New List
Quick list of rules:
- Attributes
- Everybody has 3 generic attributes: Knowledge, Concentration, and Willpower.
- Knowledge grants access to powers, techniques, and extras.
- Concentration determines recharge rate and access to simultaneous duration-based powers.
- Willpower determines your max Force Points, and is used to win contests.
- Skills
- Each Power Source must implement the 3 core attributes; they cannot be modified on their own.
- Selection of Power Source and Discipline will grant a character 3 skills, each of which corresponds with one attribute.
- For example: The Force, proscribes these three skills:
- Knowledge of the Force (Int): In addition to being the basis of the Knowledge attribute, also provides access to special, PS-specific powers, techniques, and extras, by skill rank and (sometimes) alignment.
- Feel the Force (Wis): Allows blindsense, future prediction, etc.
- Use the Force (Cha): Allows for several basic uses, even without specific power knowledge.
- Learning Powers
- Each rank of your Knowledge skill grants 5 training points.
- Learning a power costs 1 point.
- Learning a new Technique costs 1 point.
- Learning a generic Extra costs 1 point.
- You must know a power to use it.
- You must know an Technique or Extra to use it, unless using a Power Stunt.
- Interpreting Powers
- Each power's primary use is listed below. If you know the power, you can use it as described.
- Each power lists its Techniques, if any. The default cost to learn any Technique is 1 training point.
- Extras are listed separately from all powers, as they are not specific to any particular power. Besides that, they work just like Techniques.
- The words "Knowledge", "Concentration", and "Willpower" in a power description are variables. By default, you can substitute your total skill modifier in place of these words. Exceptions:
- The tag "Knowledge 3" means that you must have 3+ ranks of your Knowledge skill in order to learn or use this Power/Technique/Extra.
- The tag "Willpower 5" means that you must have 5+ ranks of your Willpower skill in order to use this Power/Technique/Extra (though you may still learn it; there may be ways of using it without meeting the requirements).
- The word "stat", as in "Knowledge stat", refers to the ability score governing that skill. Thus, if your Knowledge skill were Int-based, then "Knowledge stat" refers to your Intelligence score. "Knowledge modifier" or "Knowledge bonus" refers to the modifier of that stat.
- Using Powers:
- Differences from previous versions
- Each power defines its own cooldown, access, etc, in System 6/7 standard format. It is no longer assumed that all powers have an Encounter cooldown.
- Force Powers are not used to finish cooldowns. (There should be other ways to do that, if needed)
- Every power uses a different skill check; they don't all use Use the Force. Generally speaking, you may use whichever of the 3 that you prefer. Some powers may specify "governed by Knowledge/Concentration/Willpower", which means you must use the appropriate skill.
- Manifesting a Power
- Spend the action as specified in the power description.
- Spend any Force Points, as required.
- Roll a skill check. This determines to-hit value, if required, or save DC. Even if neither applies, it is a good idea to roll this anyway, as there are often uses for this number.
- Differences from previous versions
- Other Notes:
- Damage formulas should use (base dice) + one of: Knowledge, Concentration, Willpower
- Base Dice should usually be 1d8. If more base damage is warranted, preferably add more d8's. Empower adds damage dice, so a base damage die other than a d8 will alter the balance of Empower.
- Weapon attacks gain a global damage bonus given by level. These formulas do not. However, assuming one has max ranks in the appropriate skill, the overall numeric bonus is comparable to a weapon attack.
List of Force Powers and Techniques
Power | Category | Description
|
---|---|---|
Morichro |
Biomancy |
"A Force technique, it is. The body functions of targets, it rapidly slows. Most effective for subduing opponents this is. Yet dangerous, too. Constantly monitored, a target must be. Fail to reverse the process should the Jedi, indefinite the unconsciousness can be. Die of dehydration or starvation, can an untended target. Realized this, the ancient Jedi did. Much research into history have I done. Known to use this technique dark side Force-users are not. Not malevolent is Morichro. To master Morichro, less malevolent uses of the Force must a student master first." ―Jedi Master Yaddle |
Challenge |
Spirit |
Challenge is a force power often used by Jedi Knights to protect those under their charge. By subtly redirecting the anger and hostility of their adversaries and substituting themselves, they can often effectively shield their wards from danger, often at great cost to themselves. |
Inspire |
Spirit |
Inspire was a Force power that allowed a Force-user to fill his allies with hope and courage to face even the most terrible odds. |
Valor |
Spirit |
Valor was a Force power that allowed a Force-user to fill himself and others with the peace and serenity of the Light Side, granting you the courage to face your fears. |
Force Push |
Telekinesis |
Force Push was the ability to create a telekinetic impulse via the Force, launching a concussive burst of pressurized air-not unlike the blast of an archaic 'pipe bomb'-that would impact a target with enough force to knock it over, launch it into the air, or even (particularly in the case of fragile materials such as ceramics) shatter it into pieces. The greater the user's telekinetic aptitude, the larger the pressure differential, and thus the stronger the effect and the heavier the target. With practice, a skilled Force user could increase the range and arc of the blast without lowering the average kinetic energy, creating a blanketed wave instead of a focused impulse. Truly gifted practitioners could generate a concussive blast that would radiate from them for dozens of meters in all directions, detonating with the force of a conventional explosive. |
Force Grip |
Telekinesis |
Force Grip was a Force Power that applied telekinesis to grab, lift, throw, or crush objects and even beings from afar. It has been used to move and manipulate everything from small rocks and fruit to objects as massive as fully powered battle cruisers. |
Force Shield |
Telekinesis |
Force Shield, Force barrier, or Force (war) shield was both an offensive and defensive Force power, aligned neither with the light or dark sides of the Force, that created a barrier or wall of Force energy around the intended target, be it self, friend, or foe. |
Force Speed |
Telekinesis |
Force Speed, also known as burst of speed or Force sprint, was a core Force power that allowed the user to maintain sprinting speeds for a brief time. Greater aptitude granted greater boosts to speed and/or greater duration. The increased speed of the Force-user enabled them to see the world and the entities around them in slow motion, allowing them to dodge attacks easily and attack quicker with greater accuracy. The power also apparently enabled the user to run for extended distances with no visible signs of fatigue. |
Mechanomancy |
Telekinesis |
Mechanomancy was a Force Power that allowed it's wielder to exercise fine control over the moving parts of many mechanisms, including vehicles and droids. Those adept with this power were able to both remotely repair and disable devices and mechanisms entirely through the Force. |
Snare |
Telekinesis |
Snare was a Force Power which, much like Force Grip allowed the wielder to grasp hold of beings and objects remotely. In the case of Snare, however, it was used to retard the movement of the being or object, slowing their horizontal or vertical translation. |
Cryokinesis |
Thermodynamics |
Cryokinesis was a Force power that allowed a Force-user to draw heat away from an object or being, causing its temperature to drop rapidly. This arcane technique caused the heat vitality of the victim to hemorrhage. |
Pyrokinesis |
Thermodynamics |
Pyrokinesis was a Force power that allowed a Force-user to manipulate and create fire. |
Cloak |
Electromagnetism |
Force cloak also known as Force camouflage and Force concealment, was a rarely seen Force talent involving the manipulation of light and sound waves to render a practitioner virtually invisible to the naked eye. This technique, found mainly among members of the Jedi Order before the rise of the Galactic Empire and the destruction of the Jedi Temple on Coruscant. Despite the loss of knowledge among the Jedi, the technique of cloaking oneself in the Force was perfected by the Disciples of Twilight, a mysterious sect based on the Outer Rim moon, Dyspeth. |
Electromancy |
Electromagnetism |
Electromancy, was a Force Power that allowed it's wielder to manipulate electromagnetic fields to stun and damage their enemies. This suite of powers was particularly effective against droids. |
Technomancy |
Electromagnetism |
Technometry was a Force power that allowed a user to tap into and read technological devices, and in some cases control them. |
List of Extras
Universal
Everyone has these.
Extra | Description |
---|---|
Empower |
(1 FP) Adds one die of damage, or other effects as outlined in description. |
Extend |
(1 FP) Doubles duration. Stacks multiplicitavely. |
Enlarge |
(1 FP) Doubles range. Stacks multiplicitavely. |
Widen |
(1 FP) Doubles radius of an area. If area is not radius-based, doubles number of squares affected. |