Force Powers

Force powers are special abilities available to anyone who takes the
Force Training feat. They allow characters to do astonishing things
such as play tricks with the minds of others, move heavy objects, see into the future, and even blast foes with terrible arcs of lightning.

### **Learning Force Powers**

A character who takes the Force Training feat automatically learns a number of Force powers of her choice equal to 1 + her
Wisdom modifier (minimum 1). A character can learn additional Force powers by
taking the Force Training feat again or by increasing her Wisdom modifier.

For example, Sen
Udo-Mal is a 1st-level Jedi with a Wisdom score of 11 (+0 modifier).
He takes the Force Training feat at 1st level and immediately gains a Force power. He chooses *battle strike*.
At 3rd level, he takes the Force Training feat again, which allows him to learn a new Force power; he chooses *mind trick.* At 4th level, Sen Udo-Mal raises his Wisdom score from 11 to 12, thereby increasing his ability modifier from +0 to +1; at that time, he
gains two additional Force powers (one for each instance of the Force Training
feat), so he chooses *move object* and *surge*.

### **Using Force Powers**

When your character uses a Force power, make a Use the Force check. The check result determines the power’s effect.

Some Force powers have
all-or-nothing effects. Other Force powers have multi-tiered effects, and your
Use the Force check result determines the maximum effect you can achieve,
although you can always choose a lesser effect. If your Use the Force check is
too low to activate the Force power’s baseline effect, nothing happens and the
action is wasted.

Using a Force power
removes it from your character’s active “suite” of Force powers, regardless of
whether the Use the Force skill check succeeds or fails.

Your Force Power Suite:
Your character’s Force powers collectively form a suite. When your character
uses a Force power, it’s like playing a card and putting it in a discard pile.
The power takes effect, and it’s not longer available to the character... at
least for a while.

Regaining Force Powers:
You have different ways to regain spent Force powers so that you can use them
again:

* When combat is over and you have a chance to rest for 1 minute, you regain all of your Force powers.

* If you roll a natural 20 on a Use the Force check to activate a Force power, you regain all spent Force powers at the end of your turn.

* You can spend a Force Point as a reaction and immediately regain one spent Force power.

* Some unique abilities (such as the Force Focus talent) allow you to regain spent Force powers in other ways.

### **Force Power Descriptors**

Some Force powers are more strongly tied to one side of the Force than
the other. These Force powers can carry either the *[light side]* descriptor or the *[dark*
side] *descriptor. Powers that target creatures’ minds carry the* [mind-affecting] *descriptor.*

**Dark Side**: Using a
Force power with the *[dark side]*
descriptor increases your Dark Side Score by 1. You cannot use a Force Point to
modify your Use the Force check when activating a Force power with the *[dark side]* descriptor. Dark side powers
stem from powerful negative emotions and include *dark rage* and *Force lightning*.

**Light Side**: If you have
a Dark Side Score of 1 or higher, you cannot use a Force Point to modify your
Use the Force check when activating a Force power with the *[light side]* descriptor. Light side powers are generally beneficial
and include sever Force and vital transfer.

**Mind-Affecting**: A Force
power with the *[mind-affecting]*
descriptor has no effect on creatures that are mindless (that is, creatures
with no Intelligence score) or creatures that are immune to mind-affecting
effects.

**Telekinetic**: A Force power with the *[telekinetic]* descriptor uses telekinesis to accomplish its ends.
Many telekinetic powers interact with the world physically in similar ways, and
are covered as a group by some talents. If a target of a *[telekinetic]* Force power has cover, it gains a cover bonus to its
relevant Defense score or on its opposed check to resist the power. If the
target of a *[telekinetic]* Force power
has concealment, you take a penalty on your Use the Force check to activate the
power unless you have used the Sense Surroundings application of the Use the
Force skill this turn.

## **List of Force Powers**

Battle Strike

Dark Rage

Farseeing

Force Disarm

Force Grip

Force Lightning

Force Slam

Force Stun

Force Thrust

Mind Trick

Move Object

Negate Energy

Rebuke

Sever Force

Surge

Vital Transfer