Complete Force Powers

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    om plete F orce P ow ersThis book compiles Force Powers from all Star Wars RPG books published by Wizards of the

    Coastup to December 2008. (Last published book: The Force Unleashed Campaign Guide)

    Most of the powers presented here are original from the Saga System, though there are also

    powers adapted from older books and non-RPG sources such as the Knights of the Old Republic

    game.

    The images were gathered from several Star Wars sources.

    If you have any comments or suggestions, please, contact me.

    Complete Force Powers2nd

    Revan Juliani

    edition - January 2009

    [email protected]

    Cover by CaJu

    mailto:[email protected]:[email protected]:[email protected]:[email protected]
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    Force Powers Summary

    Universal Powers .................................................................................................................................................................. 6Battlemind ......................................................................................................................................................................... 6

    Battle Strike ....................................................................................................................................................................... 7

    Empathy ............................................................................................................................................................................ 8

    Energy Resistance ............................................................................................................................................................. 9

    Enhance Ability ............................................................................................................................................................... 10

    Enhance Senses ................................................................................................................................................................. 11

    Farseeing ......................................................................................................................................................................... 12

    Force Bellow .................................................................................................................................................................... 13

    Force Blast ....................................................................................................................................................................... 15

    Force Confusion ............................................................................................................................................................... 16

    Force Defense ................................................................................................................................................................... 17

    Force Deflection ............................................................................................................................................................... 18

    Force Disarm ................................................................................................................................................................... 19

    Force Flight ...................................................................................................................................................................... 21

    Force Grip ........................................................................................................................................................................ 22

    Force Jump ...................................................................................................................................................................... 24

    Force Mind ....................................................................................................................................................................... 26

    Force Pull ......................................................................................................................................................................... 27

    Force Push ........................................................................................................................................................................ 28

    Force Redirection ............................................................................................................................................................ 30

    Force Shield [Telekinetic] ................................................................................................................................................ 31

    Force Sight ....................................................................................................................................................................... 32

    Force Slam ....................................................................................................................................................................... 33

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    Force Stealth .................................................................................................................................................................... 34

    Force Stun ........................................................................................................................................................................ 35

    Force Thrust ..................................................................................................................................................................... 36Force Wave ...................................................................................................................................................................... 37

    Force Whirlwind [Telekinetic] ........................................................................................................................................ 39

    Friendship ........................................................................................................................................................................ 42

    Ionize ................................................................................................................................................................................ 43

    Kinetic Combat [Telekinetic] ........................................................................................................................................... 44

    Mind Trick ....................................................................................................................................................................... 46

    Move Object ..................................................................................................................................................................... 48

    Negate Energy ................................................................................................................................................................. 51

    Resist Force ...................................................................................................................................................................... 52

    Rebuke .............................................................................................................................................................................. 53

    Repulse [Telekinetic] ....................................................................................................................................................... 55

    Slow [Telekinetic] ............................................................................................................................................................ 57

    Surge ................................................................................................................................................................................ 59

    Up the Walls ..................................................................................................................................................................... 61

    Light Side Powers ................................................................................................................................................................ 62

    Battle Influence ................................................................................................................................................................ 62

    Cure Disease .................................................................................................................................................................... 64

    Cure Poison ...................................................................................................................................................................... 65

    Force Armor .................................................................................................................................................................... 66

    Force Aura ....................................................................................................................................................................... 67

    Force Enlightenment ....................................................................................................................................................... 68

    Force Light ....................................................................................................................................................................... 69

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    Heal .................................................................................................................................................................................. 71

    Improved Heal ................................................................................................................................................................. 73

    Inspire .............................................................................................................................................................................. 75Malacia ............................................................................................................................................................................ 76

    Master Heal ..................................................................................................................................................................... 77

    Morichro .......................................................................................................................................................................... 79

    Plant Surge ..................................................................................................................................................................... 80

    Revitalize ......................................................................................................................................................................... 82

    Sever Force ...................................................................................................................................................................... 84

    Stasis ................................................................................................................................................................................ 86

    Stasis Field ...................................................................................................................................................................... 88

    Valor ................................................................................................................................................................................ 90

    Vital Transfer .................................................................................................................................................................. 91

    Dark Side Powers ................................................................................................................................................................ 93

    Affliction ........................................................................................................................................................................... 93

    Alchemy ........................................................................................................................................................................... 94

    Control Mind .................................................................................................................................................................... 97

    Corruption ..................................................................................................................................................................... 100

    Crush Opposition ........................................................................................................................................................... 102

    Dark Rage ...................................................................................................................................................................... 103

    Death Field ..................................................................................................................................................................... 105

    Drain Energy ................................................................................................................................................................. 107

    Drain Knowledge .......................................................................................................................................................... 108

    Drain Force .................................................................................................................................................................... 110

    Drain Life ........................................................................................................................................................................ 111

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    Fear [Mind Affecting] ..................................................................................................................................................... 112

    Force Choke .................................................................................................................................................................... 113

    Force Crush ..................................................................................................................................................................... 115Force Lightning .............................................................................................................................................................. 117

    Force Lightning Storm ................................................................................................................................................... 119

    Force Scream .................................................................................................................................................................. 121

    Force Storm [Telekinetic] .............................................................................................................................................. 123

    Hatred ............................................................................................................................................................................ 125

    Horror ............................................................................................................................................................................ 126

    Insanity .......................................................................................................................................................................... 127

    Plague ............................................................................................................................................................................ 128

    Summon Storm .............................................................................................................................................................. 129

    Transfer Essence ............................................................................................................................................................ 131

    Wound ............................................................................................................................................................................ 133

    Sources ............................................................................................................................................................................... 134

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    Universal Powers

    Battlemind

    You can increase your prowess in com-bat, using the Force to enhance your

    concentration and commitment in bat-

    tle.

    Requisites:Battle Strike. Time:Move Action. Target: You. Make a Use the Force check. You

    receive a Force bonus to your attack.

    The bonus lasts for a number of rounds

    equal to your Force-user level. The re-

    sult of the check determines the effect, ifany:

    DC Force Bonus10 +115 +220 +3

    25 +430 +5

    Special: You can spend a Force Pointto increase the powers Force bonus by

    +2.

    Source:Revised Core Rulebook.

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    Battle Strike

    You use the Force to enhance your battleprowess.

    Time:Swift action. Target:You. Make a Use the Force check.The re-

    sult of the check determines the effect, if

    any:

    DC Attack Bonus Damage Bonus15 +1 +1d620 +1 +2d625 +1 +3d6

    Special: You can spend a Force Pointto deal an additional 2d6 points of

    damage on your next attack.

    Source:Saga Edition Core Rulebook.

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    Empathy

    You can reach into the Force to read atargets surface emotions, getting a

    sense of the targets state of mind.

    Time:Standard Action Target:One target within line of sight. Make a Use the Force check.If the

    result equals or passes the targets WillDefense, you can tell ifs general mood,

    attitude and emotional state. You can

    tell if the target is happy or sad, angry

    or indifferent.

    Determining the targets mood grants a

    Force bonus on the next skill check you

    make against the target within the next

    10 rounds (1 minute) using Deception

    and Persuasion skills. The result of the

    check determines the effect, if any:

    DC Bonus

    15 +120 +225 +330 +435 +5

    Special: You cant use Empathy on thesame target again until after 24 hours

    have passed.

    Source:Revised Core Rulebook.

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    Energy Resistance

    You use the Force to protect you fromdamage caused by energy, sonic, fire,

    cold and electrical sources.

    Time:Standard action; Target:You; Make a Use the Force check. You

    gain a Damage Reduction against ener-gy until the beginning of your next turn.

    The result of the check determines the

    effect, if any:

    DC DR20 5

    25 1030 1535 20

    Special: You can spend a Force Pointto use this power as a swift action.

    You can maintain energy resistance

    from round to round, extending the

    normal duration. Maintaining the ener-

    gy resistance power is a swift action. If

    you take damage while maintaining

    energy resistance, you must succeed on

    a Use the Force check (DC = 15 + dam-

    age taken) to continue maintaining the

    power.

    Source: Knights of the Old RepublicCampaign Guide.

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    Enhance Ability

    You can call on the Force to enhanceyour Strength or Dexterity for a short

    period of time.

    Time:Standard action; Target:You; Make a Use the Force check. You

    receive a Force Bonus to your chosenability for a number of rounds equal to

    your Force-user level. The result of the

    check determines the effect, if any:

    DC Bonus15 +1

    20 +225 +430 +635 +8

    Special: You can spend a Force Pointto increase the powers Force bonus by

    2.

    Source:Revised Core Rulebook

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    Enhance Senses

    You can use the Force to enhance yournormal sensory capabilities.

    Time:Standard action; Effect:You; Make a Use the Force check. You

    receive a Force bonus to your percep-

    tion for a number of minutes equal toyou Force-user level. The result of the

    check determines the bonus to percep-

    tion, if any:

    DC Bonus20 +2

    25 +430 +635 +8

    Special: You can spend a Force Pointto increase the powers Force bonus by

    2.

    Source:Revised Core Rulebook.

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    Farseeing

    You gain a vague, momentary impres-sion of events happening around a par-ticular being in some distant place.

    Time:Full-round action. Target: One creature you know or

    have met before.

    Make a Use the Force check.If yourcheck result is less than the targets Will

    Defense, you gain no information (in-

    cluding whether the target is alive or

    dead) and cannot use this Force power

    against the same target for 24 hours. If

    your check result equals or exceeds the

    targets Will Defense, you can sense

    whether the target is alive or dead and

    gain a vague sense of its immediate sur-

    roundings, what its currently doing,

    and any strong emotions it is presently

    feeling. A dead target has a Will Defense

    of 30 for purposes of this Force power.

    Special: If you successfully use thisForce power, you can spend a ForcePoint to gain a clear mental image of

    the targets surroundings, as well as

    other creatures and objects within 6

    squares of it.

    Source:Saga Edition Core Rulebook.

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    Force Bellow

    You can amplify your voice through theForce.

    Time:Swift Action. Target:Self. Make a Use the Force check. The

    amplification of your voice allows it to

    be heard from great distance and

    grants you a Force bonus in a Persua-

    sion check made on the same turn to in-

    timidate one or more targets. The result

    of the check determines the effect, if

    any:

    DC Radius Bonus on Intimidation

    15 x 1.5 +120 x 2 +225 x 3 +330 x 4 +535 x 5 +10

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    Special: You can spend a Force Pointto double the distance of your voice

    propagation. You can also spend a Des-

    tiny Point get a radius 10 times greater

    and an additional +10 bonus on intimi-

    dating a target.

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    Force Blast

    You use the Force to create a ball ofcompressed air and debris that you can

    hurl at enemy targets.

    Time:Standard Action. Target: One target within 12 squares

    and within line of sight.

    Make a Use the Force check.Com-pare the result of your Use the Force

    check to the Reflex Defense of the target;

    if you exceed the targets Reflex Defense,

    you deal damage with the Force blast.The result of the Use the Force check de-

    termines the effect, if any:

    DC Damage15 2d620 3d625 4d6

    30 5d6

    Special: You can spend a Force Pointto add one-half your heroic level as a

    damage bonus on a Force blast just as

    you would with a normal weapon.

    Source: The Force Unleashed Cam-paign Guide.

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    Force Confusion

    Force Confusion is an improvement ofMind Trick that can actually cause anopponent to fight for you.

    Requisites:Mind Trick. Time:Standard action Target: Character within 6-squares

    and within line of sight.

    Make a Use the Force check.If theresult equals or exceeds the targets Will

    Defense, the target will fight your oppo-

    nents for a number of rounds up to your

    Force-user level.

    Special:Only one opponent can be af-fected by Force Confusion at a time. Theeffect of the power ceases if you or one

    of your allies attacks the target. This

    power only works on sentient; beasts

    and droids are immune.

    Source:KotOR.

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    Force Defense

    You can use the Force to improve yourresistance to Force-based attacks,

    wrapping yourself in the Forces pro-

    tective embrace.

    Time:Full-round Action. Target:You. Make a Use the Force check.You

    receive a Force bonus to any defense

    made against a Force-based attack.

    The Force bonus lasts for a number of

    rounds equal to your Force-user level.

    The result of the check determines the

    effect, if any:

    DC Bonus15 +220 +425 +630 +835 +10

    Special:You can spend a Force Pointto increase the powers Force bonus by

    2.

    Source:Revised Core Rulebook.

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    Force Deflection

    You can deflect any ranged attack with-out a lightsaber.

    Time:Reaction. Target: Ranged attack made against

    you that deals energy damage.

    Make a Use the Force check.If yourresult equals or exceeds the attack roll

    you wish to negate, you deflect it with

    the Force.

    Special: You can use this power to def-lect some of the barrage of shots fired

    from a ranged weapon set on autofire.

    If you succeed on the Use the Force

    check, you take half damage if the auto-

    fire hits and no damage if the autofire

    attack misses.

    This power cannot be used to negate at-

    tacks made by Colossal (frigate) or

    large-size vehicles unless the attack is

    made with a point-defense weapon.

    Source:KotOR.

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    Force Disarm

    You disarm an opponent by using theForce to pull the weapon from his grasp.

    Time:Standard action.

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    Target:One creature within 6 squaresand within line of sight.

    Make a Use the Force check. Usethis check in place of your attack roll

    when attempting to disarm the target

    (see Disarm, page 152). If your disarm

    attack succeeds, you may choose to let

    the item drop to the ground in the tar-

    gets fighting space or have the item fly

    into your hand (in which case you musthave a free hand to catch it).

    Special:Feats that improve disarm at-tacks do not apply to Force disarm. You

    can spend a Force Point to damage or

    destroy the target weapon instead. If

    your disarm attack succeeds, the wea-

    pon takes damage equal to your Use the

    Force check result. You must declare

    that you are using this option before

    making your disarm attack.

    Source:Saga Edition Core Rulebook.

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    Force Flight

    You can wrap yourself in the Force andmove toward a specific destination.

    Requisites:Move Objects. Time:Standard Action. Target: You. Make a Use the Force check. You

    gain the ability to control the Force to a

    greater degree and can use it to move

    yourself from one spot to another. The

    result of the check determines the effect,

    if any:

    DC Distance20 6 squares25 10 squares30 14 squares

    Special: You can spend a Force Pointand increase your flight speed by an

    additional 2 squares.

    Source:Revised Core Rulebook.

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    Force Grip

    You use the Force to choke or crush yourenemy.

    Time:Standard action.

    Target:One target within 6 squares orwithin line of sight.

    Make a Use the Force check.If yourUse the Force check equals or exceeds

    the targets damage threshold, the tar-

    get takes damage and can only take a

    single swift action on his next turn. Oth-

    erwise, the target takes half damage

    and may act normally, and you may not

    maintain the power. The result of the

    check determines the effect, if any:

    DC Damage15 2d620 4d625 6d6

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    Special: You may maintain your con-centration on the targeted creature to

    continue damaging it from round to

    round. Maintaining the Force grip pow-

    er is a standard action, and you must

    make a new Use the Force check each

    round. If you suffer damage while

    maintaining a Force grip, you must suc-

    ceed on a Use the Force check (DC = 15 +

    damage taken) to continue concentrat-ing. You can spend a Force Point to deal

    an additional 2d6 points of damage

    with your Force grip.

    Source: Saga Edition Core Rulebook.

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    Force Jump

    The Force grants you momentum, en-hancing a very powerful attack.

    Requisites:Battle Strike; Surge; Wea-pon Proficiency (Lightsabers); Weapon

    Focus (Lightsabers); Weapon Speciali-

    zation (Lightsabers).

    Time:Full-Round Action. Target: One target in line of sight and

    more than 6 squares away from you.

    Make a Use the Force check. Youreceive Force bonus on rolls during the

    same turn. The result of the check de-termines the effect, if any:

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    DC JumpBonus

    AttackBonus

    DamageBonus

    20 +10 +1 +1d6

    25 +15 +2 +2d630 +20 +3 +3d635 +25 +4 +4d640 +30 +5 +5d6

    If the attack misses, you suffer an attack of

    opportunity.

    Special: You can spend a Force point todeal an addition +2d6 points of damage

    on your attack.

    Source: KotOR.

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    Force Mind

    You can grant a Force bonus to a sin-gle ability score of your allies.

    Time:Full-Round Action. Targets:Allies within 6 squares from

    you and within line of sight. You may

    not be affected by your use of the

    power.

    Make a Use the Force Check. Yourallies gain a Force bonus to a single

    same ability score of your choice. The

    bonus lasts for a number of rounds

    equal to your Force-user level. The re-

    sult of the check determines the effect,

    if any:

    DC Bonus15 +120 +225 +430 +6

    35 +8

    Special:You can spend a Force Pointto increase the powers Force bonus by+2. Additionally, you can spend a

    Destiny Point to grant a bonus to all

    ability scores.

    Source:Revised Core Rulebook.

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    Force Pull

    You pull an opponent toward you, dis-arming him.

    Requisites:Force Disarm, Force Slam. Time:Standard action. Target:One creature within 6 squares

    and within line of sight.

    Make a Use the Force check.Usethis check in place of your attack roll

    when attempting to disarm the target

    (see Disarm, page 152). If your disarm

    attack succeeds, you may choose to let

    the item drop to the ground in the tar-

    gets fighting space or have the item

    fly into your hand (in which case youmust have a free hand to catch it).

    Additionally, the target makes a

    Strength check. If you beat the targets

    Strength check, you pull it for 1 square

    plus an additional square for every 5

    points by which you exceed the tar-gets check result. The target falls

    prone near you. The target adds its

    size modifier to its Strength check:

    Size Bonus to Strength

    Colossal +20

    Gar antuan +15

    Hu e +10

    Lar e +5

    Medium +0

    Small -5

    Tin-10

    Diminutive -15

    Fine -20

    In addition, it gets a +5 stability bonus

    if it has more than two legs or is other-

    wise exceptionally stable.

    Special:Feats that improve disarm at-tacks do not apply to Force disarm. You

    can spend a Force Point to damage or

    destroy the target weapon instead. If

    your disarm attack succeeds, the wea-

    pon takes damage equal to your Use the

    Force check result. You must declarethat you are using this option before

    making your disarm attack.

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    Force Push

    You pound and push away one or morecreatures with the Force.

    Requisites:Force Slam; Force Thrust.

    Time:Standard action. Targets: All targets within a 6-square

    cone and within line of sight.

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    Make a Use the Force check: Thetargets make a Strength check. If you

    beat the targets Strength check, you

    push it back 1 square plus an additional

    square for every 5 points by which you

    exceed the targets check result. The tar-

    gets adds its size modifier to its Strength

    check:

    Size Bonus to StrengthColossal +20

    Gar antuan +15

    Hu e +10

    Lar e +5

    Medium +0

    Small -5

    Tin -10Diminutive -15

    Fine -20

    In addition, it gets a +5 stability bonus

    if it has more than two legs or is other-

    wise exceptionally stable.

    If your check equals or exceeds a tar-

    gets damage threshold, it takes 4d6

    points of Force damage and is knocked

    prone. If the result is less than the tar-

    gets damage threshold, it takes half

    damage and is not knocked prone. This

    is an area effect.

    Special:When you use this power, youcan spend a Force Point to deal addi-

    tional 2d6 points of damage to the tar-gets in the area.

    Source:Revised Core Rulebook,KotOR.

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    Force Redirection

    You can redirect a deflected blaster boltwithout a lightsaber along a specific

    trajectory so that it damages another

    creature or object in its path.

    Requisites:Force Deflection. Time:Reaction. Target: Ranged attack made against

    you that deals energy damage.

    Make a Use the Force check.If yousucceed in a Force Redirection, you can

    make an immediate ranged attack

    against another target with which you

    have line of sight. Apply the normal

    range penalties to the attack roll, notcounting the distance the bolt traveled

    to reach you. If the attack succeeds, it

    deals normal weapon damage to the

    target.

    Special: Only single blaster bolts canbe redirected in this manner. Barrages

    from autofire weapons and other types

    of projectiles cant be redirected.

    Source:KotOR.

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    Force Shield [Telekinetic]

    You use the Force to create a bubble oftelekinetic energy around yourself, pro-

    tecting you from harm.

    Time:Reaction. Target: You. Make a Use the Force check. You

    gain a shield rating (SR) until the be-ginning of your next turn. Unlike other

    shields, this shield is made of pure tele-

    kinetic energy and cannot be recharged

    by any means. The result of your check

    determines the effect, if any:

    DC SR15 520 1025 1530 20

    Special: You can spend a Force Pointwhen activate this power to increase the

    powers SR by 5. You can maintain your

    concentration on a Force shield to con-

    tinue to gain the benefit of the powers

    SR from round to round, extending the

    normal duration. Maintaining a Force

    shield power is a standard action. If the

    powers SR is ever reduced to 0, the

    powers effect ends.

    Source: The Force Unleashed Cam-paign Guide.

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    Force Sight

    You can see using the Force. Some ob-stacles can be seen through and sen-

    tients glow with an inner light.

    Requisites:Farseeing. Time:Full-round action. Target: You. Make a Use the Force check.If your

    check equals or exceeds a targets Will

    Defense, you know its alignment. The

    powers effect lasts for a number of

    rounds equal to your Force-user level.

    Special: You can spend a Force Pointto determine how deep a target is im-

    mersed in its alignment if your check

    exceeds its Will Defense by 10 or more.

    Source:KotOR.

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    Force Slam

    You pound one or more creatures withthe Force.

    Time:Standard action. Targets: All targets within a 6-square

    cone and within line of sight.

    Make a Use the Force Check.Makeone roll and compare the result to each

    targets damage threshold. If the result

    equals or exceeds a targets damage

    threshold, it takes 4d6 points of Force

    damage and is knocked prone. If the re-

    sult is less than the targets damage

    threshold, it takes half damage and is

    not knocked prone. This is an area ef-fect.

    Special:When you use this power, youcan spend a Force Point to deal an addi-

    tional 2d6 points of damage to targets

    in the area.

    Source:Saga Edition Core Rulebook.

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    Force Stealth

    You can lose yourself in the Force andmask your alignment.

    Time:Full-round action. Target:You. Make a Use the Force check. Your

    Will Defense against Sense Force checks

    is replaced by your check, if it is greater.

    Special: The effect lasts for a numberof hours equal to your Force-user level.

    Source:Revised Core Rulebook.

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    Force Stun

    You call upon the Force to overload anenemys senses, potentially stunning it.

    Time:Standard action. Target:One creature within 6 squares

    or within your line of sight.

    Make a Use the Force check.Com-pare the result to the targets damage

    threshold. If the check result equals or

    exceeds the targets damage threshold,

    the target moves 1 step along the con-

    dition track (see Conditions, page 148).

    For every 5 points by which you exceed

    the targets damage threshold, the tar-

    get moves an additional 1 step alongthe condition track.

    Special:When you use this power, youcan spend a Force Point to move the

    target an additional -1 step along the

    condition track.

    Source:Saga Edition Core Rulebook.

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    Force Thrust

    You use the Force to push a targetaway from you.

    Time:Standard action. Target:One object or character with-

    in 12 squares and in line of sight.

    Make a Use the Force check.Thetarget makes a Strength check. If you

    beat the targets Strength check, you

    push it back 1 square plus an addi-

    tional square for every 5 points by

    which you exceed the targets check

    result. If you push the target into a

    larger object, the target takes 1d6

    points of damage. The target adds itssize modifier to its Strength check:

    Size Bonus to Strength

    Colossal +20

    Gar antuan +15

    Hu e +10

    Lar e +5

    Medium +0

    Small -5

    Tin -10

    Diminutive -15

    Fine -20

    In addition, it gets a +5 stability bo-

    nus if it has more than two legs or is

    otherwise exceptionally stable.

    Special:You can spend a Force Pointto apply a 5 penalty to the targets

    Strength check to resist your Force

    thrust. Additionally, if you successful-

    ly push the target into a larger object,

    you deal an additional 2d6 points of

    damage from the extreme force of the

    thrust.

    Source:Saga Edition Core Rulebook.

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    Force Wave

    You create a telekinetic explosionaround you, pounding and pushing

    away from you one or more creatures

    with the Force.

    Requisites:Force Slam; Force Thrust;Force Push.

    Time:Standard Action. Target: All targets within 6 squares

    and within line of sight.

    Make a Use the Force check. Thetargets make a Strength check. If you

    beat the targets Strength check, you

    push it back 1 square plus an additional

    square for every 5 points by which you

    exceed the targets check result. The tar-gets adds its size modifier to its Strength

    check:

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    Size Bonus to Strength

    Colossal +20

    Gar antuan +15

    Hu e +10Lar e +5

    Medium +0

    Small -5

    Tin -10

    Diminutive -15

    Fine -20

    In addition, it gets a +5 stability bonus

    if it has more than two legs or is other-

    wise exceptionally stable.

    Additionally, if your check equals or ex-

    ceeds a targets damage threshold, it

    takes 4d6 points of Force damage and is

    knocked prone. If the result is less than

    the targets damage threshold, it takes

    half damage and is not knocked prone.

    This is an area effect.

    Special: When you use this power,you can spend a Force Point to deal

    additional 2d6 points of damage to

    the targets in the area.

    Source:KotOR.

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    Force Whirlwind [Telekinetic]

    You call upon the Force to surroundan enemy in a swirling vortex of Force

    energy. The whirlwind lifts them

    about a half a meter off of the ground,

    spinning them in the air and buffeting

    them with Force energy.

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    Time:Standard Action; Targets:One creature or droid with-

    in 12 squares and within line of sight.;

    Make a Use the Force check. Theresult of the check determines the ef-

    fect, if any.

    Compare the result to the targets For-

    titude Defense. If the check result

    equals or exceeds the targets Forti-

    tude Defense, the target is capturedwithin the whirlwind and immobilized

    until the beginning of you next turn.

    Any attack rolls or skill checks the

    target attempts while within the

    whirlwind are at a -5 penalty. The

    target falls prone when the effect

    ends. The target also sustains damage

    at the end of your turn as determinedby the results of your Use the Force

    check.

    DC Force Damage15 1d620 2d625 3d630 4d6

    The target adds a size modifier to its

    Fortitude Defense:

    Size Bonus to Fortitude DefenseColossal +50

    Gar antuan +20

    Hu e +10

    Lar e +5

    Medium and Smaller +0

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    Special:You can spend a Force Pointto increase the penalty to the targets

    attack rolls and skill checks from -5 to

    -10.You can maintain Force Whirlwind

    from round to round. If you take

    damage while maintaining a Force

    Whirlwind, you must succeed on a Use

    the Force check (DC = 15 + damage

    taken) to continue maintaining thepower. If a target within a Force

    Whirlwind is attacked or otherwise

    damaged or moved down the condi-

    tion track by one of your allies, the ef-

    fects of the Force Whirlwind end im-

    mediately.

    Source: Knights of the Old RepublicCampaign Guide.

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    Friendship

    You can use the Force to calm a hostileor unfriendly person or animal.

    Time:Full-round action. Target: One target within line of sight. Make a Use the Force check. The

    friendship power alters the attitude of a

    hostile or unfriendly target, changing it

    to something more amiable. You dontneed to be able to communicate with the

    target. Instead of using words, you em-

    ploy calming emotions. The result of the

    check determines the effect, if any:

    Current Attitude (DC)New Attitude Hostile Unfriendly

    Unfriendly 15 -Indifferent 20 10Friendly 25 15Helpful 35 25

    If the checks fail, the targets attitude

    becomes worse, with unfriendly targets

    turning hostile and hostile targets turn-

    ing combative. If the check succeeds, the

    target maintains the new attitude to-

    ward the Force-user until a situation

    occurs to alter that state or the Force-

    user leaves the target. Special: You can only make one suc-

    cessful check involving a specific target

    per hour. If the check fails, you cant use

    Friendship on this target until 24 hours

    have passed.

    Source:Revised Core Rulebook.

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    Ionize

    You call upon the Force to overloadelectronic systems and droids, da-

    maging or even destroying the unit.

    Time:Standard action. Target: One target within 6 squares

    from you and within line of sight.

    Make a Use the Force check.Compare the result to the targets Ref-lex Defense. If the check result equals

    or exceeds the targets Reflex Defense,

    the target takes damage as deter-

    mined by the results of your Use the

    Force check:

    DC Ion Damage20 4d625 5d630 6d6

    Special:You can spend a Force Pointto increase the ion damage dealt by

    this Force Power by 2d6.

    Source: Knights of the Old RepublicCampaign Guide.

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    Kinetic Combat [Telekinetic]

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    Kinetic Combat [Telekinetic]

    You use the Force to manipulate yourchosen weapon, allowing it to operate

    independent of your grasp.

    Time:Standard action. Target:You. Make a Use the Force check. If

    you succeed on a DC 20 check, you

    can telekinetically move a one-handed

    melee weapon you hold up to 12

    squares and make an attack with it.

    The weapon is considered held by you,

    even if it is hovering nearby and not

    in your hands. The attack uses your

    base attack bonus modified by your

    Charisma modifier as the attack

    bonus for the attack. A successful at-

    tack deals normal melee weapon

    damage, adding one-half your heroic

    level to damage as normal and substi-

    tuting your Charisma modifier for

    your Strength modifier for damage.

    Talents and feats that would normally

    enhance a weapons use do not do so

    while you are using kinetic combat to

    wield the weapon (for example, youcannot use Mighty Swing or Power

    Attack while wielding the weapon.)

    The weapon threatens all squares ad-

    jacent to it, and it can be used to make

    an attack of opportunity if a target

    provokes one from the weapon. Any

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    attacks of opportunity made by the

    weapon count as though they were

    made by you.

    Special: You can maintain kineticcombat from round to round, extend-

    ing the normal duration. Maintaining

    the kinetic combat power is a swift ac-

    tion, and as a standard action each

    round you maintain it you can direct

    the weapon to move up to 6 squaresand make a single attack against a

    target adjacent to the weapon, though

    the weapon must remain within 12

    squares of you or the powers effect

    ends. If you suffer damage while

    maintaining kinetic combat, you must

    succeed on a Use the Force check (DC

    = 15 + damage taken) to continue

    maintaining the power.

    You can spend a Force Point to gain a

    +1 bonus on attack rolls with a wea-

    pon wielded using kinetic combat.

    Source: Knights of the Old RepublicCampaign Guide, The Force Un-

    leashed Campaign Guide.

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    Mind Trick

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    Mind Trick

    You use the Force to alter a targetsperceptions or plant a suggestion in

    its mind. Time:Standard action. Target: One Intelligence 3 or higher

    creature in line of sight and within 12

    squares of you.

    Make a Use the Force check. Ifyou equal or exceed the targets WillDefense, you may choose one of the

    following effects:

    You create a fleeting hallucina-tion that distracts the target

    and enables you to use the

    Stealth skill even if the target is

    aware of you.

    You perform a feint so that thenext attack you make againstthe target ignores its Dexterity

    bonus to Reflex Defense (if

    any).

    You make an otherwise unpa-latable suggestion seem com-

    pletely reasonable to the target.

    You must be able to communi-

    cate with the target, and the

    suggestion cant obviously

    threaten the targets life. The

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    target won t realize later that

    what he did is unacceptable.

    You fill the target with terror,causing it to flee from you attop speed for 1 minute. The af-

    fected creature stops fleeing if it

    is wounded. The effect is ne-

    gated if the targets level is

    equal to or higher than your

    character level. This is a feareffect.

    Special:If you are making a sugges-tion, you may spend a Force Point to

    improve the targets attitude by one

    step, plus one additional step forevery 5 points by which your Use the

    Force check exceeds the targets Will

    Defense.

    Source:Saga Edition Core Rulebook.

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    Move Object

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    j

    You telekinetically move a target up to6 squares in any direction using the

    Force.

    Time:Standard action. Target:One character or object with-

    in 6 squares or within your line of

    sight.

    Make a Use the Force check.Theresult of the check determines the

    maximum size of the target you can

    lift (see below). If the target is a crea-

    ture that resists your attempt, your

    Use the Force check must also exceed

    the targets Will Defense. You can hurl

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    the target at (or drop it on) another

    If you deal damage with the move ob-

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    g ( p )

    target in range if your Use the Force

    check exceeds the second targets Ref-

    lex Defense. Both targets take damagedetermined by your Use the Force

    check result:

    DC Object Size Damage15 Medium 2d620 Large 4d6

    25 Huge 6d630 Gargantuan 8d635 Colossal 10d6

    Special: You may maintain yourconcentration on the targeted object

    to continue to move it from round to

    round. Maintaining the move object

    power is a standard action, and you

    must make a new Use the Force check

    each round. If you suffer damage

    while maintaining move object, you

    must succeed on a Use the Force check

    (DC = 15 + damage taken) to continueconcentrating.

    f y g

    ject power, you cease to be able to

    maintain it. If you use move object

    against a hovering or flying target(such as a speeder or starship), the

    target can oppose your Use the Force

    check with a grapple check as a reac-

    tion. If the target wins the opposed

    check, you are unable to move the

    target.

    You may spend a Force Point to in-

    crease the maximum size of the object

    by one category and deal an addi-

    tional 2d6 points of damage (maxi-

    mum size Colossal [frigate], 12d6

    damage).

    Alternatively, you may spend a Desti-ny Point (see page 112) to increase the

    maximum size of the object by three

    categories and deal an additional 6d6

    points of damage (maximum size Co-

    lossal [station], 16d6 damage).

    Source:Saga Edition Core Rulebook.

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    Negate Energy

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    You spontaneously negate a single at-tack that deals energy weapon dam-age, such as a lightsaber or blaster.

    Time:Reaction. Target:One attack made against you

    that deals energy weapon damage.

    Make a Use the Force check.If theresult of the check equals or exceedsthe damage dealt by the energy wea-

    pon, the attack is negated and you

    take no damage. If your check result is

    less than the amount of damage dealt,

    you fail to negate the attack and take

    damage as normal.

    Special:You must be aware of the at-tack (and not flat-footed) to negate it.

    If you are successful, you can spend a

    Force Point to regain hit points equal

    to the damage of the negated attack,

    up to a maximum of your full normal

    hit points.

    Source:Saga Edition Core Rulebook.

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    Resist Force

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    You use the Force to protect yourselffrom an enemys Force powers.

    Time:Standard action. Target:You. Make a Use the Force check.You

    gain a bonus to the Defense score of

    your choice against Force power used

    against you until the beginning ofyour next turn. The result of the check

    determines the effect, if any:

    DC Bonus to Defense15 +120 +2

    25 +5

    Special:You can a Force Point to ap-ply the bonus provided by this powerto any two Defense scores of your

    choice.

    You can maintain resist Power from

    round to round, extending the normal

    duration. Maintaining the resist Force

    power is a swift action. If you sufferdamage while maintaining resist

    Force, you must succeed on a Use the

    Force check (DC = 15 + damage taken)

    to continue maintaining the power.

    You may have multiple instances of

    resist Force active at once, but main-

    taining each one requires a swift ac-

    tion each round, and each one must be

    activated by a separate use of resist

    Force.

    Source: Knights of the Old RepublicCampaign Guide.

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    Rebuke

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    You harmlessly absorb or deflect oneForce power used against you, per-

    haps even turning it against its crea-

    tor.

    Time:Reaction. Target:One Force power directed at

    you.

    Make a Use the Force check. Ifyour 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 crea-

    tor, who suffers the effect.

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    Special: If you successfully reflect ab k i i i h

    Source:Saga Edition Core Rulebook.

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    Force power back at its originator, the

    originator may attempt to rebuke the

    power as well. If he reflects it backagain, both you and the originator are

    affected by the Force power. You can

    spend a Force Point as a reaction to

    suffer no ill effects from a Force power

    that has been rebuked twiceonce by

    you and once by the powers origina-

    tor.

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    Repulse [Telekinetic]

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    You can use the Force to clear andarea around yourself.

    Time:Standard action. Target:All adjacent targets. Make a Use the Force check. The

    targets make Strength checks, adding

    their base attack bonus. If you beat a

    targets Strength check, you push itback 1 square plus 1 additional square

    for every 5 points by which you ex-

    ceeded the targets check result. If you

    push the target into a larger object,

    the target takes 1d6 points of damage.

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    The target adds its size modifier to its Strength check:

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    Size Bonus to Fortitude Defense

    Colossal +20Gargantuan +15

    Huge +10

    Large +5

    Medium +0

    Small -5

    Tiny -10

    Diminutive -15

    Fine -20

    Special:You can spend a Force Pointto apply a -5 penalty to the targets

    Strength check to resist your repulse.

    Additionally, after spending a ForcePoint, if you successfully push the tar-

    get into a larger object, you deal an

    extra 2d6 points of damage from the

    extreme force of the thrust.

    Source: The Force Unleashed Cam-paign Guide.

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    Slow [Telekinetic]

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    The Force enables you to slow yourtargets as if they were encumbered byan extremely heavy load, making it

    difficult for them to move.

    Time:Standard action. Target:One creature or droid within

    12 squares and within line of sight.

    Make a Use the Force check. Ifyour result equals or exceeds yourtargets Fortitude Defense and the DC

    15, the targets speed is reduced until

    the beginning of your next turn. The

    target is also encumbered, as though

    carrying a heavy load, taking a -10

    penalty on Acrobatics, Climb, Endur-ance, Initiative, Jump, Stealth, and

    Swim checks. The result of your check

    determines the effect, if any:

    DC Speed Reduction15 1 square

    20 2 squares25 3 squares30 4 squares

    The target adds a size modifier to its Forti-

    tude Defense:

    Size Bonus to Fortitude Defense

    Colossal +50

    Gargantuan +20

    Huge +10

    Large +5

    Medium and +0

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    Special: You can spend a Force Point Source: Knights of the Old Republic

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    Special: You can spend a Force Pointto impose a -5 penalty to your targets

    Fortitude Defense against the use ofthis power.

    Source: Knights of the Old RepublicCampaign Guide.

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    Surge

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    The Force enables you to jump greatheights and distances as well as move

    quickly.

    Time:Free action. Target:You.

    Make a Use the Force check.Yougain a Force bonus on Jump checks

    and your speed increases until the

    start of your next turn. The Force bo-

    nus on Jump checks includes the ad-

    justment for increased speed. The re-

    sult of the check determines the effect,

    if any:

    DC Jump Bonus Speed Increase10 +10 +2 squares15 +20 +4 squares20 +30 +6 squares

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    Special: You can spend a Force Pointto increase the powers Force bonus

    Source:Saga Edition Core Rulebook.

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    p

    on Jump checks by 10 and increase

    your speed by an additional 2squares. Using the surge power

    counts as a running start for deter-

    mining a Jump DC. You may spend a

    Destiny Point (see page 112) to gain

    an additional 4 squares of movement;

    when you do so, you may also use any

    and all movement for the round as a

    part of a jump (no Jump check re-

    quired).

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    Up the Walls

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    You can run on walls for brief dis-tances.

    Requisites:Surge. Time:Free Action. Target:You. Make a Use the Force check.You

    gain a Force bonus on Climb checks

    and can move on vertical surfaces (DC30) until the start of your next turn.

    The result of the check determines the

    effect, if any:

    DC Climb Bonus Speed Change10 +10 -2 squares15 +20 +0 squares20 +30 +2 squares

    Special:You can spend a Force Pointto increase the powers Force bonuson Climb checks by 10. Using the Up

    the Walls power counts as a running

    start for determining a Jump DC. You

    may spend a Destiny Point (see page

    112) to gain an additional 2 squares of

    movement; when you do so, you mayalso use any and all movement for the

    round as a part of a climb (no Climb

    check required).

    Source:Heros Guide.

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    Light Side Powers

    B ttl I fl

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    Battle Influence

    You can envision a specific outcome of acombat and help make it reality through

    the Force. After you have influenced the

    outcome of a fight, enemies miss their

    targets. If they fall prey to their own

    anger and hatred, they may turn on one

    another.

    Requisites:Battle Meditation.

    63

    Time:Standard action. Targets: All your enemies within 6

    attacks one of the targets of this ability,

    its effects on the target ends immediate-

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    squares.

    Make a Use the Force check.If yourcheck equals or exceeds a targets Will

    Defense, it takes a -4 penalty on attack

    rolls against the Force-user or his allies.

    If your check exceeds the targets Will

    Defense by 10 or more, he attacks his

    own allies instead, though he still takes

    a -4 penalty on his attack rolls. If your

    check exceeds the targets Will Defense

    by 20 or more, he attacks his own allies,

    and does not take the -4 penalty.

    If enemies within this area leave the

    area, they are still affected; if new ene-

    mies arrive, they are not affected. If youor one of your allies visibly or clearly

    ly. You receive a +5 bonus if all enemies

    are hostile toward one another; and a -5 penalty if they are all friendly toward

    one another.

    The effect lasts for a number of rounds

    equal to you Force-user level.

    Special:You do not need to be able tocommunicate with your enemies to use

    this skill against them.

    Once you attempt to affect a battle, you

    cannot alter the outcome you have envi-

    sioned. Even if the effects end during the

    battle, you cannot use this power again

    to influence the same battle.

    Source:Power of the Jedi.

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    Cure Disease

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    You can use the light side of the Force todestroy a disease currently afflictingone character.

    Time: 1 hour. Target: You or one creature touched. Make a Use the Force check.If your

    check equals or exceeds the affliction DC

    +10, you destroy the disease, preventingit from doing any further damage;

    though any damage already done re-

    mains.

    Source:Power of the Jedi.

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    Cure Poison

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    You can use the light side of the Force todestroy a poison afflicting a character.

    Time: 1 hour. Target:You or one creature touched. Make a Use the Force check. You

    have the power to completely detoxify

    poisons affecting a living being. If you

    check equals or exceeds the poisonsDC+10, you render it harmless, prevent-

    ing it from doing any further damage to

    the target, though any damage already

    done remains.

    Source:Power of the Jedi.

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    Force Armor

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    You call upon the Force to enhance yourdefenses.

    Requisites:Force Aura. Time:Standard action. Target:You. Make a Use the Force check. You

    receive a Force Bonus to all of your de-

    fenses. The result of your check deter-mines the effect, if any:

    DC Bonus15 +120 +225 +3

    30 +435 +540 +6

    Special: You can spend a Force Pointto receive an additional +1 Force bonus

    on your defenses.

    Source:KotOR

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    Force Aura

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    You call upon the Force to enhance yourdefenses.

    Time:Standard action. Target:You. Make a Use the Force check. You

    receive a Force Bonus to one of your de-

    fenses. The result of your check deter-

    mines the effect, if any:

    DC Bonus15 +120 +225 +330 +4

    35 +540 +6

    Special: You can spend a Force Pointto receive an additional +1 Force bonuson your chosen defense.

    Additionally, you can spend a Destiny

    Point to apply the Force bonus to all

    your defenses.

    Source:KotOR.

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    Force Enlightenment

    Y h li h id f h F S i l Y d F P i

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    You can use the light side of the Force toenhance your powers, quickly becomingready for difficult battles.

    Requisites: Battlemind; Valor; En-hance Ability; Force Mind; Force Aura;

    Force Armor.

    Time:Full-round action.

    Target: You. Make a Use the Force check. All

    your physical attributes and defenses

    receive a Force Bonus. The effect lasts

    for a number of rounds up to your

    Force-user level. The result of the

    check determines the effect, if any:

    Special: You can spend a Force Pointto receive additional +1 Force bonuses.

    Additionally, you may spend a Destiny

    Point to extend the effect until the end of

    the encounter.

    Source:KotOR.

    DC Bonus to Attributes Bonus to Attack Rolls Bonus to Defenses20 +1 +1 +125 +2 +2 +230 +4 +3 +335 +6 +4 +440 +8 +5 +5

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    Force Light

    Y h l th F i t ith

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    You can channel the Force into wither-ing blasts of light that can destroy darkside spirits or purge the taint from dark

    side locations.

    Time:Standard action. Target: 6-squares area around you. Make a Use the Force check.A wave

    of light side energy emanates from youin all directions. The result of the check

    determines the effects, if any:

    Check Re-sult

    Damage to Character/Creature

    Effect on Dark SideSpirit

    Effect on Dark SideSite

    0 15 5 1d8 No effect16 25 10 2d8 No effect

    26 40 15 3d8 No effect41+ 20 4d8 Reduce site power byone step

    70

    When used against a Dark Side Spirit,

    Force Light deals damage to the spirit

    by weakening its connection to the dark

    Source:Power of the Jedi.

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    by wea e g s co ec o o e da

    side of the Force. When a dark side spi-

    rit is reduced to 0 hit points, it is per-

    manently destroyed.

    When Force Light is successfully use

    against a dark side site, the site loses

    some of its taint, reducing its site power

    by one step (from extreme to major, ma-

    jor to minor, or minor to not tainted).When using Force Light against a dark

    side site, the Force-user must be at the

    heart of the site (where the dark side is

    most powerful). He suffers any ill the

    site generates. This includes penalties on

    skill checks, which can make completelypurging the taint from a site extremely

    difficult.

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    Heal

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    You use the Force to heal another liv-ing creature, using yourself as a con-

    duit.

    Requisites: Vital Transfer. Time:Standard action.

    Target:One creature touched.

    Make a Use the Force check.Thetarget heals hit points proportional to

    your Force-user level. The result of the

    check determines the effect, if any:

    DC Healing Rate15 x 220 x 325 x 430 x 5

    72

    Special: You may spend a ForcePoint to heal a creature from a dis-

    tance up to 6 squares away.

    Source:KotOR.

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    p q y

    You may spend a Destiny Point (seepage 112) to move the target +5 steps

    on the condition track in addition to

    healing it normally.

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    Improved Heal

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    You use the Force to heal another liv-ing creature, using yourself as a con-

    duit.

    Special: You may spend a ForcePoint to cease poison effects for a

    number of rounds up to your Force-

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    Requisites: Vital Transfer, Heal.

    Time:Standard action. Target: One creature within 6

    squares.

    Make a Use the Force check.Thetarget heals hit points proportional to

    your Force-user level. The result of the

    check determines the effect, if any:

    DC Healing Rate15 x 220 x 325 x 430 x 535 x 6

    user level. You dont destroy the poi-

    son, its effects are just delayed.

    You may spend a Destiny Point (see

    page 112) to move the target +5 steps

    on the condition track in addition to

    healing it normally.

    Source:KotOR.

    75

    Inspire

    You can fill allies with the conviction

    Special: You can attempt another

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    that they are going to succeed at theirendeavors, despite any odds. Your

    allies become more dedicated and less

    likely to give up. With a higher degree

    of ability, you can inspire more indi-

    viduals at a much greater range.

    Requisites:Battle Meditation. Time:Full-Round Action. Targets: Any allies within your line

    of sight.

    Make a Use the Force check.Yourallies gains a competence bonus on at-

    tack rolls, defenses and skill checks

    equal to one-fourth your Force-user

    level (rounded down; minimum of +1)

    for as long as you continue to concen-

    trate. The result of the check deter-

    mines the number of affected allies, if

    any:

    DC Targets15 1020 10025 1,00030 10,000

    Special: You can attempt anothercheck, but the effects of multiple suc-cesses are not cumulative.

    You may maintain your concentration

    to continue affecting your allies.

    Maintaining the inspire power is a

    move action, and you must make a

    new Use the Force check each round.

    If you suffer damage while maintain-

    ing inspire, you must succeed on a Use

    the Force check (DC = 15 + damage

    taken) to continue concentrating.

    By sending a Force Point, you can af-

    fect any allies on the same planet. By

    spending a Destiny Point you can af-fect any allies on the same star sys-

    tem.

    If you have the Distant Power Force

    Secret, you can spend a Force Point to

    affect any allies on the same Star sys-

    tem, and a Destiny Point to expandyour influence to the entire sector.

    Source:Power of the Jedi.

    76

    Malacia

    The Jedi turns an opponents equili- Make a Use the Force check.If your

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    brium against him, causing extremedizziness and nausea without any last-

    ing effects. Malacia can be powerful

    when employed properly.

    Requisites:Force Mind. Time:

    Target within 6 squares: Stan-dard action.

    Target more the 6 squares away:Full-round action.

    Target: A creature or character withinline of sight.

    check equals or exceeds the targets For-titude Defense, it is stunned for 2d6

    rounds.

    Special:You can spend a Force point toextend the effect for additional 1d6

    rounds.

    Source:Power of the Jedi.

    77

    Master Heal

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    You use the Force to heal another liv-ing creature, using yourself as a con-

    duit.

    Requisites: Vital Transfer, Heal,Improved Heal, Revitalize.

    Time:Standard action.

    Target: One creature within 6squares.

    78

    Make a Use the Force check.Thetarget heals hit points proportional to

    your Force-user level. If the hit points

    you heal equals or exceeds the targets

    Special: You may spend a ForcePoint to cease poison effects for a

    number of rounds up to your Force-

    user level You dont destroy the poi

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    you heal equals or exceeds the target s

    damage threshold, it moves +1 step

    along the condition track, though you

    cannot recover persistent conditions.

    The result of the check determines the

    effect, if any:

    DC Healing Rate15 x 220 x 325 x 430 x 535 x 640 x 7

    user level. You don t destroy the poi-

    son, its effects are just delayed. Alter-

    natively, you may spend a Force Point

    to move the target an additional +1

    step along the condition track, though

    persistent conditions cannot be recov-

    ered on this way.

    You may spend a Destiny Point (seepage 112) to move the target +5 steps

    on the condition track in addition to

    healing it normally.

    Source:KotOR.

    79

    Morichro

    You can slow the life functions of anoth- The target should make a Constitution

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    er being, placing it in a trancelike stateor possibly killing it. You can also turn

    the powers effect inward to extend a

    Force trance for months.

    Requisites:Vital Transfer, Heal. Time:Full-round action. Target:One target within 6-squares. Make a Use the Force check.If your

    check equals or exceeds the targets Will

    Defense, Morichro renders the target

    unconscious, as though it had entered a

    Force trance. This state of unconscious-

    ness lasts until the target takes damage

    that equals or exceeds its Damage Thre-

    shold or is targeted by a Force power.

    The power has no other time limit. The

    target could remain unconscious indefi-

    nitely. If left untended, the target could

    dir of dehydration or starvation. Should

    the target die (for any reason) whileunder the effects of Morichro, the Force-

    user who initiated the Morichro is

    dragged toward the Dark Side.

    check (DC 10), if it fails, the target pe-rishes immediately and the user is

    dragged toward the Dark Side.

    Special:A Force-user can turn Morich-ro upon herself to enter a kind of sus-

    pended animation. This works exactly

    like a Force trance, except that she can

    go without food, water and even air for

    an extended period. It does not allow the

    user to survive the effects of vacuum.

    The user can exist in this state for one

    month per point of Wisdom before hun-

    ger, thirst and lack of breathable at-

    mosphere begin to affect her. Unlike itsability to place another being in a Force

    trance, this application of Morichro al-

    lows the Force-user to stipulate the du-

    ration of the trance. She may even

    choose a specific stimulus to rouse her

    from the trance. If the user takes dam-

    age that equals or exceeds her Damage

    Threshold, or if a Force power targets

    her, she awakens.

    Source: Power of the Jedi, ForbiddenKnowledge.

    80

    Plant Surge

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    81

    You are capable of channeling life es-sence into plants through the Force,

    causing them to grow suddenly. Al-

    though this skill is common among Itho-

    An entangled creature takes a -2 penal-

    ty on attack rolls and a -4 penalty to ef-

    fective Dexterity, and cant move. As a

    full-round action, an entangled creature

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    though this skill is common among Itho

    rian ecology priests, few Jedi have mas-

    tered it. With the Force, a Force-user

    causes grasses, weeds, bushes and even

    trees to wrap, twist and entwine about

    creatures, entangling them.

    Time:Standard action. Target:All targets in the affected area. Make a Use the Force check.If your

    check equals or exceeds a targets Reflex

    Defense, it is entangled. The result of the

    check determines the affected area, if

    any:

    DC Affected Area20 1-square radius25 2-squares radius30 3-squares radius35 3-squares radius40 5-squares radius

    f , g

    can attempt to break free and move half

    his normal speed; this requires a

    Strength check or an Dexterity check

    (DC 20). Creatures who are not entan-

    gled move at half speed through the

    area affected by Plant Surge. Flying

    creatures, creatures of Tiny size orsmaller and creatures of Huge size or

    larger may move normally.

    Special: You can spend a Force Pointto increase the affected are by 1 square.

    Source:Power of the Jedi.

    82

    Revitalize

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    83

    You use the Force to prevent a livingcreature from dying, improving its con-

    dition.

    Requisites: Vital Transfer; Heal.

    Special: You can spend a Force Pointto move the target an additional +1 step

    along the condition track.

    Alternatively, you may spend a Destiny

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    q f ;

    Time:Standard action. Target:One creature touched. Make a Use the Force check. You

    prevent the target from dying (DC 25),

    moving it along the condition track. The

    result of your check determines the ef-

    fects, if any:

    DC Steps along the condition track25 +030 +135 +240 +3

    45 +450 +5

    Persistent conditions cannot be recov-

    ered with this power.

    y y y p y

    Point and move the target +5 steps

    along the condition track.

    Source:KotOR.

    84

    Sever Force

    You can block another Force-users

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    access to the Force, preventing himfrom spending Force Points and mak-

    ing it difficult for him to use Force

    powers.

    Time:Standard action. Target: One Force-using creature

    with a Dark Side alignment that is

    within 12 squares and within line of

    sight.

    Make a Use the Force check. Ifyour Use the Force check equals or ex-

    ceeds the targets Will Defense, the

    target cannot spend Force Points for a

    number of hours equal to its Dark Sideembracement, plus the target moves

    1 step along the condition track (see

    page 149) each time it uses a Force

    power in the same timeframe. The ef-

    fect is determined by your check re-

    sult, if any:

    DC Condition track penalty25 030 -135 -2

    85

    Special:This Force power has no ef-fect on targets with a Neutral or Light

    Side alignment.

    You can spend a Force Point to double

    Source: Saga Edition Core Rulebook.

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    the duration of the effect. Alternative-

    ly, you can spend a Destiny Point (see

    page 112) to increase the duration to a

    number of days equal to the targets

    Dark Side embracement.

    86

    Stasis

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    You call upon the Force to overload anenemys senses, potentially stunning it.

    Requisites:Force Stun. Time:Standard action. Target:One creature within 6 squares

    and within your line of sight.

    Make a Use the Force check.Com-pare the result to the targets damage

    threshold. If the check result equals or

    exceeds the targets damage threshold,

    the target moves 1 step along the con-

    dition track (see Conditions, page 148).

    87

    For every 5 points by which you exceed

    the targets damage threshold, the tar-

    get moves an additional 1 step along

    the condition track. Additionally, the

    t t l t k ift ti

    Special:When you use this power, youcan spend a Force Point to move the

    target an additional -1 step along the

    condition track.

    Y d D i P i d

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    target can only take a swift action on

    the next round.

    You can spend a Destiny Point to render

    the target in stasis for 1 minute.

    Source:KotOR.

    88

    Stasis Field

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    You call upon the Force to overload thesenses of a group of enemies, potentially

    stunning them.

    Requisites:Force Stun, Stasis.

    Time:Standard action. Targets: Creatures within 6 squares

    and within your line of sight.

    89

    Make a Use the Force check.Com-pare the result to the targets damage

    threshold. If the check result equals or

    exceeds a targets damage threshold, the

    target moves 1 step along the condition

    Special:When you use this power, youcan spend a Force Point to move the

    targets an additional -1 step along the

    condition track.

    You can spend a Destiny Point to render

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    target moves 1 step along the condition

    track (see Conditions, page 148). For

    every 5 points by which you exceed the

    targets damage threshold, the target

    moves an additional 1 step along the

    condition track. Additionally, the target

    can only take a swift action on the nextround. The result of your check deter-

    mines the number of affected targets,

    minimum 1:

    DC Targets10 115 220 325 430 5

    You can spend a Destiny Point to render

    the targets in stasis for 1 minute. Alter-

    natively, you can spend a Destiny Point

    to affect all targets in a 12-square ra-

    dius.

    Source:KotOR.

    90

    Valor

    You call upon the strength of theForce, reaching out to your ally and

    h i t th ith th

    Special:You can spend a Force Pointwhen you activate this power to have

    th b l i t ll ff t th t

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    sharing your strength with them.

    Time:Standard action. Targets: One ally within 12 squares

    and in line of sight.

    Make a Use the Force Check.Thetarget gains a bonus to Will Defense

    against mind-affecting and fear ef-

    fects until the start of your next turn.

    The result of the check determines the

    effect, if any:

    DC Bonus to Will Defense

    15 +120 +225 +530 +10

    the bonus apply against all effects that

    target Will Defense (not just mind-

    affecting and fear effects).

    You can maintain Valor from round to

    round, extending the normal dura-

    tion. Maintaining the Valor power is a

    swift action. If you suffer damagewhile maintaining valor, you must

    succeed on a Use the Force check (DC

    = 15 + damage taken) to continue

    maintaining the power. You may have

    multiple instances of valor active at

    once (affecting different allies), butmaintaining each one requires a swift

    action each round, and each one must

    be activated by a separate use of Va-

    lor.

    Source: Knights of the Old RepublicCampaign Guide.

    91

    Vital Transfer

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    You use your own life force to healanother living creature, using the

    Force as a conduit.

    Time:Standard action.

    Target:One creature touched. Make a Use the Force check. The tar-

    get heals hit points proportional to the

    users level. Each time you use vital

    transfer, you take half as much dam-

    age as you heal (rounded down). The

    result of the check determines the ef-

    fect, if any:

    DC Healing Rate15 x 220 x 325 x 4

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    93

    Dark Side Powers

    Affliction

    This power causes a target to suffer as Special: This power does not work on

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    p g ffthough poisoned.

    Requisites:Slow. Time:Standard action. Target:Creature within 6-squares and

    line f sight.

    Make a Use the Force check.If theresult of your check equals or exceeds

    the targets Fortitude Defense, the target

    suffers a -1 penalty on one ability of

    your choice at each round the effect of

    the power lasts. The result of your check

    determines the duration of the effect, ifany:

    DC Duration20 1 round25 2 rounds30 3 rounds

    35 4 rounds40 5 rounds

    p pdroids.

    You can spend a Force Point to cause an

    additional -1 penalty on the first round

    the power affects the target.

    Source:KotOR.

    94

    Alchemy

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    You are trained in the dark sides alc-hemical arts. You may use ancient Sith

    equipment, along with arcane formulae,

    to alter the molecular composition of

    living beings, creating mutants steeped

    in the dark side and bound to your will.

    You can also reshape inanimate matter,

    making it sharper or stronger, as the

    ancient Sith frequently did with theirweapons and armor (See Dark Side

    Sourcebook Dark Side Equipment).

    Requisites:Sith Sorcery. Time:1 minute.

    Target:You, creature, character or ob-ject.

    Make a Use the Force check.Alter-ing the physical appearance of a living

    being (to a more horrific appearance)

    requires no check. All changes wrought

    by applications of dark side Alchemy re-

    sult in horrific physical mutations. Any

    task that alters a fundamental aspect ofthe subject requires a check. Note that

    altering multiple aspects require mul-

    tiple checks. The difficulties for muta-

    tions is as follows:

    95

    DC Alteration15 Add claws (base damage 1d6) or fangs (base damage 1d4), uses choice15 Add horns; subject gains a gore attack (-2 to attack, base damage 2d4) in addition to nor-

    mal attacks

    20 Grants darkvision (12 squares)20 -2 penalty on Will Defense to resist your commands

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    p y f y20 +1 square to speed (maximum speed equals twice base speed)20 Add +3 to Reflex Defense (as natural armor)*25 Increase or decrease size by one category*25 +1 STR / -1 DEX, INT and CHA25 +1 STR / -1 INT, WIS and CHA25 +1 DEX / -1 STR, CON and WIS

    25 +1 DEX / -1 CON, INT and CHA25 +1 CON / -1 DEX, INT and WIS25 +1 CON / -1 DEX, WIS and CHA25 +1 INT / -1 STR or -1 CON25 +1 WIS / -1 STR or -1 CON25 +1 CHA/ -1 INT or -1 WIS

    * Each additional alteration increases the DC by +5.

    96

    Special: You may retry any failedchecks, but the subject may perish as a

    result of the mutation (see below).

    Using Alchemy requires thousands of

    credits worth of alchemical equipment

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    and raw materials (in addition to a sub-

    ject). The cost for using the power on a

    particular subject is 10,000 credits;

    each additional use of the power on the

    same subject consumes an additional

    500 credits worth of raw material.The metamorphosis is extremely physi-

    cal taxing, perhaps even fatal. Each al-

    teration deals 3d6 damage to the sub-

    ject.

    Source:Dark Side Sourcebook.

    97

    Control Mind

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    You can guide the actions of individualswho have strong connec