Force Powers

Force-sensitive player characters can obtain **Force Powers** on their adventures. Some powers are unlocked simply through a deepening understanding of a particular school, while others must be learned about explicitly.

# Basic Force Powers

Basic Force powers are granted at specific levels of a Force skill tree, and do not require bespoke training to use.

## Manipulate Object

 Action | Minor

Manipulate Object allows the user to move an object through the Force. The DC is determined by the complexity of the manipulation, and the size of the object.

## Force Meditation

 Action | Short rest

Force Meditation restores half of the users Force points as a short rest. See Resting for details.

## Force Speed

 Action | Minor

Basic Force speed is a special move that allows the user to move FPI \* 2 extra meters. Alternatively, Force speed may be used to perform two major actions in a turn, if an Alter + FPI roll beats the DC of 30.

## Force Jump

 Action | Minor

Jump to any location within FPI \* 4 meters range, and remove any movement impairing effects.

## Force Sight

 Action | Minor

All characters in line of sight of the user must roll stealth and beat the Sense roll to remain in stealth. Clears **blinded** status if the user is effected by it.

## Mind Trick

 Action | Minor

Mind Trick can replace a bluff, persuasion or intimidation check. If the target's mindfulness roll is beat, the success is considered a nat 20. Force-sensitives roll mindfulness \* 2 to defend.

Unless verified by a present DM, a player character is NOT obliged to respond to mind tricks. DM verification of mind tricks follows PvP Casus Belli rules.
## Force Shock

 Action | Minor

Force Shock stuns the target on hit. The roll can be opposed by rolling lightning, or composure / 2. Armour with electricity protection 4 absorbs the attack.

## Force Lightning

 Action | Major

TBA

# Advanced Force Powers

Advanced Force powers are not granted automatically as one advances in their Force training and must be learned or taught explicitly.

## Force Body

 Action | Minor

Force Body restores **n** actions points at a cost of **n** FPI.

## Heal Self

 Action | Major

Heal Self allows the user to restore HP at the cost of FPI.

## Heal Other

 Action | Minor

Heals a target within 8m range for FPI health.

## Persuade

 Action | Minor

If the user beats the target's mindfulness roll, the next persuasion, bluff or intimidation check against the target is considered a nat 20. Force sensitives roll mindfulness \* 2 to resist.

Unless verified by a present DM, a player character is NOT obliged to respond to persuasion attempts. DM verification of Persuasion follows PvP Casus Belli rules.
## Force Flash

 Action | Minor

Emit a bright flash of light from the user's hand. On hit, blinds the target for 1d4 turns.

## Project Image

 Action | Minor

Project an image of yourself away from the user's current location. The next attack against the user must beat FPI \* 2 to hit instead of the range DC.

Out of combat, project an image of the user up to FPI \* 2 meters away. Characters may roll awareness / 2 or sense versus the control roll to notice the projection.

## Force Defense

 Action | Minor

The next attack against the user absorbs up to FPI damage.

## Force Rage

 Action | Major

Special version of Power attack that uses 1d20 + FPI to determine the hit versus the ranged DC. If the DC 5 + Dark side points check fails, use action points as normal, and attack the nearest target, regardless of who they are, and adds 2 dark side points. If the check succeeds, no action points are consumed, and only 1 dark side point is added.

## Force Absorb

Allows the use of the **Force absorb** combat reaction.

## Chain Lightning

 Action | Major

TBA

## Read Mind

 Action | Minor

Reads the mind of the target. The use of this ability is contextual. Force-sensitives resist with Mindfulness \* 2.

Unless verified by a present DM, a player character is NOT obliged to divulge accurate information. DM verification of Read Mind follows PvP Casus Belli rules.
## Force Pull

 Action | Minor

Pull a target FPI meters towards the user. Target needs to roll maneuverability against the telekinesis roll to avoid being knocked down.

## Force Push

 Action | Minor

Push a target FPI meters away from the user. Target needs to roll maneuverability against the telekinesis roll to avoid being knocked down. If an obstacle is hit on the target's path, the remaining distance is dealt as damage to the target.

## Force Throw

 Action | Major

Throw an object in the environment, or the user's weapon, at a target. Damage and Force cost is determined as follows:

 Huge Object | 12 | 2d8 + 8

## Force Grip

 Action | Minor

Grip either the target, or the target's throat. If gripping a target, success results in immobilisation and on nat 20, also applies stun. If targeting the throat, roll 1d6 damage, and apply 1 dark side point to the user.

## Force Crush

 Action | Major

Crush the target for FPI damage. Armour absorbs with kinetic resistance. If used on a living target, the user gains 2 dark side points.

## Force Deflect

Allows you to use the **Force deflect** combat reaction.

# Legendary Force Powers

Legendary Force powers are extremely rare and powerful abilities that require true mastery of their respective schools. These powers can only be taught by characters who have **Master of the Force** level immersion.

## Force Cloak

 Action | Minor

Renders the user invisible on success. Characters may roll **sense** or **awareness / 2** to see the user. Using any weapons or Force powers while cloaked will break the cloak.

Due to the nature of this power, it can only be performed with DM validation.
## Dominate Mind

 DC | Target mindfulness roll + resolve roll

Allows the user to determine the target's next turn on success. Using dominate mind adds 2 dark side points. Force-sensitives resist with Mindfulness \* 2 + resolve.

## Twist Reality

 DC | Target mindfulness roll + resolve roll

Twists the mind of the target, rendering them incapacitated on success. Applies stunned to the user on failure. Usage of twist reality applies 4 dark side points. Force-sensitives resist with Mindfulness \* 2 + resolve.

## Precognition / Postcognition

 DC | 30

Contextual. On success, may provide a glimpse of the future, or an accurate view of past events.

Due to the nature of this power, it can only be performed with DM validation.
## Force Storm

 DC | Ranged

Summon a Force storm to deal 1d8 + FPI / 2 damage to everyone caught within 10m of the target. On miss, apply damage to the user. Adds 1 dark side point for each target hit.