Star Wars: Force Powers

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Star Wars:
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Characters

Force Powers

Force Powers will be handled on a case-by-case basis. As they are used in game, we will evaluate their requirements, effects, and game mechanics at that time and post them in this section. For notes and a list of force powers, go to the talk page or the Wookieepedia: Force Powers page.

Alter Powers

Telekinesis

Type: Common
Cost: None
Speed: 5
Duration: Instant
Requirements: Alter 1, Telekinesis 1
Description: The user rolls Alter + Telekinesis at standard difficult, and then divides the successes between two categories. Weight, the mass of the object that can be lifted, and Speed, the velocity the user can move that object. Example: To pull a lightsaber to you at casual walking speed you would need 2 successes. 1 success to weight, 1 success to speed.

  • Weight
    • 0: Less than 1 lbs (A feather)
    • 1: Up to 10 lbs (Lightsaber or blaster)
    • 2: Up to 50 lbs (A heavy box)
    • 3: Up to 200 lbs (A person)
    • 4: Up to 500 lbs
    • 5: Up to 2000 lbs
  • Speed
    • 0: Barely moving
    • 1: Up to 3 mph (Casual walking speed)
    • 2: Up to 10 mph (Running)
    • 3: Up to 25 mph
    • 4: Up to 50 mph
    • 5: Up to 100 mph

Heal Other

Type: Common
Cost: 1 willpower
Speed: 6
Duration: Varies
Requirements: Alter 1, Enhancement 2
Description: User rolls Alter + Enhancement to heal another person.

Influence Mind

Type: Common
Cost: None
Speed: 5
Duration: Instant
Requirements: Alter 1
Description: User rolls Alter + Telepathy against the targets MDV. (Standard Jedi Mind Trick)

Force Grip (Choke)

Type: Common
Cost: None
Speed: 6
Duration: Varies
Requirements: Alter 1, Telekinesis 2
Description: User rolls Alter + Telekinesis to grip and object or item.

Force Push (Strike)

Type: Common
Cost: None
Speed: 5
Duration: Instant
Requirements: Alter 1
Description: User rolls Alter + Telekinesis.

Force Lightning

Type: Learned
Cost: 1 willpower
Speed: 6
Duration: 1 turn
Requirements: Alter 3, Energy 4
Description: User rolls Alter + Energy to use.

Drain Energy

Type: Common
Cost: None
Speed: Varies
Duration: N/A
Requirements: Alter 2, Energy 3
Description: User rolls Alter + Energy to use. The amount of power to be drained determines the difficulty of the task. A roll of one less than the target difficulty indicates a partial success.

  • 2: A simple energy cell or power pack (in blasters, datapads, etc.) [Speed: 5 ticks]
  • 3: Backpack-sized cells or batteries (used in doors, jetpacks, scanning equipment, e-web blasters, etc.) [Speed: 10 ticks]
  • 4: Human-to-starfighter sized power sources (droids, computer terminals, etc.) [Speed: 15 ticks]
  • 5: Capital-scale power sources (turbolaser batteries, tractor beams, etc.) [Speed: 30 ticks]
  • 6+: Extremely large power sources (hyperdrives, heavy industrial equipment, reactor cores, etc.) [Speed: Varies, typically a minute or more]

Force Rage

Type: Learned
Cost: 1 willpower
Speed: 6
Duration: Scene
Requirements: Alter 2, Enhancement 3
Description: The force user taps into his inner most darkness, unleashing his negative thoughts and emotions and letting them control and enhance his body and mind. This undeniably dark power is both rare and powerful but left the user weakened after use, light Jedi were at further risk as it was easy to become permanently lost in the rage and grip of the darkside.

The user activates the power by spending a willpower point to summon up his inner rage and let it overcome his body, that benefits apply immediately and it counts as a miscellaneous action. (Speed: 5, -1 DV) For the remainder of the scene the character adds his Alter attribute score to all his physical attributes, the bonus raises the attributes natural score and is not capped. The character gains a tolerance to pain while in the rage which allows him subtract one from wound penalties suffered. (Stacks with feat pain tolerance.)

The player also chooses a negative intimacy to devote himself too for the remainder of the scene, this should always focus on some sort of negative emotion and allows the character in rage to treat actions to stop or distract him as unacceptable orders. The character is also so completely consumed by rage that he is socially limited, subtract a -1 external penalty on all social actions excluding intimidation.

In the aftermath of the scene, once the effects of the rage wear off the characters body is physically drained this gives him a -1 internal penalty to all actions for 10 - stamina hours. (This works the same as and stacks with wound penalties.) The character also receives a darkside point for using the power. (Or however we decide that works.)

Force Scream

Type: Learned
Cost: 1 willpower
Speed: 6
Duration: Instant
Requirements: Alter 2, Energy 3
Description: The force user produces a force-amplified scream, sending a shockwave of dark energy rippling through the force. The force user rolls (Alter + Energy). Anyone within (10 - Force Balance) yards from the epicenter must roll (Stamina or Strength + Athletics) against a difficulty of the total successes on the attacking roll to avoid knockback.

Control Powers

Force Stealth

Type: Common
Cost: None
Speed: 6
Duration: Scene
Requirements: Control 1, Enhancement 1
Description: The user can hide the strength of the force within him, this counters the ability for a force user to sense another force user. Roll Control + Enhancement. Typically an opposed roll against Sense Force actions.

Heal Self

Type: Common
Cost: None
Speed: 6
Duration: Varies
Requirements: Control 1, Enhancement 1
Description: User rolls Control + Enhancement to heal self.

Enhance Attribute

Type: Common
Cost: 1 willpower
Speed: 6
Duration: Scene
Requirements: Control 1
Description: The user rolls Control + Enhancement. He receives a number of dots equal to the number of successes divided by two (rounded down) to distribute among his physical attributes for the scene. The maximum number of dots he can add to a single attribute is capped by the user's Control.

Fortify Mind

Type: Common
Cost: 1 willpower
Speed: 6
Duration: Scene
Requirements: Control 1
Description: User rolls Control + Telepathy to strengthen his mind. The user's MDV is increased by one-half the number of successes, rounded up.

Force Jump

Type: Common
Cost: None
Speed: 5
Duration: Instant
Requirements: Control 1
Description: User rolls Control + Enhancement to increase jumping distance on a simple jump action. Successes add directly to the Strength + Athletics jumping distance.

Force Speed

Type: Common
Cost: None
Speed: 3
Duration: Instant
Requirements: Control 1
Description: User rolls Control + Enhancement to increase dashing speed on a dash action. Successes add directly to the Dexterity + 6 normal dashing distance. When force speed is used it is considered an enhanced dashing action, using force speed and dashing does not require a flurry.

Dissipate Energy

Type: Common
Cost: None
Speed: 6
Duration: Instant
Requirements: Control 2, Energy 2
Description: User rolls Control + Energy.

Concentration

Type: Common
Cost: None
Speed: 6 per die
Duration: One Action
Requirements: Control 1, Enhancement 1
Description: User can add a number of dice to any roll equal to the ability of that roll capped by the user's Enhancement score.

Sense Powers

Sense Force

Type: Common
Cost: None
Speed: N/A
Duration: Instant
Requirements: Sense 1
Description: This is the innate ability of a force user to sense the force and its effects. This roll can be made by the player when a force user is actively searching or by a Storyteller for the ability for a character to notice something reflexively. Roll Sense + Awareness (Do we want a force skill here, possibly divination?). This is often opposed by Force Stealth rolls. (Should there be a dice adder for actively searching versus reflexively being aware?)

Jedi Intuition

Type: Common
Cost: None
Speed: 3
Duration: Varies
Requirements: Sense 1
Description: The Jedi have supernaturally quick reflexes in almost an situation, user rolls Sense + Divination and adds successes to Join Battle dice pool.

Mind Probe

Type: Common
Cost: None
Speed: 6
Duration: Instant
Requirements: Sense 1, Telepathy 1
Description: The Jedi extends his senses to a remote location and probes the mind of a target or group of targets. The Jedi makes a Sense + Telepathy roll against the targets MDV. Number of successes beyond targets MDV determines the amount and detail of information the Jedi receives.

Prophecy

Type: Common
Cost: 1 willpower
Speed: Special
Duration: Varies
Requirements: Sense 3, Divination 3
Description: User rolls Sense + Divination to look into the future.

Sense Danger

Type: Common
Cost: None
Speed: 6
Duration: Varies
Requirements: Sense 1, Divination 1
Description: The Jedi has a supernatural sense of danger. Roll Sense + Divination. The number of successes determine how large the scope of the effect can be (and it can be lower if the Jedi wishes). If successful the Jedi will be alert to danger with sufficient time to react. The reaction time generally grows with scope, but each situation is unique and at storyteller discretion.

  • One success: Self
  • Two successes: Self and close allies
  • Three successes: A room
  • Four successes: A building or ship
  • Five+ successes: A city or region