Force Powers

Need to come up with some good mechanics for energy duels. Normally, it’d be a matter of one person getting a shift on the other and boom. It would be more spectacular to have a small, abstract zone map where you have to push the energy over to one side or the other. Also need a mechanic for doing things like I block the lightsaber with my bare hand...

If there’s a continuing attack that hits vs. Dodge, it is maintained against Resolve.

It’s canonical to use Fate points to power impressive stunts— consider that for some of the more impressive Force powers that are something that you couldn't reasonably do all day (with breaks for rest). Body, Mind, and Spirit attacks ignore armor, so they should do less damage than equivalent Telekinesis and Energy attacks. Blasters require no stress to get Weapon:3 and Weapon:4 attacks, so a good combat Force power should have good support effects (e.g. inflicting aspects or making someone delay their action), do more damage than a blaster, or affect more than one person.

Raw-skill single-target attacks:

Power single-target attacks:

Non-power multiple-target attacks:

Power multiple-target attacks:

Most Force powers cost mental stress: a power listed as level 3 stress will claim your third mental stress box, or roll up to a higher one. You can spend shifts to reduce the stress all the way to zero or take consequences. The mental stress track covers both the exhaustion of using the Force and of social stress; getting your opponent emotionally off-balance is an effective strategy among Force users. Many powers are immediate, some last a scene, and many have a default duration on the Time Increments chart; shifts can also be spent on extending the duration further on that table. By default, powers only take a few moments (one exchange) to use; those with a base time take that amount of time to perform, but can be sped up with shifts. Range is usually specified in zones, but if it comes down to numbers, within your zone is usually about 5m, adjacent zone is about 10m, and n zones is n×10m.

In another game, I would use a separate stress track to represent a pool used for magical energy, but I think this mechanic does a better job of modeling the emotional conflicts between Force users.

Any biological character can be Force-sensitive, but they need a Force-related aspect in order to learn Force powers. Such aspects could be The Force is strong with this one!, Supernatural Luck, Potential Jedi, Padawan Learner, Sith Apprentice, Dark Side Acolyte, Jedi Knight, Jedi Master, Sith Lord, etc. Your Force-related aspect may change over time, like other aspects.

Some Feats I’m leaving out: Force Mastery and High Force Mastery reduce the time cost of Force powers. Lightsaber Defense, Improved Lightsaber Defense, Knight Defense, and Master Defense give bonuses to defense with a lightsaber.

Force Mind, Improved Force Mind, Knight Mind, and Master Mind let you give bonuses to your allies’ ability scores.

Sith Sword Defense, Sith Sword Expert Defense, Sith Sword Mastery are in the Dark Side Sourcebook.

I want there to be more powers than anyone could master in a lifetime, but not so many that no one can become a master in their chosen area while being competent in a couple of others.

Let’s distinguish between:

Force Trappings, which are applications of the basic skills, and Force Powers, which are things you just can’t do without having acquired the power.


Power in the Force is significant; a character who is primarily a Force wielder will need multiple stunts to represent this. A Jedi would have Force-Sensitive, Jedi Training, and Lightsaber Training. There are also stunts to make Force users more unique.


A character who is Force-Sensitive has a strong interaction with the Force, which will draw them toward significant events. They must take an aspect that represents how they interact with the Force. If untrained, this could be something like Wild Talent, Strong in the Force, or Fortune’s Pawn.

Force Training

Requires Force-sensitive.

Training in a particular tradition.

Highly significant to one personMediocre (0)
Frequent use by one personAverage (1)
Infrequent use by one personFair (2)
Used by several peopleGood (3)
Touched by dozens of people, or handled only briefly by one Great (4)

Requires Kiffar heritage. This is quite powerful: you can roll Insight to get sense impressions of significant moments from objects, and track your quarry as long as you can keep touching things they touched. Normally, it’s just a flash; with spin, you may get insight into what the person was thinking, or be able to get an extended impression (like several sentences from text they were reading). (Psychometry: PotJ p17.)

Force Talisman

Requires Bendu, Jarvashqiine, or Numenist training.

Some traditions are able to craft mystic talismans that enhance their use of an aspect of the Force. Crafting a talisman takes an entire day, and materials of significance to you: crystals that resonate with the Force, formerly-living substances like bone or wood. Each time you take this stunt, you get two talisman slots. One slot can give a +1 bonus to one trapping of one Force skill; you can only use one talisman at a time, so the usual strategy is to have one that you wear in case of surprises and one to bring out for special purpose when out of combat.


This is an innate talent, and cannot be taught. It allows the use of the Insight skill to see where things can be broken: armor, weapons, bodies, preconceived notions, friendships, organizations, chains of events. Mechanically, this allows the use of Insight to place Weak Point on almost anything, and then get a free tag on it.

Battle Meditation
In my studies I have learned a technique that may grant us victory... but with far fewer casualties. It is called Jedi Battle Meditation. ... The concept of Jedi Battle Meditation is simple, Memit Nadill. Every fighter brings his own fears, his own hopes with him into combat. With sufficient concentration, a Jedi— such as you or I— can strengthen the hopes of our allies and heighten the fears of our enemies. Thus, what the armies know in their hearts must become true... because they believe it so strongly. — Odan-Urr, The Golden Age of the Sith

In The Golden Age of the Sith, battle meditation has the Jedi broadcasting things like Your cause has failed, your violence is overthrown. You have lost. at the enemy, You will be rescued. Your waiting is at an end. Just hold on a little longer. We’re coming for you. to friends. Empress Teta has won. The seven worlds will be unified. Peace will once again come to the Koros system. triggers desperate effort in one group of enemies, though.

I’m trying to use my Jedi battle meditation... maybe it will help... but it does not seem possible to sway the single-minded fury of the Massassi! tGAotS p233

Scale Venue Fate Points Concentration
1–10 Melee 1 Shared melee
11–100 Skirmish 2 Supplemental action
101–1000 Battlefield 3 Full defense only
1001–10,000 Theater 4 Complete concentration
10,001–100,000 Space fleet
5 Complete concentration

The talent for battle meditation is rare, but it plays a significant part in Sith warfare. It can scale from individual melee to a fleet battle. In melee, it merely requires the expenditure of a Fate point to provide the benefits to a small combat party; in large-scale warfare, it requires going into a meditative trance. It always places an aspect on the participants in the battle, on both sides; the aspect is mostly beneficial to the allies of the meditator and a drawback to the opponents, but it can be exploited in the other direction.

It can also provide direct combat bonuses when the battle meditator’s skill is great enough compared to the opposition. The effective skill for Battle Meditation is the better of Insight or Mind, restricted by the other skill.

The Sith use it to inspire their minions to greater aggressiveness, highlighting weakness in the enemy and often inspiring foolhardy attacks by units the lord considers expendable, while making the opposition quake in fear. The usual aspect they use is Victory for Lord X at All Costs!

For a non-Sith approach, the Insight part of battle meditation can also be used to share awareness and provide amazing levels of cooperation, with each unit knowing just where to go to shore up weaknesses in their formation, receiving benefits from the meditator’s precognition. The Mind part provides inspiration, enhancing the dedication and morale of the allies and daunting the opposition. Sample aspects for this approach would be In the Name of X! or Defending Our Homeworld!

If the battle meditator’s effective skill is at least as good as the Leadership, Spirit or (in uncoordinated melees) the highest combat skill on the other side, the battle meditator’s side gets a +1. In a battle with a meditator on each side, the aspect is only set on the allies of each meditator, and the +1 goes to the side with the higher effective skill complemented by Spirit.

Multiple allied battle meditators can act as attached minions for providing bonuses to the leader.

(Control Mind DSS p13. Battle Meditation: PotJ p15. Inspire: PotJ p13. Battle Influence: PotJ p12. Force Meld, Force Valor, Ner Yan.)

Guiding Spirit

A Force spirit of some sort has taken an interest in you, and shows up in your life offering aid, advice, and information. It may be your dear departed mentor, a ghost that has decided that you’re important to completing its destiny, a being worshiped by the Numenists, or (if you’re playing someone with a potential for battle) the shade of a Sith who thinks that his living brethren are getting complacent. (Guiding Spirit: PotJ p156.)

Lightsaber Training

Requires Melee 2, Technician 2, Insight 2, Spirit 2.

You have been trained in the use and maintenance of the exotic technomagical weapon, the lightsaber (Weapon:5). If you have a personal lightsaber, you should take an aspect representing it, such as Personal Lightsaber; if it has an interesting crystal, that crystal goes in the description of the lightsaber. You are proficient in using Melee with the weapon.

With an Insight check, you can determine the rough location of your lightsaber; the closer you are to it, the better the resolution. (From kilometers away, you know direction and have a feel for the distance; from tens of meters away, you know who has it; from meters away, you know where someone is carrying it.)

If you have Battle Precognition, you can use your lightsaber to parry blaster bolts; this means you can defend against blasters (but not bullets, flamethrowers, etc.) using Melee. You may use movement as a supplemental action while deflecting, but cannot sprint.

The lightsaber may be used with Telekinesis-based Force powers like Throw Weapon as well as lightsaber-specific powers. Force Deflection gives a +1 to deflect blaster bolts with a lightsaber.


Force powers are marked with a ⚡. If they say requires x training, that means that only someone from the x tradition can teach that power, but anyone with the other requisites can learn it. If they say unique to x, only someone with an aspect representing that tradition’s training can learn it; it requires deep immersion in that tradition’s worldview that only comes from years of study.



Insight easily gets bonuses from the patient, calm emotions, but can be driven by curiosity and the burning need to know... or find a way out of a jam.


Getting guidance from the Force. As long as you have a Force-related aspect, even if your Insight skill is 0, you can still roll against an opponent’s Resolve instead of their Stealth (or Good (3) difficulty if they’re a droid) to be able to defend normally against a surprise attack; this is in addition to the usual Alertness check against the Stealth of the attacker. Any Force Stealth in use by your opponent raises your difficulty, so it’s wise to spend on Alertness as well as Insight. (Force-Sensitive: RCR p109. Force Perception: SECR p101.) You can also use Insight to notice whether someone is under the influence of a Force power (difficulty of their Resolve plus shifts their attacker spent on subtlety), and notice if the nature of an object does not match its appearance (difficulty of the Resolve of a concealed being).

A successful Insight roll can help to make choices in situations where you have no useful information. The difficulty is based on the desired outcome: finding a safe place to stay for the night by wandering around is Average, but finding the junk dealer with the right model of hyperdrive tucked away in his shop might require a Great roll. You need to get spin on the roll in order to have a clue how your choice might affect outcomes; picking the a significant card in a game of Sabacc usually requires a Good roll, but you have no way of knowing if it will let you win the pot, bankrupt you and force you to find other work, start a fight, or give someone the stake they need to get their family a new opportunity. Actually picking the winning card for just that purpose is usually a Fantastic feat. It is possible to pick the direction to the nearest city with this, but you need Intuitive Navigation if you want to find the best route to it.

This works with matters of timing, such as jumping out of a moving airspeeder without actually gauging whether there is another vehicle or convenient awning to break your fall, or running down an assembly line full of lethal industrial robots. It doesn’t tell you what to expect, but you can roll to get that feeling of now. A failed roll means you don’t get a feeling that your anticipated action will work right.


The most trivial application of Farsight is seeing what’s in front of your face, called Force Sight; it is immune to laser dazzling. (Sense Surroundings: PotJ p29.) For a mind open to all possibilities, the talent can lead to unbidden visions of the past, the present, and even the future, usually on matters of great import to the character. (A character trained in a non-visionary tradition will have learned to avoid such visions, and can take a while to unlearn this.) If trained, the talent can be consciously invoked to gain fleeting impressions of any being you have already met (with a difficulty of their Resolve, or Superb if they’re dead); the impression is usually of their present, but it may be of near past or future. (Farseeing: SECR p96, RCR p86.)

In KOTOR, Force Sight allows you to see the alignment of NPCs.


Intuitive Navigation

Usually requires Chatos or Sith training, though some wild talents have developed it.

Intuitive Navigation is the art of following your intuition to lead you to where you need to go, which is usually (but not necessarily) where you want to go. This doesn’t tell you the endpoint of your journey; it is simply a matter of choosing the right direction to set out and the right turns to take when you reach a decision point. This is a cascade of individual Intuition checks, all building toward a goal; as with the normal Intuition trapping, getting spin may give you an idea of what you’re heading for.

Intuitive Astrogation

Requires Intuitive Navigation, Insight 2, Pilot 2, and Chatos or Sith training.

Extends Intuitive Navigation to piloting a starship without a nav computer. Success finds a route that works this time; simply reversing your course may lead to all manner of trouble. (Instinctive Navigation: JATM p17.)

Intuitive Tracking

Requires Intuitive Navigation, Insight 2, and Chatos or Sith training.

You focus your will upon finding your target, and the steps to take become clear at each opportunity. Unlike Intuitive Navigation, this will let you focus on a particular target, whether it be a datapad or a person or a planet; if you lack a clear visualization of the target, it is much more difficult, and someone using Force Stealth may be so hard to find that you must target something that interests them instead. If you have Intuitive Astrogation, you can chart a course with your own starship; if you don’t, you may find yourself wandering to the ticket counter at a spaceport or showing up at a cargo bay just when a captain needs an extra spacer. (The ticket-counter stunt is not necessarily going to take you to the planet where your target is currently located; it may cause you to cross paths with someone who has information you need, or take you to a heavily trafficked space station where you can get a ride to the right place.) (Force Track: JATM p26.)

This is a very skran stunt; it does not take bonuses from the calm emotions.

This is the stunt Darth Maul used to track Qui-Gon Jinn.

Battle Precognition
Unmoving obstaclesMediocre (0)
Reliably moving obstacles (traffic, assembly lines)Average (1)
Capriciously moving obstacles (non-conscious droids)Fair (2)
Utter chaos and turbulenceGood (3)
Organic beings, conscious droidsTheir skill

Requires Insight 2 and Eluwai, Baran Do, Chatos, or Sith training, though some wild talents have developed it.

You have learned to look ahead into the next few moments, and can react to things before they happen; this gives you the appearance of uncanny reflexes. This manifests as a general +1 to skills where your reactions are important, such as Guns, Melee, Athletics, Drive, and Pilot, as long as your Insight matches the appropriate challenge level.

You can also use your Insight in place of Alertness for initiative purposes in physical combat. (Foresight: SECR p101.)

In KOTOR, this is a light-side power only; it adds your Wisdom bonus to your defense, and never needs activation.

Precognitive Vigilance

Requires Insight 3, and Baran Do training.

You make your mind a still, reflecting pool and open it to impressions from the future. Pick the amount of time you wish to spend on the Time Increments chart, and add your rolled effect; this is the horizon of warning you get. Thus, if you spend a few minutes meditating and roll Good, you can get a warning up to an hour ahead. If you are meditating for less than ½ minute, this is level 2 stress, which can be reduced by shifts as usual.

This is most useful for evading overwhelming force being directed at you or your allies, such as orbital kinetic strikes, an entire building rigged with thermal detonators, or an ambush by an armored division. It is less good at spotting problems that you can deal with through normal vigilance.

This power is best driven by emotions of calm and serenity, though brave loyalty is also effective. This power is not automatic, like Precognitive Paranoia, but it is better able to protect your friends and allies.

Precognitive Paranoia

Requires Insight 3 and Sith training.

You have taken your feelings of fear and paranoia and isolation and hammered them on the anvil of your will to create a dark mirror. Without conscious effort, you use your Insight abilities to locate danger to you, and you avoid it without conscious awareness of it. Your allies and minions, however, will not necessarily be spared. Most Sith Lords have this power, and it makes it extremely difficult to harm them through indirect means such as poisoned food or preset explosives. It does lead to more of their minions getting shot, blown up, and eaten than Precognitive Vigilance does, but the Sith just aren’t good at the kind of passive listening required for that stunt. (This is Mara Jade’s danger sense power, which is considerably better than that of most Jedi.)


Control over the realm of flesh— your own, and others’. Hostile Body effects are always resisted by Endurance, and by Resolve (if better) while the target is conscious.


The straightforward Force Healing powers can be assisted by aspects related to peace and caring; more destructive powers that steal vitality are boosted by greed and hunger. The costs are in the table to the right. This trapping is known to the Iatricians, the Jarvashqiine, the Eluwai, and the Numenists, though only the Iatricians know the advanced stunts.

Effect Base Time Base difficulty Stress
Sense another’s state of health A few moments Mediocre (0) 1
Stabilize a character who is Taken Out A few moments Average (1) 1
Clear boxes of your own physical stress A few moments Mediocre (0) 1
Clear boxes of another's physical stress A few moments Mediocre (0) 2
Place another (volunteer or unconscious) into a healing trance ½ minute Fair (2) 2
Heal a mild consequence ½ minute Mediocre (0) 3
Heal a moderate consequence ¼ hour Fair (2) 4
Heal a severe consequence An hour Great (4) 5
Revitalize someone exhausted A minute Great (4) 4

When healing stress or stabilizing someone, the healer needs total concentration and physical contact with their patient, so in combat they need to be either behind a barrier or under the protection of a third character. (Heal Self, Heal Another: RCR p91.) Clearing boxes of stress and speeding recovery works as per Medical Attention, but requiring minimal field gear: success means you can clear a level-1 box and every two shifts thereafter increases the level of box you can clear, and healing consequences improves the time to heal from the injury by 1 shift, and possibly two if you get spin. Time improvements from medicine and Force Healing stack.

Placing someone in a healing trance (Force Trance: RCR p107; Healing Trance: PotJ p29), requires Body restricted by Mind, and turns all of their metabolic resources toward healing a wound. This has difficulty Fair (2) for dealing with Moderate consequences and Great (4) for Severe consequences; if someone is suffering Extreme consequences, they should be in a hibernation trance until you can get them to better medical care. It speeds up recovery by one shift on the time chart (on top of any improvements from healing and medicine) and leaves the character unconscious but stable, only needing checking a few times per day. With spin, the body goes into overdrive and heals one more shift faster, but needs constant attention from someone getting broth down the patient’s throat or topping up an IV drip full of nutrients. (Depending on the wound, the need for continuous attention may apply at the first level of healing trance and there may be no opportunity to use spin.)

This means that the optimal healing combination of medical attention, Force healing, and a healing trance, with spin on all three rolls, could shorten the recovery time for a wound from a year to a week (spent unconscious and hooked up to an IV drip).

A healing trance does not conserve oxygen; for that, use a hibernation trance.

The person inducing the trance can specify a simple stimulus that will wake a Force-sensitive character from a trance (the sound of voices, the cool of nightfall, the body demanding food); physical damage, shaking and yelling, an applied stimulant, or a good slap will also disturb a trance, and that kind of disturbance (or further use of the Force) are the only things that will wake a character who is not Force-sensitive and does not have a trigger set. Most senior Iatricians have favorite pranks to play on students who impudently trance out during a lecture, waiting for a raised voice to trigger their waking.

A healing trance can also deliver the physical rest of a full night’s sleep in half the time, though using it for more than a week straight can cause problems with lack of time for proper dreaming.

Cure Disease and Cure Poison are feats, so they get stunts. Heal Self and Heal Another are skills that can be used untrained, so they’re just trappings. Force Trance normally comes with the Control feat and Healing Trance with Control and Alter.

Force Slow is known to the Iatricians, who can use Body as a maneuver to give someone an aspect representing a mild physical symptom, like Sweating, Nauseous, Feverish, Chills, Tired, Woozy, Weak, or Dizzy; the number of shifts is the difficulty of shaking it off with an Endurance check, and if you get spin, they lose their next action as they are overwhelmed by the feeling. Level 1 stress. The Iatricians develop the technique into the non-lethal Malacia and Morichro; the Sith develop it into Force Affliction and Force Plague.

In KOTOR, Force Slow slows the target for 30 seconds: –2 to defense, reflexes and attack rolls.

The same control over flesh can be used to inflict pain, disease, and harm. Projecting a raw will to harm lets you roll Body against the target’s Endurance or Resolve to inflict physical stress. Level 2 stress. Physical consequences from this kind of attack manifest as bruises, burst blood vessels, and ventricular fibrillation. The Iatricians have refined this to less-harmful practices called Malacia and Morichro.

A variation of enhance attribute is usable on other people, and is a favored technique of apprentice Iatricians: difficulty is Fair (2), gives a +1 to Endurance for healing purposes with duration of an afternoon (+2 with spin), level 3 stress.

The Iatricians have the resist stun technique, which metabolically prepares the body for an incoming stun attack in the next exchange; this requires an attack action. Roll Body against a difficulty of Mediocre (0); each shift can be used to subtract from stun damage taken in the next exchange. If the stun attack is delayed, you lose one shift each exchange. Level 2 stress.

Crucitorn allows you to temporarily negate physical consequences— they’re still there, but they cannot be compelled, tagged, or invoked— though they still count toward your reaching Taken Out. Roll Body against Fair to negate mild consequences, Good for moderate and mild consequences, and Great for all consequences through serious. Duration 1 minute; level 1 stress. (JATM p24; Control Pain, Remain Conscious.) BoS p96

Metabolic control

Effect Difficulty Base Time Stress
Enter hibernation trance Mediocre (0) A few moments 0
Light-adapt eyes Average (1) A few moments 1
Place ally in hibernation trance Fair (2) ½ minute 2
Oxygenate Fair (2) ½ minute 1
Induce warmth Fair (2) ½ minute 1
Speed metabolism Fair (2) special 1
Dark-adapt eyes Fair (2) 1 minute 2
Acclimate to low pressure Fair (2) ½ hour 2
Avoid decompression sickness/nitrogen narcosis Good (3) ½ minute 2
Acclimate to high gravity Good (3) Special 3

Force-wielders have greater conscious control over their own life processes than most beings. They can adapt to changing light levels in seconds instead of half an hour, to changing air pressure in minutes instead of days, and suppress nausea in pitching seas or zero gravity. They can also oxygenate their own tissues to be able to hold their breath longer: each shift increases the time increment or decreases the base time breathing to pick up more oxygen. A more impressive stunt is boosting the body to operate under high gravity as if it were normal; this has duration ¼ hour.

They can slow their metabolism by a factor of 10 to enter a hibernation trance (these are the slow-metabolism effects; improved healing takes place at normal metabolic speed). Because the brain is operating at much lower power, the triggers that can be set for emerging from a hibernation trance are more limited; the temperature dropped is an easy one, as is bladder full.

They can also speed their metabolism to stay warm (base duration 1 hour) or metabolize poisons more quickly (which effectively moves their effect down the time increments chart). (This can change a long buzz to a very short session of being reeling drunk.)

It is possible to draw on the Force itself to sustain life. breath control can sustain the body for a duration of a few minutes in alien atmospheres (difficulty Fair (2), level 2 stress). It is also possible to go without food by meditating and drawing on the Force to sustain you; difficulty is Average (1) for the first day and goes up with the usual time increments. If you need to postpone sleep so you can stay ready to pounce on the captor who is starving you, add +2 to the difficulty.

A Starkiller clone was able to stay alive without food for 13 days and was still ready for combat.

Enhance attribute is Fairly difficult (2), level 1 stress, and improves Might, Athletics, or Endurance by +1 (+2 with spin) for a minute’s duration. (Enhance Ability: RCR p85.)

In KOTOR, Force Valor gives +2 to all attributes and saving throws, affects everyone in your party and lasts 20 seconds. Knight Valor requires level 9 and gives +3 instead of +2 and also makes party immune to poison. Master Valor requires level 15 and gives +5 instead of +3. All these are light side powers.

Applying any of these to another person (who must be willing or unconscious) increases the difficulty by 1, the base time by 1 shift, and the stress by 1; double all of these if the person is not force-sensitive.

At Fair skill, you can fuel your Force powers from your physical stress track as well as your mental one, a talent called Force Body (Prolong Force: RCR p107). This can lead to physical consequences like Nosebleed, Burst Capillaries, Bruised, etc.

In KOTOR, Force Body causes your costs to be split 50/50 between health and force points and lasts 30 seconds. Improved Force Body requires level 9: 40% of force powers cost comes from Force points, 40% comes from health, 20% is a synergistic bonus. Master Force Body requires level 15: 30% of force powers cost comes from Force points, 30% from health, 40% from synergy. Of course, in KOTOR, you can use medpacs in combat to restore health points, so this is a completely different balance...

The Iatricians are the experts in this trapping, though the Eluwai know a few tricks like the hibernation trance, warming themselves, and Enhance Attribute.

Enhance Ability is usable untrained, so it’s controlled by the skill. Hibernation trance is not distinct from a healing trance in the default setting, but I’m clarifying it— you should be able to heal more quickly if you’re at full metabolic speed.


The understanding of the world of physical living bodies also extends into what the Listeners call the Lifeweb, and they are the only group to have developed this understanding of the world.

Effect Difficulty Base Time Stress
Life Sense Mediocre (0) A few moments 1
Sense Lifeweb Fair (2) ½ minute 2

(See Nature Affinity, CatCW p45.)


Cure Disease

Requires Body 2 and Iatrician training.

Roll your Body against the virulence of the disease; base time is usually 1 hour but can be as much as an entire day for the most difficult diseases. Level 4 stress. Success halts its progress for a day; spin terminates it entirely. (Cure Disease: PotJ p15.)

Cure Poison

Requires Body 2 and Iatrician training.

Roll your Body against the potency of the poison; base time is usually 1 hour but can be as much as an entire day for the most difficult poisons. Level 4 stress. Success halts its progress for a day; spin terminates it entirely. (See also Detoxify Poison. Cure Poison: PotJ p15.)

Combat Healer

Requires Body 3 and Iatrician training.

This is comparable to the Medic stunt: every shift increases the level of stress you can clear, and you can even remove mild physical consequences in combat.

Luminous Being

Requires Body 4, Mind 4, Spirit 4. Currently undiscovered.

Your understanding has reached the level at which you perceive a continuum from spirit to flesh. You can spend a fate point to instantly heal physical consequences or mental stress. Need to ponder this some more; the power in d20 is limited by Force Points, which are much more precious than Fate Points, but it also does a complete fix-up job. Possibly spend 3 fate points for something more impressive? PotJ p21

Stage of deathDifficulty
Fresh (¼ hour)Great (4)
pallor mortisSuperb (5)
algor mortisFantastic (6)

Requires Body 4, Mind 3; unique to the Iatricians.

Only someone with many years of Iatrician training can perform this difficult feat: restoring life to the recently deceased. The cells are flooded with energy, and the awakening mind suffused with a feeling of vitality that temporarily wakens the will to live. (It’s up to the patient whether or not they keep it.) It takes a fate point and a roll, against Great if the patient died in the last ¼ hour. The main limitation is the amount of decay that has already set in; if they can get to someone before rigor mortis has set in (at about three hours), people are still reparable.

Force Drain

Requires Body 2 and Sith training.

Stealing life force from another to reduce your own physical stress and accelerate your own healing. Roll your Body skill as an attack, defended by the other’s Resolve, at a range of up to 10m; this inflicts physical stress on the target. Any time you inflict a box of stress on your target, you can clear one of your own at a matching level (so you need to inflict level 5 stress in order to clear that box of your own); if you inflict consequences, you clear as many of your own boxes as the consequence would absorb, or accelerate the healing of one of your own of matching severity by one step, or a lesser one by two steps. (Killing someone will accelerate your recovery from even Severe consequences.) The attack is level 2 mental stress and receives bonuses from greed and the will to survive at all costs; the attack can clear the stress of its own cost. BoS p94 (Dark Healing: SECR p223 KotORCG p40].)

In KOTOR, Drain Life requires Level 9 and transfers 1d4 hit points per level. Death Field requires level 18 and affects all enemies within 10m. In Saga Edition, Dark Healing transfers 1d6 per level if you can beat the target’s Fortitude Defense, at a range of 6 squares. Improved Dark Healing does half damage even if you can’t beat their defense, and has range 12 squares. Palpatine notes that as a death field it can affect everyone in a sphere around you.

Steal Youth

Requires Body 4 and Force Drain.

This power only works on helpless Force-sensitive sentients whose physical age is less than your effective one. By inflicting a number of years of aging on them equal to the ratio of your ages relative to your species’ lifespan, you can remove one year of your own physical aging. This is level–5 mental stress.

Force Affliction

Requires Body 3 and Sith training.

An upgraded version of Force Slow that acts as Weapon:2 (bypassing physical armor but not Force armor) instead of inflicting an aspect; it requires the sincere, visceral feeling that you want the target to suffer. It leads to consequences like Debilitated and Crippled. Level 2 stress.

In KOTOR, Force Affliction requires level 6: the target seems to be poisoned, and has –7 to all physical attributes for 21 seconds.

Force Plague

Requires Body 4 and Force Affliction.

An upgraded Force Affliction that acts as Weapon:4, bypassing regular armor but not Force armor. It requires the desire to see your target die in slow agony. It leads to consequences like Shriveled, Degenerating, and Wasting Away. Level 3 stress.

In KOTOR, Force Plague requires level 12 and causes –12, no save.

Deadly Sight

Requires Body 4 and Sith training.

Causes a being’s body to begin burning up its own energy reserves at an unnatural rate, causing flesh to smoke and smolder and catch fire. It acts as Weapon:4; level 4 stress.

Metabolic Control
Force Speed

Requires Eluwai training.

You can coax supernatural performance from your muscles and drastically increase your running spead and jumping distance. Sprinting normally lets you move one zone per shift on an Athletics check against a difficulty of Mediocre (0). With Force Speed, you may (as a free action at the beginning of your sprint) roll your Body against a difficulty you choose; this is both the level of stress you must take and adds to the multiplier for your Athletics shifts for a sprinting or jumping action (so choosing Fair (2) difficulty is level 2 stress and multiplies your shifts by 3×). The huge number of Athletics shifts can be used to cover distance or bypass borders as usual. Extra shifts may be used to reduce stress as usual. (Burst of Speed: 10× base speed, 5× jump, 5 vitality RCR p106. Force Speed aka Knight Speed: 20× base speed, 10× jump, 8 vitality RCR p109. Master Speed: 30× base speed, 15× jump, 12 vitality RCR p113.)

Force Rage

Usually requires Sith training, though some wild talents have developed it.

You unleash your pent-up fury and enter a berserker rage for a minute’s duration. Calculation and strategy go out the window, along with any possibility of using any skills that require patience or concentration. You gain 2 levels of Might, 1 each of Fortitude and Resolve (and an extra box of stress for each), and a –1 penalty on defense. When the Rage runs out, you immediately take Mild physical and mental consequences of Exhausted. (Rage: RCR p114 DSS p18.)

In KOTOR, the powers are Force Fury, Improved Fury, and Master Fury; they boost attributes.

Iron Skin

Requires Melee 3, Body 2, Telekinesis 2, and Eluwai training.

You can use your telekinesis to protect your body against blows and physical projectiles, increasing your personal armor value by 1, even when naked, as long as you are expecting an attack. You can also roll Telekinesis against difficulty n to increase your armor by n for an entire exchange; level n stress. (So with Great (4) Telekinesis, you can, on average, stay on the defensive and have net +3 armor without taking stress.) Your head-butt attack becomes Weapon:1. It is not effective against electrical and plasma attacks. Because it is an instantaneous-reaction power, suppressing it requires continuous Force Suppression to block.

Force Blow

Requires Melee 3, Body 2, Telekinesis 2, and Eluwai training.

You channel the Force through your body or chosen weapon, letting you hit harder and survive strikes that would break your hands; you no longer need nor benefit from brass knuckles or combat gloves. Your unarmed strike damage improves by 1; this stacks with Lethal Weapon, Fists of Death, and bonuses from Heavy Hitter or [Weapon] Finesse.

The Force Warrior gets +1d6 unarmed damage at 2nd level, +2d6 at 5th, +3d6 at 8th. The Jedi Weapon Master gets +1d8 with a chosen weapon at 2nd, 5th, and 9th levels, and can choose to have them stack or not.

Force Fling

Requires Melee 3, Body 2, Telekinesis 2, Eluwai training, and Soft Martial Art.

When you throw an opponent, you can give them a telekinetic boost. Roll Telekinesis as if you were lifting them, and you may either add the shifts to the damage they take or use it to boost the throw distance, as if they were taking a sprint action. (If there’s a barrier in the way, they take damage equal to the minimum of the number of shifts or the barrier rating.)

Breaking Blow

Requires Force Blow, Melee 4, Body 3, Telekinesis 3, Eluwai training.

Your strike damage improves by 1 more, and can now break through hard-shelled armor: any time you get spin on a melee attack, you may choose to spend 3 shifts to inflict persistent aspects like Chink in His Armor instead of straight damage.

Shattering Blow

Requires Breaking Blow, Melee 5, Body 4, Telekinesis 4, Eluwai training.

Your unarmed strike damage improves by 1 more, and now does structural damage; you only need 2 shifts to inflict consequences on their armor. Punching your way through a duracrete wall is a matter of time and endurance.

So if you have Heavy Hitter [or Unarmed Finesse] for +1, Lethal Weapon for +1, Fists of Death for +1, and Shattering Blow for +3, you have a net damage of 6, same as a heavy blaster pistol or vibrogreatsword.


Requires Body 2 and Iatrician training.

This technique allows attacking with your Body skill (as Weapon:2, defended by Resolve) to disrupt your opponent’s sense of balance, causing dizziness and fainting; it has no effect on nonbiological beings. Mild consequences are typically Wobbly, moderate consequences Reeling, severe consequences (should they choose to take something that grim) Vertigo, and being Taken Out puts someone in a faint from which they can recover in a few minutes. Level 2 stress; the opponent must be within an adjacent zone. PotJ p13 tCWCG p51]


Requires Malacia and Body 3.

An elaboration of malacia, but the stress it inflicts manifests as exhaustion; acts as Weapon:4, defended by Endurance, level 3 stress. Mild consequences are typically Winded, Moderate consequences Exhausted, Severe (should they choose to take something that grim) consequences Weakened, and being Taken Out can leave someone in need of a full night’s sleep or in involuntary suspended animation. If your target is willing, you can place them (or yourself) in an extremely deep hibernation trance that can last safely for up to (10+Endurance) months while using negligible life support, and can specify the stimulus that will wake them (though any wound, injected stimulant, or disruption to the Force pattern holding the trance will also do the trick). If they never waken, they can slowly waste away and die. PotJ p16 tCWCG p51


Requires Body 2, Energy 2.

Causes the skin of your fists to be hot enough to start fires, increasing their Weapon rating by 2 and apt to set things On Fire. BoS p90

Jungle Walk

Requires Body 2; unique to the Listeners.

You sense the most efficient path through the local lifeweb, and plants part for you and your group and close up behind. Roll against Mediocre (0): duration ¼ hour, level 4 stress.

Plant Surge

Requires Body 2; unique to the Listeners.

For level 2 stress, you provide a surge of energy for plants near an opponent to grow suddenly, acting as either a blocking action or creating a fragile Entangled aspect. For level 5 stress, you can apply it to a zone, imposing a barrier rating of your number of shifts and giving everyone within it the Entangled aspect. (Plant Surge: PotJ p14 JATM p28.)

Yank the Food Chain

Requires Body 2, Mind 2, and Listener training.

You direct the attention of a high-level predator toward something that it would reasonably perceive as prey. This can be useful to keep the local fauna busy so they leave you alone, introduce your pursuit to a really bad day, or cause a mugger to pick that guy who’s been shadowing you as his next victim. Qui-Gon Jinn uses this in Attack of the Clones when on Naboo.



Taking charge of your own mental state. If your Mind is better than your Resolve, you may defend against Mind attacks using Mind instead; if you are expecting trouble, you can use Mind as a maneuver to put up a Mind Shield/Thought Shield (difficulty of your own Resolve, level 1 stress).

A straightforward application is enhancing your senses by placing yourself into a highly attentive state; level 2 stress, duration ¼ hour; it gives you a +1 to such things as Investigation, Alertness, Empathy, and using Survival for tracking, +2 with spin. Base difficulty is Average. (Enhance Senses: RCR p85.)

A more subtle one is short-term memory enhancement; this allows rolling Mind to attempt to recall details that you might have missed previously with Alertness.


Contacting a mind at the level of raw animal feeling. Simply reading another’s emotions is a conflict against their Resolve; if you get a shift, you gain enough insight to get a +1 with social skills, +2 if you get spin. A good method actor can still deceive you. Level 1 stress. (Empathy RCR p84.)

You can also project emotions at living beings, inflicting an aspect on them (which can be freely tagged) for the rest of the scene if you can beat their Resolve; the number of shifts is the difficulty of shaking it off with a Resolve check, and if you get spin, they lose their next action as they are overwhelmed by the emotion. You cannot project something that you cannot make yourself feel; fear is easy, but it is also possible to dissuade predators (sentient and not) by making them peaceful, bored, or dismissive when they regard you— you can also distract them by projecting greed or hunger when they regard your choice of target. If you have projected a skran emotion, you will need to take a Resolve action to clear your mind before you can draw on chur. (Fear: RCR p87, KotORCG p50.) Level 1 stress.

In KOTOR, Force Fear causes the target to be scared for 6 seconds, taking –4 to defense. Beast Trick will get animals to ignore you.

You can share courage as well. Roll Mind against Average (1) to give the shifts to an ally to resist fear and other mind-affecting powers; level 1 stress. (Psyching yourself up rolls against Mediocre (0).)

The projection can also be an aura around you (an aura of uneasiness is a good way to get people and animals to edge out of your way, while an aura of peace is a good way to avoid fights, and the Listeners practice the aura of I am not food); roll against the Resolve of beings you wish to deter (1 is sufficient to deal with most annoyances) and you can use shifts to move up the time chart from 1 minute; level 2 stress.


Same buildingMediocre (0)
Same cityAverage (1)
Same planetFair (2)
Same systemGood (3)
Same sector/marchGreat (4)
Across the galaxySuperb (5)

Contacting at the level of sentient thought. Exchanging simple ideas, emotions and sense impressions is level 2 stress. Monitoring a being’s thoughts is level 3 stress and requires beating their Resolve; with 1 shift, you can sense the complexity of their thoughts but not the contents (which is usually enough to figure out if someone is actively confabulating); with 3 shifts, you can get flashes of words and images; and with 5 shifts you can get their detailed inner narrative. (Telepathy: RCR p77,100.) If you have an aspect representing a Force bond, you can tag that to send and receive considerably more information; short of that, only Dreamswimmers can impart detailed information across a long-range telepathic link.


The Force can have a strong influence on the weak-minded. — Obi-Wan Kenobi
Effect Base difficulty Stress
Alter perception Resolve 1
Implant suggestion Resolve 2

Alter Perception (aka Force Persuasion) is a matter of causing misdirection or subtracting from a person’s perceptions; it can be used to divert attention, or to enhance or diminish the apparent importance of something they see. Beating someone’s Resolve gives them a fragile aspect like Distracted; spin will get them to focus on it for at least a few moments. (For the full Somebody Else’s Problem field, you want Conceal Presence.) Implant Suggestion is the classic Mind Trick; it can adjust perceptions and create rationalizations, but cannot go against deep motivations. These are not the droids you’re looking for is within the scope of this. (Affect Mind: RCR p76.) A more advanced use of the Mind Trick is to cause people to rethink their motivations or review the significant events in their life; it is subtle, but can be useful in persuasion, and with enough successes can get a sense of someone’s character from a glimpse of their surface thoughts. Excess shifts make it harder for other Force users to notice your meddling. If you want to override deep motivations, you need the Dominate Mind stunt.

In KOTOR, these are all light side powers. Force Stun stuns an opponent for 9 seconds, or slows them for the same time if they make their save. Force Stasis requires level 9 and extends that to 12 seconds. Force Stasis Field requires level 12 and has a 10m radius of effect. Mind Trick can distract a target, but will be canceled if the character gets too close to or interacts with the target; lasts 30 seconds. Force Confusion requires level 12 and will make the target fight for the player for 30 seconds.

In addition to Force Choke at range, there’s clouding the mind of a gunner at range, convincing them that a freighter had just dropped off his visual and his scanners. DE p96

The green one looks better than the blue, don’t you think? Mediocre (0)
This little one’s not worth the effort. Now come, let me get you something. Average (+1)
These are not the droids you’re looking for.
While in uniform: Of course you don’t recognize me, sir. I just transferred in from Kuat.
Fair (+2)
This should be adequate recompense for looking the other way.
While in uniform: I just got transferred to this base and they didn’t program me into the computer! I’ll trade you my weekend leave if you buzz me in.
Good (+3)
That’s not me you saw on the Bounty Channel this morning.
While in uniform: The admiral has granted shore leave, and the captain says I have to relieve you on guard duty. Get to the shuttle bay, you lucky dog.
Great (+4)
While in uniform, in a Sith-style military: That squad was grossly insubordinate, and I made an example of them. Get back to your post. Superb (+5)
That’s not me on the Bounty Channel right now. Fantastic (+6)
Not in uniform: I am a superior officer just returned from a covert mission. You do recognize me, I trust? I don’t want to waste time on identity verification. Epic (+7)
Not in uniform: I am a superior officer just returned from a covert mission, and that squad attempted to assassinate me instead of verifying my identity. I trust that you accept my credentials? Legendary (+8)

In KOTOR, Crush Opposition 1–6 cause the target to suffer that level of penalty to their attack rolls and will saves and require being a Sith Lord of level 1, 5, 9, 13, 17, and 21 respectively. On the light side, Inspire Followers 1–3 require leves 1, 5, and 9 of being a Jedi Master and add the bonus to attack rolls, damage, and will saves of everyone in the party for 45 seconds.


Trespassing on another’s mind. Force Stun directly inflicts mental stress on an opponent, who defends with Resolve. Depending on the mental state projected, this can result in consequences such as Stunned, Bored, Stupefied, Distracted, Nervous, Paranoid, Panicked, Pain-Wracked, Enraged, or Berserk. Stress level is 1 for physical contact, 2 in the same zone, 3 in an adjacent zone, 4 in line of sight. (Force Stun: SECR p98. Mind Shard: BoS p94 JATM p28. Force Subjugate.)



Placing your mind in a focused state for combat, balancing bravery and clarity: level 2 stress, duration 1 minute. Base difficulty is Fair (2), which gives you a +1 on attacks; an additional 3 shifts will give you a +2. (Concentration. Battlemind: RCR p77.) This works in conjunction with Battle Precognition.

Force Reflex

Requires Body 3, Mind 3, Spirit 3.

An extremely advanced technique for speeding up in general.

Radiant Peace

Unique to the Dai Bendu.

By composing yourself and radiating peace, you can defend against all attacks from organic beings by using Mind. A successful defense means that your assailant cannot bring themselves to harm you; spin means that they gain a temporary aspect like Confused, Questioning, Peaceful, or I Need A New Job. You cannot take harmful or threatening actions while in this mental state.


Requires Aurreghil, or Listener training.

New Attitude Currently Hostile Currently Unfriendly
UnfriendlyFair (2)
IndifferentGood (3)Average (1)
FriendlyGreat (4)Fair (2)
HelpfulFantastic (6)Great (4)

You have excellent nuance with empathy and empathic projection and can help to nudge the attitudes of people and animals to be more favorable to you. Roll your Mind against their Resolve; the number of shifts to affect their attitude is below:

If you fail to beat their Resolve, an unfriendly being will become hostile and a hostile one will become combative. They can reroll their resolve after you leave and shake it off if they get a Good result; otherwise, the effect fades after an hour. Level 1 stress; it is only useful one time in a being’s waking period. (Friendship: RCR p89. Charm Beast: JATM p18)

This is a trained-only skill in d20, so it’s a stunt.

Beast Language

Requires Listener training.

Roll Mind against the Resolve of an animal; level 1 stress, lasts an hour. If you succeed, you may your social skills to communicate with the animal to the limit of the animal’s comprehension. Most creatures with the brains of at least a mouse can get the notion of here is a treat; go [here] and [perform a simple action like looking at something or gnawing on something], come back and receive another one. If a creature only has the brains of a flatworm, you’re lucky to convey food this way or threat that way. PotJ p15

Beast Trick

Requires Beast Language.

Mind Trick normally requires the use of language to convey orders; Beast Trick communicates at a more basic level, though limited by the capacity of the animal to comprehend it.

Share Senses

Requires Listener training.

You can experience an animal’s point of view, already processed by their understanding of their environment. This means that if it knows a smell, you’ll receive an impression of their understanding of the smell, but if they’re looking at written text, you’ll need a feat of mental agility to convert those funny shapes to words in your mind.


Requires Share Senses; unique to the Listeners.

You enter a friendly animal’s mind, sharing its senses and communicating with it to the limits of its comprehension. This makes it possible to guide an animal on very complex tasks and perform detailed reconnaissance. Any stress the animal takes will show up as mental stress for you (so you can get Taken Out by an animal taking enough on both tracks to add up for you, but not even give it consequences).

Empathic Wave

Requires Mind 2.

Your skill in projecting emotion is so great that you can affect your entire zone or a subset thereof. Roll your Mind skill; anyone within your zone defends against your roll with their Resolve; just like empathic projection, spin makes them lose their next action. Level 2 stress. (Hatred: DSS p18 BoS p96.)

Force Horror

Requires Empathic Wave, Mind 3, and Sith training.

Your empathic wave inflicts mental stress on everyone in your zone, and leads to consequences like Terrified, Panicked, and Catatonic. BoS p96 Level 3 stress.

In KOTOR, Force Horror requires Force Fear and level 6. All enemies within 5m of the target are frightened for 12 seconds and take –4 to their defense.

Force Insanity

Requires Mind 4 and Force Horror.

You to tap into your own seething cauldron of emotion and overwhelm beings with paranoia, fear, anger, and panic; it acts as mental Weapon:2 and inflicts consequences like Raging, Berserk, and Psychotic. Level 4 stress.

In KOTOR, Force Insanity requires Force Horror and level 12. It just has a 10m radius.

Combat Empathy

Requires Mind 2 and Aurreghil or Dreamswimmer training.

You open your mind to the psychic presence of other people in combat, and can sense the aggression of someone targeting you, giving you a warning of the timing of their attacks. If your Mind skill matches your opponent’s Resolve, you get a +1 to anticipate their reactions. This only works with organic opponents.

You can also use your Mind in place of Empathy for initiative purposes in social combat.

Payola Sense

Unique to Chatos training.

If someone is sufficiently corrupt that they are expecting or hoping for a bribe or planning to betray someone with whom they are dealing, this will usually show up in their surface thoughts, as will pride in one’s own integrity. Many Paladins have the knack of reading this trait; roll Mind against the target’s Resolve. On success, you will know if they are particularly open to or opposed to bribes; on spin, you might get a flash of the kind of thing that would make a good bribe. Level 2 stress.

Force Stasis

Requires Mind 2.

Force Stasis is an improvement on subtlety on Force Stun: if the target is not Force-sensitive, the attack can be mistaken for a simple moment of distraction, consequences are usually Glassy-Eyed or Stupefied, and someone who is taken out will just stand there, mentally drifting, unless they are physically attacked. If they are not in combat, they may not even notice the missing time.

Force Stasis Field

Requires Force Stasis.

Force Stasis Field applies Force Stasis to multiple targets; stress cost is 3 to affect up to your entire zone.

Conceal Presence

Requires Mind 3 and Aurreghil training.

You edit the perceptions of those around you so they fail to notice something to which they would otherwise react. This involves a good deal of subtlety: sometimes it is a matter of inducing someone to ignore something by subconsciously dismissing it, sometimes it involves injecting a rationalization into their mind (the classic somebody else’s problem field: They could never have gotten those weapons past the checkpoint if they weren’t authorized.), and sometimes causing an actual misperception (What are you talking about? That was no Zeltron, that was a Human with a sunburn!). Clever use of disguises and props can make it much easier to use this power— it is much easier to make someone see an expired ID badge as valid than to make them assume you belong there. Level 2 stress to affect a single target for a scene, level 4 stress to affect everyone in a zone.

Dominate Mind
Do something you already want to do.
Have another drink and let your droid drive you home.
Mediocre (0)
Follow a reasonable request.
Buy this round of drinks.
Average (+1)
Undergo moderate inconvenience.
Can you give me a ride to the other side of the city?
Fair (+2)
Make a significant effort.
You can skip that meeting to give me that ride.
Good (+3)
Take a decisive step that you can still see as being in your self-interest.
Surrender your weapons and accept the amnesty.
Great (+4)
Suddenly revise basic assumptions.
Your friends are under enemy control; help me subdue them so we can set them free!
Superb (+5)
Drastically change basic assumptions.
Your friends are traitors in disguise; kill them!
Fantastic (+6)
Betray your strongest loyalties.Epic (+7)
Destroy what you love the most.Legendary (+8)

Requires Mind 2 and Aurreghil training.

The upgraded version of the Mind Trick, which goes beyond implanting suggestions. It can wrench a character’s mind around and coerce them into acting against their deepest motivations. Level 3 stress.

Project Illusion

Requires Mind 2 and Aurreghil training.

This is the big scaled-up version of Alter Perception. It can cause people to perceive something that isn’t there, or misperceive something that is there. It will cause people to hallucinate that their instruments are telling them what they expect, though people doing active scans get to roll Investigation actively as well as their initial Alertness when the illusion first shows up. Art skill is complementary to illusions. Droids can’t see it at all. The difficulty of the illusion is the scale of it; extra shifts can be spent on the quality of the illusion (the difficulty of the Alertness check to notice flaws, or the Investigation check if you’re looking for them), or reducing the stress level, which is based on the range at which it can be seen: 1 in the same melee, 2 within 10 km, 3 within 100km, 4 within 1000km. (Force Illusion, Force Projection, Alter Image; Illusion: RCR p92 DSS p15 JATM p14–5 tFUCG p87 KotORCG p52.) This is not the same as the Illusion power of Sith Sorcery.

Illusory Proxy

Requires Insight 2 and Aurreghil training.

When projecting an illusion, you can use Force Sight from its perspective. (Illusion Bond, JATM p15.)


Requires Project Illusion.

Cloaks the character in an illusion; maintaining the illusion is a supplemental action.

Mind Sonar

Requires Dreamswimmer training.

You can use your Mind skill as Alertness to notice living minds in your current zone, in an adjacent zone at Good (3) skill, and two zones away at Superb (5) skill. The only concealment from this is Force Stealth or finding a group of comparable minds to hide in. (Thought Sensor: UAA p215.)


Unique to the Dreamswimmers.

Entering another person’s dreams, to eavesdrop or interact. The roll is just like Telepathy. Maximum range is a function of how well the Dreamswimmer knows the target: on a few minutes’ acquaintance, the range is a few city blocks; on an evening’s conversation, the range is planetary; on a week’s traveling together, the range is several star systems; and for a good friendship, a Dreamswimmer can cross the galaxy. Other Dreamswimmers can come along under their own power as long as the leader has extra shifts after making connection. This takes about an hour, though matching up to someone else’s dreaming period takes a while; a Dreamswimmer working his connections can usually manage 3–4 encounters per night.


Requires Dreamswimming; unique to the Dreamswimmers.

A Dreamswimmer can spend a night drifting through the dreams of many people nearby (a few city blocks), using their Mind skill as a limited form of Contacting for picking up common themes that are affecting many people nearby. This takes a few hours.


Requires Dreamswimming; unique to the Dreamswimmers.

Delving into a single person’s mind. This can be used as anything from psychotherapy to interrogation to torture, depending on the inclinations of the Dreamswimmer. If a Dreamswimmer is staging a play in a person’s mind, they can bring in other Force-sensitive individuals to act as supporting cast. This requires fairly short range— about ten meters. It generally takes a few hours.

Comprehend Speech

Requires Dai Bendu or Aurreghil training.

Allows you to comprehend what a sentient being (who is physically present) is saying. A Mediocre result will get you the crudest ideas, Average will get the general gist, Fair will handle straightforward ideas, Good will get details, and Great will get nuances.

Drain Knowledge

Reading a person’s mind at all is tricky; reading something they’re not currently thinking about requires wresting control of their thoughts to read information. This is extremely disruptive, and tends to leave that area of the person’s mind disorganized for some while afterward. It requires a helpless opponent and anywhere from a few moments to pluck a single truth from their mind to a few hours to rip a new language from someone’s mind. (Drain Knowledge: DSS p15.)

Memory Rub

Disrupting a person’s memory, making it extremely difficult to recover.

Inner Torment

Calling up painful memories from a victim’s mind, as in torture by chagrin.

Force Call

Requires Spirit 2.

Force cry

Thought Bomb

As Force Stun, but radiating waves of telepathic attack to all foes in your current zone. (Thought Bomb: JATM p28.) Level 3 stress.


The realm of the Force itself. If you have Fair (2) Spirit and Telekinesis, you can use Floating Meditation as a special effect.


Anyone open to the realm of Spirit gains the basic unconscious Force Sense that tells them of disturbances in the Force, the immediate presence of Force energies (such as a place strong in a particular aspect), and of danger to those with whom you have a strong connection. (Sense Force: RCR p115.) You may use your Spirit score for initiative in reacting to Force powers.

You may actively sense the presence of the Force in a person or locate someone strong in the Force. This acts much like Alertness for spotting active use of the Force; level 1 stress to detect if someone else is strong in the force, level 2 to extend your awareness to feel if there are any Force-users nearby. (See Force: RCR p98, Gauge Force Potential SECR p101.)


Projecting the power of the Force. At the simplest level, this can transmit a simple pulse that other Force-sensitives nearby can feel, and whether or not it was targeted directly at them. This is good enough to coordinate a silent attack when you can’t see each other.

This technique shows up in Shatterpoint.

Force Light: projects your flavor of force energy as radiant energy; force spirits with incompatible aspects are diminished by it (attack with Spirit, defend with Resolve or Spirit), and at Epic levels it can even degrade a Force aspect on a location if you are at the heart of the site. You must possess an aspect (such as calm, malevolence) in order to radiate it; it can be a temporary one achieved with meditation. Level 3 stress. (Force Light: PotJ p12 JATM p25. Force Harmony.)

Force Armor: your effect (minus shifts spent to reduce stress) is a bonus to resisting Force-based attacks for the next minute. Setting it up is equivalent to a full defense action. Level 2 stress. (Force Defense: RCR p87.) Base difficulty is Average. With TK and Energy: Force Protection, Force Barrier, Protection Bubble, Force Resistance, Force Immunity.


Interacting with Force-sensitive objects, or infusing objects with the Force. Most of these are crystals with a complex structure; diamonds and corundum are simple, gaudy stones that can be mass produced and are not useful in the Force. Force-sensitive crystals are usually formed by geological processes, but some are formed biologically (such as Krayt dragon pearls).

This can also be used to build up your energy. Roll Spirit against one of your other Force powers to generate a fragile aspect such as Charged Telekinesis; this is quite noticeable, creating shimmers or lights around you. You can use the free-tag to increase the power of that skill the next time you use it, or to make Intimidation checks. If you tag the aspect for using the Force, or perform some other Force activity, or otherwise lose your concentration, the aspect goes away. Level 2 stress.


Contacting spirits in the Force to communicate with them and convey energy to them.


Force Stealth: meditate and lose yourself in the force, or wrap it tightly into a secret buried coal within yourself. If someone attempts to locate you using Sense Force, they must beat your roll, and your roll acts as a penalty on the use of Intuitive Tracking to find you. Level 1 stress for ¼ hour. (Force Stealth: RCR p88.) Going into a hibernation trance will also achieve this effect of emptiness. Altus sopor, Force immersion, Qey’tek.

You may rebuke any Force power using Spirit, for level 1 stress. If you get spin on the roll, you may turn the power back on your attacker; any shifts in excess of 3 go toward intensifying the rebound. If your attacker does the same thing, you may both bid for who suffers the attack by spending fate points. (Rebuke: SECR p100.) You can also use Spirit as a blocking action against externally directed Force powers with Dampen Force, or simply armor yourself against an attack you consider inevitable using the same mechanics as energy absorption. (Resist Force: KotORCG p51.) If you need to cancel an active Force power (such as an ongoing Force choke), you need Force Suppression.

Radiating the power of creation can neutralize the power of destruction. DE p151–2


Seek Vergence

Unique to the Dai Bendu.

The Dai Bendu are able to sink so deeply into the ashla that they are sensitive to its subtle ripples, and can find vergences in the Force: nexuses where the Force flows strongly around a place, person, or object. The Aurreghil might describe vergences as being touched by destiny, but the Dai Bendu would tend to go into considerable technical detail upon hearing such a simplification. Roll Spirit against the proximity of the nearest unaccounted-for vergence to indicate a next move to get closer to the vergence; stress level is the same as the difficulty.


Requires Numenist training.

Give a supplicant a temporary aspect associated with the spirit you are contacting. The stronger the supplicant’s belief, the longer the temporary aspect lasts.

Voice of the World-Spirit

Requires Spirit 2, Mind 2, Body 2; unique to the Listeners.

Your awareness melts into that of the world-spirit in an area based on your Spirit roll: Fair shows you the local microclimate for Fair, Good gets your nearby biome, Great gets a subcontinent or large island, Superb gets an entire continent, and Fantastic gets the entire planet. This allows you to spot disruptions in the ecosystem, such as pollution, starship crash sites, and hunting parties that don’t take pains to tread lightly on the world.

Force Burst

Throwing a bolt of pure Force energy, the color matching your personal view of your power, whose effects manifest as physical disruption— bruises and burst blood vessels appear in organics, inanimate objects shatter and bend. Weapon:8, ignoring armor, reaches into an adjacent zone, costs a Fate point. It can only be used once in a scene. This also manifests as Bolt of Hatred and Spear of Midnight Black.

Force Scream

A Force Scream acts as Weapon:6, ignoring armor, to everything in your zone; it costs a Fate point. It can only be used once in a scene. (Force Scream: KotORCG p50.)

In KOTOR, Force Scream does 3d6 to all enemies in 10m. Improved Force Scream requires level 9 and does 5d6. Master Force Scream requires level 15 and does 7d6.

Extended Aura

Extension of your personal aura into a tool or melee weapon. If you have any skill in Insight, it becomes part of your awareness; if you have any skill in Telekinesis, it becomes more powerful (+1 damage rating); if you have any skill in Energy, it becomes more resilient. Eluwai use this to project their Breath into weapons to cut through substances that would normally destroy the weapon. Academicians use it to extend their senses into the tools they use, so they can feel through a hydrospanner as if they were gripping a bolt with their own hand and speeding up the time cost of technical activities involving extended tool use by 1 shift. Difficulty is Average for a hand tool or small weapon, Fair for a staff or longsword, Good for a greatsword or tetsubo; level 2 stress, lasts 1 scene. (Force Weapon: RCR p55–6.)

Force Weapon takes a round and 3 vitality for +1d8 and later +2d8 damage.

Force Absorb

Absorbs the energy of physical attacks made using the Force; it is very effective against Force Lightning.

Force Suppression

Suppresses or disrupts a continuing force power, such as levitation or a Force choke; you attack with Spirit, your opponent defense with their Spirit or the Force skill they’re using. Level 2 stress, reaches into an adjacent zone. This can be used as a block action against even internal powers, unlike rebuke. Force Breach.

In KOTOR, Force Suppression requires level 9 and cancels the first and second level powers. Force Breach requires level 15 and cancels any powers active on the target.

Sever Force

A Spirit attack on the target’s connection to the Force, opposed by the Force skill they are trying to use or Spirit if they are merely defending. Level 3 stress; targets must be in the same zone. It can be used lightly as a block action, or to inflict mental stress. Consequences are in the vein of Distant and Disrupted and interfere in the use of the Force; they heal like physical consequences, and the only equivalent to medical attention is for the target to meditate in an area strong in their familiar area of power. If someone is Taken Out by this, their connection to the Force is severed for the long term (years to decades to the rest of their life). (Sever Force: PotJ p14 SECR p100. Force Web.)

This is a light side power in the d20 books.



MassDifficultyDamage RatingStress
5 kgAverage (1)21
50 kgFair (2)41
500 kgGood (3)62
5,000 kgGreat (4)82
50,000 kgSuperb (5)93
500,000 kgFantastic (6)103
5,000,000 kgEpic (7)114

Simply moving an object through telekinesis is fairly straightforward. Roll against the difficulty to move the object; each shift can be used to move it 1 zone or reduce stress. Stress is paid for each exchange; you only need to reroll if your concentration is challenged (such as by having to dodge an attack). This is an attack action. The damage rating given is that used to attack with the object (using the same roll as that to lift the object). (Move Object: RCR p94 SECR p98. Force Pull.) If your skill is at least Fair, you can levitate yourself tCWCG p50, though this is slow and requires enough concentration that you are a sitting for anyone who wants to take a shot at you.

Telekinesis can be used for maneuvers like other skills, such as throwing dirt and dust in someone’s eyes to create a fragile Blinded aspect, or tangling a person’s clothes to trip them up.

Telekinesis can be used as a defensive skill if someone is throwing a grenade into your vicinity. It level 1 stress; with spin, you choose where it lands.

You can also put up a mild deflection aura that will keep out raindrops, stinging insects, and most plant thorns. Level 1 stress, lasts ¼ hour (which can be lengthened by spending shifts).

Force Leap uses telekinesis to boost your jumping. The difficulty is the number of zones you want to jump (bypassing border ratings that only apply to people on the ground), or log2 of the distance you wish to jump, so 2 meters is Average, 4 meters is Fair, 16 meters is Great, etc. Level 2 stress. (Force Jump. Surge: SECR p100.)


All telekinetic attacks take bonuses from skran emotions.

Force Throw can be used to hurl objects; this allows using your Telekinesis skill as if it were Melee for purposes of throwing objects, which can start 1 zone away and be thrown into an adjacent zone. Your Melee stunts do not affect this. Level 1 stress.

Force Disarm can disarm an opponent by ripping their weapons from their hands; this is opposed by their Might. If you achieve spin on the roll, you can damage their weapon in the process. Level 2 stress in the same zone, level 3 in an adjacent zone. (Force Disarm: SECR p97.)

Force Strike can land a blow on up to 4 adjacent targets up to 1 zone away; your targets use Athletics to dodge or roll with your Telekinesis, or Might to stand their ground. The mental state is that of striking a blow. Level 2 stress; damage rating is 4 (resisted by armor as usual), and any target against which you achieve 3 shifts (before considering damage rating and armor) is knocked down. (Force Strike: RCR p88. Force Slam: 4d6, save ½ SECR p97. Force Blast: 2d6 tFUCG p86.)

Force Push can knock people off their feet or push them into different zones, in which case they must defend with Might. You can spend shifts to move them as if they were taking an involuntary sprint action, or to increase the difficulty (Good) of the Athletics check to land on their feet (failure leads to fragile aspects like Knocked Down). BoS p90 Level 2 stress. (Force Thrust: SECR p98.)

In KOTOR, Force Push pushes the enemy back 5 meters; they are stunned, and suffer damage equal to the attacker’s level.

Telekinesis can also slow down an opponent: roll against their Might+Scale and inflict Slow on them (1 stress); if continue this as a supplemental action (for the same stress as your original attack), the free tag on Slow renews each time. If you get spin, they drop anything held in their hands. (Slow: KotORCG p52.)

Force Grip applies crushing damage rather than striking a blow; the mental state is more vicious than Force Strike. This is level 2 stress and has a damage rating of 5 (affected by armor as normal), and requires a deep desire to see them suffer. The attack is resisted with Resolve. Range is 1 zone. (Force Grip: RCR p87 SECR p97: 2d6–6d6 damage].)


Force Flight

Continuous telekinetic flight through the air as a movement action. Flying 5m is Average, 10m is Fair, 15m is Good, 20m is Great, or just use 1 zone per shift and ignore border ratings that only apply to people on the ground. Unlike levitation, you can use your Telekinesis skill to dodge while you fly. Just like a jetpack wearer, it is inadvisable to go flying around the battlefield; it makes you a very obvious target. Level 2 stress per exchange.

Force Tread

Requires Eluwai training.

You telekinetically lift your weight just enough that you no longer exert pressure on the floor; this is not impossible with raw move object, but with Light Tread you have internalized the practice enough that you can simply use this as a movement action; it gives you perfect traction. If your mind is flexible enough, you can walk off a cliff like a cartoon character or descend and ascend imaginary ramps and stairs. Level 2 stress per minute; difficulty is Average for walking on a surface, Fair for walking up walls, and Good for walking on the air. (Up the Walls.)

Wall Climber

Requires Telekinesis 2.

You can use your telekinesis to grip walls and climb even when there are no handholds at all, even better than with gecko-grip boots and gloves. The mental state for this is just like regular climbing, making it easier to dodge than if you were to simply levitate up the wall.


Requires Telekinesis 1, Energy 1, and Academician training.

You can extend your tactile senses into a material to examine its configuration and stress and the energies stored within it or moving through it, and even change them; this can aid in discovering secret panels and setting demolition charges.

Action Difficulty
Notice a secret panel; determine the rough level of charge in a power pack you are holding Mediocre (0)
Open a simple latch from the other side of the door; trigger a simple electrical rerouting (physical switch, transistor, or relay) Average (1)
Unlock a simple mechanical lock (e.g.: pin-tumbler); cause a gun to malfunction the next time it is used; break a circuit trace or light mechanical linkage (e.g.: grenade detonator) Fair (2)
Unlock a complex mechanical lock (e.g.: safe); break a wire or strong mechanical linkage Good (3)
Out of arm’s reach, but in the same zone +1
Per zone away +2
Material Manipulation

Requires Telekinesis 2 and Academician training.

Detecting flaws, expanding flaws (crystallizing metal to make it brittle, shorting out connections)...


Flinging small objects at high speed, as Weapon:5. LECG p52

Force Wave

Requires Telekinesis 2.

Multi-target Force Push, which can be directed as an individual wave or an annular pulse. Level 4 stress. (Repulse: tFUCG p87.)

In KOTOR, this requires level 15 and Force Whirlwind. All enemies within 15m are pushed back 5m, stunned for 6 seconds, and suffer damage of 1.5× the attacker’s level.

Force Choke

A refinement of Force Grip. It has a damage rating of 2, ignores armor, and can be used on anyone with whom you have a real-time connection, even over a viewscreen. BoS p90 Level 2 stress.

Force Crush

Requires Force Choke.

Applies telekinetic pressure from all sides to crush a person or small vehicle: they rise into the air and crumple. Weapon:4, ignores armor, 3 stress.

In KOTOR, this does 1d6/level, bypassing armor. Palpatine notes A true master of this art can burst a walker’s fuel tank, or buckle the hull of a star cruiser. BoS p90

Force Wound

A refinement of Force Strike that requires impressive focus of will and malice, narrowing the applied force down to a razor-thin edge. Level 1 stress and has a damage rating of 5. (Wound: KotORCG p52.)

Force Wound chokes the target for 6 seconds; they take 2/3 of the attacker’s level every two seconds. Force Choke requires Force Wound and level 9; lasts 24 seconds. Force Kill requires Force Choke and level 12; lasts 6 seconds, total damage is equal to half the target’s maximum health points.

Force Orb

An orb of kinetic energy that will knock objects aside with glancing blows and deliver a serious punch to something it hits square on. (Kinetite, Force Destruction.)

Force Whirlwind

Requires Telekinesis 3.

Level 2 stress, roll against Good, create a 4m radius whirlwind of small objects, as Weapon:2, to all within, and applies a –2 penalty to non-defensive checks. Lasts 3 exchanges; reroll and spend more stress to maintain for 3 more. Can be sent up to 2 zones away. (Force Whirlwind: RCR p110 KotORCG p51.)

In KOTOR, this requires level 9 and Force Push. The target is floating helplessly for 12 seconds, and takes 1/3 of the attacking character’s level in damage every 2 seconds. That would be far too gross for a non-computer RPG.

Force Deflection

Requires Telekinesis 2 and/or Energy 2.

You can use Telekinesis to defend against physical attacks and Energy to defend against energy attacks. No stress for defending yourself, 1 stress to defend adjacent people or block attacks before they get close to you (such as grenades). This also gives a +1 to defend against blaster bolts with a lightsaber. (Negate Energy: SECR p99, Energy resistance: KotORCG p50.)

In KOTOR, Force Deflection requires level 6 and allows Jedi to deflect blaster bolts without a lightsaber; the power is always in effect. Force Redirection requires level 12 and allows reflecting at enemies.

Force Rebound

Requires Force Deflection, and Telekinesis 3 and/or Energy 3.

If you choose to take a hold action, you may use your Telekinesis or Energy to redirect an incoming projectile or bolt at a target of your choosing; the damage rating is that of the weapon fired at you. This can be used cooperatively with other members of your party; an ally with a blaster cannon can pitch you a softball that’s an easy catch by shooting just over your hand.

Force Catch

Requires Force Rebound, and Telekinesis 4 and/or Energy 4.

You may choose to simply catch an incoming projectile or bolt and store its kinetic energy for later use; holding a glowing blaster bolt in your hand is extremely good for Intimidation! You may throw it again at any time (rolling Telekinesis or Energy in place of the appropriate weapon skill and using the original damage rating of the weapon from which it first came), or choose to drop it (projectiles fall on the floor, blaster bolts evaporate in a puff of light). This can be used cooperatively with other members of your party; your pal with the heavy blaster can pitch you a softball that’s an easy catch by shooting just over your hand.

Battle Aura

Requires Force Deflection, Telekinesis 2, Energy 2.

By erecting a Battle Aura, you subtly deflect incoming attacks as they approach you. Level 2 stress; duration 1 minute. Base difficulty is Fair (2), which gives you 1 level of armor; spin will give you a total of 2 levels of armor.

In KOTOR, Force Aura adds +2 to defence and Saving Throws and lasts 20 seconds; Force Shield requires 6th Level and adds +4 to defense and Saving Throws and lasts 20 seconds; Force Armor requires 12th level and adds +6 to defense and Saving Throws and also lasts 20 seconds. Force Barrier absorbs 15 points of bludgeoning, piercing and slashing damage and evaporates after 30 seconds regardless. Improved Force Barrier requires level 9 and absorbs 30 points of damage and lasts 45 seconds. Master Force Barrier requires level 15 and absorbs 60 points of damage and lasts 1 minute. These are all light side powers. On the other hand, there are also universal powers: Energy Resistance absorbs 10 points of cold, electricity, energy, fire, and sonic, or evaporates after 120 seconds. Improved Energy resistance requires level 9 and handles 15 points of damage. Master Energy Resistance requires level 17 and handles 20 points.


Using telekinesis to attempt to rip a being limb from limb. As Weapon:6, 4 stress. tCWCG p52


Using telekinesis to put stress on an rigid object until it explodes. As Weapon:6, 3 stress. LECG p53

Throw Weapon

Requires Telekinesis 2.

You hurl your melee weapon into an adjacent zone and strike an enemy as if you had done so up close and personal; attack using your Melee skill, not Telekinesis. Your weapon returns to your hand afterward, like a boomerang. BoS p91 Level 2 stress. (Saber throw.) While your weapon is in the air, you must dodge incoming attacks instead of parrying, or use Force Deflection.

Flying Weapon

Requires Telekinesis 3 and Throw Weapon.

As Throw Weapon, but your weapon can travel up to 2 zones away and attacks for 3 exchanges; you roll your Melee for each attack. You use Athletics to dodge while your weapon is not available to parry; you can close the distance with your opponent by rolling Athletics as a supplemental action (–1) as you concentrate on the attack.

Dancing Weapon

Requires Telekinesis 4 and Flying Weapon.

Your weapon can fly around attacking up to 2 zones away from you. Level 2 stress per 3 exchanges.

Weapon Barrier

Requires Telekinesis 4 and Flying Weapon.

Saber barrier.


Moving energy around, as telekinesis commands matter.


You can sense whether a device is powered up or inert, and even spot the buildup of charge in time to avoid a lightning bolt during a thunderstorm.


Winter cold, desert heat1
Arctic cold, volcanic heat2
Conducted heat+1

You can put up a mild energy aura that will decrease energy transfer, making it easier to stay warm or cool. Duration ¼ hour, lapses if you fall unconscious. The aura can be extended to cover a small group of people if you just sit and concentrate.


Power SourceStress
Simple device (datapad, comlink)1
Energy cell (vibro weapon)2
Power pack (blaster, plasma scourge, skimboard)3
Droid battery3
Power core (heavy weapon, speeder bike)4

People have a habit of binding energy into dense forms for use in their tools; letting it go can be a very effective way to throw a wrench into their plans. With Drain Energy command of Energy, it is possible to quietly leak that energy back into the environment. An unattended device typically has a difficulty based on the quality of its construction (seldom better than Good (3)); a device attended by a living being (worn by them, manned by them, or a droid standing next to a being that perceives the droid as part of their team) is protected by the Resolve of the living creature. (Drain Energy: RCR p84 DSS p15 JATM p25.)

It’s harder to cool things down than heat them up, but cryokinesis is possible at one higher level of difficulty than the equivalent act of heating or combustion.

Palpatine notes that combat cryokinesis can leave a frost-shrouded corpse. BoS p92


Warm yourselfAverage1 hour1
Dim lightAverage1 minute1
Light a candleAverageInstant1
Static shock (like wool carpet + doorknob)AverageInstant1
Warm 4 peopleFair1 hour2
Bright lightFair1 minute2
Light a fire; ignite wet materialsFairInstant2
Electric sparkFairInstant2
Warm 9 peopleGood1 hour3
Dazzling light; beaconGood1 minute3
Ignite sodden materialsGoodInstant3
Combustion/Deadly SightGoodInstant3
Blinding flash BoS p91 GoodInstant3
Electric arcGoodInstant3
Attract lightning boltGoodInstant3

Calling up energy directly. Summoning energy directly from the Force can keep you warm in a chilly environment without taxing your rations as the equivalent Body trick; you can also keep your comrades warm as well. Greater amounts of energy can call up light, fire, and lightning. Shifts can increase duration or reduce stress. Attracting a lightning bolt requires that you have a thunderstorm handy, that no lightning bolt has struck nearby in the past ½ minute, and an opponent who is staying in one zone; when it hits, it hits with a damage rating of 7. (Academicians can also get damage 4–7 when near power sources by causing them to arc.) Simply causing someone to spontaneously combust has a damage rating of 4.

If you also have at least 1 level of Spirit, you can call upon Force Lightning, which is a lightning bolt infused with the power of the Force. BoS p92 Force Lightning costs level 3 stress and can reach into an adjacent zone; it can be spread out to about 6m width as Weapon:5, or narrowed to a single target as weapon:7. When it is charged with anger, hatred, or loathing, it is violet and does burning, painful damage with serious Consequences, and the damage rating is increased by 1 (to 6 or 8); when charged with calm or serenity, it is emerald green and causes physical exhaustion that can be recovered with a good night’s sleep. RCR p87 SECR p97. For a fate point, you can fling your target into another zone and have the lightning blast everything within it, as if it were a lightning grenade. Force Lightning leaves Lichtenberg figures as scars, though this can be easily remedied with galactic-quality cosmetic surgery.

In KOTOR, Force Shock does 1d6/level. Force Lightning requires level 9 and affects all enemies up to 16m in front of the character. Force Storm requires level 18 and affects all enemies in 10m, and does equal damage to their force points.



Any Academician with good understanding of the workings of a device can disrupt its operation if they get their hands on it, but you’re good enough that you can stand one zone away and quietly bollix them. Depending on the success level, this can create aspects varying from Jammed to In Need of Repair. Difficulty is the quality of the device, or the Resolve of a person actively using the device. Level 1 stress.

Disrupt Electronics

In the absence of a good understanding of the workings of a device, an Academician can send random low-level voltages through its electronics. This is usually bad for anything with sensitive electronics inside. This can make blasters misfire, vibroblades stutter, and holocams briefly malfunction. This is much more obvious than Malfunction. Difficulty is the quality of the device, or the Resolve of a person actively using the device. Level 2 stress.


Force Deflection, Force Rebound, Force Catch, and Battle Aura, work for both Telekinesis and Energy; you only need to buy one of each stunt.

Liberate Energy

Requires Academician training.

A more sudden form of Drain Energy that simply unleashes all the stored power at once. A simple device will deliver a nasty shock to its owner, an energy cell will inflict Good (3) damage on its wielder, an exploding blaster power pack will do Fantastic (6) to the holder and Good (3) on anyone standing right next to them, and blowing up a heavy weapon will hit its crew with level 10 damage. Difficulty is the quality of the device, or the Resolve of a person actively using the device. Stress level is 1 higher than Drain Energy.

Force Cloak

Requires Energy 3 and Academician training.

Bends light around a stationary creature, object, or grouping to render it effectively invisible. With minimal success, there is a blur of the background colors— obvious in a well-lit room, but often sufficient to stay hidden in a dark alley or forest, and like the camouflage system in Predator when moving. Shifts can be spent to reduce the stress (level 2), increase the base time (1 minute), allow motion (1 shift for a slow sneak, 2 for a walk, 4 for a run), or improve the quality of the camouflage (each shift adds to the difficulty to notice you). (Cloak: tCWCG p50.)

In KOTOR, requires the Sith Assassin or Jedi Watchman prestige class. Force Camouflage allows character to be in stealth mode without the use of a stealth field generator. Improved Force Camouflage requires level 7 and adds +4 to stealth. Master Force Camouflage requires level 13 and adds +8 to stealth.

Absorb Energy

Requires Baran Do or Academician training.

Allows you to defend against energy attacks (such as blaster bolts) using your Energy instead of a dodge or parry. If you reduce the damage to nothing (before armor), you may clear a box of mental stress (resulting from fatigue— this will not clear social stress) at a level lower than the amount of physical stress you would have taken from just getting hit (so if the shot would have caused Consequences, you can clear any box of stress). (Dissipate Energy: RCR p107.) Academicians have been known to get two extra time increments of effectiveness of their meditation to recover from fatigue by sticking a finger in a power socket, but their comrades look somewhat askance at the St. Elmo’s Fire radiating from them. Your friends can shoot at you to help you charge up, but there’s always the risk that they will roll well and you won’t; if you have Force Catch, you can Intimidate people by absorbing a blaster bolt you just plucked out of the air, clearing any stress box up and including to the damage rating of the bolt.

Chain Lightning

Requires Energy 3 and Spirit 3.

Highly focused Force Lightning that strikes its first target as Weapon:8; if it does any stress to them, it then strikes the next target as Weapon:7, and so on. Level 4 stress. It will not come around to strike the same person again, nor will it target anyone you don’t wish it to.

Force Storm

Requires Energy 3 and Spirit 3.

A blast of Force Lightning that affects everyone else in your zone with Weapon:8; level 5 stress. (Force Storm: JATM p26.)


Requires Energy 2.

Conjures randomized electrical potentials throughout a machine, blowing circuit breakers and damaging components, Weapon:6 ion damage; only Weapon:4 against non-cyborg organics. Level 3 stress. Also known as Disable Droid. KotORCG p51

In KOTOR, these are light side powers. Stun Droid stuns a droid for 12 seconds and inflicts some damage. Disable Droid requires level 6 and has a 5m radius around the target droid. Destroy Droid requires level 12 and a 6m radius and 1d6 points of damage per characters level.


Requires Energy 2.

Creates a jet of flame, as Weapon:6. Level 3 stress, reaches into an adjacent zone. (Combustion: LECG p53.)


Requires Energy 3.

Creating a wave of concussive energy, with a thunderclap or amplification of a sound (e.g. Force Bellow).

Weather Eye

Requires Insight 2, Energy 1, Baran Do training.

You can sense the flow of energy within the environment, feeling the presence of breezes and updrafts. This gives you a +2 on Piloting checks to fly airspeeders and gliders, Drive checks with sail-powered craft, and many Athletics checks involving flying with wings, and allows you to ignore scene aspects like Windy or Turbulent when using archery or using winged aircraft. You can also roll your Insight to predict the upcoming weather (level 2 stress), starting with an afternoon and improving on the time increment chart with shifts.

Alter Environment

Requires Energy 4, Weather Eye, Baran Do training.

Allows you to meddle with the weather in your vicinity; it cannot directly affect an entire region, but it may precipitate effects that will spread to cover one. It can be used to whistle a wind into the sails of a seagoing craft, call up fog from a nearby body of water to hide the infrared signature of a cluster of troops, or get those leaden clouds to start raining. (Summon Storm: DSS p19.)

Force Thunderstorm

Requires Alter Environment and Spirit 4.

A technique that requires great depths of passion to summon power from the Force and turn it loose in the local weather system, establishing a Destructive Thunderstorm aspect in the area (which may adapt to a sandstorm or blizzard, depending on conditions).


Lightsabers and plasma scourges can only be effectively wielded by someone with Force abilities.

Dun Möch

This is one of the most important mechanisms contributing to the stability of Sith society. Dun Möch is used to disrupt an opponent’s concentration and sway them to your vision. The only use of Force powers is to create a brief space in combat that provides the opportunity to deliver your social attack; the actual battle takes place using mundane social skills, which no Force powers can help. (The defender can always use Resolve to attempt to ignore the social attack.) The social damage is on the mental track, exactly where Force powers draw, and Consequences can be deadly. If you are Doubtful, Confused, or Vacillating, you can draw on neither skran nor chur to boost your powers; if you become Angry or Afraid, you lose access to chur and become subject to compels, and calling on those skran emotions can come back to haunt you later. This can be used on someone who has fallen from their former ideals as well. If you are Taken Out by Dun Möch, one of your personality aspects changes. (Temptation: SECR p225.)


Defender Blade

Requires Insight 3.

Your full defense with a lightsaber is +3 instead of +2.

Reflecting Blade

Requires Insight 3.

If you are on full defense and gain spin on deflecting a blaster bolt, you may use your effect – 4 (including the defense bonus) as an attack, with the original weapon rating of the blaster bolt; you may do this a number of times per exchange equal to lesser of your Insight and your Melee.

Guardian Blade

Requires Insight 3.

You can use deflection and reflection on blaster bolts to defend anyone within two meters of you.

Knight Strike

Requires Melee 3, Energy 2, Telekinesis 2.

Your lightsaber damage rating moves from 5 to 6. This also applies to double-bladed lightsabers.

Jedi Guardians get +1d8 lightsaber damage at 5th level. Jedi Consular get it at 6th level. Technically 7th level makes a Jedi Knight.

Master Strike

Requires Knight Strike, Melee 4, Energy 3, Telekinesis 3.

Your lightsaber damage rating moves from 6 to 7.

Jedi Guardians get another +1d8 lightsaber damage at 10th level; Consular get it at 12th.

Guardian Strike

Requires Master Strike, Melee 5, Energy 4, Telekinesis 4.

Your lightsaber damage rating moves from 7 to 8.

Jedi Guardians get another +1d8 lightsaber damage at 15th level, and at 20th level have 6d8, same as an E-Web Repeating Blaster. Consular max out at 5d8 at 18th level.

Lightning Blade

Requires Spirit 3 and Energy 3.

You can parry Force Lightning with your blade using your Melee skill— and if you generate spin on your parry, you can catch the lightning on your blade, which will develop a crackling aura, a boost of Lightning Aura. You may ground it out as a free action, or change its flavor with a roll of Energy against Fair, no stress cost. (This can be done as a supplemental action at the usual –1). You can then hurl the lightning from your blade as per a normal Force Lightning attack with no stress cost, or simply strike an opponent, tagging the boost.

Diplomat’s Blade

Requires Body 3 and Energy 3.

You can choose to diffuse the damage from your lightsaber strikes so they occur as first-degree burns and physical exhaustion instead of third-degree burns, cauterized gouges, and missing limbs. This changes the way in which people are Taken Out by your lightsaber strikes. (Alter Damage.)

Sith Swords

Creating Sith-forged steel requires Sith Alchemy. Such steel acts like an excellent steel weapon in the hands of someone who is not strong in the Force, but becomes unnaturally sharp even if an untrained Force-sensitive picks it up. In addition, one trained in the Force can coax greater feats out of a Sith sword.

Stunts involving blaster deflection and reflection can be performed with a Sith sword, though you have to have at least as high a score in Energy as you do in Insight.

Plasma Scourges
Scourge Finesse

Your skill in Energy increases the Damage Rating of an melee weapon by +1 for Average–Fair, +2 for Good–Great, or +3 for Superb–Fantastic.

Force-Sensitive Crystals

Simple crystals like diamonds and corundum may sparkle well, but they lack an affinity for the Force. Force-sensitive crystals are complex accretions of silicates and organics, often formed from living processes.

Kinrath spiders contain crystals nestled in their ganglia; the queens consume small crystals that grow in the caverns, and lay them in their eggs. Kinrath still in the egg are a reliable source of red crystals; hungry larvae, already dangerous, produce other colors as they grow and accrete more minerals to their crystals, and as they grow larger and more dangerous, the crystals become more complex. Rangers theorize that the Kinrath use the crystals for their uncanny hunting senses.