Listed below are a number of Force powers available. Each power has the following statistics:
Rank: The Rank a character must be to learn the power.
Power Points: The cost to activate the power in Power Points.
Range: The maximum distance between the caster and the power’s effect. Range is often expressed as Smarts or some multiple thereof. If so, read Smarts as inches on the tabletop. A Smarts of d10, for example, means the power can be cast up to 10″ away.
Unless the power says otherwise, Range has no effect after the power is activated. An ally who has been cloaked, for example, may then move beyond the caster’s Smarts with no ill effect.
Duration: How long the power lasts in rounds (unless otherwise noted).
Powers expire at the end of the character’s turn X rounds later, where X is the Duration listed. Count the round the power activated. If a psychic activates boost Trait (Duration 5) on the second round of combat, for example, it remains in place until the end of her turn on the sixth round.
Powers may be maintained for their base Duration for 1 Power Point per individual.
Unless it says otherwise, the caster can terminate a power she’s activated as a free action. She must terminate the entire power—she can’t leave it on for some and off for others.
Trappings: These are descriptive ideas and suggestions for how the power might look.
Trappings may also inform how a power is used. For example, a vital transfer that flows healing energy from the caster to the target would be a Light side use of the power. The same vital transfer may siphon life energy from nearby plants or animals to heal the target, which would be a Dark side use of the power. Any character can use a power via Light or Dark, but the way it’s used should be reflected on the character.
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 5
Trappings: A colored glow, runes, sigils, crackling energy, barbs, dark rage
This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire clip, power pack, or energy cell, 20 arrows or stones, or one full “load” of ammunition (the GM determines the exact quantity for unusual weapons). While the power is in effect, the weapon’s damage is increased by +2, or +4 with a raise.
Modifiers
Additional Recipients (+1): The power may affect more than one target for 1 additional Power Point each.
Rank: Novice
Power Points: Special
Range: Smarts
Duration: 10 minutes
Trappings: The caster concentrates and gestures with his hands
This power allows an individual to speak with and guide the actions of nature’s beasts. The cost to cast is equal to the sum of their Size (minimum 1 per creature). Controlling one Size 5 creature or five Size -1 creatures would cost 5 points.
Success means the creatures obey simple commands, like a well-trained akk dog. They attack foes and endanger their lives for their master. A raise on the Force Use skill roll means the beasts are more obedient. They won’t kill themselves but overcome their natural fears to follow their orders.
Swarms may also be controlled. Small Swarms cost 1 point, Medium Swarms cost 2, and Large Swarms cost 3.
Beast friend works only on natural creatures with animal intelligence, not humanoids, and has no effect on “unnatural” animals.
Modifiers
Mind Rider (+1): The caster can communicate and sense through any of the beasts he’s befriended.
Rank: Novice
Power Points: 2
Range: Smarts
Duration: Instant
Trappings: Bright flash of light, sand in eyes, confusion
Those affected by this malicious power suffer blurred vision or near-complete blindness with a raise. Success means the victim suffers a -2 penalty to all actions requiring sight, or -4 with a raise.
The victim automatically tries to shake off the effect with a Vigor roll as a free action at the end of his following turns. Success removes 2 points of penalties, and a raise removes the effect entirely.
Modifiers
Area Effect (+2/+3): For +2 points the power affects everyone in a MBT. For +3 the area of effect is increased to a LBT.
Strong (+1): The Vigor roll to shake off the effect is made at -2.
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 5 (boost); Instant (lower)
Trappings: Physical change, glowing aura
This power allows a character to increase or decrease a target’s Trait (attribute or skill). Boosting an ally’s Trait increases the selected Trait one die type, or two with a raise, for five rounds.
Lowering an enemy’s Trait has a Duration of Instant and lowers the selected attribute or skill a die type with success, or two with a raise (to a minimum of d4). A victim automatically tries to shake off the effect with a Spirit roll as a free action at the end of his following turns. Success improves the effect one die type, and a raise removes the effect entirely.
Additional castings don’t stack on a single Trait (take the highest), but may affect different Traits.
Modifiers
Additional Recipients (+1): The power may affect more than one target for 1 additional Power Point each.
Strong (+1): Lower Trait only. The Spirit roll to shake off the effect is made at -2.
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 5
Trappings: Dissolving into the ground and appearing elsewhere
Burrow allows the recipient to meld into raw earth. He can remain underground if he wants in a sort of “limbo” or burrow through the ground at half his normal Pace (or full Pace with a raise). He may not run.
A burrowing character may attempt to surprise a foe by making an opposed Stealth versus Notice roll. If the burrower wins, the target is Vulnerable to him only. With a raise, the burrower gets the Drop. Targets on Hold may attempt to interrupt the attack before it occurs.
Burrowers can’t usually surprise a foe once their presence is known, but can still burrow for protection and mobility.
Modifiers
Additional Recipients (+1): The power may affect more than one target for 1 additional Power Point each.
Power (+1): The caster can burrow through stone, concrete, or similar substances.
Rank: Seasoned
Power Points: 5
Range: Smarts
Duration: 5
Trappings: Iridescent lights, shadows
With a success, the character and his personal items are transparent except for a vague blur or outline. Any action taken against him that requires sight is made at -4, or -6 with a raise. The same penalties apply to Notice rolls to detect the unseen presence.
Modifiers
Additional Recipients (+3): The power may affect more than one target for 3 additional Power Points each.
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 5
Trappings: lightsaber block, force shield, wave of hand
Deflection powers work in a variety of ways. Some actually deflect incoming attacks, others blur the target’s form or produce illusionary effects. The end result is the same, however, to misdirect incoming attacks.
With success, foes must subtract 2 from either melee or ranged attacks (caster’s choice). With a raise, the penalty applies to both. An attacker using a ranged weapon in melee against the recipient suffers the penalty either way.
Modifiers
Additional Recipients (+1): The power may affect more than one target for 1 additional Power Point each.
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 5 (detect); one hour (conceal)
Trappings: Waving hands, whispered words
Detect Force allows the recipient of the power to see and detect all living beings within range of the recipient for five rounds. This includes invisible or concealed foes. With a raise, the range is doubled. The recipient learns any active Force powers or abilities the individual may have. With a raise, he knows Weaknesses common to that creature. This doesn't reveal weaknesses of unique individuals, if any.
Invisible Creatures: Detect Force also allows a character to ignore up to 4 points of penalties when attacking foes hidden by Force powers, invisibility, or similar abilities (or all penalties with a raise).
Conceal Force prevents detection of the Force on one being or item of Normal Scale for one hour. For larger creatures, increase the cost by the Scale modifier (+2 PPs for Large, +4 PPs for Huge, or +6 PPs for Gargantuan).
With success, attempts to detect Force on the being or item suffer a -2 penalty or -4 with a raise. If detect Force fails, the character cannot see through the ruse with this casting and is not aware it is concealed unless presented with obvious evidence of such (for example, the attack of an invisible foe).
Modifiers
Additional Recipients (+1): The power may affect more than one viewer for detect, or item for conceal, for 1 additional Power Point each.
Area Effect (+1/+2): Conceal only. The power affects everything in a sphere the size of a MBT for +1 points, or a LBT for +2.
Strong (+1): Conceal only. Detection rolls to see through the concealment are made at -2.
Rank: Seasoned
Power Points: 2
Range: Smarts
Duration: 10 minutes
Trappings: Malleable features, illusionary appearance, hair of new form
Disguise allows the target to assume the appearance of another person of the same Size and shape, including clothing. It does not confer any abilities, however.
Those who have reason to question the imposter’s identity make a Notice roll at -2 to see through the disguise (-4 with a raise on the casting roll). This is a free action.
Modifiers
Additional Recipients (+1): The power may affect more than one target for 1 additional Power Point each.
Size (+1): The recipient may assume the shape of someone up to two Sizes larger or smaller than themselves.
Rank: Seasoned
Power Points: 5
Range: Self
Duration: A brief conversation of about five minutes.
Trappings: Seances, prayers, silent reflection
Divination allows the caster to contact Force spirits to gain information.
Preparing the power takes one uninterrupted minute, and must be done at a site relevant to the Force (or provide relevant objects).
After the preparation time is complete, the caster makes her Force Use skill roll. Success allows her to engage with the Force spirit and ask it any questions she might have. The entity must answer to the best of its ability, as directly or ambiguously as the GM feels fits the spirit’s personality. A raise means the spirit is more helpful, knowledgeable, or direct than usual (whether it wants to be or not).
Once a spirit has been conversed with it may not be contacted again for 24 hours.
Rank: Novice
Power Points: 1
Range: Smarts
Duration: 5
Trappings: A few simple gestures
This power grants basic control over the four traditional elements: air, earth, fire, and water. The power acts as if it has a d6 Strength, or a d8 with a raise.
Upon activation, the caster may choose one of the following effects:
ATTACK: The caster uses their activation roll as an attack roll, dealing 2d4 damage to a target (3d4 with a raise) within Range.
MOVE: The caster may move a cubic foot of air, earth (half that in stone), fire, or water up to the caster's Smarts in any direction as a limited action.
PUSH: The elements buffet and move the target. The caster uses his activation roll in place of his Strength for a Push.
SPECIAL EFFECTS: The caster may use the elements to create an additional effect with the GM's approval. Some examples are using air to blow out a torch, fan a flame, or cool someone down (reroll a Fatigue roll in oppressive heat). The caster may use earth to cover tracks, fix breaks in stone or earthen walls, or use fire to conjure flame about the size of a torch or spread existing flame. He may use water to conjure a quart of water (not "inside" objects or people) or purify a gallon of water per casting.
After activation, each additional use of the effect above is an action. Roll a new Force Use skill roll for Attack or Push (these rolls do not suffer Backlash for Critical Failures as they are not activation rolls).
Rank: Novice
Power Points: 1
Range: Smarts
Duration: 5
Trappings: Concentration, a warm or sympathetic smile, exchanging a pleasantry
A successful Force Use skill vs Spirit roll gives the caster insight into a target's basic emotions. This grants him a +1 bonus (+2 with a raise) to all Intimidation, Persuasion, Performance, or Taunt rolls against the target for the Duration of the power. The bonus does not apply to skill rolls made to activate powers.
Empathy also works on animals, adding a +1 (2 with a raise) to Riding or other rolls used to interact with the creature.
Modifiers
Additional Recipients (+1): The power may affect more than one target for 1 additional Power Point each.
Rank: Novice
Power Points: 2
Range: Smarts
Duration: One hour
Trappings: A mark on the forehead, aura
This power protects recipients from crushing depths, scathing heat, intense cold, and even radiation.
Environmental protection allows the target to breathe, speak, and move at his normal Pace in an otherwise fatal environment. It protects him against intense heat, cold, radiation, atmospheric or fluid pressure, and lack of oxygen. Generally, the recipient can function normally underwater, in space, within the cone of a volcano, etc. It fails quickly (1d4 rounds) in the presence of super-intense conditions such as actual lava or the massive radiation of a melting nuclear core, for example.
Environmental protection reduces damage from like sources by 4 (6 with a raise). If protecting against intense heat, for example, it protects against a flamethrower or other fire based attacks.
Modifiers
Additional Recipients (+1): The power may affect more than one target for 1 additional Power Point each.
Rank: Seasoned
Power Points: 2
Range: Smarts
Duration: 5
Trappings: Invisibly marked targets, guiding winds, eagle eyes
Farsight allows the recipient to see in detail over great distances. She can read lips or read fine print up to a mile distant.
With a raise, she also halves Range penalties for Shooting, Athletics (throwing), or other abilities affected by Range.
Modifiers
Additional Recipients (+1): The power may affect more than one target for 1 additional Power Point each.
Rank: Novice
Power Points: 2
Range: Smarts
Duration: Instant
Trappings: Gestures, Force energy, cold chills
This power causes overwhelming dread and horror. The affected make a Fear roll. Extras who fail are Panicked and Wild Cards roll on the Fear Table. If the power is cast with a raise, the Fear roll is at -2 and Wild Cards add +2 to Fear Table results.
Modifiers
Area Effect (+2/+3): For +2 points the power affects everyone in a MBT. For +3 points the area of effect is increased to a LBT.
Rank: Seasoned, Restricted
Power Points: 2
Range: Smarts
Duration: Instant
Trappings: a portal to nothing appears, a whirlpool
Fold Space allows a character to disappear and instantly reappear up to 12” distant, or double that with a raise. Reappearing in an unseen location incurs a -2 penalty on the Force Use skill roll.
Opponents adjacent to a character who moves this way don’t get a free attack.
If casting fold space on a willing subject, the caster can decide where they move to, not the target.
Modifiers
Additional Recipients (+1): The power may affect more than one target for 1 additional Power Point each.
Fold Foe (+2): Foes may be targeted by a Touch attack. This is an action, so the casting must be the second part of a Multi-Action if the attack is successful. The foe resists the casting with an opposed Spirit roll against the Force Use skill total and is sent up to 12” away with success and 24” with a raise. Foes may not be moved into solid objects.
Rank: Seasoned
Power Points: 2
Range: Smarts
Duration: 5
Trappings: force, energy, vegetation, bones
Force barrier creates a straight wall 5′′ long and 1′′ tall, of immobile material that conforms to the surface it’s cast upon. Thickness varies depending on what the wall is made of, but is usually a few inches.
The wall has a Hardness of 10 (or 12 with a raise), and may be destroyed as any other object (see Breaking Things). When the power expires or the wall is broken it crumbles to dust or dissipates. Trappings are never left behind.
Modifiers
Damage (+1): The barrier causes 2d4 damage to anyone who contacts it.
Hardened (+1): The wall is Hardness 12 (or 14 with a raise).
Shaped (+2): The barrier forms a circle, square or other basic shape.
Size (+1): The length and height of the barrier doubles.
Rank: Novice
Power Points: 2
Range: Smarts
Duration: Instant
Trappings: Vines, webs, aura of light or darkness
Force bind allows the caster to restrain a target with the Force (Hardness 8). If successful, the target is Entangled. With a raise, he’s Bound.
Victims may break free on their turn as detailed under Bound & Entangled.
Modifiers
Area Effect (+2/+3): For +2 points the power affects everyone in a MBT. For +3 points the area of effect is increased to a LBT.
Tough (+2): The binding material is particularly resilient. Increase its Hardness to 10.
Rank: Seasoned
Power Points: 3
Range: Smarts x2
Duration: Instant
Trappings: Balls of electricity, light, darkness, swarm of insects, scream, ion
Force blast launches a ball of explosive energy or matter. The area of effect is a MBT. Every target within suffers 2d6 damage, or 3d6 with a raise.
Modifiers
Area Effect (+0/+1): The caster can focus the Force blast to a SBT for no extra cost, or a LBT for +1.
Damage (+2): The Force blast causes 3d6 damage (4d6 with a raise).
Rank: Novice
Power Points: 1
Range: Smarts x2
Duration: Instant
Trappings: Electricity, light, darkness, stream of insects, scream, ion
Force bolt sends damaging bursts of energy, streaks of light, or shards of matter toward one’s foes.
There are no Range penalties, but the Force Use skill roll is affected by Cover, Illumination, and all other usual penalties.
The damage of the bolt is 2d6, or 3d6 with a raise.
Modifiers
Damage (+2): The Force bolt causes 3d6 damage (4d6 with a raise).
Rank: Veteran
Power Points: 1
Range: Smarts
Duration: Instant
Trappings: Holding a hand out to the victim, intense concentration
Force grip allows the caster to restrain a target and choke or crush it as well. When using Force grip, roll your Force Use skill. If successful, the target is Entangled. With a raise, he’s Bound. Victims may break free on their turn as detailed under Bound & Entangled.
Modifiers
Damage (+2): The Force grip causes 3d6 damage (4d6 with a raise). As long as the victim remains Entangled or Bound by this power, as a limited action you may roll your Force Use skill. A success deals 3d6 damage (or 4d6 with a raise). These rolls do not suffer Backlash for Critical Failures as they are not activation rolls.
Strong (+2): The grip is particularly resilient. Rolls to break free are made at -2.
Rank: Novice
Power Points: 1
Range: Smarts
Duration: One hour
Trappings: Glowing eyes, dilated pupils, sonic sight
Force sight allows a hero to see in the dark. With success, he ignores up to 4 points of illumination penalties. With a raise, he ignores up to 6 points and can see in pitch darkness.
Modifiers
Additional Recipients (+1): The power may affect more than one target for 1 additional Power Point each.
Rank: Novice
Power Points: 2
Range: Cone Template
Duration: Instant
Trappings: A shower of light, or other matter or energy, telepathic waves
Force slam produces a large fan of energy that bathes its targets damaging matter or energy.
Success creates a Cone or a Stream Template starting at the caster and extending outward (see Area Effect Attacks). Everything within suffers 2d6 damage (or 3d6 with a raise).
Modifiers
Damage (+2): The Force slam causes 3d6 damage, or 4d6 with a raise.
Prone (+1): Anyone inside the template must make an Athletics roll (at -2 with a raise) or be knocked prone.
Rank: Seasoned
Power Points: 4
Range: Smarts
Duration: 5
Trappings: Electrical field, fiery aura, thorns, dark energy
Force storm creates a dangerous aura around the recipient that harms foes foolish enough to get too close.
At the end of the affected character’s turn, all adjacent beings (including allies) automatically take 2d4 damage.
Modifiers
Damage (+2): The Force storm causes 2d6 damage.
Rank: Novice
Power Points: 2
Range: Smarts
Duration: Instant
Trappings: Bolts of energy, sonic booms, burst of blinding light, sensory overload, ion
Force stun shocks a target with concussive force, sound, light, or the like.
A successful casting means the victim must make a Vigor roll (at -2 with a raise on the Force Use skill roll) or be Stunned.
Modifiers
Area Effect (+2/+3): For +2 points the power affects everyone in a MBT. For +3 points the area of effect is increased to a LBT.
Rank: Novice
Power Points: 2
Range: Smarts
Duration: Instant
Trappings: Whirlwind, repulsion field
This ability creates chaos and mischief for all those within its area of effect, hurling debris and rivals in all directions.
With success, the caster places a MBT anywhere within Range, or a Cone or Stream Template emanating from the caster.
Anyone touched by the template is Distracted and must then make a Strength roll (at -2 if the caster got a raise). Those who fail are hurled 2d6”, directly away from the caster if using the Cone Template, or directly away from the center if using a Blast Template (the caster chooses for those in the dead center).
Victims who strike a hard object (such as a wall) take 2d4 damage (nonlethal unless it’s a spiked wall or other more dangerous hazard).
Airborne Targets: Flying or airborne targets suffer an additional -2 to their Strength rolls as they have no ground to brace themselves on.
Modifiers
Area Effect (+1): Force thrust affects a LBT.
Strong (+1): Strength rolls are made at -2.
Rank: Novice
Power Points: 3
Range: Smarts
Duration: 5
Trappings: Holograms, ethereal materializers
Illusion can be used to create a visual scene or replica of most anything the caster can imagine, but it is silent, intangible, and incapable of affecting the real world. For example, illusionary weapons pass through foes, one cannot sit on an illusionary chair.
Those who contact an illusion or doubt it’s real make a Smarts roll as a free action (at -2 if the power was activated with a raise). If successful, that individual is no longer subject to this casting.
The GM should make group rolls for Extras as they point out the illusion’s inconsistencies to each other.
The volume of the illusion must fit within a sphere the size of a MBT (4” in diameter).
Modifiers
Sound (+1): The power generates sound appropriate to the illusion. Illusionary allies may talk, crows may caw, and so on. It may not mask or mute existing sound, however.
Strong (+2): Smarts rolls to disbelieve the illusion are made at -2.
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 10 minutes
Trappings: Illusionary torch, sunlight, darkness, thick fogs
Light creates bright illumination in a LBT. With a raise, the light can be focused into a 5′′ beam as well.
Darkness blocks illumination in an area the size of a LBT, making the area Dark, or Pitch Darkness with a raise (see Illumination). If light and darkness overlap, they create a patch of Dim light (-2).
Modifiers
Mobile (+1): The caster can move the area of effect up to his Force Use skill die type each round after casting, or attach it to an inanimate object when first cast.
Rank: Novice
Power Points: 1
Range: Smarts
Duration: Until the end of the victim’s next turn
Trappings: Hypnotic lights, brief illusions, loud noises
Malacia confounds all targets in a Medium Blast Template, making them either Distracted or Vulnerable, or both with a raise. The same effect applies to all those affected. These states are removed at the end of the victim's next turn as usual.
Modifiers
Area Effect (+0/+1): The caster can focus malacia to a Small Blast Template for no extra cost, or a Large Blast Template for +1.
Rank: Novice
Power Points: 1
Range: Smarts
Duration: 30 minutes
Trappings: Concentration, talismans, crystals
Mind link creates a telepathic connection between two individuals (which does not necessarily have to include the caster). The link accommodates only willing subjects and communication, thoughts that aren’t consciously transmitted aren’t relayed.
Once activated, the Range between all linked minds is one mile, or five with a raise.
If any of the linked characters suffers a Wound, all others make a Smarts roll or be Shaken (this cannot cause a Wound).
The speed of communication is that of normal speech, but with a raise members may communicate up to 30 seconds or so of speech on a single combat turn.
Modifiers
Additional Recipients (+1): The power may affect additional individuals for 1 additional Power Point each.
Rank: Novice
Power Points: 2
Range: Smarts
Duration: Instant
Trappings: Psionic invasion, soulsight
Mind reading is an opposed roll versus the target’s Smarts. Success allows the character to gain one truthful answer from the subject. The target is aware of the mental intrusion unless the mind reader gets a raise. The GM may apply modifiers based on the subject’s mental Hindrances or current state of mind.
Rank: Seasoned
Power Points: 1
Range: Self
Duration: One hour
Trappings: Concentration, training, willpower
The character’s mind is particularly difficult to tamper with for some reason. Mind reading and mind trick attempts against her are made at -2.
Further, if the character successfully resists an attempt to read or trick her mind, the enemy suffers Fatigue. With a raise on the resistance roll, the foe is Stunned as well.
Modifiers
Area Effect (+2/+3): For +2 points the power affects everyone in a MBT. For +3 points the area of effect is increased to a LBT.
Strong (+2): Attempts to read or trick the character’s mind are made at -4.
Rank: Veteran
Power Points: 3
Range: Smarts
Duration: 5
Trappings: Glowing eyes, trance-like state, waving arm
Mind trick is an opposed roll of the character’s Force Use skill versus the target’s Spirit. With success, the victim obeys commands that don’t directly harm himself or those he cares about. With a raise, the target will harm himself or others (including by inaction).
In either event, any time he’s ordered to harm himself or those he cares about, including by inaction, he gets a Spirit roll as a free action. If successful, he doesn’t carry out that particular command but remains under the caster’s control. With a raise, he breaks the controller’s hold and the power ends.
Commands are general, such as “attack that person” or “open that door” or “move along”. The controller doesn’t get to dictate how many actions the victim uses in a turn, whether or not he uses his Sweep Edge, etc.
Modifiers
Additional Recipients (+2): The caster may affect others at the cost of 2 Power Points each.
Rank: Veteran
Power Points: 3
Range: Smarts
Duration: Instant
Trappings: Touching the target’s temples, parasites, a noxious drink
Mind wipe removes a target’s memories, a terrible violation in most civilized societies. The power is opposed by a victim’s Smarts and requires a full minute of mental struggle. The victim must be conscious during this time, so if not restrained he can simply move out of Range.
If successful, the victim forgets a single event (up to about 30 minutes of time). A raise removes a complex memory of several hours.
If the defender wins, the caster cannot affect him with mind wipe for 24 hours (others may reattempt the power, however).
The memory remains missing, but strong evidence that challenges its “logic” allows a Smarts roll at -2 to remember fragments determined by the GM.
Modifiers
Edit (+1): Instead of wiping the memory, the caster edits it as she sees fit.
Fast Cast (+2): The caster can wipe a memory as an action.
Rank: Seasoned
Power Points: 2
Range: Smarts
Duration: One hour
Trappings: A lullaby, blowing sand at targets
Anyone affected by morichro must make a Spirit roll (at -2 if the caster got a raise on her Force Use skill roll). Those who fail fall asleep for the Duration of the power. Very loud noises or attempts to physically wake a sleeper (by shaking him, for example) grant another Spirit roll.
Modifiers
Area Effect (+2/+3): For +2 points the power affects everyone in a MBT. For +3 points the area of effect is increased to a LBT.
Rank: Seasoned
Power Points: 5
Range: Smarts x2
Duration: 5
Trappings: A wave of the hand, steely gaze
Move object is the ability to move objects or creatures (including oneself) with the Force. It has a Strength of d10 or d12 with a raise. On activation, the caster may immediately perform on the "uses" below. Subsequent uses are actions and use the Force Use skill (but are not activation rolls and therefore not subject to Backlash from Critical Failures).
Unwilling opponents targeted by move object resist the caster’s Force Use skill with an opposed Spirit roll when first targeted, and at the start of each of their turns thereafter until they’re released. Successful resistance does not mean the spell fails, the caster may try again on his next turn.
Uses:
Bash: The target may be bashed into the floor, ceiling, or walls for Str+d6 damage.
Change Targets: The caster may release a victim or tool as a free action. Picking up a new weapon is a free action. Selecting a new unwilling target is an action and is resisted as above.
Manipulate: The caster may use tools to perform simple tasks or wield a weapon, using the caster's Force Use skill (this doesn't alter the caster's Parry if wielding a weapon if his Force Use skill is different from his Fighting skill).
Move: The target or tool may be moved up to the caster's Smarts as a limited free action.
Rank: Seasoned
Power Points: 2
Range: Self
Duration: Instant
Trappings: Matter or energy control, phasing
The character can absorb, negate, and perhaps even channel an energy based attack.
When the character would take one or more Wounds from an energy attack, he gets a free Soak roll using his Force Use skill instead of Vigor (any rules applying to Vigor for Soaking also apply to Force Use).
Modifiers
Mastery (+1): The character adds +2 to the Force Use roll to negate energy.
Reflection (+2): The character may redirect any Wounds he negated to any foe within 12”. He may split negated Wounds among possible targets if he likes. Those targets may Soak as usual and may attempt to negate them as well if they also have this power.
Rank: Veteran
Power Points: 5
Range: Smarts
Duration: 5
Trappings: Ghost form, body of shadow, gaseous transformation
With a successful Force Use skill roll, whoever receives this power becomes incorporeal. He is unable to affect the physical world, and it cannot affect him. He can travel through walls, and weapons pass straight through him. Any items carried at the time of casting are also incorporeal.
While incorporeal, the character may affect other incorporeal beings (including himself), and he is still susceptible to Force attacks, including powers and devices. With a raise on the activation roll, reduce the damage from Force attacks by 4.
The phased being becomes corporeal when the power ends, but if within someone or something he’s shunted to the nearest open space and Stunned.
If cast on an unwilling target, the victim resists with Spirit. If affected, he shakes off the effect with a Spirit roll as a free action at the end of his following turns.
Rank: Novice
Power Points: 1
Range: Smarts
Duration: 5
Trappings: A mystical glow, hardened skin, ethereal armor, a mass of nanites, precognition
Protection creates a field of energy or armor around a character, giving him 2 points of Armor. With a raise, the bonus is applied to Toughness instead.
Whether the protection is visible or not depends on the Trapping.
Protection stacks with all other armor, natural or worn, and is negated by AP as usual.
Modifiers
Additional Recipients (+1): The power may affect additional targets at a cost of 1 Power Point each.
More Armor (+1): Success grants 4 points of Armor.
Rank: Novice
Power Points: 1
Range: Smarts
Duration: Instant
Trappings: Waving hands, whispered words
Rebuke allows a character to negate enemy powers. It has no effect on innate abilities such as a breath weapon. Rebuke affects Force devices normally.
Rebuke can be used on a power already in effect or to counter an enemy power as it’s being used. The latter requires the countering Force user to be on Hold and interrupt his foe’s action.
In either case, rebuking an opponent’s power is an opposed roll of Force Use skills (with a -2 modifier if the rival’s power is of another type such as Light vs Dark).
If the rebuking character wins, the targeted power ends immediately (or fails if it was countered with the usual results of failure). With a raise, the recipient of the rebuked power is also Distracted.
Modifiers
Disenchant (+1): The caster can target a Force-imbued item rather than an individual or a power. This is a standard Force Use skill roll, not an opposed roll (the GM may apply a penalty to disenchant powerful items or artifacts). If successful, all the item's Force abilities are negated for one round, or two with a raise.
Multiple Powers (+3): If successful, the caster dispels all the target's currently activated Force powers.
Rank: Novice
Power Points: 1
Range: Smarts
Duration: Instant
Trappings: Prayer, cool breeze, tonics
Relief allows the caster to recover from a negative condition or the effects of Fatigue.
Recover: The caster removes one of the following conditions: Shaken, Distracted, or Vulnerable. A raise on the Force Use skill roll removes two conditions. If affecting more than one target (via the Additional Recipients modifier), the caster may choose which condition(s) to remove for each ally.
Relief can’t remove conditions caused by ongoing effects (Bound or Entangled, Stunned, etc) unless the source of the effect is removed.
Numb: Reduces the recipient’s total penalties from Wounds and Fatigue by one with success, or two with a raise. An Exhausted (-2) character with three Wounds (-3), for example, reduces her total -5 penalty to -4 with success, and -3 with a raise.
This effect lasts one hour. It doesn’t actually remove the Wounds or the Fatigue, it just allows the recipient to ignore the penalties. If the target would be Incapacitated by Wounds or Fatigue, she’s still Incapacitated as usual.
Modifiers
Additional Recipients (+1): The power may affect more than one target for 1 additional Power Point each.
Stunned (+1): If using the Recover option, the caster may also affect the Stunned condition. This completely removes the effects of being Stunned.
Rank: Novice
Power Points: 1
Range: Smarts
Duration: 5
Trappings: Concentration, a dull glow around the protected character, a fetish
Success with resist Force means hostile powers suffer a -2 penalty (-4 with a raise) to affect this character. If the hostile power fails to affect the target due to this penalty, it still activates and consumes Power Points (and may still affect other targets). If the power causes harm, damage is also reduced a like amount for the protected target.
Resist Force stacks with Force Resistance should the recipient have both!
Modifiers
Additional Recipients (+1): The power may affect more than one target for 1 additional Power Point each.
Rank: Heroic
Power Points: 30
Range: Touch
Duration: Instant
Trappings: Elaborate ceremonies, rare plants, Force concentration
Returning the dead to life requires a reasonably complete corpse no more than a year old. The caster then prays, meditates, chants, or otherwise concentrates on mending the body and pulling the spirit back to it for four hours.
Once done, the healer makes a Force Use roll at -8. If successful, the victim returns to life with three Wounds and is Exhausted. With a raise, she returns merely Exhausted.
Modifiers
Power (+5): The hero can raise a spirit dead up to a decade for +5 Power Points.
Rank: Veteran
Power Points: 2
Range: Smarts
Duration: Instant
Trappings: Ritual, whispered words, gestures
Powerful Force users can use this ability to drain the Force from their foes. They can sometimes even leech the stolen energy for themselves.
The power is opposed by the target’s Spirit, and the caster suffers a -2 penalty to her roll if the target has a different Force Sensitive Background than their own.
Success drains 1d6 of the rival’s Power Points (if any, and the die doesn’t Ace). With a raise, the caster adds the points to their own. This may take her above her usual maximum. They last until used, and must be the first spent when casting.
Sever Force can also be used on Force devices (the creator still resists with her Force Use skill, whether she wields it or not). The device can’t lose more Power Points than it has.
Rank: Seasoned
Power Points: 2
Range: Smarts
Duration: Instant
Trappings: Steely gaze, erratic movements
You can see the critical point of something, whether it is a person or object, that would shatter if struck at the right time. Your next attack is rolled with a +1, or +2 with a raise, on that target only.
Rank: Seasoned
Power Points: 2
Range: Smarts
Duration: Instant (slow); 5 (surge)
Trappings: Slowing time, blurred motion, a slippery patch
Slow lessens celerity and coordination while surge increases it. It halves the target’s total movement each round (round up). With a raise, movement is also an action. The target automatically attempts to shake off the effects of slow at the end of his next turns by making a Spirit roll.
Success with surge doubles the target’s movement (basic Pace and running). With a raise the character also ignores the -2 running penalty.
Modifiers
Additional Recipients (+1): Surge only. The power may affect more than one target for 1 additional Power Point each.
Area Effect (+2/+3): Slow only. For +2 points the power affects everyone in a MBT. For +3 points the area of effect is increased to a LBT.
Quickness (+2): Surge only. The character’s total Multi-Action penalty each turn is reduced by 2 (she can do two actions at no penalty or three at -2 each).
Strong (+1): Slow only. The Spirit roll to shake off slow’s effects is made at -2.
Rank: Novice
Power Points: 1
Range: Smarts x5 (sound); Smarts (silence)
Duration: Instant (sound); 5 (silence)
Trappings: Brief ripple in the air, bell or chime that starts or stops ringing
Sound mimics any known sound or voice, emanating from a point of origin within Range at a volume up to the sound of a loud shout. If used as a Test, the defender opposes the casting roll with Smarts.
Silence does the opposite, muting all sound up to a loud shout within a LBT. This subtracts 4 from Notice rolls made by those inside the area of effect, as well as anyone trying to hear sounds made from within. A raise completely mutes all sound inside the template, such Notice rolls automatically fail.
Modifiers
Mobile (+1): The caster can move the area of effect up to his Force Use skill die type each round.
Targeted (+0): Instead of casting silence in an area of effect, the caster may instead target individuals in Range for 1 Power Point each. Unwilling targets resist with Spirit (at -2 if the caster gets a raise).
Rank: Novice
Power Points: 1
Range: Smarts
Duration: 10 Minutes
Trappings: Words, pictures, hand motions
This power allows a character to speak, read, and write a sapient language other than his own. A raise on the Force Use skill roll allows the user to appropriately use and understand slang and dialect as well.
Modifiers
Additional Recipients (+1): The power may affect more than one target for 1 additional Power Point each.
Rank: Seasoned
Power Points: 2
Range: Touch
Duration: Special
Trappings: Touching the object, glowing hands
Technometry is the ability to get visions of the past from an object. With a successful casting, she gains a vague impression of whatever information she's looking for, from the object's creation forward. A raise grants her more specific information.
If the caster uses technometry on a bloody knife to investigate a murder, for example, success might tell her the wielder was a human and that the attack happened at night. With a raise, she might get a glimpse of the killer's face or some other clue that reveals his identity.
Rank: Seasoned
Power Points: 4
Range: Smarts
Duration: 5
Trappings: Gestures, whispered words, concentration
With a successful Force Use skill roll, the recipient gains the benefits of a single Combat Edge chosen by the caster. The caster (not the recipient) must have the same Rank or higher as the Edge’s Requirements. With a raise, the recipient gains the Improved version of the Edge (if there is one, even if he doesn’t meet the Rank Requirement).
Modifiers
Additional Recipients (+1): The power may affect more than one target for 1 additional Power Point each.
Rank: Novice
Power Points: 3
Range: Touch
Duration: Instant
Trappings: Laying on hands, prayer, concentration, siphoning surrounding lifeforce
Vital transfer removes Wounds less than an hour old. A success removes one Wound, and a raise removes two. The power may be cast additional times to remove additional Wounds within that hour and as long as the Force user has enough Power Points.
For Extras, the GM must first determine if the ally is still alive. If so, a successful Force Use skill roll returns the ally to action (Shaken if it matters).
Modifiers
Greater Transfer (+10): Greater vital transfer can restore any Wound, including those more than an hour old.
Crippling Injuries (+20): The power can heal a permanent Crippling Injury. This requires an hour of preparation and only one casting is permitted per injury. If it fails, this caster cannot heal that particular injury (but someone else may try). If successful, the subject is Exhausted for 24 hours.
Neutralize Poison or Disease (+1): A successful Force Use roll negates any poison or disease. If the poison or disease has a bonus or penalty associated with it, the modifier applies to the Force Use skill roll as well.
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 5
Trappings: Prickly hairs on hands and feet
Wall walker allows the recipient to walk on vertical or horizontal surfaces. With success, she moves at half her normal Pace. With a raise, she moves at full Pace and even run.
If forced to make an Athletics roll to climb or hang on to a surface, she adds +4 to the total.
Modifiers
Additional Recipients (+1): The caster may affect others at the cost of 1 Power Point each.