Star Wars

These are rules for using the **Star Wars** setting within the **Fate Core** system. Here are rules for using the Force, lightsaber combat, weapons and protections used in the setting, hacking, droid characters, and starship combat.

# PROTECTIONS AND WEAPONS

The technological scenario of Star Wars contemplates a series of weapons and protections that significantly alter the strength of a character. A character's equipment is often as important as their personal skill. Thus, special rules to deal with these different types of attacks and defenses are needed.

## ARMOR

Body armor grants the character a new stress track, called "Armor". Armor stress behaves differently from physical stress: it always must be fully filled before the character takes on any physical stress, and damage taken by armor only fills its lowest available slot, regardless of the damage value.

However, armor reacts differently depending on the "type" of damage received.

### ARMOR TABLE

Many armors are so heavy that they impose a penalty on "Athletics", "Stealth", "Burglary", and "Crafts" checks. This value is specified in the "penalty" field.

Cortosis Armor (Treats Intensified Damage as if it were Energy)

### TYPES OF DAMAGE

Different weapons deal different types of damage:

* ***Energy damage***: This is damage done by coherent jets of plasma. It's the "standard" damage type in Star Wars, and armor reacts to it as described.
* ***Natural damage***: This is damage done by a person with their bare hands, or by animals, or by simple weapons such as staves, melee weapons, clubs, etc. Armor takes no damage when faced with natural damage. The only way to affect an armored person with natural damage is if the attacker targets an unprotected part, or if the armor is rendered entirely unusable by having filled all of its stress slots.
* ***Piercing Damage***: Inflicted by weapons that electromagnetically propel small projectiles, called "Gauss" weapons. Piercing damage fills the lowest armor slot, and if it's value is greater than 2, it also deals 1 point directly to a character's physical stress.
* ***Disintegrating damage***: Inflicted by certain sniper rifles and rare weapons. Disintegrating damage fills an armor slot, is reduced by one point, and then affects a character's physical stress by the remaining value.
* ***Stunning damage***: Inflicted by non-lethal weapons. Stunning damage fills the lowest armor slot normally. If the character does not have the protection of armor, this damage prevents a character from taking physical consequences if it is large enough to knock them out. Against synthetics or droids, stun damage is ignored.
* ***Ion damage***: Inflicted by electromagnetic weapons. Ion damage fills one armor slot normally. If the character does not have the protection of armor, this damage prevents a synthetic or droid character from taking physical consequences if it is large enough to knock them out. Against organic beings, ion damage is ignored.
* ***Thermal damage***: Inflicted by grenades or flamethrowers. Armor takes heat damage as if it were a slot of normal physical stress. That is: a 3-point heat damage removes the third stress armor slot. If the armor doesn't have this layer, then heat damage is applied in full to the character's physical stress, even if there are still available stress armor slots.
* ***Intensified Damage***: Dealt from lightsabers. Intensified damage ignores armor and is applied directly to the target's physical stress. It also checks out the smallest available armor slot.

## ENERGY SHIELDS

Certain equipment, ships and droids can grant the character the protection of an energy shield. Energy shields bestow a new stress track called "Shield". The shield track always fills before the armor track (if any) and physical stress track.

Energy shields are equally resistant to all types of damage, with the exception of ion damage. Against an energy shield, ion damage counts as 2 points higher.

When taking damage, shield stress behaves like physical stress. If damage is high enough to overwhelm a shield's available the stress slots, the shield collapses and ceases to function entirely, losing all of its remaining layers.

## WEAPONS

As with protections, weapons receive a different treatment in this scenario. The main difference being that damage dealt by a weapon is fixed, and does not change based on the character's attack success shifts. However, any player can choose to use a fate point so that their attack success shifts are added to the weapon's damage, should they make an especially successful attack.

Ranged weapons have a value called "Rate of Fire" (RoF), which indicates how many shots they can fire per attack. When an attack with such a weapon succeeds, the target may be hit by more than one shot. In this case, the weapon's RoF can add 1 to the damage dealt for each success shift, up to the limit of its RoF.

### GRENADES

Grenades deal damage to all characters in the same combat zone. When a character throws a grenade, everyone affected can make a defense roll with their "Athletics" ability. A success indicates that the character managed to leap behind an obstacle. If there are no obstacles in the zone, a success may allow the character to jump to an adjacent zone.

However, some grenades, such as thermal detonators, are so strong that they affect multiple zones. Anyone in the same zone as the base explosion is not allowed a defense roll.

Grenade damage is marked with the letter "z" after the damage value. For example: "2z" indicates a grenade that deals 2 damage to all targets in the same zone. If the damage contains a "+" sign after the "z", this indicates a grenade that affects not only its original zone, but also a number of adjacent zones equal to the value after the "+" sign. Damage in adjacent zones decays to 1 point per zone away. For example, a typical thermal detonator has 4z+1 damage, meaning it does 4 damage points in the zone it was thrown, and 3 damage in all adjacent zones.

# CHANGES TO COMBAT RULES

The following are some changes to the combat rules.

## INITIATIVE

There are no initiative rolls made at the start of combat. All characters start with an initiative score equal to their "Athletics" + "Perception". The order of characters in a turn is determined by this fixed value. The character's "Athletics" value may be modified if they are wearing heavy armor.

## MULTIPLE DEFENSE ROLLS

If a character has to perform multiple defense rolls in the same turn, they must split their defense value among all incoming attacks. They can always make a defense roll with a value of 0. However, they can count their "Athletics" based defenses and their "Fight" based defenses (if applicable) as two different groups of defense value, which they can split as desired.

## LOCALIZED ATTACKS

In some situations, it may be desirable to strike an opponent in specific spots, especially where they have less protection, for instance. Each declared location imposes an additional attack roll penalty:

 Head, hand, foot, or a flying lightsaber
 A vital point (heart, brain)
 Neck
 Eyes, mouth, a finger

## HEALING AND MEDICINE

The galaxy has several forms of medical treatment that can be helpful to characters during a campaign.

* ***Hiposprays***: Small consumable sprays that inject antibodies and coagulant accelerators which act on almost all known species. Can be used to recover 1 point of physical stress as a free action in combat. Prolonged use can cause nausea, diarrhea, headache, fever, 73 forms of cancer, kidney failure and premature aging. Each dose costs $100.
* ***Medkit***: A small case which contains everything a field medic needs. It can be used to perform improvised surgery, which can initiate recovery from a mild (Lore roll vs. 2) or moderate (Lore roll vs. 4) physical consequence. A success with style allows immediate recovery from a mild consequence. A medkit costs $1000.
* ***Medical Treatment***: Treatment in a suitable facility, such as a ship's sickbay, can initiate recovery from a mild (Lore roll vs. 2), moderate (Lore roll vs. 4), or severe (Lore roll vs. 6) physical consequence. A success with style allows for the immediate recovery from a mild or moderate consequence. Medical treatment typically costs $500, plus medical fees.
* ***Bacta Treatment***: Tanks with generic regenerators that can heal almost any character's wounds. Treatment in a bacta tank requires the character to be out for a scene. This automatically recovers a mild consequence and initiates recovery from all moderate and severe physical consequences, without the need for a roll. A bacta treatment usually costs $2000.

# HACKING: "SLICING" SYSTEMS

In Star Wars, "hacking" a system is called "slicing" a system. Any sufficiently advanced technology can be "sliced", and this plays a relevant role in Star Wars.

Slicing a system occurs like a normal physical combat. Attackers use their "Computers" skill to inflict "Digital Stress" points on a target system. If they override the system, they gain access and can control it as a superuser.

## THE "COMPUTERS" SKILL

"Computers" is a new skill for Star Wars. Characters use this ability to perform any advanced interactions with digital equipment, such as programming, debugging, slicing, digital investigation, and defending against other slicers. To use this ability, a character needs direct contact with a computer peripheral (characters with an installed cybernetic interface always have a peripheral in their brain) that is capable of interacting with the system it is trying to affect.

 File:Fate-Defend.png | **Defense:** This ability is also used to defend against slicing attempts, usually by tricking attackers or trying to sever their connection.

## SLICING MECHANICS

Slicing simply means acquiring access to a system which you shouldn't have. The attempt takes place like normal combat, but with some modifications.

### Initiative

No initiative roll is required. A slicer always acts first, since a defensive system has no reason to defend against an attack before it actually happens. If more than one slicer are trying to break into the same system at the same time, they each make a "Computers" roll to determine who goes first. The target system defends against both attempts simultaneously.
### ATTACK TESTS

Slicers use "Computers" to determine their attack success shifts. Usually, a system can always defend itself, since these attacks are pretty obvious. However, an attacker can attempt a "stealth" attack, taking every possible precaution to remain undetected. Stealth attacks impose a -2 penalty on the attack roll. Systems can defend normally against stealth attacks, but in this case, unless their defense rolls have a success margin of 3 or more, they cannot counterattack.
### DEFENSE TESTS

Each system has its own value in the "Computers" skill with which they defend against attacks. If they defended against such an attack and identified the attacker, they can counterattack on their turn. If the attack was a successful sneak attack, the defense system cannot counterattack.
If a defending system performs a counterattack, it can also perform a "stealth counterattack". If this is successful, the original attacker themselves cannot attack on their turn, as they will not know that the defense system is attacking them!
### DIGITAL STRESS

Simple systems, such as handheld equipment, terminals and similar, have 1 layer of digital stress. Most civil systems, such as personal computers, droids or commercial cyber interfaces, have 2 layers of digital stress. Digitally hardened systems, such as servers, can have 3 to 5 layers of digital stress. Paranoid military systems can have up to 7 layers of digital stress.
### VICTORY RESULTS

When a slice ends in favor of the attacker, they can do whatever they want on the attacked system. This "victory" grants an access that lasts for the remainder of the scene. However, the slicer can cause permanent physical damage to the system if they so choose, in which case the effects of the slice can be permanent.
# THE FORCE

One of the most prevalent elements of the Star Wars scenario, if not the most prevalent, is the presence of the Force, this energy field that surrounds all living beings and allows some people to perform obviously supernatural effects.

In order for a character to use the Force, they must acquire a special stung called "Force Sensitive". With it, they can acquire a new skill, called "Use the Force", as well as the particular powers that come from his training. Droids and synthetic beings cannot be Force-sensitive.

Characters who are "Force Sensitive" do not necessarily need to be trained in the "Use the Force" skill. They can still perform basic effects with a "Will" check. The "Use the Force" skill opens up the possibility for the character to purchase special powers that greatly increase their versatility, but it is not mandatory.

When a character performs a basic effect with the Force, they can use the better value of their "Use the Force" or "Will" skills.

## FORCE BASIC EFFECTS

These are the effects any character who is Force-sensitive can perform with a successful "Will" or "Use the Force" check:

***Force Trance:*** You can enter a cataleptic trance. In this state, you remain fully aware of your surroundings. This effect can be used to justify recovering a consequence. If you spend a scene in a trance, you can start the process of recovering from one of your consequences, regardless of its severity. You can come out of the trance immediately, whenever you want. If you remain in a trance for 4 hours, you emerge fully rested, as if you had slept for 8 hours. While in a Force trance, you can withstand being deprived of food or drink ten times longer.

***Move Light Object***: You can use the Force to telekinetically levitate and move a relatively light object within your line of sight. The object can weigh up to 5 kg and can move one zone per turn. As an attack action, you can use the object as a projectile weapon. If your check beats the target's Defense check, the object hits the target and inflicts 1 point of physical stress.

***Search your feelings***: You can make a check to establish whether a given action will produce favorable or unfavorable results within the immediate future (10 minutes or less). For example, you can roll to determine whether destroying a certain dark side artifact will have immediate unforeseen repercussions. The response does not take into account the long-term consequences of the contemplated action. Using the mentioned example, a successful roll would not indicate a future encounter with cultists seeking revenge for the artifact's destruction.

***Sense Force***: You instinctively sense disturbances in the force. A strong location on the dark side of the Force can be detected at a range of 1 kilometer. A close relative, a companion or a close friend in mortal danger or in great pain can be felt 10,000 light years away. A major disturbance, such as the destruction of an entire planet or the anguish of an entire order of allies, can be felt anywhere in the same galaxy. You can also make a subsequent roll to determine the overall distance and general direction to the source of the disturbance. You can use this ability to actively sense other active Force users within a range of 100 kilometers. If you succeed with style, you know how many Force users are within range, their approximate distance and direction, and whether or not you've encountered them before. Another Force user within range can attempt to hide your presence by resisting your check if they know the "Use the Force" ability.

***Sense Environment***: You can make an "Empathy", "Perception" or "Use the Force" check (whichever is better) to sense the presence of living beings or electronics in your area or in an adjacent zone. This allows you to attack and defend against them regardless of whether they are hidden, stealthy, invisible or in total darkness.

***Telepathy***: You can establish a brief telepathic link with a distant creature. Through this connection, you can exchange emotions or a single thought, such as "Go!", "Help!" or "Danger!" The target must be intelligent and cannot be synthetic or robotic. The distance between you and the target determines the opposition to the check. The target can resist this connection with their "Will" or "Use the Force". If they resist, you can no longer establish a telepathic connection or attempt to contact the target until the end of the game session, unless the target opens up its defenses. This use of power can only be done once per scene, but given enough time (several days), it is possible to telepathically send complex concepts to another person.

 Same system
 Same region or quadrant of the galaxy
 Anywhere in the galaxy

## POWER CLASSES

Each level a character has in "Use the Force" allows them to select one class of Force powers they were trained in. A character has at their disposal, in the same scene, as many uses of Force powers as they have levels in the "Use the Force" skill, but only of the classes in which they chose to be trained. Each power class lists generically how it can be used, and what is the recommended opposition values for its various effects.

If a character so desires, they may use a Force power even after they have exhausted their permitted uses, at the cost of 1 fate point per use.

The Force power classes are:

### FORCE TRADITIONS

The galaxy is home to a number of traditions that have learned to use the Force in different ways, of which the Jedi are just one. Each power class listed below is taught by one or more Force traditions. Characters are free to learn powers from any tradition, as long as they have access to a teacher of that tradition who is willing to teach them.

### Telekinetic Powers

***Traditions: Jedi, Sith, Dathomir***
The character is able to move large objects, or small objects at great speeds. They can use this power as a form of attack, but unlike the telekinetic attack allowed in "Move Light Object", the damage caused by such an attack depends only on the character's success shifts.
This power can also be used to knock down opponents, disarm opponents, levitate droids, etc.
The size of the object being levitated (and not its weight) is the main opposing factor of this type of power:

 A large animal (ex: a rancor)
 A small ship (ex: an x-wing)
 A medium ship (ex: a millenium falcom)

To affect all targets within the same combat zone, the opposition is 2 points higher.
It is not possible to use a telekinetic power on oneself, but it would be possible to use it to move a plate that the character is standing on.
The only possible resistance to this power comes from other characters who are also Force-sensitive, who can resist a telekinetic power with their "Will" or "Use the Force".
### Energy Powers

***Traditions: Jedi, Sith***
The character can manipulate electrical and thermal energy. With these powers, the character can electrocute equipment, drain energy from certain targets, heat or cool environments or living beings, and even control fire.
This power can be used as a pyrokinetic or cryokinetic attack. It can also be used for a character to cast ionic lightning beams from their hands that would only damage electronic equipment.
The character is also able to reduce the damage of any energy attack they receive (even by a lightsaber). On a successful roll, the damage is reduced by the value of your success shifts.
The character's control is not precise enough for them to control computers from a distance, but they could cancel or sustain the electrical energy of an equipment with such power.
### Metabolic Powers

***Traditions: Jedi***
The character gains control of their own metabolic processes. With this, they are capable of great acrobatic feats, such as leaping superhuman distances, running as fast as speeders, or withstanding extreme weather conditions.
This power can also be used to increase the character's physical strength, increasing one of their melee combat damage by its success shifts.
Any physical ability can be enhanced by a use of this power. The physical abilities are *Fight, Shoot, Notice, Athletics, Physique, Stealth, Burglary and Crafts*. The increase is equal to the character's success shifts.
If used to induce a trance, such as the "Force Trance" effect, characters can sustain themselves in a trance indefinitely, without food or water, or even without aging.
### Mind Powers

***Traditions: Jedi, Sith, Dathomir***
You are able to influence the minds and emotions of other people, and even yourself. A character trained in mind powers is immune to all other mind powers: no roll is required. These powers are useless on synthetic beings or droids. However, all other targets can resist such a power with their "Will" or their "Use the Force" skill values.
A mind power can be used as an attack to inflict mental stress points on a target.
These powers can also create the so-called "mind tricks", in which the character commands targets to perform certain attitudes, and these obey them if they fail in their resistance. Such commands must be simple and immediate, but on a success with style, the character can even introduce a lasting command into a target's mind.
A mind power can also read a target's superficial mind, however, it is not possible to read a person's deep mind.
Mind powers can even be used as a defense in combat, making opponents fumble or doubt themselves, reducing the chance of their attack rolls.
### Protection Powers

***Traditions: Jedi***
Characters trained in these powers have learned to hide or protect themselves or their allies. The character is not able to effectively turn invisible, but they can make themselves harder to notice, and likewise harder to attack, while not taking offensive actions themselves.
These powers can also offer resistance to any other Force power, counteracting any created effect, even a lasting mind trick.
The character is able to create "cloaks" of protection with various effects: reduce opponents' perceptions, increase a target's stress slots, confer armor slots, create a Force-made energy shield, reduce the effect of others force powers, hide the character from other force users, etc. These cloaks can be maintained for an entire scene, and their effect is proportional to the success shifts.
This power can also paralyze blaster fire in mid-air (or all shots in a zone, for +2 to opposition), or slow and even paralyze a target's fall.
### Illusion Powers

***Traditions: Dathomir***
The character is capable of creating visual, auditory, and even tactile illusions, with a good enough success. The character must mentally control the illusions they create, but it is also possible to create independent illusions that act and react on their own.
The character must concentrate intensely to maintain their illusions, and cannot attack, move, or create advantages while doing so.
Opposition to the test depends on the size of the illusions, and some additional features:

 The illusion is up to the size of a person
 The illusion is up to the size of a combat zone
 The illusion is up to the size of a small building or ship
 The illusion is up to the size of an entire city, or an army
 The illusion is tactile, and has 1 point of physical stress
 Character can see and hear through the created illusion, if it is of their size
 The illusion requires only light concentration, and the character can move or defend
 The illusion is independent, acts and reacts to the environment, and lasts for one scene
 The illusion is self-contained and lasts for a day

### Extra-Sensorial Powers

***Traditions: Jedi***
The character has been trained to sense and foresee the near future, and events happening elsewhere. This power can be used defensively, predicting what is about to happen in combat and thereby increasing the chances of defense or attack rolls.
With such a power, the character is also able to see what is happening at a distance, if they have established a "contact" using the "Telepathy" basic effect.
These powers also allow the character to transfer one of their force power uses to another force-sensitive.
Extrasensorial powers can also be used to find a known target, or a person who has certain psychological characteristics. The opposition to this roll is 2 for known people, or 4 for strangers whose psychology you know. The range is equal to the base effect of "Telepathy", plus the opposition.
At the Storyteller's discretion, characters trained in extrasensorial powers may also involuntarily receive mental sensations at key moments for themselves or their allies. However, a character cannot rely on this passive awareness for danger sense. Sometimes it just fails, and relying on it is dangerous.
One of the most iconic uses of extrasensorial powers is the coordination of multiple people in large-scale combat, a use called "Battle Meditation". The character can enter this state and, while maintaining this meditation, bestow a permanent +1 bonus on all combat rolls made by their allies.
### Vital Powers

***Traditions: Jedi, Dathomir***
These powers allow the character to control the biological processes of other living beings. It works like metabolic powers, but for other individuals, animals, and even plants.
In addition, these powers can be used offensively; paralyzing targets, putting them to sleep, causing them to stop breathing, or even inducing internal injuries through heart attacks or strokes. The opposition of these effects is equal to the target's "Physique".
A rare but recorded use of this power is to control plants, causing them to grow and move in ways they normally could not.
### Alchemical Powers

***Traditions: Sith, Dathomir***
Force Alchemy, also called "Sith Alchemy", is the ability to use the Force to permanently alter objects and living things. Many consider these abilities... unnatural. Every use of alchemical power confers one Dark Side point (see below for the mechanics of the dark side of the Force).
All uses of alchemy rely on violently infusing Force energy into an object. This requires an hour of concentration and the expenditure of 1 fate point.
The character can "attune" an object to a specific person (not necessarily themselves). When using an attuned object, the user gains a one-time +2 bonus at each turn, on a check using the object. If the character uses the object to perform several tests in the turn, they must choose which test receives the bonus. Each individual can only be attuned to one object at a time.
If an animal is attuned to a person, it becomes docile towards the target and will faithfully respond to all their commands. This works with any irrational animal.
If a person is attuned to another, both will have an intuition about what is happening to each other. If one or both are Force-sensitive, they can perform powers on each other as if they were in physical contact, regardless of distance. Even if they are not trained in extrasensorial powers, they can establish unrestricted telepathic communication with each other.
Weapons and armor can be upgraded as well. Any **one** of these objects' parameters (damage, armor, rate of fire, combat penalty) can be changed by 1 point using alchemy. If alchemy is used to change the object again, the previous change is lost.
If a droid is upgraded, any of its skills or stress tracks can be changed by 1 point.
Alchemy can also be used to create aspects in living beings that are psychological, physical or strength related. These aspects can make a target more susceptible to the user's powers, or more resistant to disease, or more peaceful, or even alter their appearance or biology. A living being can only have one aspect created by alchemy at a time.
### Teleportation Powers

***Traditions: Dathomir***
The character is able to disappear from one location and reappear in another, as long as it is within their visual range. The test has an opposition equal to the number of traversed zones.
Characters can only transport themselves. If used in combat, this power uses the character's move action, thus allowing them to teleport and attack in the same combat turn. However, when using this power, they cannot use another Force power in the same turn.
### Necromantic Powers

***Traditions: Dathomir***
The character manages to temporarily reanimate the body of a dead living being and set it to fight by their side. The reanimated body has a number of physical stress points equal to the test's success shifts. They can use any physical abilities they had in life, but no social, mental nor Force skills, nor any stunt. Once a reanimated body is destroyed, it decomposes into ash.
To sustain a reanimated body, the character needs full concentration and cannot perform any other action other than controlling the target. They also cannot move, but can make defense checks.
This power can also partially reanimate a body, allowing the character to interrogate a fresh corpse. However, at the end of this effect, the body also decomposes into ash.
This power lasts for a maximum of one scene, at the end of which the reanimated body is destroyed.
### Order and Chaos Powers

***Traditions: Dathomir***
This power allows a character to accelerate or even reverse the flow of entropy throughout an inanimate object. This allows them to fix broken objects, setting them back as they were when they were new, or wear down objects causing them to malfunction and break down.
When repairing objects, if all parts of the object are present, the repair is permanent. The parts float back into place and rejoin together. If not all parts are present, the missing pieces will be filled by energetic constructs which only last for one scene, after which the object breaks down again. Repairing objects can bring electronic devices back into function, but cannot recover lost data on datadiscs or hard-drives.
The opposition to this test depends on the size of the object and the distance to its farthest piece. The distance imposes +1 opposition per zone away. Size is as follows:

 Affects small droids, data terminals, or objects up to 1.5m in their longest dimension
 Affects objects up to the size of a human individual (2m)
 Affects large objects up to 3m, such as speeders or speeder bikes.
 Affects objects up to 10m, such as tie fighters, A-wings or very small fighters.
 Affects enormous objects up to 30m, such as X-Wings, B-Wings, and most starfighters.

### Lightsaber Powers

***Traditions: Jedi***
Since lightsabers contain kyber crystals in their construction, they are uniquely suited to be conduits for Force powers, to the point that a whole class of powers has been developed that utilizes lightsabers.
The best known use of these powers is to command a lightsaber telekinetically in order to make it a true weapon of remote attack in combat.
This power can be used defensively, using the lightsaber to avoid all ranged attacks in one turn.
Another very common use is to speed up the character for a short time, allowing them to attack once more during their combat turn.
Lightsaber powers can be used to grant a bonus to any activity in combat that uses the lightsaber.
With such a power, the character is also able to use a Force power on anyone who touches their lightsaber, as if their were in physical contact - regardless of the distance. Using a power remotely in this way incurs a +1 opposition increase.
### Light-side Powers

***Traditions: Jedi***
This is one of two special classes of Force powers. Characters do not need to select light-side powers as a power class they were trained in, instead any force user who has some training in "Using the Force" can use light-side powers as long as they have **not one** dark side point (see below the mechanics for the dark side of the Force).
Light-side powers can oppose any dark-side power, counterattacking or neutralizing them. It is even possible to prevent a character from using dark side powers for a scene at the cost of 1 fate point.
A light-side power can also reflect any use of a dark-side power back at its attacker.
A use of this power can recover as many points of physical stress from a target as its success shifts.
### Dark-Side Powers

***Traditions: Sith***
This is the second of two special classes of Force powers. Characters do not need to select dark-side powers as a power class they have been trained in, rather any force user, trained or untrained, can use any dark-side power at any time. However, doing so grants the character 1 dark-side point (see below the mechanics for the dark side of the Force).
These powers use the character's own anger and hatred to create effects that destroy, damage, and harm others.
These powers deal damage in a variety of ways, the most common being blue bolts of lightning that shoot out of the character's hands, although an occasional strangling is possible, as well.
Dark-side powers can introduce modifiers to your offensive powers:
* The power affects all opponents in the character's zone: +1 opposition.
* Power lasts for several turns: +1 to opposition per turn duration.

These powers can also drain life energy from organic targets, giving them points physical stress, while at the same time restoring the character's physical stress slots.
## THE TWO SIDES OF THE FORCE

The Force has two distinct "sides", called the "Light" side and the "Dark" side. The Light side is characterized by understanding, acceptance, surrender, detachment and calm, while nurturing strong feelings of empathy and love. The dark side is characterized by violence, haste, self-will, impetuousness, passion and attachment, and harbors feelings of anger and hatred.

To illustrate a character's placement on this spectrum, there is a new track to account for: "Dark Side Points". This track only makes sense for characters who are Force-sensitive. For everyone else, empathy or anger are entirely personal choices.

Each time a character uses a Dark-Side power, they gain one Dark-Side point. Likewise, each time they use a force power to harm another person, not acting in self-defense, they gain a Dark-Side point. When Luke Skywalker arrived in front of Jabba's stronghold and immediately strangled a guard, he definitely gained a Dark-Side point.

Dark-Side points accumulate until they reach 7. If a character has 7 dark side points, and gains one more, nothing happens. They are at the precipice, about to "fall" to the Dark Side, but have not yet taken the final step.

### FALLING TO THE DARK SIDE

For a character to "fall" to the dark side, they must commit a deliberately, definitely cruel act. Typically, cold-blooded murder is enough, but mass genocide can also be considered. For a character to fall, **any** act can be considered as the final trigger, even if this act does not use the Force.
Fallen characters no longer count dark side points, they become permanently aligned with this side of the force and can no longer use light powers. They must gain, or exchange, one of their aspects to represent a radical change in their personality: when they fall, they literally change who they are, becoming more selfish, aggressive and impetuous beings.
Fallen characters confer a penalty to any attempts to sense or locate them with the Force equal to their "Use the Force" score. For this reason, even if a character falls to the dark side, other Force users nearby may not notice this until it is too late.
Fallen characters can always spend a fate point to improve any "Use the Force" checks when using Dark Side powers. Upon doing so, the bonus conferred is +3 instead of the usual +2. If they are also "Strong with Strength", this bonus increases to +4.
### LOSING DARK SIDE POINTS

There are two ways for a character to redeem themselves and return to the side of the Light: Heroism and Meditation. Of these two, only an act of Heroism can bring back a fallen character.
* ***Heroism***: A character touched by the Dark Side, or even a fallen one, can return to the Light by performing an act of dramatic heroism without invoking the Dark Side of the Force. Such an act must require great personal cost, be done altruistically, and provide a significant benefit to galactic balance. For example: Darth Vader performed an act of dramatic heroism at the end of "Return of the Jedi" when he sacrificed his own life to save his son and destroy the Emperor.

* ***Meditation***: As long as a character doesn't fall to the dark side, they can redeem themselves by going into deep meditation and contemplating the consequences of their actions. This requires them to spend a scene in meditation, and 3 fate points. At the end, they lose 1 Dark-Side point. This meditation represents a period of reflection and absolution on the part of the character. This can only be done once per game session.

# LIGHTSABER COMBAT

Some fighters manage to use their lightsabers in conjunction with their Force powers in order to accomplish truly impressive feats in combat.

These combat options can be acquired through a special stunt called: ***Lightsaber Combat Training***. This stunt allows the character to use the lightsaber combat forms described below.

## COMBAT FORMS

Each combat turn, the character can determine which combat form they are in. Combat forms confer certain modifiers in specific situations. Once a form is chosen, it can only be changed on the character's next turn.

* ***Form I: Shii-Cho***: The character is able to divide their attack value between several opponents and thus perform more than one attack in the same turn.
* ***Form II: Makashi***: When making multiple defenses, the combatant using this form can split twice their "Fight" value among their defenses.
* ***Form III: Soresu***: The character gains +2 on their defense rolls, at the expense of -2 on their attack rolls. Upon successfully defending against an attack, they can declare an immediate counterattack on their opponent, once per turn. This counterattack uses their normal attack action, but does not take the -2 penalty.
* ***Form IV: Ataru***: The character takes a -2 penalty on their defense rolls, and gains a +3 bonus on their attack rolls. If they move and attack, the final damage of their attacks is increased by +2.
* ***Form V: Shien / Djem So***: The character is able to use their "Fight" skill value to defend themselves from ranged weapons fire, if these are "energy" or "disintegrating" damage. If one of these defense rolls succeeds with style, the shot can be redirected back at the attacker.
* ***Form VI: Niman***: The character can use a telekinetic power along with their attack, as part of the attack action itself, as long as this power does not deal direct damage. Ex: pulling an opponent to you and attacking them with the saber, or attacking an opponent and immediately after pushing them away. The character must be trained in telekinetic powers.
* ***Form VII: Juyo (or Vaapad)***: The character forgoes making defense rolls in a turn, and can make two attacks. If they store their action, they can attack opponents as a reaction to their attacks, and, if they deals damage, also prevent the opponent from attacking due to the impact caused.

# DROIDS

In Star Wars, droids are not just super complex electronic equipment. They are intelligent beings, who display feelings and self-initiative. So much so that they can also be characters at the hands of players.

To play as a droid, the character needs to select a special stunt: ***Droid***. This stunt makes the character a synthetic being, created with circuits and wires instead of flesh and blood. Such a character does not have a mental stress track, and is immune to any mental effects. In return, it can be hacked ("sliced" in Star Wars) like any other computer, and has a digital stress track of 2. Its physical stress does not change due to a high "Physique" value.

Droids can also use their skill points to buy equipment and upgrades. These can modify various aspects of the character. This exchange can only happen before the skill point is used to buy some skill, when it is still "free".

When creating a droid, the player chooses whether it will be human-sized (like C3PO), or whether it will be small (like R2-D2). When attacking a small droid, opponents must incur a -1 penalty on their checks. However, small droids move slowly, and can only move to another zone if they don't attack that turn of combat.

All droids come equipped with a radio interface with a range of up to 1km.

## ADDITIONAL EQUIPMENT

When building a droid, or when evolving the character, droids can install additional equipment at the cost of their skill points. The following is a list of equipments that droids can acquire, and their costs.

## COST IN CREDITS OF A DROID

Occasionally, players may want to buy or sell droids that they make themselves. In these cases, it may be important to calculate the credit price of a droid.

The base cost of a droid is $1000.

To that cost, add the individual cost of each skill the droid has. The cost of each skill is equal to the square of its value times $200.

Finally, add up the cost of additional equipment installed on the droid.

## CYBERNET IMPLANTS

Characters can have cybernetic implants, thus becoming as a bridge between organic and electronic life. Characters with cybernetic implants sacrifice one of their skill points to pay for the implant, just as droids do. If the implant is something that would give them skill points back, this is reflected on the character sheet as an aspect.

A character's amount of cybernetic implants is relevant for Force-sensitive characters. All of your Force use checks have a penalty equal to your number of full cybernetic limbs, or swapped vital organs. Full cybernetic limbs are: an entire arm or an entire leg. Vital organs are: heart, lungs, kidneys or the entire digestive system.

Cybernetic implants may allow characters to overcome some campaign threshold skill limit, to increase their physical stress slots, or gain armor slots. However, by opting for a cybernetic implant, they also gain a digital stress track and become susceptible to being sliced. Thus, unlike droids, it is not necessary to acquire a feat in order to have cybernetic implants, since the advantages and disadvantages cancel each other out.

# SPACESHIPS

Space combat in Star Wars uses special rules for **Spaceships and space combat**.

# NEW STUNTS

***Digital Stealth*** You specialize in breaking into systems without leaving a trace. You can perform stealth slicing attempts at -1, and when defending, you can detect stealth attacks with 2 or more successes.

***Droid***: You are a synthetic being, created with circuits and wires instead of flesh and blood. You don't have a mental stress track, and you are immune to any mental effects. You can also use skill points to buy equipment and upgrades. On the other hand, you can be hacked ("sliced" in Star Wars) like any other computer, and you have a digital stress track.

***Ethical Slicer*** You are an expert in digital defensive operations and cybersecurity. When making "defense" checks with your "computers" ability, you get a +2 to your checks.

***Force Perception***: You perceive the world through force rather than your own physical senses. You can use your "Use the Force" ability instead of "Notice". This allows you to see in absolute darkness, or even see normally if your physical eyesight is poor.

***Force Piloting***: You can "Use the Force" to perform impressive piloting feats. You can use your "Use the Force" skill instead of "Drive" to pilot a spaceship.

***Force Sensitive***: You are able to sense the emanations of the Force, and, with training, control them. This feat is required for a character to develop and use Force powers. Droids and synthetic beings cannot be Force-sensitive.

***Force Student***: You have studied the force in the most eclectic way possible. You can choose two more classes of power in addition to what your "Use the Force" skill level allows. You can even choose this stunt without being trained in "Use the Force". In this case, you activate your powers with a "Will" test.

***Lightsaber Combat Training***: You've trained in special fighting techniques that combine your lightsaber skills with your Force powers. You can use any of the seven combat forms.

***Master Alchemist***: Force alchemy normally only allows you to alter 1 parameter point of a target. However, you are a master of this skill, and can change up to 3 parameter points of a target. This requires up to 3 successive uses of alchemy on the same target.

***Social Media Expert*** You specialize in getting information about other people through digital means. Whenever you are trying to gather information about someone, something or an organization, you can use your "Computers" skill instead of "Investigate".

***Space Wizard***: Your ability to channel the Force is superior to most. You can use 2 more Force powers per scene than your "Use the Force" skill level allows.

***Strong in the Force***: The Force flows with greater intensity and power through you. You can always spend a fate point to improve any "Use the Force" check, and doing so grants a +3 bonus instead of the usual +2.

***Telekinetic Prodigy***: You gain an extra number telekinetic power uses per scene for equal to your "Use the Force" value.

***Telepathic Prodigy***: You gain an extra number of extrasensorial power uses per scene for equal to your "Use the Force" value. Telepathic prodigies typically receive more visions of the future, and their visions are clearer.

***The Force Unleashed***: Due to a traumatic or unusual event, or perhaps an aberration of nature, you can manipulate the force incredibly intensely for short moments. You are able to spend 3 fate points and use one of your powers on an astronomically larger scale than normal. You could, for example, rip a "Star Destroyer" in half, or read the minds of everyone in a city, or send a lightning bolt that causes a blackout in the entire center of Coruscant. The Storyteller determines the exact reach of an "Unleashed" power, but either way, the effort is so intense that after using an unleashed power you are unable to use the Force until the end of the current scene, and for the whole next scene as well.