, and you are considered to have a climb and swim speed equal to your adjusted land speed.
- DC 35: As DC 10, except with a +60 Force bonus on Athletics checks made to jump, your speed increases by 12 squares, and you are considered to have a climb and swim speed equal to your adjusted land speed. Your movement does not provoke attacks of opportunity, as you are far too swift for even Jedi reflexes.
- DC 40: As DC 10, except with a +70 Force bonus on Athletics checks made to jump, your speed increases by 14 squares, and you are considered to have a climb and swim speed equal to your adjusted land speed. Your movement does not provoke attacks of opportunity, as you are far too swift for even Jedi reflexes.
- DC 45: As DC 10, except with a +80 Force bonus on Athletics checks made to jump, your speed increases by 16 squares, and you are considered to have a climb and swim speed equal to your adjusted land speed. Your movement does not provoke attacks of opportunity, as you are far too swift for even Jedi reflexes.
- DC 50: If you can move to it without stopping to do anything through any combination of impossible leaps, spider climbs, turbo-swimming and flash-running and it's within the narrative scope of the scene, you arrive in one move action. You change locations so swiftly that all characters are considered flat-footed against you for the remainder of your action. Only review of high-speed holographic imagery can confirm you didn't actually teleport to the location.
Special: You may spend a Force Point to increase the power's Force bonus on Athletics checks made to jump by 10, increase your speed by an additional 2 squares, and grant yourself a climb and swim speed equal to your normal land speed, unless the check result would give you such a speed equal to your adjusted land speed. Alternatively, you may spend a Force Point to share the effect of your Surge with a number of friendly characters equal to 1/2 your character level who are adjacent to you; they may move or double move immediately, and lose the appropriate actions come their next turn.
Unleashed: Spend a Destiny Point to activate this power and automatically achieve a result of 50.
Tradition: Surge is a basic telekinetic power, available to any and all Force-sensitives trained in Use the Force.
Technometry (Clone Wars 52)[]
You have the unusual ability to tap into and read technological devices, breaking down the barrier between inorganic computers and the Force, able to read the electronic circuitry that compromise their brains. Time: Standard action. Target: One droid or electronic device touched, or a droid within 6 squares or in your line of sight.
Use the Force. If the result equals or exceeds the target's Will Defense, you may learn one piece of information contained within the target's information, regardless of how classified it is. For every 5 points that you exceed the target's Will Defense, you can learn one additional piece of information. Alternatively, you may raise the target's attitude with you by one step, and one additional step per 5 your Use the Force check exceeds the target's Will Defense. If you raise the target's attitude by 1 step, you grant yourself root access; droids treat you as their master, ignoring their own master unless the master uses a droid caller to initiate a hardware override.
Alternatively, if you target a droid in a hurry at a range and succeed in overcoming its Willpower Defense, you may choose one of the following effects and apply it:
- The droid's senses are jammed, granting all characters total concealment against the droid and allowing anyone to make Stealth checks against it. If the droid's senses are networked with other devices or droids in the area, all targets only benefit from concealment against it.
- Slow the droid's processor clock, making it Flat-Footed against all attacks made before the end of your next turn.
- Implant a single command that the droid will follow for the next two rounds to the best of its ability, such as "fire upon a given target" or "flee" or "leap from the cliff" or "Reboot."
Special: Droids with remote processors are immune to any uses of Technometry except slowing its processor clock or jamming its sensors. On the other hand, if you gain access to the remote processor, you may target it as a droid and all droids under its command will function as if affected. If you have the Technometry power in your Force suite, you treat droids and computers as valid targets for [Mind-Affecting] and [Telepathic] powers and effects. Additionally, you can sense the presence of droids and computers through the Force as if they were living beings.
Force Point: You may spend a Force Point when you activate Technometry to learn two additional pieces of information, increase the droid or computer's attitude by 1 step, or extend the droid-specific effects of this power by an additional round.
Unleashed: When you spend a Destiny Point to activate Technometry, you may rip through computer systems as if they weren't there, at any range. You may target any computer or droid which you can find mutual signal range to, networking through any devices which are communicating through any combination of communication methods to target anything, as long as you have some reasonable belief that the target is connected to any communications network you have access to. You are considered to have the communications range of any electronic communications device you use to activate this power, whether a handheld comlink or a holonet transceiver; if you have no such device at your disposal, or your devices are insufficient to the task, you are considered to be a comlink with a range of your Use the Force check result x 100 meters. The electronic security of any devices you network through or to are irrelevant; only physical isolation from communication can prevent a device from being targeted by an Unleashed Technometery. After you have Unleashed the power of Technometry once, you thereafter have an unusual connection to electronic systems that most Jedi of the old guard would consider unnerving. You act as an organic comlink, able to roll Use the Force at any time to achieve a signal range, or touch any electronic device to establish communications with it, even if it has no user interface. You may make Use Computer rolls at a range with no electronics upon your person, but ordinary computer security measures still apply (and must be defeated if you wish access to or through secured systems). A character who has Unleashed Technometry may then use the Awaken Force Sensitivity Force Regimen on a droid. Droids who have had a glimpse into the Force, guided by an Unleashed Technomancer may thereafter train the Use the Force skill and take other feats and talents applicable to the Force. Such a droid loses its immunity to [Mind Affecting] powers, however.
Tradition: Technometry is an unusual power, quite rare. There were few masters of this power throughout recorded history; most Force-users subscribe thoroughly to the belief that the Force was blind to electronics and vice-versa. To learn Technometry, a character must either learn it from one who already has, or have a vested and demonstratable interest in both Use Computer and Use the Force, having taken at least one talent or feat applicable to either, or having taken a talent to make their Use the Force skill replace Use Computer, as there are talents to replace Pilot and Initiative and other skills. Some Jedi Masters, such as Quinlan Vos, mastered the power during the Clone Wars in an effort to gain an advantage over the Confederacy, but never Unleashed it to its full potential. Whether any masters of this power survive is unknown.
Thought Bomb [Mind-Affecting, Telepathic*] (JATM 28)[]
You use the Force to radiate a sudden, sharp blast of telepathy, rocking and staggering the minds of nearby foes. Time: Swift action. Targets: All enemies within 2 squares of you.
Make a Use the Force check. Compare the results to each target's Will Defense. If the result equals or exceeds their Will Defense, they take 2d6 points of Force damage and lose their next swift action. Any rolls to maintain Force powers triggered by the damage of this power are at a -5 penalty.
Force Point: You can spend a Force Point to increase the damage dealt by this power by +2d6 points.
Unleashed: Few would spend the Destiny Point to Unleash the power of Thought Bomb, but if you really want to, you can. An Unleashed Thought Bomb affects all enemies in the narrative scope of the scene and automatically terminates any ongoing Force powers they may be maintaining, as well as any powers which have a duration which is currently ongoing. Affected targets may only prevent this by spending a Destiny Point of their own.
Valor [Light Side] (KotOR 52)[]
You call upon the strength of the Force, bolstering yourself and your allies to feats of heroism in the face of peril and overwhelming odds. Time: Standard action. Target: All allies within 6 squares and within line of sight.
Use the Force. The result of your check determines the effect, if any, which last until the start of your next turn.
- DC 05: Targets gain a +1 Morale bonus to their Will Defense.
- DC 10: Targets gain a +2 Morale bonus to their Will Defense.
- DC 15: Targets gain a +2 Morale bonus to their Will Defense, and a +1 Force bonus to all defenses against attacks or hostile powers initiated by foes with fewer heroic class levels than they.
- DC 20: Targets gain a +3 Morale bonus to their Will Defense, and a +1 Force bonus to all defenses against attacks or hostile powers initiated by foes with fewer heroic class levels than they.
- DC 25: Targets gain a +3 Morale bonus to their Will Defense, and a +2 Force bonus to all defenses against attacks or hostile powers initiated by foes with fewer heroic class levels than they.
- DC 30: Targets gain a +3 Morale bonus to their Will Defense, and a +2 Force bonus to all defenses against attacks or hostile powers initiated by foes with fewer heroic class levels than they. They may no longer be Flanked.
- DC 35: Targets gain a +3 Morale bonus to their Will Defense, and a +2 Force bonus to all defenses against attacks or hostile powers initiated by foes with fewer heroic class levels than they, increased to +5 against enemies with non-heroic class levels. They may no longer be flanked.
- DC 40: Targets gain a +5 Morale bonus to their Will Defense, and a +2 Force bonus to all defenses against attacks or hostile powers initiated by foes with fewer heroic class levels than they, increased to +5 against enemies with non-heroic or beast levels. They may no longer be flanked.
- DC 45: Targets gain a +5 Morale bonus to their Will Defense, and a +2 Force bonus to all defenses against attacks or hostile powers initiated by foes with fewer heroic class levels than they, increased to +5 against enemies with non-heroic or beast levels. They may no longer be flanked, and area attacks made against them deal half damage on a hit, no damage on a miss.
- DC 50: Targets gain a +5 Morale bonus to their Will Defense, and a +2 Force bonus to all defenses against attacks or hostile powers initiated by foes with fewer heroic class levels than they, increased to +5 against enemies with non-heroic or beast levels. They may no longer be flanked, and area attacks made against them deal half damage on a hit, no damage on a miss. They retain their Dexterity bonus to Reflex Defense regardless of any other conditions or powers, and may not be made to be considered flat-footed by any effect or power.
Special: You may maintain Valor from round-to-round, extending the normal duration. Maintaining Valor is a swift action.
Force Point: You may spend a Force Point when you activate Valor to double the applicable bonuses to Will Defense against fear effects.
Unleashed: By spending a Destiny Point to activate an Unleashed Valor, you apply your touch of grace to all of your allies who can hear you, inspiring them to their finest hours. The activation time extends to a dramatic action, but it may be done in combat. All of your allies who can hear you finish your speech benefit from your Valor roll until the end of the scene, regardless of whether they are right next to you, fighting off assassins by your side or all the way across the galaxy in the cockpit of a starfighter, lining up an attack run. Affected allies, if they do not have any heroic class levels, are treated as if they had 1 heroic class level for the duration of the scene. The Force bonuses to all defenses apply to the defenses of vehicles crewed by your allies. If you take damage and fail to maintain the power before you complete your dramatic speech, the effect ends, but if you complete the speech all allies remain effected until the end of their respective scenes.
Vital Transfer [Light Side] (Core 100)[]
You use your own life force to heal another living creature, using the Force as a conduit. Time: Standard action. Target: One creature touched.
Make a Use the Force check. The result of the check determines the effect, if any:
- DC 5: The target heals hit points equal to 1/2 its character level, minimum 1.
- DC 10: The target heals hit points equal to its character level.
- DC 15: The target heals hit points equal to twice its character level.
- DC 20: The target heals hit points equal to thrice its character level.
- DC 25: The target heals hit points equal to quadruple its character level.
- DC 30: The target heals hit points equal to quadruple its character level and moves one step up along the condition track.
- DC 35: The target heals hit points equal to quadruple its character level and moves two steps up along the condition track.
- DC 40: The target heals hit points equal to quadruple its character level and moves three steps up along the condition track.
- DC 45: The target heals hit points equal to quadruple its character level and moves four steps up along the condition track.
- DC 50: The target heals hit points equal to quadruple its character level and moves five steps up along the condition track.
Each time you use Vital Transfer, you take half as much damage as you heal (rounded down). You do not fall along the condition track if you move your patient up along it.
Special: You may spend a Force Point to avoid taking any damage when you use this Force power. You may choose to heal the target for fewer hit points than your check result would entitle you to.
Unleashed: You may spend a Destiny Point when you activate this power. When you do, you have the following options:
- Activate the power without rolling, achieving a check result of 50 automatically.
- Target every ally within six squares of yourself, healing them all equally (but only taking damage yourself as if you had healed once).
- Affect a target with this power who was killed less than your character level in combat rounds ago. This can restore a character to life as long as their brains remain intact, provided they are willing to be returned to life.
Tradition: Vital Transfer is a power that takes some notion of sacrifice and teamwork to master, but it is widespread because of the many traditions which have those values. It is available to any Force-using tradition which the GM says it is available to, including, but not limited to, Jedi (and all offshoots, including Sith, though Sith tend to use its perverted cousin Dark Transfer), the Aing-Tii Monks, Baran Do Sages, the Iron Knights (as Jedi offshoots,) Kro Var Shapers, Tyia Adepts, Skywardens, and Zesion Sha (as Jedi offshoots), but explicitly excluding (but not limited to) White Current Adepts (too self-interested), Matukai Adepts (their tradition is too focused inward), and Seyugi Dervishes (Dark Sided assassin cults tend to prefer Dark Transfer). It is available to any wild talent or member of any Force-using tradition (provided they have a Dark-Side Score of 0) if they can find a member of one of those traditions who possesses the power to teach them.
Wound [Dark Side] (KotOR 52)[]
You see the biological systems of your target, and disrupt them, painfully injuring them. Time: Standard action. Target: One living, organic creature within 6 squares and within line of sight.
Use the Force. If the result equals or exceeds the target's Fortitude Defense, it takes 4d6 points of Force damage.
Special: The target does not gain the benefit of any equipment or size modifiers to their damage threshold when resolving the effects of the damage of this attack. If the target moves 1 or more steps down the condition track as a result of this power, the condition becomes persistent until the target is treated with a Treat Injury check with a DC equal to your Use the Force check.
Force Point: You can spend a Force Point to increase the damage inflicted by this power by 2d6.
Unleashed: By spending a Destiny Point when you activate this power, you can let loose with an Unleashed Wound. You affect up to 1/2 your character level in eligible targets within range.
Tradition: Although not an uncommon power, Wound is not a very common one, either. It is known primarily to Dark-Sided Force-users who make a study of medicine and biology. As few Dark-Siders are particularly interested in helping others, this dramatically cuts back the pool of Dark-Siders who can spontaneously develop the power, but practitioners have existed in practically all Dark-Sided Force-using traditions. Any Force-sensitive character with a Dark Side Score equal to half their Wisdom score or greater who is trained in Treat Injury or Knowledge (Life Sciences) may develop this power.
[Lightsaber Form] powers[]
All Lightsaber Form powers are shared between the lightsaber-wielding traditions: to wit, the Jedi and the Sith.
Assured Strike [Lightsaber Form] (JATM 29)[]
You trade power for accuracy, when striking is more important than dealing damage. Time: Swift action. Target: You.
Use the Force. The result of your check determines the result, if any.
- DC 05: You augment the next melee attack you make with a lightsaber, rolling twice and keeping the higher result. However, you take a -10 penalty on any associated damage roll, to a minimum of 1 damage/die.
- DC 10: As DC 05, however the penalty is reduced to -5.
- DC 15: As DC 05, however the penalty is reduced to -2.
- DC 20: As DC 05, however the penalty is reduced to -1.
- DC 25: As DC 05, but you incur no damage penalty.
- DC 30: As DC 10, but the reroll applies to your next two attack rolls.
- DC 35: As DC 15, but the reroll applies to your next two attack rolls.
- DC 40: As DC 20, but the reroll applies to your next two attack rolls.
- DC 45: As DC 25, but the reroll applies to your next two attack rolls.
- DC 50: As DC 25, but the reroll applies to your next three attack rolls.
Special: The effects of this power apply to any melee attack roll made with a lightsaber. This does not necessarily have to be an attack made to damage a character, and it may be applied to melee strikes augmented with additional [Lightsaber Form] powers. You may choose to limit the result on your Use the Force roll; such as if you'd prefer a result of DC 25 when you rolled DC 30.
Force Point: You may spend a Force Point to reroll your first attack roll three times, keeping the highest result. Unleashed: Simple and effective, Unleashing the power of Assured Strike allows the will of the Force to guide your lightsaber. You may substitute your Use the Force skill for melee attack rolls if your Use the Force modifier is higher than your melee attack bonus, or use your normal attack bonus until the end of the encounter, Taking 10 on each attack. If you choose to roll, you must roll your normal melee attack roll.
Lightsaber Form (Juyo): If you have the Juyo talent and miss with all attack rerolls to which you are entitled, the power is returned to your Force suite immediately.
Barrier of Blades [Lightsaber Form] (JATM 29)[]
Your lightsaber whips around you as you let the Force guide your defenses, creating a barrier through which hostile attacks rarely penetrate. Time: Swift action. Target: You.
Use the Force. Until the start of your next turn, you may use the result of your Use the Force check in place of your Reflex Defense against incoming weapon attacks of any sort that could be Blocked or Deflected, as with the Lightsaber Combat talents of those same names. As with the Deflect talent, area attacks that would hit your newly-adjusted Reflex Defense cause you to take half damage, area attacks that would miss cause you no damage.
Special: Blaster attacks which fail to overcome your augmented Reflex Defense are considered to have been deflected, in the event you have the Redirect Shot talent from the Lightsaber Combat tree.
Force Point: While Barrier of Blades is in effect, you may spend a Force Point to make an immediate attack roll with a lightsaber you are wielding against a character who has just missed an attack against you at melee range.
Unleashed: When you Unleash the Barrier of Blades, the effects of the power last until the end of the encounter.
Lightsaber Form (Shien): If you have the Shien talent, you may redirect (as per the Redirect Shot talent) one blaster bolt that misses you per round while this power is in effect. This is cumulative with the actual Redirect Shot talent; with both, you may redirect up to two shots per round.
Circle of Shelter [Lightsaber Form] (JATM 29)[]
You create a protected area around yourself, through which enemies have difficulty reaching you or your allies. Time: Standard action. Targets: You plus all allies adjacent to you.
Use the Force. The result determines the effect, if any.
- DC 05: Until the end of your next turn, you can choose to apply a +1 deflection bonus to the Reflex Defense of one target subjected to one attack.
- DC 10: As DC 05, except you can choose to apply the deflection bonus to two attacks.
- DC 15: As DC 05, except you apply the deflection bonus to the first attack suffered by all protected characters.
- DC 20: Until the end of your next turn, you and all adjacent allies gain a +1 deflection bonus to Reflex Defense.
- DC 25: As DC 20, except the bonus is +2.
- DC 30: As DC 30, except the bonus is +5.
- DC 35: As DC 30, except the power lasts for two rounds.
- DC 40: As DC 30, except the power lasts for three rounds.
- DC 45: As DC 30, except the power lasts for four rounds.
- DC 50: As DC 30, except the power lasts for five rounds.
Special: This power only applies to targets which are adjacent to you, regardless of whether or not you have a melee reach greater than adjacent with a lightsaber.
Force Point: You can spend a Force Point to apply the deflection bonus from this talent to the Fortitude Defense of all adjacent allies.
Unleashed: When you Unleash the power of Circle of Shelter, you may keep the power going. In the turn at the end of which the power would end, you may use a standard action to again roll Use the Force to activate Circle of Shelter. You may do this indefinitely, but if you let the power lapse, it ends.
Lightsaber Form (Soresu): If you have the Soresu talent, you can add the deflection bonus to Use the Force checks made to use the Block or Deflect talents until the power ends, and you may block or deflect attacks aimed at adjacent allies.
Contentious Opportunity [Lightsaber Form] (JATM 29)[]
When an opponent gives you an opening, the Force guides your lightsaber. Time: Reaction. (Activate this power in place of making an attack of opportunity.) Target: One enemy who provoked your attack of opportunity.
Make an attack roll. Use your Use the Force modifier in place of your BAB + Attribute modifier to your attack roll. All other modifiers to attack remain in place. For every 5 whole points by which this attack roll exceeds the target's Reflex Defense, add +1 die of damage.
Force Point: If you hit with the attack of opportunity, you may immediately spend a Force Point to reduce the target's speed by 2 squares until the end of its next turn.
Unleashed: Unleashing the power of Contentious Opportunity applies its effects to every attack of opportunity you would be entitled to for the duration of the encounter.
Lightsaber Form (Makashi): If you have the Makashi talent, you gain a +2 Force bonus on attacks of opportunity (including this one) until the end of your next turn.
Deflecting Slash [Lightsaber Form] (JATM 30)[]
You combine the efforts of deflecting a projectile and striking at an adjacent opportunity, the Force guiding your economy of motion. Time: Reaction (when targeted by a non-area ranged attack). Target: You plus one enemy within your reach.
Use the Force. You take a -5 penalty on this check. If the check exceeds the attack roll of the incoming attack, you take half damage from it. If the check exceeds the Reflex Defense of the adjacent enemy, you deal armed weapon damage to that enemy.
Special: You may use the Redirect Shot talent to redirect a shot intercepted by Deflecting Slash, even if you take half damage from it. The roll to redirect takes a -5 penalty.
Force Point: If you spend a Force Point when you activate Deflecting Slash, you may deflect incoming area attacks of the sort that might have been deflected by the Deflect talent from the Lightsaber Combat Tree.
Unleashed: If you spend a Destiny Point when you activate Deflecting Slash and unleash its power, you may invoke Deflecting Slash for the rest of the encounter any time you are subject to a ranged attack eligible to be deflected whilst adjacent to an enemy.
Lightsaber Form (Soresu): If you have the Soresu talent, you take half damage if you Use the Force check does not exceed the incoming attack roll, and no damage if it does not.
Disarming Slash [Lightsaber Form] (JATM 30)[]
You take advantage of the opportunity created by a successful hit to attempt to wrest an opponent's weapon from their grasp. Time: Reaction (triggered by damaging an adjacent opponent with a lightsaber attack). Target: One enemy whom you have just struck.
Make a Use the Force check when you choose to use this power as a reaction. Your Use the Force check result takes the place of a melee attack roll in a Disarm attack. This attack is not made to remove hands with your lightsaber, but to take advantage of the momentary distraction of the attack to grab their weapon or knock it from their grasp. This Use the Force check is made against the normal Reflex Defense calculated for disarming a character, but the attack does not provoke an attack of opportunity, either when you initiate it or fail to succeed. If you do succeed in the attack roll, you gain control of the weapon with a free hand, and may make a hand free to take control of the weapon if you are wielding a single lightsaber in two hands. If the weapon is attached to the target with a lanyard, you automatically sever it with your lightsaber as part of successfully using a Disarming Slash.
Special: If you have any feats, powers or talents which enhance a Disarm attack, they enhance your Disarming Slash.
Force Point: You may spend a Force Point when activating Disarming Slash to resolve the Disarming Slash as per Disarming with a Lightsaber. The damage from your initial successful lightsaber attack is added to the damage from the second attack you make with Disarming Slash to determine if you overcome the target's damage threshold and remove their manipulating digits as well as their weapon.
Unleashed: If you spend a Destiny Point to unleash Disarming Slash when you activate the power, you may follow up one successful melee lightsaber attack per round with a Disarming Slash for the duration of the scene.
Lightsaber Form (Shii-Cho): If you have the Shii-Cho talent, you may invoke this power to make a single armed lightsaber attack on an adjacent enemy. If the attack succeeds, it is augmented with the Disarming Slash power. You may not invoke Disarming Slash in this manner if you used any other reactive action (including the Block or Deflect talents) as a reaction to the attack.
Draw Closer [Lightsaber Form, Telekinetic] (JATM 30)[]
Grab an opponent with the Force, drawing them into your lightsaber. Time: Standard action. Target: One enemy of Medium (or lesser) size within 6 squares and within line of sight and effect.
Make a Use the Force check. The result determines the effect, if any. The result of your check must exceed the target's Will Defense to draw them closer, and it must exceed their Reflex Defense to deal damage to them:
- DC 05: You draw the opponent two squares directly towards you, provided it is not held immobile, the target holding it is willing to let it go as a free action, or your Use the Force check exceeds the check which is holding it immobile. If your Use the Force check exceeds the target's Reflex Defense, you deal damage to them as if with a successful melee attack. The Use the Force check made may be augmented with any powers, talents or feats that augment a single melee attack (such as Power Attack). If your attack roll exceeds the target's Reflex Defense by 10 or more, the attack is a critical hit. Movement compelled by Draw Closer provokes attacks of opportunities from characters which are not you.
- DC 10: As DC 05, but you draw the opponent 4 squares towards you.
- DC 15: As DC 05, but you draw the opponent directly to you.
- DC 20: As DC 05, but you draw the opponent directly to you, and the opponent may be of Large size or smaller.
- DC 25: As DC 05, but you draw the opponent directly to you, and the may be of Huge size or smaller. The target takes a -1 penalty to its Reflex Defense and attempts to block this attack.
- DC 30: As DC 05, but you draw the opponent directly to you, and they may be of Gargantuan size or smaller. The target takes a -2 penalty to its Reflex Defense and attempts to block this attack.
- DC 35: As DC 05, but you draw the opponent directly to you, and they may be of Colossal size or smaller. The target takes a -5 penalty to its Reflex Defense and attempts to block this attack.
- DC 40: As DC 05, but you draw the opponent directly to you, and they may be of Colossal size or smaller. The target takes a -10 penalty to its Reflex Defense and attempts to block this attack.
- DC 45:As DC 05, but you draw the opponent directly to you, and they may be of Colossal size or smaller. The target takes a -10 penalty to its Reflex Defense and attempts to block this attack, and is considered flat-footed against the attack.
- DC 50: As DC 05, but you draw the opponent directly to you, and they may be Colossal size or smaller. The target's Reflex Defense takes a -10 penalty or is considered to be 0, whichever would be lower, they are considered flat-footed against the attack, and they may not use any reactive power to attempt to defend themselves.
Force Point: If you spend a Force Point when you activate this power, you may pull the creature into any square within your melee reach and they do not have to take a direct route along the path to you, eliminating the requirement that you need line of effect to the target.
Unleashed: If you spend a Destiny Point to activate this power, you activate it without rolling, activating the power with a result of 50 and pulling your opponent directly into your lightsaber.
Lightsaber Form (Niman): If you have the Niman talent, you can target a creature within 12 squares (instead of 6).
Comment and Question: The way this power was handled makes me concerned, as it doesn't make much sense to me, like why would one bring a Colossal target to them, and why would the target attempt to block at higher levels? -WaveRaider.
Answers: Many reasons. You want to drag him along a corridor of your friends so they can all take AoOs against him. You want to get into melee range with him, but he keeps using his superior reach and AoOs to push you back. You want to have an almost assured critical hit on him. As for why the target would attempt to block: why wouldn't the target attempt to block? Not getting hit by a lightsaber is always better than getting hit by a lightsaber! -Shadow
Response:
- There is more to my question discussion-wise, as you don't point out if the target has to have the Block talent and an ignited lightsaber or lightsaber-resistant weapon to perform a block. I get that it's common sense that someone needs those in order to perform a block against a lightsaber, but you never mention it in the entry, nor your response, so it could be taken that a lowly Stormtrooper could make a block attempt despite not having a lightsaber, the Block talent, or the Unarmed Parry talent.
- Wouldn't it be easier to state that the opponent can attempt to block the attack attempt if they have the Block talent and an ignited lightsaber or lightsaber-resistant weapon (or shield)? The original power made you make a UtF roll, then the attack roll. This makes it so that the attack relies on the person's mastery of the lightsaber, rather than the use of the Force, which seems fair and expected, as you could bungle the attack attempt, especially if you are not proficient in its use (though in that case, what are you doing with a [Lightsaber Form] power?), or the enemy could attempt to block or dodge, and those who have mastered the weapon (or roll a natural 20) could make a devastating strike.
- And in the case of being pushed back by the Colossal target, I can imagine that would happen realistically, but I can't recall any physical abilities that would send someone flying back rule-wise (other than Throw feat), and secondly, I can also imagine a scenario where the Colossal target would just fall on the person who drew them in (once it's their turn), damaging them with some fall damage. Ever heard of the term "Wailord used Body Slam?"
- The power should not allow them to have AoOs to be taken against them from others, as the official errata states that involuntary movement never provokes an AoO ([[1]]), nor do I feel that critical hits outside of the critical hit range of the dice rolling is fair. Maybe have more damage (dice optional) be dealt or an increased chance to hit instead? Also, following Jedi Knight series, how about making the target fall prone if you exceed their Fortitude Defense or something? Taking in size and stability modifiers and all.
- What about the scenario of the target being able to react (or submit) to this power (especially when it's made at low checks), making their own attack against the user, thus having the attempt backfire?
- I understand what I am saying is could be taken as: "Nerf this power." As this power can be a complicated subject, we should be clear on what could and should happen, and being a bit more simplistic probably wouldn't hurt.
- Umm, did I read that right? DC 50 makes the target's RD 0? As in they'll be hit, no matter what? Then that would make the -10 to RD part unnecessary.
- Tactical-wise, you do make some sense.
- Lastly, it just occurred to me that I should be making these questions and comments on the talk page (I had forgotten that there are such things). I elect that we should move these to the appropriate page. -WaveRaider.
Falling Avalanche [Lightsaber Form] (JATM 31)[]
You raise your lightsaber above your head and bring it crashing down on your opponent with incredible force. Time: Standard action. Target: You plus one enemy within your reach.
Make a Use the Force check. If your check result exceeds the opponent's Reflex Defense, you deal armed lightsaber damage to them. You may use feats and talents like Power Attack to augment this damage (and penalize your Use the Force roll, as appropriate). The target is pushed back one square, plus one additional square for every full 5 points by which your Use the Force roll exceeded their Reflex Defense, and you immediately follow them to end the target's movement adjacent to them in the square they passed through before their movement ends. A target which cannot move, such as for instance by being immobilized by being grabbed or grappled, or being back up against a wall, increases the damage of your lightsaber by one additional die of damage for every square they should have moved. Targets whose forced movement ends early (for instance, being forced back three squares when they can only move back one square) take the difference in damage (in this case, an additional 2 die of damage). Your target's being forced back provokes attacks of opportunities from your allies, but your follow-up provokes attacks of opportunity from your enemies. If your movement after the target is brought to a halt (for instance, an enemy reactively tripping you) you do not deal additional damage to the target.
Force Point: You may spend a Force Point when you activate this power to knock your opponent prone at the end of its forced movement.
Unleashed: When you unleash the power of Falling Avalanche, you pursue your target every step of its flailing, striking it over and over and over again. For each square the target moves, you may make an additional armed lightsaber attack (with your normal attack rolls). If the target's movement ends early, you instead deal two additional dice for each square it would have moved and double your non-die bonus damage to the target.
Lightsaber Form (Djem So): If you have the Djem So talent, after successfully activating Falling Avalanche, you gain one temporary Force Point that may only be used to activate the Djem So talent, and only until the end of the scene.
Fluid Riposte [Lightsaber Form] (JATM 31)[]
You smoothly turn aside an opponent's melee attack, using their momentum to step to an advantageous location from which to strike them off-guard. Time: Reaction (when an adjacent enemy makes a melee attack against you). Targets: You plus one enemy within your melee reach.
Make a Use the Force check. If the result equals or exceeds the incoming attack, the attack deals half damage if it exceeds your Reflex Defense, or no damage if it does not. You then immediately move to any other square adjacent to your attacker and make a single melee attack with a lightsaber against him, using the result of your Use the Force check in place of a normal melee attack roll.
Special: If you have nowhere better to move, and if that space is open, you may move to a position which would consider the target flanked against your prior location, and consider the target flanked against your melee attack.
Force Point: If you spend a Force Point when you activate this power, the opponent is considered flat-footed against your melee attack.
Unleashed: When you Unleash the power of Fluid Riposte, the smooth effect of it stays with you. You may activate Fluid Riposte as a reaction to one melee attack per round until the end of the encounter.
Lightsaber Form (Djem So): If you have the Djem So talent, you may choose one of the following when you activate Fluid Riposte:
- You may gain one temporary Force Point to be spent to activate the Djem So talent which lasts until the end of the encounter.
- You may choose to take no damage from the incoming attack if your Fluid Riposte check exceeds the incoming attack roll, and half damage if it does not. (If it does not, you still do not get to move or attack.)
Hawk-Bat Swoop [Lightsaber Form] (JATM 31)[]
You leap into action, colored blurs from the passage of your lightsaber(s) the only indication of your passage as you strike at your foes. Time: Standard action. Targets: You plus one enemy within your reach.
Make a Use the Force check. The result of the check determines the result, if any.
- DC 05: You move up to 1 square and make an attack roll against any enemy in range, using your bonus to Use the Force in place of your Attribute bonus + BAB, if greater. Your movement does not provoke any attack of opportunity. You may attack at any point along your path, and this does not bring your movement to a halt.
- DC 10: As DC 05, but you move 2 squares.
- DC 15: As DC 05, but you move 3 squares.
- DC 20: As DC 05, but you move 4 squares, and you may attack a second target at a -10 penalty.
- DC 25: As DC 20, but you move 6 squares.
- DC 30: As DC 20, but you move 8 squares.
- DC 35: As DC 20, but you move 10 squares.
- DC 40: As DC 20, but you move 12 squares, and you may attack a second and tertiary target at a -10 penalty.
- DC 45: As DC 40, but you move 14 squares.
- DC 50: As DC 40, but you move 16 squares, and your secondary and tertiary attacks are made at no penalty.
Force Point: You can spend a Force Point to deal +2 dice of damage with your lightsaber attack.
Unleashed: You activate the power, but achieve a result of 50 on your Use the Force check to activate Hawk-Bat Swoop. You make one melee attack against each target you pass adjacent to along the way: roll attack and damage once, compare the result to every target's Reflex Defense, deal damage if the attack roll exceeds their Reflex Defense. You may strike an opponent more than once, but not twice in a row; you must strike at least two additional targets before swinging back to a target which has already been struck. If you have the Ataru talent and your 2 squares of movement after your last attack brings you adjacent to another target, you may make an attack against that target as well. The fluid speed and grace of your Hawk-Bat Swoop remains with you for the duration of the encounter; you do not provoke attacks of opportunity for movement.
Lightsaber Form (Ataru): If you have the Ataru talent, you may move up to 2 squares after resolving your Hawk Bat Swoop, but may not use these additional squares of movement as part of the Hawk Bat Swoop to attack a target.
Note: You may use the Hawk Bat Swoop simply to move, if you desire, without needing to attack. If you do so, you may make any free, swift, or standard action which does not attack someone at the end of your movement. (For instance, to bypass several enemies, enter an escape pod, and launch it, or to bypass several enemies and administer first aid to a comrade.)
Comment and Question: This power seems nerfed, and unreasonably so. Also, why does someone have to move so much just to make one strike? -WaveRaider.
Answer: It was actually buffed compared to the version in the book, but perhaps not enough. That should be better. -Shadow.
- Ah, I see now, I had I rushed through my thought process. My mistake. -WaveRaider.
High-Ground Defense [Lightsaber Form] (JATM 32)[]
Sometimes the best offense is a good defense, and the oldest form of defense known to sapients is simply to claim the high ground. It may seem simple, but this is the power that allowed Obi-Wan Kenobi to defeat the freshly-minted Darth Vader. Time: Reaction to any target moving adjacent to you. Target: You.
Until the start of your next turn, creatures moving into or within your lightsaber reach provoke attacks of opportunities from you. They may not tumble to avoid attacks of opportunity, and High-Ground Defense trumps any Force power, talent, feat, or other feature which says their movement does not provoke attacks of opportunity. Targets subject to attacks of opportunity from you may not use reactive powers in reaction to your attacks of opportunity.
Special: You must be standing on a low object, crest of terrain higher than the majority of its surroundings, within difficult terrain, or otherwise in some defensible square to activate High-Ground Defense. Contrary to what the name implies, however, targets which move on higher ground than you (or above you) still provoke attacks of opportunity, as Darth Vader learned to his tremendous regret.
Force Point: You may spend a Force Point when you activate this power to gain a +5 Force bonus on your attacks of opportunity.
Unleashed: You occupy a defensive position and with the aid of (a) Destiny (Point), become virtually unassailable to melee attackers. You become entitled to an unlimited number of attacks of opportunity per round, and may move one square every time you take an attack of opportunity. This effect lasts until you voluntarily move through any means other than the one square you are entitled to when you make an attack of opportunity.
Lightsaber Form (Sokan): If you have the Sokan talent, you deal +1 die of damage with attacks of opportunity until your High Ground Defense ends.
Makashi Riposte [Lightsaber Form] (JATM 32)[]
Your training in the Makashi forms allows you a riposte technique that allows you to slightly change the angle of an opponent's blow before striking with a devastating counterattack. Time: Reaction (to a target within your melee range making a melee attack against you). Target: You plus one enemy within your melee reach.
Make a Use the Force check. If it equals or exceeds the incoming attack roll, the attack deals half damage if it exceeds your Reflex Defense, or no damage if it does not. You may then make a single melee attack with a lightsaber against the foe that struck you. You deal half damage, even if the attack is a miss, or the target uses a talent such as Block to negate your attack.
Force Point: You may spend a Force Point to take no damage from the incoming attack if your skill check equals or exceeds the attack roll.
Unleashed: By spending a Destiny Point when you activate Makashi Riposte, you extend the duration of the power until the end of the scene. You may make a Makashi Riposte against any incoming melee attack. If you have the Makashi Form talent, all foes who make attacks within your reach provoke attacks of opportunity from you as well.
Lightsaber Form (Makashi): If you have the Makashi talent, until the end of your next turn the target provokes an attack of opportunity from you if it makes an attack (against any target) and is within your reach.
Pass the Blade [Lightsaber Form] (JATM 32)[]
A technique developed by the Sith thousands of years ago in response to Jedi who possessed the Block talent and were unafraid to use it at every turn, the Sith were chagrined when this technique proliferated amongst the Jedi in return, as well as techniques to counter Pass the Blade. Still, if it works, it works well: you deactivate your lightsaber blade and rapidly reactivate it to bypass an opponent's block. Time: Reaction (to having a melee attack intercepted by the Block talent or a similar talent or power, such as Primitive Block or Makashi Riposte). Target: You plus the enemy you just attacked.
- DC 10: You retroactively reduce the result of the opponent's Use the Force result by -1. If that result is not enough to block your melee attack, your attack strikes and resolves damage.
- DC 15: As DC 10, but you reduce the result of the check by -2.
- DC 20: As DC 10, but you reduce the result of the check by -5.
- DC 25: As DC 10, but you reduce the result of the check by -10.
- DC 30: As DC 35, and you completely negate the result of the opponent's blocking feat or talent and strike them as normal.
- DC 35: As DC 30, but the opponent is considered flat-footed against your attack.
- DC 40: As DC 35, but you add +2 dice of damage to your lightsaber attack.
- DC 45: As DC 35, but you add +4 dice of damage to your lightsaber attack.
- DC 50: As DC 35, but you add +6 dice of damage to your lightsaber attack.
Special: An opponent who is fighting defensively cannot have their Blocks negated by Pass the Blade, as they are adjusting their fighting style to cautiously compensate for it. An opponent who wields a lightsaber in both hands (but not a double-bladed lightsaber) reduces the result of your Pass the Blade check by 5, and you cannot completely and arbitrarily negate their Block with a result of DC 30.
Force Point: You can spend a Force Point when activating Pass the Blade to deal +2 dice of damage if the attack hits.
Unleashed: You may spend a Destiny Point when activating Pass the Blade. Your enemy's block is automatically negated and you automatically score a melee strike, even if your attack roll would not have exceeded their Reflex Defense. You may then move immediately to any space adjacent to that enemy, without provoking any attacks of opportunity, and make an additional melee attack against any opponent in your melee range, including the enemy you just struck; all targets are considered flat-footed against this attack.
Lightsaber Form (Tràkata): If you have the Tràkata talent, you ignore any deflection or dodge bonuses the target is enjoying to his Reflex Defense when you activate Pass the Blade.
Pushing Slash [Lightsaber Form, Telekinetic] (JATM 33)[]
You take advantage of the opening caused by a lightsaber strike to use the Force to propel your foe out of your way. Time: Reaction (to making a melee attack with a lightsaber, successful or not). Target: One enemy you have just struck.
Use the Force. Your check must equal or exceed the target's Fortitude Defense. The result determines the effect, if any.
- DC 05: You push the target 1 square away from you. Your target's movement does provoke attacks of opportunity, and the target cannot move if it is immobilized unless the creature holding it still is willing to let it go or your Use the Force check overcomes the grab/grapple check holding it in place.
- DC 10: As DC 05, but the target moves 2 squares.
- DC 15: As DC 05, but the target moves 3 squares.
- DC 20: As DC 05, but the target moves 4 squares.
- DC 25: As DC 05, but the target moves 5 squares, and all other hostile targets adjacent to you move back 1 square.
- DC 30: As DC 05, but the target moves 6 squares, and all other hostile targets adjacent to you move back 2 square.
- DC 35: As DC 05, but the target moves 7 squares, and all other hostile targets adjacent to you move back 3 square.
- DC 40: As DC 05, but the target moves 8 squares, and all other hostile targets adjacent to you move back 4 square.
- DC 45: As DC 05, but the target moves 9 squares, and all other hostile targets adjacent to you move back 5 square.
- DC 50: As DC 05, but the target moves 10 squares, and all other hostile targets adjacent to you move back 6 square.
Special: If your primary target's movement is interrupted before it is complete, it suffers 2d6 damage, and 1d6 for every additional square it had to move beyond the first interrupted square. Secondary targets whose movement is interrupted suffer 2d6 damage. You may also activate Pushing Slash in response to a saber lock, whether started by yourself or a character attacking you; if you overcome the target's Fortitude Defense, you push them away, and need not make an Initiative roll to determine who gets a free unarmed attack.
Force Point: You may spend a Force Point to knock the target you struck with your lightsaber to create this opening prone at the end of its movement.
Unleashed: Pushing Slash is not terribly effective when Unleashed on its own; the power a Destiny Point and this power are revealed when the Jedi activating the power strikes multiple foes in one action, such as by the use of the Whirlwind Attack feat or the Unleashed Hawk Bat Swoop. Every target the Jedi strikes is considered the primary target of Pushing Slash, and targets subjected to movement by Pushing Slash take 2d6 damage +1d6 damage for every square they move or would have moved, whether or not their movement is interrupted.
Lightsaber Form (Niman): If you have the Niman talent, you also compare the result of your Use the Force check to all other adjacent enemies. If it equals or exceeds their Fortitude defense, they are pushed away one square, cumulative with additional squares that additional enemies may be pushed back for a high roll. This is an area effect.
Rising Whirlwind [Lightsaber Form] (JATM 33)[]
Your lightsabers trail a cyclone of deadly, brilliant light around you as you dance a kata like the eye of a vortex. Time: Standard action. Targets: All enemies within your melee reach.
Make an attack roll. Use your bonus to Use the Force in place of your BAB + Attribute bonus to attack. Any other bonuses applicable to your attack rolls still apply. The attack affects all enemies within melee range normally, but you must alternate which blade makes which strike with every enemy struck. If the blades carry different attack bonuses, take this into account. You may augment this power with feats, powers, or talents which augment single melee strikes normally.
Special: You must have at least two active lightsaber blades under your control to use this power, for instance wielding two lightsabers, or a double-bladed lightsaber. If you have three or more, then you decide which blade to strike with, but you cannot strike with the same blade twice in a row. If you Unleash this power whilst wielding three or more active lightsaber blades, choose two blades with which to make the strikes.
Force Point: If you spend a Force Point when you activate Rising Whirlwind, you augment your lightsabers' damage output, dealing an additional die of damage to all targets.
Unleashed: An Unleashed Rising Whirlwind is the stuff of brutal legend. Each target is subjected to two attacks, one with each blade. Roll two attack rolls, one for each blade, and compare to each enemy normally. If you are entitled to move after making the Rising Whirlwind by having the Jar'Kai talent, you may make an additional rising whirlwind in your new location, and then move again until you arrive at a location from which no enemies you have not already struck are in your melee reach. You may not strike one enemy more than once (with two blades) in this manner.
Lightsaber Form (Niman): If you have the Niman talent, you may move 2 squares (which does not provoke an attack of opportunity) after making your Rising Whirlwind, and strike one additional adjacent enemy; alternatively, you may strike one adjacent enemy first, move two squares, and strike all adjacent enemies.
Saber Swarm [Lightsaber Form] (JATM 34)[]
You burst into a frenzy, subjecting your opponent to many lightsaber strikes instead of one or two calculated lightsaber strikes. Time: Standard action. Target: One enemy within your reach.
Make a Use the Force check. The result of the check determines the result, if any.
- DC 05: You make two melee attacks at the target, both at a -5 penalty.
- DC 10: As DC 05, except at a -2 penalty.
- DC 15: As DC 05, except at a -1 penalty.
- DC 20: You make three melee attacks at the target, all at a -5 penalty.
- DC 25: As DC 20, except at a -2 penalty.
- DC 30: As DC 20, except at a -1 penalty.
- DC 35: You make four melee attacks at the target, all at a -5 penalty.
- DC 40: As DC 35, except at a -2 penalty.
- DC 45: As DC 35, except at a -1 penalty.
- DC 50: You make five melee attacks at the target, all at a -2 penalty.
Special: If you have a second active lightsaber blade, you may make a melee attack with it at the end of your Saber Swarm, incurring a penalty -2 greater than the rest of your attacks took. You may choose to limit the result of this Force Power if your Dark Side Score is 0; if it is greater, you may not, and must take the result you get. These attacks may be augmented with feats/powers/talents that augment single melee strikes.
Force Point: You may spend a Force Point when you activate this power to move up to four squares (which do not provoke an attack of opportunity), split between movement before and after the attacks are resolved.
Unleashed: Unleashing the Saber Swarm causes all normal attacks you make with the Saber Swarm to be taken at no penalty (the bonus attack with the second saber has a penalty of -2,) and until the end of the scene you may follow every melee attack you take with an additional strike at -5 penalty as a free action.
Lightsaber Form (Ataru): If you have the Ataru talent, your opponent takes a -5 penalty on all Use the Force checks made to block your attacks, such as with the Block talent or the Makashi Riposte power.
Sarlaac Sweep [Lightsaber Form] (JATM 34)[]
Your lightsaber traces a long, dazzling arcs as you sweep it through multiple enemies. Time: Standard action. Targets: One enemy within reach (the primary target), plus additional enemies. (See text.)
Use the Force. Your roll determines the effect, if any:
- DC 05: You make a single melee attack against your primary target at a +1 bonus. If the attack hits, the primary target and one secondary target (if your attack roll also exceeds their Reflex Defense) take an additional point of damage.
- DC 10: As DC 05, except the additional damage is +1 lightsaber die.
- DC 15: As DC 05, except the additional damage is +5.
- DC 20: As DC 05, except the attack roll is made at a +2 bonus, the attack targets one additional secondary target, and the additional damage is +5.
- DC 25: As DC 05, except the attack roll is made at a +2 bonus, the attack targets one additional secondary target, and the additional damage is +1 lightsaber die +5.
- DC 30: As DC 05, except the attack roll is made at a +2 bonus, the attack targets one additional secondary target, and the additional damage is +2 lightsaber damage dice +5.
- DC 35: As DC 05, except the attack roll is made at a +5 bonus, the attack targets two additional secondary targets, and the additional damage is +2 lightsaber damage dice +5.
- DC 40: As DC 05, except the attack roll is made at a +5 bonus, the attack targets two additional secondary targets, and the additional damage is +2 lightsaber damage dice +10.
- DC 45: As DC 05, except the attack roll is made at a +5 bonus, the attack targets two additional secondary targets, and the additional damage is +2 lightsaber damage dice +10.
- DC 50: As DC 05, except the attack roll is made at a +10 bonus, the attack targets three additional secondary targets, and the additional damage is +3 lightsaber damage dice +10.
Force Point: You may spend a Force Point to affect an additional secondary target within your reach.
Unleashed: By spending a Destiny Point when you activate Sarlaac Sweep, you activate the power automatically with a result of 50. For the rest of the encounter, the lashing effect of the Sarlaac Sweep stays with you; your lightsaber attacks deal an additional +5 damage, and if your attack roll overcomes the Reflex Defense of any of target adjacent to you, that target takes the additional +5 damage as well.
Lightsaber Form (Shii-Cho) If you have the Shii-Cho talent, you may activate this power at the end of a charge. The benefits of any effects which augment the charge only apply to the primary target.
Shien Deflection [Lightsaber Form] (JATM 34)[]
You deflect an incoming attack and leap towards your attacker with fierce abandon. Time: Reaction (when an enemy makes a ranged attack against you which might be deflected with the Deflect talent). Targets: You plus the enemy who attacked you.
Use the Force. Compare the result to the attack roll. If it exceeded the attack roll and the attack roll exceeded your reflex defense, you take half damage. If the attack roll did not exceed your reflex defense, you take no damage. Either way, the result of the check determines the effect.
- DC 05: You move up to one-quarter your speed directly towards your attacker. Your movement does provoke attacks of opportunity. If you end your action within melee range of your attacker, you may make a single melee attack with a lightsaber against that target.
- DC 10: As DC 05, except you may move one-half of your speed.
- DC 15: As DC 05, except you move your whole speed.
- DC 20: As DC 05, except you move your whole speed +2 squares.
- DC 25: As DC 05, except you move your whole speed +4 squares.
- DC 30: As DC 05, except you move your whole speed +6 squares.
- DC 35: As DC 05, except you move your whole speed +8 squares, and may make a free melee attack against one enemy you pass adjacent to at a -5 penalty.
- DC 40: As DC 05, except you move your whole speed +10 squares, and may make a free melee attack against two enemies you pass adjacent to, at a -2 penalty.
- DC 45: As DC 05, except you move your whole speed +12 squares, and may make a free melee attack against three enemies you pass adjacent to, at a -1 penalty.
- DC 50: As DC 05, except you move your whole speed +14 squares, and may make a free melee attack against all enemies you pass adjacent to, at no penalty.
Force Point: You may spend a Force Point to cause your movement not to provoke attacks of opportunity, and to enable you to move through squares occupied by other foes than the one you move towards.
Unleashed: When you Unleash the power of the Shien Deflection, all foes regret their allies' unwise attack on your person. You automatically activate the power with a result of 50, and must no longer move directly towards the target, zig-zagging as you please as long as you end your movement adjacent to the target who attacked you, or as near to that target as possible. Moving along diagonals costs you only one square of movement for this move. For the remainder of the encounter, moving along diagonals costs you only one square of movement, and any time you deflect an attack, you may move your normal speed towards the character who made it, making a free melee attack upon their person if your movement brings you into melee range.
Lightsaber Form (Shien): If you have the Shien talent, until the end of your next action after you use the Shien Deflection power, you no longer take cumulative penalties for using multiple Reaction powers on your Use the Force checks to make Deflection attempts.
Swift Flank [Lightsaber Form] (JATM 34)[]
You leap over and dash around your opponent with the grace and speed of a Jedi Master, striking before they can react. Time: Standard action. Targets: You and one adjacent enemy.
Use the Force. The result determines the effect, if any.
- DC 05: You can move up to one quarter your speed; this movement does not provoke attacks of opportunity, and you may tumble as normal to move through occupied squares. You may then make a single melee attack with a lightsaber against an adjacent target. If the space you occupy and the space you left are spaces that flank the opponent, the opponent is considered to be flanked against your attack.
- DC 10: As DC 05, except you move 1/2 your normal speed.
- DC 15: As DC 05, except you move your normal speed.
- DC 20: As DC 05, except you may make a melee attack before you leave your initial square, and you move up to your normal land speed.
- DC 25: As DC 05, except you may make a melee attack before you leave your initial square, and move up to your normal land speed +2 squares, moving after your second attack if so desired.
- DC 30: As DC 05, except you may make a melee attack before you leave your initial square, and move up to your normal land speed +2 squares, moving after your second attack if so desired.
- DC 35: As DC 05, except you may make a melee attack before you leave your initial square, and move up to your normal land speed +4 squares, moving after your second attack if so desired. If any square you pass with your movement would cause any enemy to be considered flanked with any of your allies, that ally may make an attack of opportunity against the enemy in question.
- DC 40: As DC 05, except you may make a melee attack before you leave your initial square, and move up to your normal land speed +6 squares, making two additional attacks along the way. If any square you pass with your movement would cause any enemy to be considered flanked with any of your allies, that ally may make an attack of opportunity against the enemy in question.
- DC 45: As DC 05, except you may make a melee attack before you leave your initial square, and move up to your normal land speed +8 squares, making two additional attacks along the way. If any square you pass with your movement would cause any enemy to be considered flanked with any of your allies, that ally may make an attack of opportunity against the enemy in question.
- DC 50: As DC 05, except you may make a melee attack before you leave your initial square, and move up to your normal land speed +10 squares, making three additional attacks along the way. If any square you pass with your movement would cause any enemy to be considered flanked with any of your allies, that ally may make an attack of opportunity against the enemy in question.
Force Point: You may spend a Force Point to increase your movement by 2 squares.
Unleashed: By spending a Destiny Point to Unleash the power of a Swift Flank, even a learner may move with the surety and purpose of Jedi Master Mace Windu. Activate the power and do not roll; you automatically obtain a result of 50. For the rest of the encounter, you may move up to 1/2 your land speed without provoking attacks of opportunity as part of making a melee attack, and if your initial position and the position you strike from flank the target, the target is considered flanked.
Lightsaber Form (Vaapad): If you have the Vaapad talent, your target is considered flat-footed against you until the end of your turn.
Tempered Aggression [Dark Side, Lightsaber Form] (JATM 35)[]
You dance the fine line between channeling aggression and anger, throwing yourself at your enemy and striking with vicious efficiency. Time: Reaction (to successfully striking an opponent with your lightsaber). Target: One enemy you have just struck with a lightsaber.
Make a Use the Force check. The result of the check determines the result, if any.
- DC 05: If your melee attack roll exceeded the target's Reflex Defense by 10 or more, the attack is a critical hit.
- DC 10: If your melee attack roll exceeded the target's Reflex Defense by 5 or more, the attack is a critical hit.
- DC 15: If your melee attack roll exceeded the target's Reflex Defense by 2 or more, the attack is a critical hit.
- DC 20: If your melee attack roll exceeded the target's Reflex Defense by 2 or more, the attack is a critical hit. If it exceeded their reflex defense by 10 or more, the attack deals double damage.
- DC 25: If your melee attack roll exceeded the target's Reflex Defense by 1 or more, the attack is a critical hit. If it exceeded their reflex defense by 5 or more, the attack deals double damage.
- DC 30: If your melee attack roll equaled or exceeded the target's Reflex Defense, the attack is a critical hit. If it exceeded their reflex defense by 2 or more, the attack deals double damage.
- DC 35: If your melee attack roll equaled or exceeded the target's Reflex Defense, the attack is a critical hit. If it exceeded their reflex defense by 1 or more, the attack deals double damage.
- DC 40: If your melee attack roll equaled or exceeded the target's Reflex Defense, the attack is a critical hit and deals double damage. If it exceeded their reflex defense by 10 or more, the attack deals triple damage instead.
- DC 45: If your melee attack roll equaled or exceeded the target's Reflex Defense, the attack is a critical hit and deals double damage. If it exceeded their reflex defense by 5 or more, the attack deals triple damage instead.
- DC 50: If your melee attack roll equaled or exceeded the target's Reflex Defense, the attack is a critical hit and deals double damage. If it exceeded their reflex defense by 2 or more, the attack deals triple damage instead.
Special: If you have the Double Crit or Triple Crit feats, they add an additional +1 or +2 multiplier to any critical hit damage multiplication from this power.
Force Point: You can spend a Force Point to add +2 dice of damage to this attack. These additional dice of damage are added after damage is multiplied by a critical hit.
Unleashed: Unleashing the power of Tempered Aggression allows you to activate the power without rolling, automatically scoring a result of 50. For the remainder of the encounter, if your melee attack rolls exceed a target's Reflex Defense by 5 or more, the attack is an automatic critical hit.
Lightsaber Form (Vaapad): If you have the Vaapad talent, Tempered Aggression is not a [Dark Side] power for you.
Dark Side: Tempered Aggression is one of the [Dark Side] powers that a character (of a lightsaber-wielding tradition) may learn automatically when their Dark Side Score equals half of their Wisdom score.
Twin Strike [Lightsaber Form] (JATM 35)[]
You swing both of your lightsabers as if they were one, slamming them home with great Force. Time: Reaction (to striking an opponent with a melee lightsaber attack while wielding two lightsabers). Target: One enemy struck by a melee attack with a lightsaber.
Make a Use the Force check when you decide to activate this power. If your Use the Force check equals or exceeds the target's Reflex Defense, deal damage with your other lightsaber automatically. If your Use the Force check exceeds the target's Reflex Defense by 10 or more, you may follow-through with your kata and deal damage again with either of your lightsabers. damage from both (or all three) strikes counts as the result of one blow to determine if the target's damage threshold was exceeded. If the original attack was a critical hit, however, the target only suffers the additional effect of the critical hit once, and only for the impact of the first lightsaber.
Special: You must wield two or more ignited lightsabers or at least one double-bladed lightsaber with both blades ignited to make use of this power. The lightsabers may be of any type.
Force Point: You may spend a Force Point when you use this power to add +1 die of damage to the damage from your lightsaber attack.
Unleashed: Spend a Destiny Point when you activate this power. Immediately after resolving the last attack your Use the Force check entitled you to, make another Use the Force check at the same bonus as the first. You may not take 10 on this additional roll, even if that would be otherwise permitted. If the check exceeds the target's Reflex Defense, you may deal additional damage equal to a strike from one of your lightsaber blades. If the check exceeds the target's Reflex Defense by 10 or more, you may deal additional damage with the other blade. The target is entitled to oppose this attack with a new Block attempt. Continue making Use the Force checks in this manner, with a cumulative -5 penalty for each successful strike, until you fail to exceed the target's Reflex Defense, the target successfully blocks your strike, or the target becomes disabled or deceased. Each new Use the Force roll counts the damage as a new strike, potentially driving the target further down the condition track.
Lightsaber Form (Jar'Kai): If you have the Jar'Kai talent, you triple your deflection bonus from the Lightsaber Defense talent instead of doubling it until the end of your next turn.
Unbalancing Block [Lightsaber Form] (JATM 35)[]
You catch an opponent's weapon on your blade before deactivating your blade momentarily, causing him to stumble, making opportunities for you to exploit. Time: Reaction (when an adjacent enemy makes a melee attack against you). Target: You.
Use the Force and compare the result to the opponent's attack roll. If it equals or exceeds the incoming attack roll, you take half damage. If it exceeds the opponent's Will Defense, the target is considered flat-footed against you until the end of your next turn, and you may make an immediate unarmed attack against the opponent (which does not provoke an attack of opportunity from that opponent, even if you lack any Martial Arts feats, because the opponent is flat-footed against you).
Special: If you have two lit lightsabers with which to block, you take no damage instead, turning one off and catching their lightsaber between your blades to pull them off-guard. Alternatively, you may take half damage from the incoming attack as per usual, and make an armed lightsaber attack with your other lightsaber against your flat-footed opponent.
Force Point: You can spend a Force Point upon successfully using this power to force the target to move directly to one square adjacent to you; this movement does provoke attacks of opportunity, from both you and your allies.
Unleashed: When you spend a Destiny Point to Unleash this power, you automatically succeed, your Use the Force check being considered the exceed the opponent's attack roll and Will Defenses, and you may make the opponent move to a square adjacent to yourself without spending a Force Point. Additionally, for the duration of the encounter, every successful block you make (with the Block talent from the Lightsaber Combat talent tree) is considered to be an Unbalancing Block if the Use the Force check you make to activate Block exceeds the target's Will Defense and you are willing to accept the half damage.
Lightsaber Form (Tràkata): If you have the Tràkata talent, you deal +2 dice of damage with the first attack you make on your next turn against your attacker.
Unhindered Charge [Lightsaber Form] (JATM 36)[]
You cross ground to your opponent with the speed of a blaster bolt, ignoring difficult terrain and obstacles as if they were nothing. Time: Standard action. Target: You plus one enemy within the movement distance granted by this power.
Use the Force. The result determines the effect, if any.
- DC 05: You move up to one quarter your speed, with a minimum of 2 squares, toward an enemy, ignoring difficult terrain and low obstacles. If you end up adjacent to the enemy, you may make a single melee attack with a lightsaber against that target, replacing your BAB + attribute on the attack with your bonus to Use the Force. The attack is counted as a charge, even if you move only one square. This charge does not have to be in a straight line.
- DC 10: As DC 05, but you move one-half your speed.
- DC 15: As DC 05, but you move your normal speed. The bonus on attack roll for charging increases to +3.
- DC 20: As DC 05, but you move your normal speed +2 squares. The bonus on attack roll for charging increases to +4.
- DC 25: As DC 05, but you move your normal speed +4 squares. The bonus on attack roll for charging increases to +5.
- DC 30: As DC 05, but you move your normal speed +6 squares. The bonus on attack roll for charging increases to +5. If one attack of opportunity made against you while you charge misses, you may, if your Use the Force roll exceeds it, redirect the attack to another eligible target and force the attacker to re-roll his attack roll, at a -5 penalty if you're making him attack an ally of his. This is not [Mind Affecting].
- DC 35: As DC 05, but you move your normal speed +8 squares. The bonus on attack roll for charging increases to +5. If two attacks of opportunity made against you while you charge misses, you may, if your Use the Force roll exceeds it, redirect the attack to another eligible target and force the attacker to re-roll his attack roll, at a -2 penalty if you're making him attack an ally of his. This is not [Mind Affecting].
- DC 40: As DC 05, but you move your normal speed +10 squares. The bonus on attack roll for charging increases to +5. If three attacks of opportunity made against you while you charge misses, you may, if your Use the Force roll exceeds it, redirect the attack to another eligible target and force the attacker to re-roll his attack roll, at a -1 penalty if you're making him attack an ally of his. This is not [Mind Affecting].
- DC 45: As DC 05, but you move your normal speed +12 squares. The bonus on attack roll for charging increases to +5. If four attacks of opportunity made against you while you charge misses, you may, if your Use the Force roll exceeds it, redirect the attack to another eligible target and force the attacker to re-roll his attack roll. This is not [Mind Affecting].
- DC 50: As DC 05, but you move your normal speed +14 squares. The bonus on attack roll for charging increases to +5. If any attacks of opportunity made against you while you charge misses, you may redirect the attack to another eligible target and force the attacker to re-roll his attack roll. Your Use the Force roll replaces your Reflex Defense against attacks of opportunity. This is not [Mind Affecting].
Force Point: You may spend a Force Point when activating Unhindered Charge to make attacks of opportunity compulsory; characters hostile to you who are eligible to make attacks of opportunity must do so unless they have no remaining attacks of opportunity in the round. This is a [Mind-Affecting] compulsion, but it also affects characters with non-heroic class levels even if they are immune to [Mind-Affecting] powers, such as droids. Alternatively, you may choose to move +2 squares during your Unhindered Charge.
Unleashed: You activate Unhindered Charge without the need to roll by spending a Destiny Point, automatically achieving a result of 50.
Lightsaber Form (Sokan) If you have the Sokan talent, you gain a +5 Force bonus to your Reflex Defense against attacks of opportunity made against you during this movement.
Vornskr's Ferocity [Dark Side, Lightsaber Form] (JATM 36)[]
Treading the nanoscale line between darkness and light, you channel vicious ferocity into a single lightsaber strike. Time: Reaction (to making a successful lightsaber strike). Target: One enemy whom you have just smote with a lightsaber.
Use the Force. The result determines the effect, if any.
- DC 05: You deal 1 additional point of lightsaber damage to the target.
- DC 10: You deal 2 additional points of lightsaber damage to the target.
- DC 15: You deal 3 additional points of lightsaber damage to the target.
- DC 20: You deal 1 additional die of lightsaber damage to the target.
- DC 25: You deal 2 additional dice of lightsaber damage to the target.
- DC 30: You deal 3 additional dice of lightsaber damage to the target.
- DC 35: You deal 4 additional dice of lightsaber damage to the target.
- DC 40: You deal 4 additional dice of lightsaber damage to the target, and re-roll any damage dice on your attack roll that come up 1. Keep rolling until you get a result which is not 1.
- DC 45: You deal 4 additional dice of lightsaber damage to the target, and re-roll any damage dice on your attack roll that come up 2 or less. Keep rolling until you get a result which is not 2 or less.
- DC 50: You deal 4 additional dice of lightsaber damage to the target, and re-roll any damage dice on your attack roll that come up 3 or less. Keep rolling until you get a result which is not 3 or less.
Force Point: You may spend a Force Point to re-roll damage dice that come up a natural 1, and may continue to roll until you get a result which is not 1. If you would be entitled to re-roll a result of a natural 1 by the Use the Force check's result, increase the range of damage dice which you reroll by 1.
Unleashed: The power and sheer terror of the Force Unleashed expresses itself when you spend a Destiny Point to activate Vornskr's Ferocity. You activate the power and do not need to roll: you automatically achieve a result of 50. For the remainder of the scene, you are entitled to re-roll once any lightsaber damage dice that total 3 or less, accepting the better value.
Lightsaber Form (Juyo): If you have the Juyo talent, this power does not carry the [Dark Side] tag for you.