Force Powers

This section replaces the rules on Force powers.

While I'm a fan of WEG Star Wars, I've never cared for the Force rules. Evidently, I'm not the only one, as the following section is from the RancorPit forums (with a number of tweaks by yours truly).

Force Attribute

A new attribute, Force is a character’s raw sensitivity, natural power, and connection to the Force. The higher the die code, the stronger the character is in the Force.

  • A character begins play with 0D in Force.

  • At character generation, a character becomes Force-sensitive by purchasing at least 1D in the Force attribute (ignore the “Yes/No” Force-sensitive question).

  • During character advancement, becoming Force-sensitive requires 20 CP for 1D in the Force attribute.

  • Force is the attribute for Force power use. It replaces the separate Control, Sense, Alter stats.

Force Powers

Modifying Templates

To modify an existing template, simply take die code listed for the three original Force skills (Control, Sense, Alter) and add them together to get your Force attribute rating.

The Force powers in this section are considered skills under the umbrella of the Force attribute.

  • Force powers cannot be used untrained. However, they are not considered Advanced skills.

  • In character generation, purchase Force powers like regular skills (by spending dice). A Force power with prerequisites requires a minimum of 3D in each of the prerequisite powers.

  • Force power die codes are determined like any regular skill: a total of your Force attribute and the number of dice purchased for the power. (So, if you have 3D Force and buy 1D+1 affect mind, you roll a total of 4D+1 when using affect mind.)

  • Using a Force power counts as an action unless stated otherwise in the power description.

  • Some Force powers have “Result” tables, which indicate the result you achieve based upon the amount by which your initial roll exceeds the difficulty.

Some powers may be kept “up”—operating constantly without having to make new rolls every round. Declare when you activate the power whether it will be kept “up.”

You can keep “up” a number of powers at the same time equal to your Force attribute and may spend a character point for each additional power you keep “up” beyond this.

All “up” powers drop automatically if you’re stunned, wounded, or knocked unconscious.

Expanded Powers

To advance the Force attribute, the CP is x20 the number before the “D”. So, increasing Force from 2D+2 to 3D costs 40 CP.

Force powers advance just like skills. The CP is x1 the number before the “D” in that power. So, improving absorb energy from 3d+2 to 4D costs 6 CP.

Character Advancement

Modifiers

Proximity Modifiers
Add

+0
+2
+5
+7
+10
+15
+20
+30

Apply these additional difficulty modifiers to Force power use when relevant.

User and target are…

Touching
Line of sight
Not in line of sight (up to 100 meters)
101 meters–10 kilometers
11–1,000 kilometers
On same planet
In same star system
In different star systems

Relationship Modifiers
Add

+0
+2
+5
+7
+10
+15
+20
+30

User and target/area are…

Intimate/childhood home
Close/visit constantly
Friendly/visit regularly
Acquaintances/visit rarely
Slight acquaintances/visited once
Met briefly/seen vids
Know only by reputation/description
Complete strangers/never heard of

Reaching 3D in certain powers unlocks additional capabilities at no additional cost. Expanded powers are included within base powers to streamline things and reduce the proliferation of Force powers.

Keeping Powers "Up"

Force Powers List

Keep Up: To absorb or dissipate an ongoing effect.

  • Easy: Intense sun

  • Moderate: (+Damage result) absorb energy attacks; solar wind

  • Difficult: Radiation storm

  • Very Difficult: Redirect Force energy attacks

Effect

You can dissipate energy directed at you—whether heat from the desert suns, blaster bolts, or Force lightning. When an energy attack hits you, make an absorb energy roll. If successful, you absorb or dissipate the damage. On a failed roll, you take the full damage.

After absorbing damage, you may make a second absorb energy roll to redirect it at a specific target. If this roll fails, the energy shoots off randomly (use grenade scatter diagram).

Take a Dark Side point if you redirect Force energy at a sentient being other than the original attacker.

This power also wards off sunburn, heatstroke, intense heat, and radiation exposure.

Absorb Energy

Accelerate Healing

  • Very Easy: Another person, modified by relationship

  • Easy: Self (wounded)

  • Moderate: Self (incapacitated)

  • Difficult: Self (mortally wounded)

Effect

You can heal yourself or another. If your roll is successful, the subject then makes two healing rolls (12 hours apart), each at +2, for the day regardless of injury severity. When healing someone else, you must be in physical contact while they make their healing roll.

This power requires 1 minute to use. It may be used on the same target no more than once every 12 hours.

Affect Mind

Difficulty: Based on whether perception, memories, or conclusions are being altered; further modified by desired result (see below) and proximity. A Force-sensitive target may make a Force roll to oppose.

  • Very Easy: Alter perception

  • Easy: Alter memories

  • Moderate: Alter conclusions

Keep Up: For sustained effect.

Effect

This power is used to:

  • Alter a target’s perceptions, so that they sense an illusion or fail to see what you don’t want them to see (“What was that noise?” “Probably nothing.”).

  • Alter a target’s memories permanently, so that they remember things incorrectly, or fail to remember something.

  • Alter a target’s conclusions, so that they come to an incorrect decision (“These aren’t the Droids we’re looking for.”).

  • Alter a target’s emotional state, so that they become calm and more receptive to you.

  • +5 Slight misperception (“What was that noise?”); minor changes to distant memories (“The dress your mother wore at the party was red, not blue”); the target is calm or doesn’t care one way or the other (“Sure, you can go in”)

  • +10 Brief, visible phenomena (“I saw a flash”); memories less than a year old; the target feels some bias against you or emotion about the conclusion

  • +15 Limited hallucinations (“It’s getting hard to see in here!”); memories less than a day old; the target is hostile toward you or has strict orders about the conclusion

  • +20 Simple disguise/altering features; memories less than a minute old, the target is a sworn enemy or is wounded; the matter is extremely important to them

  • +30 Full sensory hallucination; fundamental memory change (misremembering your own name); virtually impossible to come to the wrong conclusion

Describe exactly the desired effect before rolling. Results of a hallucination or memory adjustment may be handled through roleplay and/or by granting a bonus to relevant rolls against the target based on your result (“Adjustment” applies either as a bonus to your skill rolls against the target or as a penalty to their Perception–related rolls if your goal was to distract or dim their senses.)

Result

0–5
6–10
11–15
16+

Adjust (+/–)

2
1D
1D+1
1D+2
2D

If used against multiple targets, add +3 to your difficulty for each additional target and roll separately against each.

A target subject to hallucination reacts as if it is real, but suffers no ill effect or damage from it. This power does not affect droids and cannot be used through recording devices.

Battle Meditation

Difficulty: Based on the number of people affected; modified by proximity.

  • Easy: up to 2

  • Moderate: up to 20

  • Difficult: up to 200

  • Very Difficult: up to 1,000

Keep Up: For sustained effect. Increasing the number of targets and/or changing the selected skills requires a new roll.

Effect

You coordinate a group at a subconscious level to perform certain tasks more efficiently. Select three specific skills under Dexterity, Strength, or Technical for the entire group. While the power is active, each person gains +1D to each chosen skill as long as they have no more than 3D in it. This power only works on individuals who are in agreement with your intent, and grants no mental control over them.

Result

0–5
6–10
11–15
16–20
21+

Targets

up to 10
up to 100
up to 1,000
up to 10,000

Expanded Power: Inspire

With at least 3D in this power, you can inspire one or more allies. Your result dictates the total affected (below). Each gains +1D to all attribute and skill rolls as long as you maintain the power.

Difficulty:

Difficulty:

Additional Difficulty:

Expanded Power: Emptiness Trance

With at least 3D in this power, you may enter an emptiness trance in which you take no action but are difficult to sense or affect with the Force. Make a roll; the result adds to the difficulty of any attempts made to use Force powers against you—including any powers that you would otherwise allow. Declare the trance duration when first entering it. You are not in suspended animation during this time—dehydration and starvation may occur if you cannot disengage soon enough. Exiting the trance may be attempted under the following circumstances:

  • When the stated time has passed

  • Once each hour beyond the original time limit

  • If you suffer damage more serious than stun

Control Pain

Difficulty: Based on damage suffered; modified by proximity.

  • Very Easy: Wounded, stunned

  • Easy: Incapacitated

  • Moderate: Reduce Incapacitating injury

  • Difficult: Mortally wounded; reduce mortally wounded injury

  • Very Difficult: Reduce death

Effect

Ignore pain from any injuries. Successful use negates any wound penalties the target would otherwise suffer. The actual damage remains, as do any effects unrelated to any wound penalties.

Expanded Power: Reduce Injury

With at least 3D in this power, you can reduce injury on damage suffered the previous round. On a successful roll, spend 1 Force point to drop the damage to wounded regardless of what it was prior. If the damage would have been lethal, the target suffers a permanent injury (significant scar, limp, partial loss of sight/hearing, etc).

Note: It is not necessarily a “selfish” act to save your own life, so you might get the spent Force point back in certain circumstances.

Danger Sense

Required Power: Life sense

Difficulty: Moderate or attacker's Force roll

Keep Up: For sustained effect.

Effect

You extend your senses to create an “early warning system” that lets you know opponents’ planned actions each round before you take your action. If the attacker is another Force user, their Force or life sense roll replaces the difficulty.

Concentration

  • Easy: Relaxed, at peace

  • Moderate: Entering emptiness trance

  • Difficult: Feeling negative emotions (aggression, fear); exiting emptiness trance

Effect

You clear your mind of negative thoughts and feel the Force flowing through the universe. The result of your roll indicates the bonus that you can apply to a single skill. You may declare a different skill each round.

Result

0–10
11–20
21–30
31+

Bonus

+4D
+4D+2
+5D
+6D

Once you disengage from the trance, you receive +6 to all Force rolls for a period equal to the amount of time spent in the trance (reduced by 1 for each Dark Side Point you have).

A character consumed by the Dark Side cannot enter an emptiness trance.

Keep Up: For sustained effect. May only perform a single action each round.

Keep Up: For sustained effect.

Expanded Power: Combat Sense

With at least 3D in this power, you can enhance your attack and defense. Combat sense focuses on a single opponent by default; apply +3 difficulty for each opponent beyond the first. On a successful roll, the effect lasts for a number of combat rounds equal to your danger sense dice pool (+1 round for every 3 points by which the roll beat the difficulty) and grants the following:

  • Instead of rolling initiative, you choose when to act each round (for multiple Force users employing this power, the highest result determines first when they act)

  • +2 pips to your attack and defense rolls against targeted opponents

  • Does not count as skill use for determining die code penalties

Difficulty:

Expanded Power: Control Breathing

With at least 3D in this power, you learn control breathing. You pull oxygen (or whatever you need to breathe) from the surrounding atmosphere. This negates the need for a breath mask, mechgill, or rebreather gear in any environment up to hard vacuum.

Farseeing

Required Power: Life sense

Difficulty: Very Easy if target does not resist; target's Perception or life sense roll if they resist. Modified by proximity and relationship. Seeing into the past or future applies additional difficulty, depending on circumstances (see below).

Keep Up: For sustained effect.

Effect

Tap into the Force to glean information about a person or place. You envision the desired person or place as it exists currently—including sensing environmental conditions and/or weather patterns. As such, farseeing can show a friend and their immediate surroundings, or what’s happening on your home world in your absence.

Difficulty increases when viewing the past or future. As a general guide, apply +2 for up to one day; +5 for one week; +10 for six months; +15 for a year; +20 for five years or more.

Farseeing requires focusing for 1 minute in calm conditions. While past and present are set, the future is always in motion and individual choices may alter it. Any vision of “the future” is of a possible future only.

Enhance Attribute

Effect

Increase one of your attributes for a limited period. The result of your roll indicates the degree and duration of your enhancement. You can increase only one attribute at a time; enhancing a new attribute cancels the first enhancement.

Spending character points increases the duration +1 round per CP spent.

Result

0–13
14–25
26+

Bonus

+1D
+2D
+3D

Difficulty: Moderate.

Keep Up: For sustained effect.

Duration

3 rounds
2 rounds
1 round

Result

0–10
11–20
21–30+

Past/Present

Broad strokes
Critical details
Total recall

Future

Vague impressions
Basic information
Coherent details

Speed burst: Your result on a Moderate roll indicates your Move boost. This doesn't confer additional actions; it's solely a movement increase.

Force Shield

Required Powers: Absorb energy, telekinesis

Difficulty: Moderate.

Keep Up: For sustained effect.

Effect

You use the Force to protect yourself from harm. The shield’s strength is equal to one-third your Force rating (round down). So, 4D Force adds 1D to your Strength dice to determine soak.

Force shield acts as armor against all energy and physical attacks, including non-directional effects such as gas clouds and grenade blasts.

Force Boost

Effect

Draw upon the Force to accomplish a brief superhuman effort. Maneuvers beyond those described may be possible at the GM’s discretion.

Contort: You stretch and twist in impossible ways to get free from bonds. Difficulty depends on the bonds (Easy for hand binders, Moderate for serious restraints, Difficult or Heroic for maximum security).

Force jump: Your result on an Easy roll indicates your jumping bonus that round. The power is used when making the jump, so you have only your normal jumping distance on a failed Force roll.

Result

0–3
4–8
9–15
16–25
26–37
38+

Jump Bonus

+1D
+2D
+3D
+4D
+5D
+6D

Required Power: Enhance attribute

Difficulty: As relevant to task (see below).

Result

0–8
9–20
21+

Move Boost

+5
+10
+15

Duration

4 rounds
3 rounds
2 rounds

Instinctive Astrogation

Required Power: Magnify senses

Difficulty: Moderate. Distance, stellar obstacles and other factors can increase difficulty.

Effect

You use the Force to sense the safest path amid a myriad of hyperspace routes. On a successful roll, you have Easy difficulty on an astrogation roll to plot a safe course. On a failed roll, the astrogation difficulty becomes Very Difficult.

Instinctive astrogation requires focusing for 1 minute.

Hibernation Trance

Effect

Put the subject in a state of suspended animation. When activating the power, declare the circumstances in which a willing subject will awaken (e.g., after a specific amount of time, under particular stimulus like a noise or someone touching them). The subject can heal in this state, but cannot take action or use Force powers.

You can have the subject “play dead” or survive an extended time when food or air supplies are low—hibernating for a week in a dry climate or up to a month in a wet climate. The subject appears dead unless a close investigation is made (search or first aid or life sense).

You can also use this power to save a mortally wounded character from dying. The subject remains mortally wounded but will not die for a number of weeks equal to your hibernation trance dice pool—provided they aren't injured again. This requires spending 1 Force point (and is always considered a heroic expenditure).

Difficulty: Difficult.

Keep Up: For sustained effect.

Lightsaber Control

Difficulty: Moderate

Keep Up: For sustained effect.

Effect

You tap into the Force to both wield your lightsaber and sense your opponent’s actions. With this power, you can:

  • Add your lightsaber control dice (not including your Force attribute) to your lightsaber skill rolls.

  • Add or subtract (as desired) dice from your lightsaber’s 5D damage, up to the total of your Force and lightsaber control dice. Determine prior to rolling damage.

Life Sense

Effect

You sense the Force’s strength and perceive sentient life even if hidden from normal senses. You can employ life sense for different results—detection, tracking, and sense Force.

Detection: On a successful roll, you perceive all sentients within 10 meters (if a sentient enters or exits the range, roll to detect it) and know if any are Force-sensitive. If you beat the difficulty by 5, you can tell who is an actual Force user; by 10, you can tell whether you’ve met before; by 15, you know their identity.

Tracking: You sense a specific individual’s presence, identity, and current health status.

Sense Force: You sense the ambient Force in an area or object. You learn the rough magnitude (poor, moderate or rich in the Force), general type and quantity of life forms (“many insects” “only microbes and bacteria,” “teeming with plant and animal life, including higher predators”) and whether it tends toward the Light or Dark Side. An area rich in positive or negative energies may indicate past events or the activities of past inhabitants. You may also receive vague premonitions (“I sense something wrong").

Difficulty: Based on subject/area (see below). A Force-using target may make an opposed life sense roll to avoid detection. Modified by proximity and relationship.

  • Very Easy: Force-sensitive subject

  • Moderate: Non-Force-sensitive subject; sense Force in an area

  • Difficult: Sense Force in details or specific objects within an area

Keep Up: For sustained effect; to track a target.

On a failed lightsaber control roll, you cannot use this power for the current combat—you can only use your base lightsaber skill to wield your weapon.

You can also apply this power to then use your lightsaber skill to parry—and even redirect—blaster bolts. The lightsaber control difficulty is equal to the target’s dodge or the range to target. Damage is that of the original blaster bolt. Redirecting is a reaction skill and counts as an additional action (you cannot full parry and redirect bolts).

Magnify Senses

Difficulty: Based on desired result (see below). Modified by proximity.

  • Very Easy: Magnify normal senses

  • Moderate: Simple phenomena (low light, basic scents)

  • Difficult: Uncommon phenomena (comm frequencies, infrared signatures)

  • Very Difficult: Complex phenomena (specific wavelength or gas)

Keep Up: For sustained effect.

Effect

You enhance the effectiveness of your normal senses, or shift one of your senses outside the normal range. When magnifying normal senses, you perceive things that normally require aid—see distances that otherwise require macrobinoculars, hear noises beyond normal hearing due to distance or volume, identify scents and odors otherwise too faint to perceive, and feel otherwise undetectable physical subtleties.

When shifting a single sense beyond your species norm, you detect phenomena of a different type than normal—shifting eyesight to the infrared spectrum, hearing sub- or supersonic frequencies, etc. This counts as “skill use” for determining die code penalties. Detection does not mean comprehension; you could detect a comm transmission, but wouldn’t know its point of origin nor could you decode the information carried in the transmission.

Rejuvenate

Difficulty: Based on condition (see below).

  • Very Easy: Mild infection/alcohol

  • Easy: Fever, flu; food poisoning

  • Moderate: Severe illness/strong poison; remove fatigue

  • Difficult: Life-threatening disease/virulent poison

  • Very Difficult: Deadly ailment/neurotoxin

Keep Up: For sustained effect.

Effect

You flush disease, infection, or toxin from the subject’s body. Anything up to Moderate difficulty may be cleared with a single use of this power. Difficult and above require repeated applications over a period of weeks.

Rejuvenate requires focusing for 1 minute.

Expanded Power: Remove Fatigue

With at least 3D in this power, you can enhance the subject’s body to function without becoming fatigued. This use of the power does not need to be kept “up”—instead, the subject makes a Moderate stamina check each day. The effect ends if they fail two successive checks, at which time they become fatigued. The subject must still eat and drink normally.

Telekinesis

Difficulty: Based on total mass (see below). Modified by proximity; the object must be in direct sight. An unwilling target adds their Perception or telekinesis roll to the attacker's difficulty number.

  • Very Easy: up to 1 kg

  • Easy: up to 10 kg

  • Moderate: up to 100 kg

  • Difficult: up to 500 kg

  • Very Difficult: up to 1 metric ton

Force Push: You can also use telekinesis to attack a target directly, knocking them back and inflicting the listed damage if they hit a solid object before traveling the full distance; otherwise they’re simply knocked prone. The target defends with a Strength, dodge, or telekinesis roll. If used against multiple targets, add +3 to your difficulty for each additional target and roll separately against each.

Take a Dark Side Point if you kill a living being using a Force “push.” You may choose to roll less than your full telekinesis score for this maneuver.

Keep Up: For sustained effect.

Add +10 difficulty per additional 1 metric ton.

Telekinesis moves objects at 5 meters/round in a straight line. Add +5 difficulty per additional 5 meters/round. Difficulty increases further if the object moves in anything other than a simple straight line:

Add

+3
+6
+11
+20

Maneuver

Gentle turns
Simple
Complex
Intricate

Effect

You manipulate the flow of the Force to levitate objects—whether to push back a cargo container or levitate a lightsaber to attack. You can levitate one or more objects at once with a single use of this power; total mass dictates the difficulty. Moving additional objects subsequently requires a new telekinesis roll.

You may levitate yourself or others; telekinesis can even be used as a primitive space drive in emergencies.

You can attack with levitated objects. This requires a second telekinesis roll as an attack against the target (Easy difficulty if the target does not defend). Take a Dark Side Point if you attack living beings this way.

Size

1 kg
10
kg
100
kg
500
kg
1 metric ton
10 metric tons
100 metric tons
+20 metric tons

Damage

1D
2D
4D
2D speeder scale
3D walker scale
4D starfighter scale
2D capital scale
+1D capital scale

Result

0–5
6–10
11–15
16–20
21+

Damage

2D
3D
4D
5D
6D

Push

2 meters
3 meters
5 meters
10 meters
15 meters

Telepathy

Required Power: Life sense

Difficulty: Very Easy for a friendly, non-resisting target; opposed telepathy or Perception roll if the target resists. Add +5 if not verbalizing the thoughts being transmitted (gagged, want to stay silent). Modified by proximity and relationship.

Keep Up: For sustained effect. A new roll is required if the proximity modifier increases.

Effect

You make a mental connection through the Force. On a successful roll, you can “read” the target’s emotions and surface thoughts, but cannot glean deeper information. If your roll is at least double the difficulty, you can probe deeper into the target’s mind and memories.

Whether the target is of the same species can be a factor in comprehending telepathic communications—thought processes and emotions can vary greatly across sentient species.

You may also allow the target to perceive your thoughts and emotions. The target knows that the thoughts and feelings come from someone else but may not know who if you don’t identify yourself.

You can contact more than one mind at once, but each extra person counts as an additional action.

Telepathy simply allows communication; it cannot control minds. Also, it does not work on droids.

Translation

Required Powers: Life sense, telepathy

Difficulty: Based on target (see below). Add +5 if the target is being cryptic on purpose; add +20 for written communication.

  • Easy: Domesticated/friendly animals

  • Moderate: Wild non-predatory animals; humans, aliens

  • Difficult: Ferocious/predatory animals; droids

Keep Up: For sustained effect.

Effect

You can translate and be understood in a given language (human, alien, droid, animal). You can understand and be understood upon first hearing (or seeing) the language, whatever the communication method—verbal, body language, written text, etc.

While this power is in effect, subtract 2D from beasts’ orneriness code (minimum 0D).

Note that you don’t really know the language being translated. Once this power is no longer in use, you are again unable to understand or speak the language.