Post by Darth Kairos on Mar 10, 2019 12:12:55 GMT
Force Powers are the archetypal abilities of the Sith and Jedi. Other than the Lightsaber, these are perhaps the aspects of Force Orders that spring readily to mind.
In order to learn a Force Power you must know its Key Power. There are three key powers in total; key powers have only one rank each. The key powers are Sense, which allows a character to learn Force powers that deal with extra-sensory awareness, Control, which allows a character to learn Force Powers that bolster their own abilities, and Alter, which allows the character to learn Force Powers that affect others.
You cannot spend Force Power Points to learn Key Powers, you receive them for free at different levels depending on your Basic Path. Just like Skills you can use some Force Powers untrained, albeit less effectively than someone who is trained in said Power. However, there are additional provisos when using Force Powers untrained. Firstly, you can’t use a Force Power untrained that you’re too low rank to learn; second, you can’t use a Force Power untrained without knowing its Key Power. Force-sensitive characters not in the Brotherhood work slightly differently; they receive one Key power of their choice for free at character creation but must purchase the other's for three Force Power points each.
If a power is marked with an asterisk then it may be used untrained and is considered to be rank 0. A Sith apprentice may manifest an Apprentice Power untrained even if they do not possess the requisite Key power. Force-sensitive characters not in the Brotherhood can only purchase one Rank of Apprentice Powers, at a cost of two FP each, and can use untrained Knight Powers but can't purchase Ranks in Knight Powers. They cannot use Master Powers at all.
Each Force Power also possesses a special effect. These may be activated by spending a Force Boon, or by purchasing the Force Power Focus Perk and applying it to that particular Force Power to have the effect always active. Spending a Force Boon in this way does not prevent you from spending a Force Boon to boost the d20 Force Power check like normal, or vice-versa.
Range
Force Powers all possess a Range, which is the maximum distance at which they have an effect. Unlike weapons, a Force Power has absolutely no effect beyond its maximum range. The maximum range of a Force Power depends on the Power in question, and is one of the following:
Line-of-sight is a special Range for Powers that only require a Force User to be able to see their target. Depending on the Power, this could include hologram communication, or even viewing the map of a battlefield.
These ranges may also be modified at the GM's discretion.
Force Well
Force Well measures how many Force Powers your character is able to use without a significant rest. Every Force Power carries a Force Well cost; if your Force Well is depleted below the cost of the Power, you cannot use it.
Force-sensitive characters begin play with 40 + Spirit Modifier points in their Force Well, which increases as they level. Characters not in the Brotherhood receive no formal training in improving their Force abilities and thus add only 2 + Spirit Modifier to their Force Well each level up. Members of the Brotherhood receive an increase to their Force Well depending on first their Basic Path, and then their Advanced Path (Master Path has no effect), as shown below (add your Spirit Modifier to the relevant number):
Basic Path
Dark Force Warrior/Dark Jedi Guardian: 4
Dark Force Hunter/Dark Jedi Sentinel/Dark Force Adept: 6
Dark Force Devotee/Dark Jedi Guardian: 8
Advanced Path
Sith Marauder: 6
Sith Assassin: 8
Sith Lord: 10
Sith Acolyte: 12
Krath Enchanter: 10
Knight of Zakuul: 10
The Force Well cost of each Force Power is determined by its level (Apprentice, Knight, or Master) and its Key Power (Sense, Control, Alter); costs are uniform within these categories and are given below:
Force Well is automatically replenished on a long or short rest. In combat, there are several ways to recover Force Well. The first is by spending a Swift Action to recover your Spirit Modifier in Force Well. The second is by spending a Standard Action to recover your level + your Spirit Modifier in Force Well. The third is to take a Full-Round Action to recover your level + three times your Spirit Modifier. The fourth and final is to spend a Force Boon and a Swift Action to recover 25% of your maximum Force Well; however this may only be done once per short rest. There are several other methods such as the Force Affinity Perk or Drain Force Force Power that allow you to recover Force Well but these are the primary methods.
Sustaining a Force Power in combat requires you to expend the Force Power's Force Well cost again, but you do not need to make a second Force Power check. Unless otherwise stated in the Power's description, the Action cost of a Force Power is reduced by one step (eg. Standard becomes Movement), to a minimum of a Swift Action.
The following is a list of Force Powers, they are divided into Master, Knight and Apprentice Powers and by their Key Power. These are the mechanical effects of each Power meant for combat; outside of combat, or at the GM's discretion in combat, these may potentially be used slightly differently. For a Power's full scope see its Wookieepedia page:
APPRENTICE FORCE POWERS
ALTER:
Beast Control:
The minds of simple creatures are easy toys for a Sith to play with. Through Beast Control, a Sith can trick a Beast into following simple commands, or ignoring their presence.
Time: Standard
Target: One beast within line of sight
Check: Will Save
Rules: Make a Beast Control check. If the result exceeds the target creature's Will Save, they will ignore you unless you attack them or come into close range, and may be 'nudged' to move slowly in a given direction. If the result exceeds the target's Will Save by more than 10, the creature will follow simple commands (eg. 'Run', 'Charge', 'Attack', 'Guard'). This power lasts for 10 minutes, but a Sith may spend a Swift action to extend the duration by another 10 minutes without needing to make another check again.
Special: A Sith may simultaneously Control their Rank + half their level in creatures. Taking control of more than one creature requires a Full Round Action to activate and a Regular action to extend.
Crucitorn:*
Through mastery of pain, a Sith may magnify or diminish its effect in living beings.
Time: Standard
Target: Self/one creature within Point-Blank Range
Check: DC15/Fortitude Save
Rules: Declare whether you are targeting yourself or an enemy and make a Crucitorn check. If targeting an enemy, the result of your check must exceed their Fortitude Save. The result of your check also determines the effect, if any:
15-19 Increase or decrease the target's Damage Threshold by 5
20-24 Increase or decrease the target's Damage Threshold by 10
25+ Increase or decrease the target's Damage Threshold by 15[/ul]
The effects of Crucitorn last for 10 minutes, or until overriden by a separate use of Crucitorn or some other method (such as a Stimulant).
Special: Increase the bonus/penalty to your target's damage threshold by 5.
Force Blinding:*
By generating a piercing flash of light, a Sith can cause temporary blindness in those surrounding them.
Time: Standard
Target: All beings and creatures within Point-Blank Range
Check: Fortitude Save
Rules: Make a Force Blinding check. If the result exceeds Fortitude Save of an affected target, the target suffers the effects of blindness for 1 + Rank turns. Creatures who do not use eyes to see or navigate are immune to this effect; the Sith using the Power is also unaffected.
Special: Increase the duration to 2 + Rank.
Force Harm:
Channeling a bolt of Dark Side energy, a Sith may direct it into their target to gnaw at their life force and damage their vitality.
Time: Standard
Target: One target within Close Range and within line of sight
Check: Fortitude Save
Rules: Make a Force Harm check. If the result exceeds the target's Fortitude Save, the target takes 2d6 unsoakable vitality damage.
Special: All creatures immediately adjacent to the target take half damage.
Force Push/Pull:*
Manifesting a wave of Force energy, a Sith can push objects and targets away or draw them closer towards their person.
Time: Standard Action
Targets: One object or character within a Close-Range cone centered on you and within line of sight
Check: Opposed Strength + Level + Size
Rules: Make a Force Push or Force Pull check and compare it to an opposed Strength check made by all targets; the targets add their level and size modifier (Colossal, +20; Gargantuan, +15; Huge, +10; Large, +5; Medium, +0; Small, -5; Tiny, -10; Diminutive, -15; Fine, -20.) to this check. If you exceed the target's Strength check, you push or pull it 2 meters plus an additional 2 meters for every 5 points by which you exceed the target's check result and, if a living creature, stun it for one round. In addition, it gets a +5 stability bonus if it has more than two legs or is otherwise exceptionally stable (such as by grabbing onto a secure handhold).
Special: Double the range of the Push/Pull to Mid Range; the power functions normally at Mid Range and is twice as effective at Close Range.
Force Slow:*
Sapping away at an opponent's strength, a Sith may temporarily slow their targets as if emcumbered by an extremely heavy load.
Time: Standard Action
Targets: One being within Close Range and within line of sight
Check: Fortitude Save
Rules: Make a Force Slow check, opposed by your target's Fortitude Save. The target adds a size modifier to it's Fortitude Defense for purposes of this Force Power: Colossal, +50; Gargantuan, +20; Huge, +10; Large, +5; Medium or smaller, +0. If your result equals or exceeds your target's Fortitude Defense, they take the following effects as determined by your check result:
15-19 Target's Speed is reduced by 1 square until the beginning of your next turn. The target is also Encumbered, as though carrying a Heavy Load.
20-24 Target's Speed is reduced by 2 squares until the beginning of your next turn. The target is also Encumbered, as though carrying a Heavy Load.
25-29 Target's Speed is reduced by 3 squares until the beginning of your next turn. The target is also Encumbered, as though carrying a Heavy Load.
30+ Target's Speed is reduced by 4 squares until the beginning of your next turn. The target is also Encumbered, as though carrying a Heavy Load.[/ul]
Special: Impose a -5 penalty to your target's Fortitude Defense against the use of this Force Power.
Force Stun:*
When the time comes to subdue an enemy without killing them, a Sith can channel the Force to inflict fatigue on their foe and spur them to an exhausted collapse.
Time: Standard Action
Targets: One being within Close Range and within line of sight
Check: Fortitude Save
Rules: Make a Force Stun check, opposed by the target's Fortitude Save. The target adds a size modifier to it's Fortitude Defense for purposes of this Force Power: Colossal, +50; Gargantuan, +20; Huge, +10; Large, +5; Medium or smaller, +0. The target also gains +5 to their Fortitude Save if they are a higher level than you. If your Force Stun check equals or exceeds their Fortitude Save, deal 3d6 stunning damage following the usual rules for stunning (Core, p162).
Special: Deal 4d6 stunning damage instead.
Plant Surge:
Controlling even the primitive existences of plants, a Sith can spur them to ensare their opponents or create climable surfaces.
Time: Standard Action
Targets: One creature within Close Range and within your line of sight
Check: Fortitude Save
Rules: Make a Plant Surge check. Compare the result of the Plant Surge check to the Fortitude Defense of the target. If your check equals or exceeds the target's Fortitude Defense, the target is ensnared and their Speed is reduced to 0 until the start of your next turn. A creature can escape (Restoring it's normal Speed) by making a Grapple check as a Standard Action, opposed by your Plant Surge check result (If the target cannot make Grapple checks, that target cannot escape). A Sith may extend the duration of the ensnarement by spending a Swift action on subsequent turns. There must be one or more plants adjacent to the target, or else this Force Power fails automatically.
Special: Impose a -10 penalty to the target's Grapple checks made to escape the Plant Surge.
Stun Droid:
By channelling the Force to overload a droid's circuitry, a Sith can temporarily short a droid's systems.
Time: Standard Action
Targets: One droid within Close Range and within line of sight
Check: Fortitude Save
Rules: Make a Stun Droid check, opposed by the target droid's Fortitude Save. If successful, the droid takes 1d6 electrical damage and loses its one of its actions (Swift, Movement, or Standard, specified by the Force User) during its next turn. If the use of this Power reduces a droid target's HP to 0 or Unconscious on the Condition Track, it is disabled rather than destroyed.
Special: Add your rank in the power to damage dealt.
Telekinesis:*
The act of moving and controlling objects from a distance, a Sith can use this both to manipulate their environment and throw away or damage their foes.
Time: Standard Action
Targets: One character or object within Close Range and within line of sight
Check: Will Save
Rules: Make a Telekinesis check. The result of the check determines the maximum size of the target you can lift (See below). If the target is a creature that resists your attempt, your Telekinesis check must also exceed the target's Will Defense. You can move the target up to 6 squares in any direction in a single turn. You can hurl the target at (or drop it on) another target in range if your Telekinesis check exceeds the second target's Reflex Defense. Both targets take damage determined by your Telekinesis check result.
5-9 Can move object up to Small size (Deals 1d6 points of damage).
10-14 Can move object up to Medium size (Deals 2d6 points of damage).
15-19 Can move object up to Large size (Deals 4d6 points of damage).
20-24 Can move object up to Huge size (Deals 6d6 points of damage).
25-29 Can move object up to Gargantuan size (Deals 8d6 points of damage).
30+ Can move object up to Colossal size (Deals 10d6 points of damage).[/ul]
You may maintain your concentration on the targeted object to continue to move it from round to round. Maintaining the Move Object power is a Standard Action. If you suffer damage while maintaining move object, you must succeed on a Telekinesis check (DC = 15 + damage taken) to continue concentrating. If you deal damage with the Telekinesis Power, you cease to be able to maintain it. If you use Telekinesis against a hovering or flying target (Such as a speeder or starship), the target can oppose your Telekinesis check with a Grapple check as a Reaction. If the target wins the opposed check, you are unable to move the target.
The range on this power increases to Mid Range at level 5, Long Range at level 10, and line-of-sight at level 13.
Special: Double the maximum distance that can be moved in a turn OR Target multiple objects simultaneously. For each object past the second, you must exceed meet the DC for the next size category for the power to take effect; for example, while two Medium objects would require a DC of 10-14, three would require a DC of 15-19, and four a DC of 20-45.
SENSE:
Beast Language:
By gleaming fragments of information from a beast's mind, a Sith may communicate with it in a primitive fashion. This does not manifest as words - rather, the Sith gains an intrinsic understanding of the meaning of what the beast is communicating, and the beast likewise understands basic meaning. However, communication does not equal command - it is unlikely the beast will follow any of the Sith's commands unless the Sith is also using Beast Control.
Time: Swift Action
Targets: One beast within Close Range/Self
Check: DC15 (base)
Rules: Make a DC15 Beast Language check; this number can be modified depending on the temperance and overall intelligence of the creature. Passing this check allows for primitive-but-effective communication between the Sith and the target creature.
Special: The Sith is able to understand and convey precise and complex meaning to and from the creature; the difference between 'red human' and 'human in red cloak with bushy beard'.
Force Empathy:*
Through the Force, a Sith can sense the emotions of those around them, and subtly influence them in turn
Time: Swift Action
Targets: One being within Close Range, OR all targets within half of Close Range (Will Save)
Check: DC15 OR Will Save
Rules: Make a DC15 Force Empathy check. If this check succeeds, the Sith learns the emotional state of their target(s) unless the targets are actively trying to hide their emotions; in this case, compare the result of the Force Empathy check to an opposed Bluff check made by the target. To influence a target, compare the result of the Force Empathy check to the target's Will Save
Sense Force:*
All life resonates through the Force, and those attuned to its currents can detect these waves and locate their sources. This ranges from individuals and locations that are strong in the Force, to disturbances caused by great events or tragedies.
Targets: Various
Time: Swift Action
Check: DC15 OR Opposed Qey’Tek/Force Stealth
Rules: You automatically sense Disturbances in the Force. A location that is strong in The Dark Side of The Force can be sensed out to a range of 1 kilometer. A relative, companion, or close friend in mortal danger or great pain can be sensed out to a range of 10,000 light years; further beyond this and the danger can be sensed, but not their rough location. A great disturbance, such as the destruction of an entire populated planet or the distress of a whole order of allies, can be sensed anywhere in the same galaxy.
As a Full-Round Action, you can make a DC 15 Sense Force check to determine the distance and general direction to the location of the disturbance. As a Full-Round Action, you can use this ability to actively sense other Force-users out to a range of 100 kilometers. If you succeed on a DC 15 Sense Force check, you know how many Force-users are within range, their approximate distance and direction from you, and whether you've met them before or not. As a Full-Round Action, you can use this ability to actively identify Force-users within 10 metres of you. Succeeding on a DC20 Sense Force check identifies the precise Force-sensitive individual. Another Force-use within range can try to conceal their presence from you be making an opposed Qey'tek/Force Stealth check (can be used untrained). If they equal or exceeds your Sense Force check, you don't sense their presence at all.
Special: All distances (except for danger or pain to a close being) are increased by a factor of 10.
Telepathy:*
A Sith can use the Force to link their mind with that of another, reading surface-level thoughts and communicating mentally with another being. Traditionally, this technique has been limited to basic thoughts and ideas such as names or commands ('Go!', 'Hide!' etc.), but the unique training and mindset of the New Sith Brotherhood allows them to conduct full conversations telepathically.
Targets: One being within range (see below)
Time: Swift Action
Check: See chart below OR Will Save
Rules: A Sith can read surface level thoughts (such as names or basic answers to leading questions) without any trouble. When attempting to establish a telepathic link, make a DC15 Telepathy check; if the target's mind is guarded or unwilling, this check must be followed by a separate check against the target's Will Save. Once established, the link may be broken by the Sith, or any willing participants, at any time, but otherwise lasts until one of the participants is out of range. Members of the New Sith Brotherhood, due to their ideology and intense training, can establish a link up to Long Range in low-stress situations as a free action.
Close Range 5
Mid Range 10
Long Range 15
Same planet 20
Same system 30[/ul]
Special: A Sith may use Force Whisper, subtly establishing a telepathic link and using it to implant subtle thoughts and suggestions into the mind of their target without those thoughts being recognised as foreign.
CONTROL:
Breath Control:
Clever Sith can use the traces of air in the lungs to sustain themselves for extended periods of time, allowing them to move through poisonous environments without needing to breathe.
Time: Movement Action
Target: Self
Check: DC15
Rules: Make a DC15 Breath Control check. Success allows you to hold your breath for a number of rounds equal to twice your Constitution score before having to succeed Endurance checks to continue to hold your breath. This power lasts until cancelled or an Endurance check is failed.
Special: Hold your breathe for an additional three rounds before needing to succeed Endurance checks.
Burst of Speed/Force Speed:*
Using the Force to speed their movements and accelerate their perceptions, the Sith can traverse great distances and gain the edge in combat.
Time: Movement Action
Target: Self
Check: DC10+
Rules: Make a Force Speed check. The result of the check determines the effect:
10-14 Your speed increases by 2 squares until the start of your next turn.
15-19 Your speed increases by 4 squares until the start of your next turn.
20+ Your speed increases by 6 squares until the start of your next turn. [/ul]
Special: Increase your speed by an additional 2 squares.
Detoxify Poison:
A Sith may use the Force to purge poisons and toxins within their bloodstream, curing themselves of their effects. Alcohol is considered to be a toxin for the purposes of this power.
Time: Movement Action
Target: Self
DC: Poison
Rules: Make a Detoxify Poison check; the DC is the DC of the Poison within your bloodstream. If multiple Poisons or Toxins are present, use the highest DC. On success, the Poison is completely neutralised.
Special: Reduce the DC of the Poison by your Ranks in the Treat Injury Skill
Dissipate Energy:
Using the Force to enshroud their body, a Sith may dissipate damage incoming energy sources (ie. energy, sonic, heat, cold, and electrical).
Time: Movement Action
Target: Self
Check: DC15 (base)
Rules: Make a DC15 Dissipate Energy check. The result of the check determines the effects, if any:
20-24 You gain 5 Soak against Energy damage until the beginning of your next turn.
25-29 You gain 10 Soak against Energy damage until the beginning of your next turn.
30-34 You gain 15 Soak against Energy damage until the beginning of your next turn.
35+ You gain 20 Soak against Energy damage until the beginning of your next turn.[/ul]
You can maintain Dissipate Energy using Swift Action for each round. If you take damage while maintaining Dissipate Energy, you must succeed on a Dissipate Energy check (DC = 15 + damage taken) to continue maintaining the Force Power.
Special: You may use this power as a Swift Action.
Enhance Senses:*
As the Force is a natural extension of the Sith, so may they use it to enhance their other natural senses.
Time: Movement Action
Target: Self
Check: DC10
Rules: Make a DC10 Enhance Senses check. On success, one sense of the Sith's choosing is doubled in effectiveness, granting a +5 bonus to sensory rolls relevent to that stat (for example, enhancing hearing it easier to hear an assassin draw their blade). For every 5 points above the target (15, 20 etc.), select another sense to improve the effectiveness of. This power lasts until it is cancelled and is sustained as a free action - however, while it is active any attacks targeting the relevant sense are much more effective; the Sith suffers a -5 penalty to the relevant Save. For example, if a Sith improves their sight with this power and then is attacked using Force Blinding, their Fortitude Save against that attack is reduced by 5. Note that sight cannot be improved with this power if the Sith is using Force Sight.
Special: The first power a Sith chooses to enhance receives a +10 bonus instead of +5.
Force Barrier:
Channeling the Force's energies into a protective shield around their body, a Sith may shield themselves from damage.
Time: Standard
Target: Self
Check: DC15 (base)
Rules: Make a DC15 Force Barrier check. If successful, the Sith enshrouds themselves in protective Force energy. The Barrier functions the same as an energy shield with a Shield Rating of 10 + (Excess / 5) (round down). This Barrier may be maintained by spending a Swift Action and making a DC10 Force Barrier check each round.
Special: Add +5 to the result of all Force Barrier checks.
Force Leap:*
By gathering the Force's energies to propel them upwards, a Sith may leap to great heights.
Time: Free Action
Target: Self
Check: DC10 (base)
Rules: As a Free Action when already Jumping, make a Force Leap check and compare the result to the table below:
10-14 You gain a +10 Force bonus on Acrobatics (jumping) checks.
15-19 You gain a +20 Force bonus on Acrobatics (jumping) checks.
20-24 You gain a +30 Force bonus on Acrobatics (jumping) checks.
25+ You gain a +40 Force bonus on Acrobatics (jumping) checks.[/ul]
Special: Increase the Force bonus to your Jump check by +10.
Tapas*:
Drawing on the Force for vitality and warmth, a Sith can remain warm even in sub-zero temperatures.
Time: Movement Action
Target: Self
Check: DC15
Rules: As a Movement Action, make a DC15 Tapas check. Add 10 + Excess to your Fortitude Save for checks against damage from freezing temperatures. This power may be maintained as a Swift Action.
KNIGHT FORCE POWERS
ALTER:
Alter Environment:
As Sith learn to dominate life, so do they learn do dominate the land around them. A Sith can use this power to spur the creation of natural phenomena such as fog, winds, adverse weather, extreme temperatures, or lighting storms.
Time: Full-Round Action
Target: All creatures within Long Range
Check: DC20
Rules: Make a DC25 Alter Environment check. The result of the check determines the strength of the natural phenomena that can be created; this phenomena begins to come into being in the next turn, and manifests fully in 3 turns.
20-24 Create extreme temperatures (hot or cold), a thick natural fog, or light rains (must be in moist environment)
25-29 Create extreme winds, or create a thick rainstorm (does not work in desert)
30+ Create a destructive lightning storm or gather the moisture to create a flash flood.[/ul]
Once created, the Sith has no control over the natural phenomena, but may disperse it by making another Alter Environment check. The phenomena draws no distinctions and will damage any beings within its range; use best judgement to determine appropriate checks and damage. A Sith may disperse naturally-occurring phenomena in the same manner.
Special: The range of the phenomena increases to a 5-kilometer radius centered on the Sith.
Ballistakinesis:
Using an extension of Telekinesis, a Sith can gather dozens of small objects such as rocks, pebbles, sticks or even dinnerware and datapads and accelerate them to lethal velocities in a damaging swarm.
Time: Standard Action
Targets: All targets within a 5m wide line within Close Range and within line of sight.
Check: Reflex Save
Rules: Make a Ballistakinesis check. Compare the result to the Reflex Defense of each target in the affected area. If the check result equals or exceeds a target's Reflex Defense, the target takes 3d8 points of Bludgeoning, Piercing, or Slashing damage (Your choice) and takes a -2 penalty on all attack rolls until the start of your next turn. This is an Area Attack.
Special: Targets who pass their Reflex save still take half damage.
Mind-Trick/Affect Mind:*
The Force grants a Sith dominion over the weak-minded, and rare is the Sith who does not eagerly excercise their authority. Mind-Trick allows a Sith to alter a target's perceptions or plant commanding suggestions in their mind.
Time: Standard Action
Targets: One creature with an Intelligence score of 3 or higher within line of sight.
Make a Mind-Trick check. If you equal or exceed the target's Will Defense, you may choose one of the following (or similar) effects:
You create a fleeting hallucination that distracts the target and enables you to use the Stealth skill even if the target is aware of you.
You make an otherwise unpalatable suggestion seem completely reasonable to the target. You must be able to communicate with the target, and the suggestion can't obviously threaten the target's life. The target won't realize later that what he did is unacceptable.
You may force a target to follow basic commands, which they will repeat as if the commands are their own idea. The target will follow these commands even after you are gone, and won't realise they aren't their actions aren't their own; outside forces can break them out of these commands.
Special: If you create a fleeting hallucination to distract the target, the real you temporarily vanishes entirely from the target's perceptions for one turn; if you are making a suggestion, you may spend a Force Point to improve the target's Attitude by one step, plus one additional step for every 5 points by which your Mind-trick check exceeds the target's Will Defense; if forcing a target to follow a command, the outside force must overcome the target's Will Save before the command is broken OR You may Mind-Trick a number of beings up to your Rank in this power simultaneously.
Destroy Droid:
Using the Force to surge electricity through a droid's systems, a Sith can annihilate a droid's systems.
Prerequisites: Stun Droid 3
Time: Standard Action
Targets: One droid within Close Range and within line of sight
Check: Fortitude Save
Rules: Make a Disable Droid check, opposed by the target droid's Fortitude Save. If successful, the droid takes 4d6 electrical damage and is completely unable to act in the following round; it also loses its Dexterity bonus to its Reflex Save.
Special: Add your combined rank in Stun Droid and Disable Droid to the damage dealt.
Drain Energy:
With the Force as their conduit, a Sith can draw the energy out of a powered object, such as a blaster's Power Pack or a Power Generator.
Time: Standard Action
Targets: One powered object within Point-Blank Range, and within line-of-sight.
Check: DC20 (base)
Rules: Make a Telekinesis check. The result of the check determines the effects, if any:
20-24 You drain the energy from the power cells of a Small or smaller sized powered object. You completely drain the object of its energy, and it cannot function until it's Energy Cells are replaced.
25-29 You drain the energy from the power cells of a Medium or smaller sized powered object. You completely drain the object of its energy, and it cannot function until it's Energy Cells are replaced.
30-34 You drain the energy from the power cells of a Large or smaller sized powered object. You completely drain the object of its energy, and it cannot function until it's Energy Cells are replaced.
35+ You drain the energy from the power cells of a Huge or smaller sized powered object. You completely drain the object of its energy, and it cannot function until it's Energy Cells are replaced. If the object is being powered by a Power Generator, you drain all of the power from that instead.[/ul]
Special: You can spend a Force Point to increase the size of the object that can be drained by one size category (Up to Gargantuan).
Drain Life:*
The insidious power of the Dark Side manifests most maliciously in draining the very life from the enemies of a Sith. With this Power, a Sith may sap the life force of their foes and use it to replenish their own.
Time: Standard Action
Targets: One being within Close Range
Check: Fortitude Save
Rules: Make a Drain Life check against the Fortitude Save of your target. On a successful check, drain 1d4 per your level (up to level 10) from your target's hit points and add them to your own. Characters who equal or exceed your character level receive a +5 bonus to their Fortitude Save against Drain Life. This power does not affect droids.
Special: Drain 1d6 hit points per level (up to level 10)
Drain Force:
As life and the Force are tied together, so can a Sith drain the Force energy from their foes and replenish their own reserves. Though not inherently damaging to their opponent's body, such an experience can be horrific for the victim nonetheless.
Time: Standard Action
Targets: One being within Close Range
Check: Will Save
Rules: Make a Drain Force check against the Will Save of your target. On a successful check, you drain Force Points equal to 5 + Excess + Spirit Modifier from your target's Force Pool and add it to your own.
Special: Your target cannot use Force Powers for two turns; however, you still only receive one free Force Power usage on your next turn.
Force Blast:
A Sith may use the Force to create a ball of compressed air and debris to hurl at targets as a devastating projectile.
Time: Standard Action
Targets: One target within Mid Range and within line of sight
Check: Reflex Save
Rules: Make a Force Blast check and compare it to thge Reflex Save of your target; if you exceed the target's Reflex Defense, you deal damage with the Force Blast. The result of the check determines the kinetic damage, if any:
15-19 The Force Blast deals 2d6 points of damage to the target.
20-24 The Force Blast deals 3d6 points of damage to the target.
25-29 The Force Blast deals 4d6 points of damage to the target.
30+ The Force Blast deals 5d6 points of damage to the target.[/ul]
Special: Add one-half your Heroic Level as a damage bonus on a Force Blast just as you would with a normal Weapon.
Force Deflection:*
Even without the use of a Lightsaber, a Sith is far from defenceless against a blaster. Using the Force as their shield, they may deflect sources of ranged fire away from their person.
Time: Standard Action
Targets: Self
Check: Ranged Attack (opposed)
Rules: This power is effective against all ranged attacks targeting a Sith in a turn; make one Force Deflection check and compare the result to all incoming Ranged Attack Rolls. If the result of the Force Deflection check is higher than the Ranged Attack check, the Ranged attack is deflected and the Sith takes no damage. This power is effective against blaster fire, projectile fire, thrown weapons, and similar ranged attacks, but is ineffective against all Ranged Force Powers excepting Force Blast. This power may be sustained by spending a Swift action on subsequent turns.
Special: You may make use the Redirect action following a successful Force Deflection. The usual rules for Redirect apply.
Force Disease:
The Dark Side can be insidious killer, and a Sith can manipulate it to eat away at a target's body as though afflicted with a terrible disease.
Time: Standard Action
Targets: One target within line of sight
Check: Fortitude Save
Rules: Make a Force Disease check opposed by the target's Fortitude Save. If successful, the target is afflicted by a disease dealing 2d4 damage per turn. This affliction lasts for 1 + Rank turns or until the target makes a DC20 Constitution check (Free action, once per round), whichever comes first.
Special: Add your Rank to the damage dealt per turn.
Force Fear:*
A Sith is a terrifying foe, and with the Dark Side at his command can instil that terror into their enemies and cause them to cower or flee.
Time: Standard Action
Targets: One target within line of sight
Check: Will Save
Rules: Make a Force Fear check opposed by the target's Will Save. The target gains +5 to their Will Save if they are of a higher level than you. If successful, the target is struck by fear of you; for every 5 points above their Will Save you achieve, apply the corresponding effect below:
0-4 The target is scared and loses one of their actions (Move, Swift, or Regular) in the next turn
5-9 The target is afraid and loses two of their actions (Move, Swift, or Regular) in the next turn
10-14 The target is terrified and can take no actions except defend themselves in the next turn
15+ The target is petrified and spends the next turn blindly attempting to flee as far from you as possible.[/ul]
Special: If your Force Fear check is successful, you may attack your target with advantage next turn.
Force Grip/Force Choke:*
The signature power of the Sith, closing the Dark Side around a being's throat and choking them with an invisible hand.
Time: Standard Action
Targets: One target within line of sight
Check: Fortitude Save
Rules: Make a Force Grip/Force Choke check, opposed by the target's Fortitude Save. Targets larger than Medium size add a size modifier to Fortitude Defense against this Force Power: Colossal +50, Gargantuan +20, Huge +10, Large +5. The result of the check determines the effect, if any; if your Force Grip/Force Choke meets the required DC but is lower than the target's Fortitude Save, the target still takes half damage but you may not sustain the power:
15-19 The target takes 2d6 points of damage and can only take a Swift Action on their next turn.
20-24 The target takes 4d6 points of damage and can take no actions except defend themselves on their next turn.
25+ The target takes 6d6 points of damage and is lifted into the air like a ragdoll, free to be thrown about by the Sith's power.[/ul]
You may maintain your concentration on the targeted creature to continue damaging it from round to round. Maintaining the Force Grip Power is a Movement Action, and lasts until cancelled or the target finds a way to break your Grip. If you suffer damage while maintaining a Force Grip, you must succeed on another Force Grip/Force Choke check (DC = 15 + damage taken) to continue concentrating.
Special: If your DC is 25+, you may throw the target around to incredible damage and effect. Use the rules for Telekinesis in this case.
Force Hatred:*
Embracing the hatred burning in their heart, a Sith gives themself over to the Dark Side, letting their hate radiate out from their body in palpable waves.
Time: Standard Action
Targets: All creatures within Point-Blank Range.
Check: DC15 (base)
Rules: Make a Force Hatred check. The result of the check determines the effects, if any, on targets who begin their following turn within close range of you; a target whose Reflex Save is greater than your DC takes only half damage, but still suffers the penalty to their Saves:
15-19 Until the end of your next turn, any creature within range takes 1d6 points of Force damage, and takes a -1 penalty to all it's Defenses.
20-24 Until the end of your next turn, any creature within range of you takes 2d6 points of Force damage, and takes a -1 penalty to all it's Defenses.
25-29 Until the end of your next turn, any creature within range of you takes 3d6 points of Force damage, and takes a -1 penalty to all it's Defenses.
30+ Until the end of your next turn, any creature within range of you takes 4d6 points of Force damage, and takes a -1 penalty to all it's Defenses.[/ul]
You can maintain Hatred from round to round, extending the normal duration. Maintaining the Hatred Force Power is a Swift Action, and you must make a new Force Hatred check each round. If you take damage while maintaining Hatred, you must succeed on a Concentration check (DC = 15 + damage taken) to continue maintaining the Hatred.
Special: Increase the damage dealt by an additional +1d6 points of Force damage.
Force Healing:*
Though frequently considered a power of the Jedi, woe betide a Sith who refuses to use an effective weapon because it belongs to their enemy. A Sith may channel the Force to heal their minor-to-moderate wounds such as cuts and fracture bones, but must be wary: a Sith using their anger to fuel this power will find its effects temporary at best.
Time: Standard Action
Targets: Self OR one target within the Sith's threatened area
Check: DC15
Rules: Make a DC20 Force Healing check, targeting either yourself or a target within your threatened area. If successful, the Sith heals hit points equal to level + excess. A Sith must be very cautious of their emotional state when using this power - when they are consumed by extreme rage, or use it in a turn following a violent, Dark Side Force Power (such as Lightning, Grip, Hatred, or Fear) the target instead gains temporary hit points. On the second turn after the power is used, the hit points begin decreasing by five per turn until the target returns to their natural hit point score.
Special: Add your rank in the power to the hit points restored.
Force Lightning:*
Manifesting the Dark Side into a raw and violent physical form, a Sith may generate tendrils of lightning from their fingertips to consume their foes.
Time: Standard Action
Targets: One target in line of sight and within Point-Blank Range
Check: Reflex Save
Rules: Make a Force Lightning check and compare the result to the target's Reflex Defense. If your Force Lightning check equals or exceeds the target’s Reflex Defense, the target takes 8d6 points of Force damage and moves -1 step along the Condition Track. Otherwise, the target takes half damage and does not move along the Condition Track.
Special: Unleash your Lightning upon all targets within a 9m (6 square) cone in front of you.
Force Scream:*
An enraged Sith may release an intense sonic scream, amplified by The Force to tear at the flesh of those who surround them.
Time: Standard Action
Targets: All creatures within Close Range, who can hear you
Check: Fortitude Save
Rules: Make a Force Scream check, opposed by your targets' Fortitude Defense; the target(s) adds a size modifier to it's Fortitude Defense for purposes of this Force Power: Colossal, +50; Gargantuan, +20; Huge, +10; Large, +5; Medium or smaller, +0. If the check equals or exceeds the target's Fortitude Defense, the target sustains damage as determined by the results of your check. The result of the check determines the effects, if any:
15-19 The target(s) takes 1d6 points of Force damage this round, and the target(s)'s Damage Threshold is reduced by -5 points until the end of your next turn.
20-24 The target(s) takes 2d6 points of Force damage this round, and the target(s)'s Damage Threshold is reduced by -5 points until the end of your next turn.
25-29 The target(s) takes 3d6 points of Force damage this round, and the target(s)'s Damage Threshold is reduced by -5 points until the end of your next turn.
30+ The target(s) takes 4d6 points of Force damage this round, and the target(s)'s Damage Threshold is reduced by -5 points until the end of your next turn.[/ul]
Special: Reduce the target's Damage Threshold by -10, rather than -5.
Force Stasis:
Commanding the Force to lock an enemy's muscles solid, a Sith may place their foes into a temporary stasis and leave them helpless.
Time: Standard Action
Targets: One creature within Mid Range and within line of sight
Check: Fortitude Save
Rules: Make a Force Stasis check, opposed by the target's Fortitude Save; the target(s) adds a size modifier to it's Fortitude Defense for purposes of this Force Power: Colossal, +50; Gargantuan, +20; Huge, +10; Large, +5; Medium or smaller, +0. If the result of your check equals or exceeds your target's Fortitude Save, the target is completely unable to move, take actions, or actively defend themselves in their next turn. The target loses its Dexterity bonus to its Reflex Save.
Special: The Stasis lasts for two turns instead of one.
Force Subjugate:*
As subtle as insidious as they may be, sometimes the Sith's goals call for nothing less than the shattering of an enemy's mind. For this end, they can channel the Dark Side to inflict brutal mental damage on their foe's psyche.
Time: Standard Action
Targets: One creature within Mid Range and within line of sight
Check: Will Saves
Rules: Make a Force Subjugate check, opposed by the target's Will Save. If successful, deal 3d6 in unsoakable mental damage to the target's hit points and move them -1 step down the condition track if the result of the damage roll exceeds their Damage Threshold. If the target's HP is reduced to zero or they reach -5 on the condition track in this manner, instead of falling Unconscious the target instead suffers a temporary mental breakdown and is rendered catatonic. They may be brought out of this catatonia after a minimum of 1 minute by making DC15 Spirit check.
Special: Move a target -2 steps down the condition track on a successful Force Subjugate.
Force Wound:*
Channeling the Dark Side with killing intent, you can cause painful spasms in the lungs of your foes, injuring them.
Time: Standard Action
Targets: One creature within Point-Blank Range and within line of sight
Check: Fortitude Save
Rules: Make a Force Wound check and opposed by the target's Fortitude Defense. The target adds a size modifier to it's Fortitude Defense for purposes of this Force Power: Colossal, +50; Gargantuan, +20; Huge, +10; Large, +5; Medium or smaller, +0. If the result equals or exceeds the target's Fortitude Defense, the target receives 4d6 points of Force damage. If the target moves 1 or more steps down the Condition Track as a result of being damaged by this Force Power, the Condition becomes Persistent until the target is treated with a DC 20 Treat Injury check to perform Surgery.
Special: Increase the damage dealt to 6d6.
Force Whirlwind:
Conjuring a whirling vortex of Force energy, a Sith may lift their opponent a meter off of the ground and buffet them with waves of the Force.
Time: Standard Action
Targets: One creature within Close Range, and within line of sight.
Check: Fortitude Save
Rules: Make a Force Whirlwind check opposed by the target's Fortitude Save. The target adds a size modifier to it's Fortitude Defense for purposes of this Force Power: Colossal, +50; Gargantuan, +20; Huge, +10; Large, +5; Medium and smaller, +0. If the check equals or exceeds the target's Fortitude Defense, the target is captured within the whirlwind and immobilized until the beginning of your next turn. It loses its Move action and any attack rolls or Skill Checks the target attempts while within the whirlwind are at a -5 penalty. The target falls Prone when the effect ends. The target also sustains damage at the end of your turn, as determined by the results of your Force Whirlwind check:
15-19 The target takes 1d6 points of Force damage.
20-24 The target takes 2d6 points of Force damage.
25-29 The target takes 3d6 points of Force damage.
30+ The target takes 4d6 points of Force damage.[/ul]
You can maintain Force Whirlwind from round to round, extending the normal duration. Maintaining the Force Whirlwind Force Power is a Move Action, and you must make a new Force Whirlwind check each round. If you take damage while maintaining Force Whirlwind, you must succeed on a Concentration check (DC = 15 + damage taken) to continue maintaining the Force Whirlwind. If a target within a Force Whirlwind is attacked or otherwise damaged or moved down the Condition Track by you or one of your allies, the effects of the Force Whirlwind end immediately.
Special: Increase the penalty to the target's attack rolls and Skill Checks while inside the whirlwind from a -5 penalty to a -10 penalty.
Illusion:
A Sith may weave the Dark Side into masterful illusions, conjuring all manner of sensations and visages limited only by their imagination.
Time: Standard Action
Target: One target within line of sight OR all targets
Check: Will Save
Rules: Make a Force Illusion check, opposed by the Will Save of any and all targets. There are two types of illusion: single target, and line of sight. Single target illusions affect only the target of the Force Power but allow for more complete deception of their senses; line of sight illusions create phenomena which deceive any beings who fail the Will Save check but have less pronounced effects. Declare the illusion type before you make the check; in the latter case, the illusion's size also affects your Illusion check, applying a penalty for exceptionally large illusions. The penalties are -1 for Huge Illusions, -2 for Gargantuan Illusions, -5 for Colossal Illusions, and -10 for Colossal (Frigate) or larger Illusions.
If successful at targeting only a single being, you can drastically affect the being's senses, such as by making them see or hear fake phenomena or feeling as if their skin is on fire. There are no hard and fast rules for how the target responds to an illusion and creativity is encouraged.
When creating a line of sight illusion, you designate the form and complexity of the Illusion, as well as its location. When a creature views the Illusion, compare the result of your Illusion check to the target's Will Defense; if your check result exceeds it's Will Defense, it believes the Illusion to be real. Any physical interaction with the Illusion (Such as touching it, passing through it, or shooting it with a blaster) immediately reveals the true nature of the Illusion, and the creature is no longer deceived. The Illusion lasts for a number of minutes equal to your Heroic Level.
Special: The length of time you can sustain an illusion is doubled
Malacia:*
By disrupting a target's equilibrium, a Sith can effect great dizziness and nausea in his foes.
Time: Standard Action
Targets: One creature within Point-Blank Range and in line of sight.
Check: Fortitude Save
Rules: Make a Malacia check. Compare the result to your target's Fortitude Defense. If your check result equals or exceeds the target's Fortitude Defense, the target moves -1 step down the Condition Track. Additionally, until the end of it's next turn, the target takes a -5 penalty to it's Damage Threshold and a -2 penalty to Dexterity. You can maintain Malacia from round to round, extending the duration of the Damage Threshold penalty. Maintaining the Malacia Force Power is a Movement Action, and you must make a new Malacia check each round. If you take damage while maintaining Malacia, you must succeed on a Concentration check (DC = 15 + damage taken) to continue maintaining the Malacia.
Special: Increase the penalty to the target's Damage Threshold to -10.
Protection Bubble:
Far more than a mere Force Barrier, a Sith can channel the Force's energies into an almost impenetrable bubble protecting themselves and those around them.
Time: Standard Action
Target: 5m (3 square) radius, centered on self
Check: DC25
Rules: Make a Protection Bubble check. The result of the check determines the result, if any:
15-19 You and all beings within the bubble gain a Shield Rating (SR) of 5 until the beginning of your next turn.
20-24 You and all beings within the bubble gain a Shield Rating (SR) of 10 until the beginning of your next turn.
25-29 You and all beings within the bubble gain a Shield Rating (SR) of 15 until the beginning of your next turn.
30+ You and all beings within the bubble gain a Shield Rating (SR) of 20 until the beginning of your next turn. [/ul]
Unlike other Shield Ratings, this Shield Rating is made of pure telekinetic energy and cannot be recharged by any means. You can maintain a Protection Bubble from round to round, extending the normal duration. Maintaining the Force Shield Force Power is a Standard Action. Taking damage while maintaining a Protection Bubble requires a successful Concentration Check (DC15 + damage taken) to sustain the Power. If the Force Shield's Shield Rating is ever reduced to 0, the Force Power's effect ends. Another Sith with at least one rank in this Power may take the Aid Another Action to assist you in creating it.
Special: Increase the Protection Bubble's Shield Rating by 5.
Torture by Chagrin:
Known in hushed tones as 'Memory Walk', this dreaded technique allows a Sith to torture a captive opponent by forcing them to relive their own worst memories - over and over and over again.
Time: N/a
Target: One target within Point-Blank Range
Check: Will Save
Rules: Make a Torture by Chagrin check opposed by the target's Will Save; the target receives a +5 bonus if it is a higher level than you. This power is a torturer's technique and cannot be used in combat - the target must be completely bound and at your mercy to be effective. If the check is successful, the target relives their worst memories as if they were there, helpeless to watch it happen again. Each instance of memory walking requires a new Torture by Chagrin check. There are no hard rules for what effects this has on a target - use best judgement to determine any mechanical effects.
Special: Each successful Torture by Chagrin forces the target to relive their worst memories twice instead of once.
SENSE:
Battle Precognition:
Tapping into the resonance of combat through the Force, a Sith's reflexes are heightened to deadly levels.
Time: Movement Action
Target: Self
Check: DC20
Rules: Make a DC20 Battle Precognition check. If successful, add your Spirit Modifier to your Reflex Save. This power may be sustained by spending a Swift Action to make another Battle Precognition check on subsequent rounds.
Special: Increase the bonus to your Reflex Save by 2.
Comprehend Speech:
The Force is a medium shared by all species and all beings, and by tapping into this connection a Sith can understand any language.
Time: Swift Action
Target: Self
Check: DC20
Rules: When in conversation with a being whose language you do not speak, you may make a DC20 Comprehend Speech check. If successful, you though you do not learn the being's language you and the being can both understand each other as if speaking the same, native tongue. This effect lasts for your level in minutes. Droid languages are unaffected by this power, as droids are not part of the Force.
Special: You may attempt a DC35 Comprehend Speech check. If successful, you instantly learn to speak the language of the other being (though you cannot read or write it) and may optionally choose to implant knowledge of any languages you speak into your target's mind.
Farsight:
The vision of a Sith reaches beyond the constraints of mere mortal sight. Through the Force, a Sith can gain momentary visions and impressions of the events surrounding a particular being, no matter where they are in the galaxy.
Time: Full-Round Action
Targets: One creature you know or have met with before.
Check: Will Save
Rules: Make a Farsight check. If your result is less than the target's Will Defense, you gain no information (Including whether the target is alive or dead) and cannot use this Force Power against the same target for 24 hours. If your check result equals or exceeds the target's Will Defense, you can sense whether the target is alive or dead and gain a vague sense of its immediate surroundings, what it's currently doing, and any strong emotions it is presently feeling. A dead target has a Will Defense of 30 for purposes of this Force Power.
Special: You gain a clear mental image of the target, their surroundings, and any other creatures and objects within 12 meters of it.
Force Track:
More than merely inspecting footprints, predator Sith can search the Force for traces of their prey and use it to hunt them down.
Time: Swift Action
Targets: Self
Check: DC15 (base)
Rules: Make a Force Track check. The result of the check determines the effect, if any:
15-19 You determine the path taken by a specific creature you designate, provided you are within line of sight to the creature's trail. You can Track the creature without needing to make Survival checks for up to 1 hour, provided the creature you are Tracking passed through the area within the last minute.
20-24 You determine the path taken by a specific creature you designate, provided you are within line of sight to the creature's trail. You can Track the creature without needing to make Survival checks for up to 1 hour, provided the creature you are Tracking passed through the area within the last 10 minutes.
25-29 You determine the path taken by a specific creature you designate, provided you are within line of sight to the creature's trail. You can Track the creature without needing to make Survival checks for up to 1 hour, provided the creature you are Tracking passed through the area within the last hour.
30+ You determine the path taken by a specific creature you designate, provided you are within line of sight to the creature's trail. You can Track the creature without needing to make Survival checks for up to 1 hour, provided the creature you are Tracking passed through the area within the last day.[/ul]
Special: You may track up to two targets simultaenously.
CONTROL:
Absorb Energy:
With the Force as a medium, a Sith may harmlessly absorb incoming sources of energy such as lightsaber or blaster fire.
Time: Reaction
Targets: Self
Check: Opposed Attack Roll
Rules: When an enemy makes an energy-based attack against you (such as with a lightsaber or blaster), you may attempt to absorb the energy as a Reaction. Make an Absorb Energy check; this overrides your Reflex Save for the purposes of comparison to the incoming attack check. If your Absorb Energy check equals or exceeds your enemy's attack roll, the incoming energy is completely absorbed and negated; otherwise you take damage as normal. You must be aware of the attack to negate it. For every use of Absorb Energy after the first made on a turn, you suffer a stacking -5 penalty to successive attempts.
Special: You regain hit points equal to the energy damage that would have been dealt, up to your regular maximum hit points.
Battlemind:*
A Sith's will to win is as crucial to victory as their ability to kill. Sheer fighting spirit, incredible drive, and raw determination can manifest themselves through the Force, and allow a Sith to fight through even the hardest of conflicts.
Time: Movement Action
Targets: Self
Check: DC20 (base)
Rules: Make a Battlemind check. The result of the check determines the result, if any:
20-24 Select one Physical Core Stat with a lower score than your Intellect and raise it by one-quarter of the difference between the two scores (round up).
25-29 Select two Physical Core Stats with a lower score than your Intellect and raise them by one-half of the difference between each individual score and your Intellect (calculate each increase separately, round up).
30+ Select three Physical Core Stats with a lower score than your Intellect and raise each of their scores to match your Intellect score.[/ul]
This power lasts until your next turn, and may be maintained as by spending a Swift Action to make a DC20 Battlemind check on subsequent turns.
Special: Increase the result of your Battlemind check by 5.
Force Absorb:
Meeting strength with strength, a Sith can absorb incoming sources of Force energy and channel them to fuel their own reserves of Force Power.
Time: Movement Action
Targets: Self
Check: Opposed Force Power
Rules: This power is effective against any Force Powers that target your Reflex Save. Make a Force Absorb check against any incoming relevant Force Powers while this Power is active; this overrides your Reflex Save for the purposes of this roll. If the Force Absorb check equals or exceeds the Attack Check of an incoming Force Power, you absorb the Force Power, taking no damage and adding the results of the damage roll to your Force Power points.
Special: You do not suffer a Force Power cost when this power is used successfully.
Force Armor:
Forging the Force into a nearly-physical suit of armor surrounding them, a Sith can stand fast against mighty blows.
Time: Movement Action
Targets: Self
Check: DC20
Rules: Make a DC20 Force Armor check. If successful, add 10 + Excess / 5 to your Soak against ALL damage sources. This includes sources that normally ignore Soak, such as a Lightsaber and mental damage. This power may be sustained by spending a Swift Action to make a DC20 Force Armor check on subsequent turns, to a maximum number of turns equal to 1 + Rank.
Special: Add your Rank to your Soak on a successful Force Armor Usage.
Force Camouflage:
By bending light itself to their will, a Sith can make themselves invisible as if using a stealth field generator.
Time: Full-Round Action
Targets: Self
Check: DC20
Rules: Make a DC20 Force Camouflage check. If successful, you vanish from view and are granted Concealment (but not total Concealment) and any enemies attempting to notice you take a -5 penalty to any Awareness checks. This power lasts for a maximum of your Rank in minutes, or until you either attack, are successfully attacked, or use another Force Power. However, you move at half speed while this Power is active.
Special: You may move at full speed while this power is active.
Force Rage:*
Surrendering wholly to the rage of the Dark Side, a Sith becomes an instrument of pure destruction on the battlefield.
Time: Movement Action
Targets: Self
Check: DC15 (base)
Rules: Make a Force Rage check. The result of the check determines the effect, if any:
15-19 You gain a +2 Rage bonus on melee attack rolls and melee damage rolls until the end of your turn.
20-24 You gain a +4 Rage bonus on melee attack rolls and melee damage rolls until the end of your turn.
25+ You gain a +6 Rage bonus on melee attack rolls and melee damage rolls until the end of your turn.[/ul]
While consumed by rage, you cannot use Skills or perform any tasks that require patience and concentration. This Power lasts for a number of turns equal to your Rank, and may not be cancelled early; you must wait at least two turns before using it again once it expires.
Special: You may sustain your Force Rage until the end of the encounter, but still may not cancel it until it has been active for your Rank in rounds.
Force Resistance:*
Weaving the Force into an intangible circle of protection, a Sith may armor their mind and will.
Time: Movement Action
Targets: Self
Check: Opposed
Rules: This power is effective against any powers that target your Will and Fortitude Save. Make a Force Resistance check against any incoming relevant Force Powers attacks while this Power is active; this overrides your Reflex Save for the purposes of this roll. If the Force Absorb check equals or exceeds the Attack Check of an incoming Force Power, you absorb the Force Power, taking no damage and adding the results of the damage roll to your Force Power points.
Special: You may spend a Swift Action to receive a +5 bonus to your Will Save against Will-targeting Force Powers until your next turn (if this power is not active).
Force Stealth:
Making their presence in the Force small, a cunning Sith can vanish into its currents and avoid being sensed by other Force-users.
Time: Movement Action
Targets: Self
Check: Opposed
Rules: While this power is active, make an opposed Force Stealth roll against any opponent attempting to locate you using the Sense Force Power (or similar means). If your Force Stealth result equals or exceeds the result of their Sense Force check, they are unable to sense you through the Force, even if they are already aware of you.
Special: You may sustain this Force Power at will, without needing to spend any Actions. If spending a Force Boon to activate this effect, this effect lasts for one day at a time; otherwise it is permanent.
Force Valor:*
Fueling their body with the Force, a Sith can push themselves beyond their normal limits and fight with a strength that is not their own.
Time: Movement Action
Targets: Self
Check: DC15 (base)
Rules: Make a Force Valor check. The result of the check determines the effect, if any:
20-24 You gain a +1 Valor bonus to your Strength and Dexterity
25+ You gain a +2 Valor bonus to your Strength and Dexterity[/ul]
This power lasts until your next turn, and may be maintained as by spending a Swift Action to make a DC20 Force Valor check on subsequent turns.
Special: This power lasts until the end of the encounter.
MASTER FORCE POWERS:
ALTER:
Awaken:
The modern Sith fights alongside allies, and can be there to aid their allies when another Force user has successfully clouded their body or mind.
Time: Standard Action
Targets: One ally within Point-Blank Range
Check: DC25
Rules: When an ally is affected by Force Slow, Force Stasis, Malacia, Mind-Trick, Illusion, or has been rendered catatonic by Force Subjugate, you may come to their aid by making a DC25 Awaken check. If successful, the negative effects are lifted completely; in the case of Force Subjugate, the target is rendered merely Unconscious (rather than catatonic) and may be aided in the normal way. In a less combat-focused application, this Power can also be used to wake beings from trances or deep slumber.
Special: The target may use the Aid Another Action as a Free Action to aid you.
Battle Meditation:
Powerful Sith can instil in their allies a level of seamless co-operation by generating an almost meditative aura that bolsters allies and saps away at foes. Skilful use of this technique has turned the course of battles and even wars.
Time: Full-Round Action
Targets: Allies/enemies within Range
Check: DC15 (base)
Rules: Make a Battle Meditation check. The result of the check determins the effect, if any:
15-19 All allies within Close Range gain +2 to Attack and Damage rolls and Will Save.
20-24 All allies within Mid Range gain +2 to Attack and Damage rolls and Will Save, and all enemies suffer equivalent penalties.
25-30 All allies within Long Range gain +2 to Attack and Damage rolls and Will Save, and all enemies suffer equivalent penalties.
30+ All allies engaged in battle alongside you, no matter the scope of the battle, gain +2 to Attack and Damage rolls and Will Save, and all enemies suffer equivalent penalties.[/ul]
Special: Increase the benefit/penalty to +/-4.
Dark Transfer
An extremely rare but incredibly potent technique, Dark Transfer uses the raw emotions churning combined within any Sith to fuel permanent healing.
Prerequisites: Force Healing 4
Time: Standard Action
Targets: One creature within reach.
Check: DC15 (base)
Make a Dark Transfer check. The result of the check determines the result, if any:
15-19 The target heals a number of Hit Points equal to your Character Level.
20-24 The target heals a number of Hit Points equal to 2 x your Character Level.
25-29 The target heals a number of Hit Points equal to 3 x your Character Level.
30+ The target heals a number of Hit Points equal to 4 x your Character Level.[/ul]
Each time you use Dark Transfer, you move -1 Persistent step down the Condition Track. You must rest for 8 hours to remove this Condition.
Special: You avoid moving down the Condition Track when you use this Force Power.
Drain Knowledge:
While many Sith know how to drain the life and the Force power from a being, only the most practiced of Sith Masters can drain the very knowledge from the minds of their foes. Woe betide the prisoner whose mind holds secrets a Sith Master desires.
Time: Full-Round Action
Targets: One enemy at your mercy
Check: Will Save + Intellect Modifier
Rules: This power may not be used during combat - the rush of battle shields a target's mind in such a way that this power cannot work. Make a Drain Knowledge check, opposed by the target's Will Save + their Intellect Modifier (if the target is attempting to use Force Resistance or Force Immunity, they may add their Intellect Modifier to that result as well). If you succeed on your Drain Knowledge check, you gain access to the target's mind and can drain whatever knowledge you desire. There are no set rules for this power and best judgement is recommended, but possible effects include simply learning the knowledge you seek, removing all traces of that knowledge from a target's mind, learning and purging unrelated knowledge from the target's mind, and even learning a Knowledge-based Skill that you lack.
Special: Add your Intellect Modifier to the results of the Drain Knowledge check.
Force Crush:
Unparalleled in Telekinetic might, a Sith grabs a target and compacts it in upon itself. Novices with this power can use it to brutally end a foe, while Masters can cause even tanks and starfighters to crumple.
Prerequisites: Force Grip 3, Telekinesis 4
Time: Full-Round Action
Targets: One enemy being or vehicle within Mid Range
Check: Fortitude Save
Rules: Make a Force Crush check, opposed by the target's Fortitude Save. The target adds a size modifier to it's Fortitude Defense for purposes of this Force Power: Colossal, +50; Gargantuan, +20; Huge, +10; Large, +5; Medium and smaller, +0. Deal 1d10 telekinetic damage per character level to the target; the target takes half damage if the result of your Force Crush check is less than their Fortitude Save.
Special: You may crush up to 3 targets simultaenously.
Force Destruction:
Becoming a conduit for unrestrained and destructive Dark Side energy, the Sith channels their power into colossal blasts of power. But usage of this Force Power exerts an incredible toll on even the mightiest Sith and can lay them low if they use it without restraint.
Time: Full-Round Action
Targets: All targets in front of a Sith up to Long Range
Check: Reflex Save
Rules: Make a Force Destruction check, opposed by the Reflex Save of any targets within range; targets whose Reflex Save exceeds the check take half damage. Usage of this Power unleashes a colossal wave of pure destructive Dark Side energy, which deals 12d12 in kinetic damage to all targets in range. Every usage of this power moves you -2 steps down the condition track unless you pass a DC25 Constitution check; passing this check moves you only -1 step down the condition track.
Special: By spending two Full-Round Actions you can unleash this power in a 360 degree arc around you; using it in this fashion moves you -3 steps down the condition track with no chance to save.
Force Dominate/Control Mind:
Graduating from influencing and suggesting to complete control and domination, Sith Masters can exert their inexorable will upon the minds of the weak-minded.
Prerequisites: Mind-trick/Affect Mind 3
Time: Standard Action
Targets: One being within Close Range
Check: Will Save
Rules: Make a Force Dominate check, opposed by the target's Will Save. A target who is a higher level than you receives +5 to its Will Save. If successful, you gain nearly complete control over a being's mind. While you cannot directly absorb knowledge from it (as this is the power of the Drain Knowledge technique), you can perform nearly anything else, from completely rewriting the target's personality, to establishing complex commands that must be followed, removing senses, obliterating memories, changing their perceptions - the power of this malicious technique is limited only by a Sith's imagination, and their cruelty.
Special: As a Swift Action, target a single being within Close Range whose level is half or less than yours and force them to fight for you for a number of minutes equal to your Rank in this power. Every minute, the target may make a DC25 Spirit check to attempt to break free from your control.
Force Insanity:
All beings on the galaxy nurse a flickering fear at facing a Sith Master on the battlefield - and it is easy for such a Sith to kindle that flame into burning insanity that strips away their foes' will to fight.
Time: Standard Action
Targets: One primary target within Mid Range, and all beings within Point-Blank Range of that target
Check: Will Save
Rules: Make a Force Insanity check, opposed by the Will Save of all targets. Targets who are a higher level than you receive +5 to their Will Save for the purposes of this Power. For this Power, a Sith designates one primary target to center the effects of this power on; all beings within Point-Blank Range of this target also suffer its effects. If your Force Insanity check equals or exceeds the Will Save of a target, the target takes 10d4 unsoakable mental damage and is driven insane by fear; targets who pass their Will saves instead take half damage but avoid insanity. Insane targets are completely unable to fight and will either fall prone or attempt to flee the battle as desperately as possible - this insanity lasts for one hour per Rank, and requires a DC30 Spirit check (attempt once per hour) for the target to regain control of themselves. Targets brought down to 0 HP by this simply suffer a complete mental breakdown and are reduced to a gibbering wreck of a being.
Special: Extend the Range of this power to all beings within Close Range of the primary target.
Force Kill:
While many abilities wielded by Sith Masters can wreak great destruction, there is still a certain appeal to making a foe simply drop dead. By targeting a being's internals, a Sith can cause grievous damage through massive organ failure.
Time: Standard Action
Targets: All targets within Close Range in a direction the Sith designates.
Check: Fortitude Save
Rules: Make a Force Kill check, opposed by the Fortitude Save of each target. The target adds a size modifier to it's Fortitude Defense for purposes of this Force Power: Colossal, +50; Gargantuan, +20; Huge, +10; Large, +5; Medium and smaller, +0. If successful, deal 5d10 in Force damage to a target, and then 1d10 per subsequent turn for your Rank in turns. Targets who pass their Fortitude save take half damage on the initial take and no damage on subsequent turns.
Special: Add your Rank in damage on subsequent turns.
Force Net:
Weaving together searing tendrils of Dark Side energy, a Sith can create a deadly net and to cast at a foe. Ensnared enemies find themselves sapped of their Force Power and cut by the ever-shrinking net.
Time: Standard Action
Targets: One target within Mid Range
Check: Reflex Save
Rules: Make a Force Net check, opposed by the target's Reflex Save. If the target fails their Reflex save, they are ensnared by the net, driven prone, and have their speed reduced to 0. On every turn including the first, they suffer 4d8 in piercing damage and lose 4d8 Force Points. The Force Net lasts until released by the Sith who cast it or the target makes a DC25 Constitution check to break free.
Special: The size of the Force Net expands to cover all beings within Point-Blank Range of your target.
Force Repulse:
A Sith Master is never surrounded unless they want to be - and if they don't want to be, then a repulsive blast of kinetic energy will send their foes flying.
Time: Standard Action
Targets: All beings within Close Range.
Check: Opposed Strength + Level
Rules: Make a Force Repulse check. The targets make opposing Strength checks, adding their level. The target adds a size modifier to its Strength check: Colossal, +20; Gargantuan, +15; Huge, +10; Large, +5; Medium, +0; Small, -5; Tiny, -10; Diminutive, -15; Fine, -20. In addition, it gets a +5 stability bonus if it has more than two legs or is otherwise exceptionally stable. If you exceed a target's Strength check, you push it back 5 squares plus 5 additional squares for every 5 points by which you exceeded the target's check result. If you push the target into a larger object, the target takes 3d6 points of damage.
Special: Apply a -5 penalty to the target's Strength check to resist your Repulse AND if you successfully push the target into a larger object, you deal an extra 2d6 points of damage from the extreme force of the pulse.
Force Storm:
Unleashing the full power of the Dark Side, a Sith generates a thunderous lightning storm from their palm which strikes all enemies around them.
Time: Standard Action
Targets: All enemies within Close Range
Check: Reflex Save
Rules: Make a Force Storm check and compare the result to the Reflex Save of all enemies within Close Range. Enemies who fail their Reflex save take 1d6 damage per your level in electrical damage and lose the same amount to Force Points (if they have them). Enemies who succeed on their Reflex save take half damage to their hit points and no damage to their Force Points.
Special: As a Full-Round Action, increase the Range to Mid Range
Force Wave:
Unleashing the full extent of their telekinetic power, a Sith can create a rippling wave of power that cuts through all the beings around them.
Time: Standard Action
Targets: All beings within Point-Blank Range
Check: Fortitude Save
Rules: Make a Force Wave check opposed by the Fortitude Save of all beings within Point-Blank Range. The target adds a size modifier to its Fortitude Save: Colossal, +20; Gargantuan, +15; Huge, +10; Large, +5; Medium, +0; Small, -5; Tiny, -10; Diminutive, -15; Fine, -20. Beings who fail their Fortitude save take 1d6 damage per the Force-user's Heroic Level, are thrown back 5 metres, land prone, and are incapacitated until your next turn. Beings who pass their Fortitude save take half damage, are thrown 5 metres, and land prone, but are not incapacitated. Beings who are thrown into a larger object take 2d6 damage.
Special: Deal 1d6 + Rank Damage per level.
Kinetic Combat
Showing the true control of a Telekinetic Master, a Sith can use the Force to manipulate and fight with their chosen weapon independently of their grasp.
Prerequistes: Telekinesis 4
Time: Standard Action
Targets: One one-handed Melee Weapon you currently have drawn.
Check: DC20
Rules: Make a DC20 Kinetic Combat check. If you succeed you can telekinetically move a one-handed melee weapon you hold up to 12 squares away, and make an attack with it. The weapon is considered to be held by you, even if it is hovering nearby and not in your hands. The attack uses your Proficiency Modifier * Kinetic Combat Rank + Spirit Modifier for the attack roll. A successful attack deals normal melee damage, adding one-half your Heroic Level to damage as normal, but substituting your Spirit modifier in place of your Strength modifier as the bonus toward damage. You cannot use any Perks or Level Special Abilities that affect a weapon (eg. Cleave, Flurry) while wielding a weapon this way, but you may attempt Reactions (eg. Block, Deflect). The weapon Threatens all squares adjacent to it, and it can be used to make an Attack of Opportunity if a target provokes one from the weapon. Any Attacks of Opportunity made by the weapon count as though they were made by you.
You can maintain Kinetic Combat from round to round, extending the normal duration. Maintaining the Kinetic Combat Force Power is a Swift Action, and as a Standard Action each round you can direct the weapon to move up to 6 squares, and make a single attack against a target adjacent to the weapon, though the weapon must remain within 12 squares of you or the Force Power's effect ends. If you take damage while maintaining Kinetic Combat, you must succeed on a Kinetic Combat check (DC = 15 + damage taken) to continue maintaining the Kinetic Combat.
Special: You may spend a Full Round Action to control up to three Melee Weapons at a time. Each Melee Weapon functions as described above, but you lose your Dexterity bonus to your Reflex Save and your Concentration check is increased to 20 + damage taken.
Kinetite: Manifesting a lightning-like ball of restrained kinetic energy solid ball, a Sith can hurl a slow-moving projectile able to damage multiple opponents and even level small structures.
Targets: All beings within a five meter radius of a single point within Mid Range.
Check: DC25/Reflex
Rules: Make a DC25 Kinetite check. If successful, the Sith creates a ball of restrained kinetic energy and hurls it at a target within Mid Range. All targets within a five meter radius of this target take 5d10 blasting damage and are thrown off of their feet; targets whose Reflex Saves exceed the Kinetite check instead take half-damage and maintain their footing.
Special: Increase the radius of the effect to ten meters.
Morichro:
With insidious and subtle control, a Sith can slow the vital functions of a target, causing them to slip into a deep sleep or even die.
Time: Standard Action
Targets: One being you have Grabbed or Grappled, or otherwise rendered incapable of escape.
Check: Fortitude Save
Rules: Make a Morichro check, opposed by the target's Fortitude Defense. If you succeed, the target moves -1 step down the Condition Track. Each round you maintain this Force Power, if your Morichro check exceeds the target's Fortitude Defense, the target moves another step down the Condition Track. If you move a target to the bottom of the Condition Track with this Force Power, you can choose to kill the target or place it into a Force Trance even if it is unwilling. Additionally, if you use this Force Power on an already unconscious target, you can consider the target willing for the purposes of putting them in a Force Trance. You can maintain Morichro from round to round, extending the normal duration. Maintaining the Morichro Force Power is a Standard Action, and you must make a new Morichro check each round. If you take damage while maintaining Morichro, you must succeed on a Concentration check (DC = 15 + damage taken) to continue maintaining the Morichro. If the target escapes your Grab or the Grab ends for any reason, you cannot maintain Morichro on your next turn.
Special: Extend the Range of this power to target one being within Point-Blank Range.
Sever Force:
Traditionally a technique of the Jedi, the modern Sith have figured out how to twist this technique to use the power of the Dark Side and wield it as a terrifying tool against both captured foes and traitorous allies.
Prerequisites: Drain Force 3
Time: Full-Round Action
Targets: One being at your complete mercy
Check: Will Save
Rules: Make a Sever Force check opposed by your target's Will Save. Targets who are a higher level than you receive +5 to their Will Save for the purposes of this power. If your Sever Force check equals or exceeds the target's Will Defense, the effect (if any) is determined by your check result:
25-29 The target cannot spend Force Points for a number of hours equal to your level + your Rank
30-34 The target cannot spend Force Points for a number of days equal to your level + your Rank. In addition, the target moves -1 step down the Condition Track each time they use a Force Boon in the same time frame.
35+ The target is completely cut-off from the Force and can never again spend Force Points, unless their connection to the Force is restored in some way. In addition, the target moves -2 steps down the Condition Track each time they use a Force Boon in the same time frame.[/ul]
Special: When successfully severing a target's connection to the Force, you may also drain their remaining Force points. This severing drain allows you to temporarily surpass your normal maximum number of Force Points, until the excess is used up.
Stasis Field:
Paralysing an individual foe is trivial for a Sith Master - their true power is shown when they can paralyse entire groups of beings at once.
Prerequisites: Force Stasis 3
Time: Standard Action
Target: One primary target within Mid Range, and all beings within Close Range of that target
Check: Fortitude Save
Rules: The rules for this power are identical to Force Stasis, using your rank in Force Stasis instead. However, this time compare the results of your Stasis Field check to the Fortitude Saves of all beings within Close Range of your target.
Special: You may designate yourself as the primary target to attempt to use Stasis Field on all targets within Close Range of you (you are not at risk of paralysing yourself with your own power).
SENSE:
Shatterpoint:
A very rare talent, users of Shatterpoints can see the critical points and faultlines running through objects and beings - the most legendary users of this technique can see the shatterpoints within abstract entities like concepts and organisations.
Time: Swift Action
Target: Self
Check: DC25 (base)
Rules: Make a Shatterpoint check. The result of the check determines the effect, if any:
25-29 If your next attack made before the end of the encounter hits, treat the target's Damage Threshold against the attack as though it were 5 points lower than normal.
30-34 If your next attack made before the end of the encounter hits, treat the target's Damage Threshold against the attack as though it were 10 points lower than normal.
35-39 If your next attack made before the end of the encounter hits, treat the target's Damage Threshold against the attack as though it were 15 points lower than normal.
40+ If your next attack made before the end of the encounter hits, treat the target's Damage Threshold against the attack as though it were 20 points lower than normal.[/ul]
Special: Ignore the same about of the target's Soak as you do for their Damage Threshold
CONTROL:
Force Immunity:
With the Force at their command, there is almost nothing that can deign to threaten a Sith Master. Their complete control of the Force manifests in a more passive way, providing a nearly invincible defence against other Force users.
Prerequisites: Force Resistance 3
Time: Full-Round Action
Target: Self
Check: DC25 (base)
Rules: This power provides a significant, passive buff to Force Powers targeting your Fortitude and Will Saves while active. Make a Force Immunity check. The result of the check, if any, determines the effect:
25-29 Add your Rank in this Power to your Fortitude and Will Saves whenever they are targeted by a Force Power.
30-34 Add your Rank in this Power + your Rank in Force Resistance to your Fortitude and Will Saves whenever they are targeted by a Force Power.
35+ Add your Rank in this Power + your Rank in Force Resistance + your Proficiency Modifier to your Fortitude and Will Saves whenever they are targeted by a Force Power.[/ul]
The effects of this Force Power lasts for one hour, or until cancelled. If Force Resistance is activated, its effects overwrite the effects of Force Immunity; however, the effects of Force Immunity are re-activated once use of Resistance has ceased.
Special: The effects of this Force Power last for two hours.
Phase:
By manipulating the very matter comprising their body, a Sith Master can pass through solid objects (such as walls and doors) as if they were a mere sheet of water.
Time: Move Action
Target: Self
Check: DC25 (base)
Make a Phase check. The result of the check determines the effect, if any:
25-29 You gain a Phasing Speed of 4m (2 squares).
30-34 You gain a Phasing Speed of 6-8m (4 squares).
35-39 You gain a Phasing Speed of 10-12m (6 squares).
40+ You gain a Phasing Speed of 14-16m (8 squares).[/ul]
When moving using your Phasing Speed, you can move through the spaces of your enemies, as well as through walls, Vehicles, large objects, and other obstructions, but must end your movement in a legal, unoccupied space. You retain this Phasing Speed until the beginning of your next turn. You may move up to your Phasing Speed as a part of the activation of this Force Power. You can maintain Phase from round to round, extending the normal duration. Maintaining the Phase Force Power is a Move Action, and whenever you maintain this Force Power you can move up to your Phasing Speed. If you take damage while maintaining Phase, you must succeed on a Phase check (DC = 15 + damage taken) to continue maintaining the Phase.
Special: Increase your Phasing Speed by 4m (2 squares).
In order to learn a Force Power you must know its Key Power. There are three key powers in total; key powers have only one rank each. The key powers are Sense, which allows a character to learn Force powers that deal with extra-sensory awareness, Control, which allows a character to learn Force Powers that bolster their own abilities, and Alter, which allows the character to learn Force Powers that affect others.
You cannot spend Force Power Points to learn Key Powers, you receive them for free at different levels depending on your Basic Path. Just like Skills you can use some Force Powers untrained, albeit less effectively than someone who is trained in said Power. However, there are additional provisos when using Force Powers untrained. Firstly, you can’t use a Force Power untrained that you’re too low rank to learn; second, you can’t use a Force Power untrained without knowing its Key Power. Force-sensitive characters not in the Brotherhood work slightly differently; they receive one Key power of their choice for free at character creation but must purchase the other's for three Force Power points each.
If a power is marked with an asterisk then it may be used untrained and is considered to be rank 0. A Sith apprentice may manifest an Apprentice Power untrained even if they do not possess the requisite Key power. Force-sensitive characters not in the Brotherhood can only purchase one Rank of Apprentice Powers, at a cost of two FP each, and can use untrained Knight Powers but can't purchase Ranks in Knight Powers. They cannot use Master Powers at all.
Each Force Power also possesses a special effect. These may be activated by spending a Force Boon, or by purchasing the Force Power Focus Perk and applying it to that particular Force Power to have the effect always active. Spending a Force Boon in this way does not prevent you from spending a Force Boon to boost the d20 Force Power check like normal, or vice-versa.
Range
Force Powers all possess a Range, which is the maximum distance at which they have an effect. Unlike weapons, a Force Power has absolutely no effect beyond its maximum range. The maximum range of a Force Power depends on the Power in question, and is one of the following:
Range | Distance |
Point-Blank | 0-9m (0-6 squares) |
Short | 10-18m (7-12 squares) |
Medium | 19-36m (13-24 squares) |
Long | 37-72m (25-48 squares) |
Line-of-sight | - |
Line-of-sight is a special Range for Powers that only require a Force User to be able to see their target. Depending on the Power, this could include hologram communication, or even viewing the map of a battlefield.
These ranges may also be modified at the GM's discretion.
Force Well
Force Well measures how many Force Powers your character is able to use without a significant rest. Every Force Power carries a Force Well cost; if your Force Well is depleted below the cost of the Power, you cannot use it.
Force-sensitive characters begin play with 40 + Spirit Modifier points in their Force Well, which increases as they level. Characters not in the Brotherhood receive no formal training in improving their Force abilities and thus add only 2 + Spirit Modifier to their Force Well each level up. Members of the Brotherhood receive an increase to their Force Well depending on first their Basic Path, and then their Advanced Path (Master Path has no effect), as shown below (add your Spirit Modifier to the relevant number):
Basic Path
Dark Force Warrior/Dark Jedi Guardian: 4
Dark Force Hunter/Dark Jedi Sentinel/Dark Force Adept: 6
Dark Force Devotee/Dark Jedi Guardian: 8
Advanced Path
Sith Marauder: 6
Sith Assassin: 8
Sith Lord: 10
Sith Acolyte: 12
Krath Enchanter: 10
Knight of Zakuul: 10
The Force Well cost of each Force Power is determined by its level (Apprentice, Knight, or Master) and its Key Power (Sense, Control, Alter); costs are uniform within these categories and are given below:
Apprentice | Knight | Master | |
Sense | 5 | 10 | 15 |
Control | 15 | 25 | 35 |
Alter | 20 | 30 | 40 |
Force Well is automatically replenished on a long or short rest. In combat, there are several ways to recover Force Well. The first is by spending a Swift Action to recover your Spirit Modifier in Force Well. The second is by spending a Standard Action to recover your level + your Spirit Modifier in Force Well. The third is to take a Full-Round Action to recover your level + three times your Spirit Modifier. The fourth and final is to spend a Force Boon and a Swift Action to recover 25% of your maximum Force Well; however this may only be done once per short rest. There are several other methods such as the Force Affinity Perk or Drain Force Force Power that allow you to recover Force Well but these are the primary methods.
Sustaining a Force Power in combat requires you to expend the Force Power's Force Well cost again, but you do not need to make a second Force Power check. Unless otherwise stated in the Power's description, the Action cost of a Force Power is reduced by one step (eg. Standard becomes Movement), to a minimum of a Swift Action.
The following is a list of Force Powers, they are divided into Master, Knight and Apprentice Powers and by their Key Power. These are the mechanical effects of each Power meant for combat; outside of combat, or at the GM's discretion in combat, these may potentially be used slightly differently. For a Power's full scope see its Wookieepedia page:
APPRENTICE FORCE POWERS
ALTER:
Beast Control:
The minds of simple creatures are easy toys for a Sith to play with. Through Beast Control, a Sith can trick a Beast into following simple commands, or ignoring their presence.
Time: Standard
Target: One beast within line of sight
Check: Will Save
Rules: Make a Beast Control check. If the result exceeds the target creature's Will Save, they will ignore you unless you attack them or come into close range, and may be 'nudged' to move slowly in a given direction. If the result exceeds the target's Will Save by more than 10, the creature will follow simple commands (eg. 'Run', 'Charge', 'Attack', 'Guard'). This power lasts for 10 minutes, but a Sith may spend a Swift action to extend the duration by another 10 minutes without needing to make another check again.
Special: A Sith may simultaneously Control their Rank + half their level in creatures. Taking control of more than one creature requires a Full Round Action to activate and a Regular action to extend.
Crucitorn:*
Through mastery of pain, a Sith may magnify or diminish its effect in living beings.
Time: Standard
Target: Self/one creature within Point-Blank Range
Check: DC15/Fortitude Save
Rules: Declare whether you are targeting yourself or an enemy and make a Crucitorn check. If targeting an enemy, the result of your check must exceed their Fortitude Save. The result of your check also determines the effect, if any:
15-19 Increase or decrease the target's Damage Threshold by 5
20-24 Increase or decrease the target's Damage Threshold by 10
25+ Increase or decrease the target's Damage Threshold by 15[/ul]
The effects of Crucitorn last for 10 minutes, or until overriden by a separate use of Crucitorn or some other method (such as a Stimulant).
Special: Increase the bonus/penalty to your target's damage threshold by 5.
Force Blinding:*
By generating a piercing flash of light, a Sith can cause temporary blindness in those surrounding them.
Time: Standard
Target: All beings and creatures within Point-Blank Range
Check: Fortitude Save
Rules: Make a Force Blinding check. If the result exceeds Fortitude Save of an affected target, the target suffers the effects of blindness for 1 + Rank turns. Creatures who do not use eyes to see or navigate are immune to this effect; the Sith using the Power is also unaffected.
Special: Increase the duration to 2 + Rank.
Force Harm:
Channeling a bolt of Dark Side energy, a Sith may direct it into their target to gnaw at their life force and damage their vitality.
Time: Standard
Target: One target within Close Range and within line of sight
Check: Fortitude Save
Rules: Make a Force Harm check. If the result exceeds the target's Fortitude Save, the target takes 2d6 unsoakable vitality damage.
Special: All creatures immediately adjacent to the target take half damage.
Force Push/Pull:*
Manifesting a wave of Force energy, a Sith can push objects and targets away or draw them closer towards their person.
Time: Standard Action
Targets: One object or character within a Close-Range cone centered on you and within line of sight
Check: Opposed Strength + Level + Size
Rules: Make a Force Push or Force Pull check and compare it to an opposed Strength check made by all targets; the targets add their level and size modifier (Colossal, +20; Gargantuan, +15; Huge, +10; Large, +5; Medium, +0; Small, -5; Tiny, -10; Diminutive, -15; Fine, -20.) to this check. If you exceed the target's Strength check, you push or pull it 2 meters plus an additional 2 meters for every 5 points by which you exceed the target's check result and, if a living creature, stun it for one round. In addition, it gets a +5 stability bonus if it has more than two legs or is otherwise exceptionally stable (such as by grabbing onto a secure handhold).
Special: Double the range of the Push/Pull to Mid Range; the power functions normally at Mid Range and is twice as effective at Close Range.
Force Slow:*
Sapping away at an opponent's strength, a Sith may temporarily slow their targets as if emcumbered by an extremely heavy load.
Time: Standard Action
Targets: One being within Close Range and within line of sight
Check: Fortitude Save
Rules: Make a Force Slow check, opposed by your target's Fortitude Save. The target adds a size modifier to it's Fortitude Defense for purposes of this Force Power: Colossal, +50; Gargantuan, +20; Huge, +10; Large, +5; Medium or smaller, +0. If your result equals or exceeds your target's Fortitude Defense, they take the following effects as determined by your check result:
15-19 Target's Speed is reduced by 1 square until the beginning of your next turn. The target is also Encumbered, as though carrying a Heavy Load.
20-24 Target's Speed is reduced by 2 squares until the beginning of your next turn. The target is also Encumbered, as though carrying a Heavy Load.
25-29 Target's Speed is reduced by 3 squares until the beginning of your next turn. The target is also Encumbered, as though carrying a Heavy Load.
30+ Target's Speed is reduced by 4 squares until the beginning of your next turn. The target is also Encumbered, as though carrying a Heavy Load.[/ul]
Special: Impose a -5 penalty to your target's Fortitude Defense against the use of this Force Power.
Force Stun:*
When the time comes to subdue an enemy without killing them, a Sith can channel the Force to inflict fatigue on their foe and spur them to an exhausted collapse.
Time: Standard Action
Targets: One being within Close Range and within line of sight
Check: Fortitude Save
Rules: Make a Force Stun check, opposed by the target's Fortitude Save. The target adds a size modifier to it's Fortitude Defense for purposes of this Force Power: Colossal, +50; Gargantuan, +20; Huge, +10; Large, +5; Medium or smaller, +0. The target also gains +5 to their Fortitude Save if they are a higher level than you. If your Force Stun check equals or exceeds their Fortitude Save, deal 3d6 stunning damage following the usual rules for stunning (Core, p162).
Special: Deal 4d6 stunning damage instead.
Plant Surge:
Controlling even the primitive existences of plants, a Sith can spur them to ensare their opponents or create climable surfaces.
Time: Standard Action
Targets: One creature within Close Range and within your line of sight
Check: Fortitude Save
Rules: Make a Plant Surge check. Compare the result of the Plant Surge check to the Fortitude Defense of the target. If your check equals or exceeds the target's Fortitude Defense, the target is ensnared and their Speed is reduced to 0 until the start of your next turn. A creature can escape (Restoring it's normal Speed) by making a Grapple check as a Standard Action, opposed by your Plant Surge check result (If the target cannot make Grapple checks, that target cannot escape). A Sith may extend the duration of the ensnarement by spending a Swift action on subsequent turns. There must be one or more plants adjacent to the target, or else this Force Power fails automatically.
Special: Impose a -10 penalty to the target's Grapple checks made to escape the Plant Surge.
Stun Droid:
By channelling the Force to overload a droid's circuitry, a Sith can temporarily short a droid's systems.
Time: Standard Action
Targets: One droid within Close Range and within line of sight
Check: Fortitude Save
Rules: Make a Stun Droid check, opposed by the target droid's Fortitude Save. If successful, the droid takes 1d6 electrical damage and loses its one of its actions (Swift, Movement, or Standard, specified by the Force User) during its next turn. If the use of this Power reduces a droid target's HP to 0 or Unconscious on the Condition Track, it is disabled rather than destroyed.
Special: Add your rank in the power to damage dealt.
Telekinesis:*
The act of moving and controlling objects from a distance, a Sith can use this both to manipulate their environment and throw away or damage their foes.
Time: Standard Action
Targets: One character or object within Close Range and within line of sight
Check: Will Save
Rules: Make a Telekinesis check. The result of the check determines the maximum size of the target you can lift (See below). If the target is a creature that resists your attempt, your Telekinesis check must also exceed the target's Will Defense. You can move the target up to 6 squares in any direction in a single turn. You can hurl the target at (or drop it on) another target in range if your Telekinesis check exceeds the second target's Reflex Defense. Both targets take damage determined by your Telekinesis check result.
5-9 Can move object up to Small size (Deals 1d6 points of damage).
10-14 Can move object up to Medium size (Deals 2d6 points of damage).
15-19 Can move object up to Large size (Deals 4d6 points of damage).
20-24 Can move object up to Huge size (Deals 6d6 points of damage).
25-29 Can move object up to Gargantuan size (Deals 8d6 points of damage).
30+ Can move object up to Colossal size (Deals 10d6 points of damage).[/ul]
You may maintain your concentration on the targeted object to continue to move it from round to round. Maintaining the Move Object power is a Standard Action. If you suffer damage while maintaining move object, you must succeed on a Telekinesis check (DC = 15 + damage taken) to continue concentrating. If you deal damage with the Telekinesis Power, you cease to be able to maintain it. If you use Telekinesis against a hovering or flying target (Such as a speeder or starship), the target can oppose your Telekinesis check with a Grapple check as a Reaction. If the target wins the opposed check, you are unable to move the target.
The range on this power increases to Mid Range at level 5, Long Range at level 10, and line-of-sight at level 13.
Special: Double the maximum distance that can be moved in a turn OR Target multiple objects simultaneously. For each object past the second, you must exceed meet the DC for the next size category for the power to take effect; for example, while two Medium objects would require a DC of 10-14, three would require a DC of 15-19, and four a DC of 20-45.
SENSE:
Beast Language:
By gleaming fragments of information from a beast's mind, a Sith may communicate with it in a primitive fashion. This does not manifest as words - rather, the Sith gains an intrinsic understanding of the meaning of what the beast is communicating, and the beast likewise understands basic meaning. However, communication does not equal command - it is unlikely the beast will follow any of the Sith's commands unless the Sith is also using Beast Control.
Time: Swift Action
Targets: One beast within Close Range/Self
Check: DC15 (base)
Rules: Make a DC15 Beast Language check; this number can be modified depending on the temperance and overall intelligence of the creature. Passing this check allows for primitive-but-effective communication between the Sith and the target creature.
Special: The Sith is able to understand and convey precise and complex meaning to and from the creature; the difference between 'red human' and 'human in red cloak with bushy beard'.
Force Empathy:*
Through the Force, a Sith can sense the emotions of those around them, and subtly influence them in turn
Time: Swift Action
Targets: One being within Close Range, OR all targets within half of Close Range (Will Save)
Check: DC15 OR Will Save
Rules: Make a DC15 Force Empathy check. If this check succeeds, the Sith learns the emotional state of their target(s) unless the targets are actively trying to hide their emotions; in this case, compare the result of the Force Empathy check to an opposed Bluff check made by the target. To influence a target, compare the result of the Force Empathy check to the target's Will Save
Sense Force:*
All life resonates through the Force, and those attuned to its currents can detect these waves and locate their sources. This ranges from individuals and locations that are strong in the Force, to disturbances caused by great events or tragedies.
Targets: Various
Time: Swift Action
Check: DC15 OR Opposed Qey’Tek/Force Stealth
Rules: You automatically sense Disturbances in the Force. A location that is strong in The Dark Side of The Force can be sensed out to a range of 1 kilometer. A relative, companion, or close friend in mortal danger or great pain can be sensed out to a range of 10,000 light years; further beyond this and the danger can be sensed, but not their rough location. A great disturbance, such as the destruction of an entire populated planet or the distress of a whole order of allies, can be sensed anywhere in the same galaxy.
As a Full-Round Action, you can make a DC 15 Sense Force check to determine the distance and general direction to the location of the disturbance. As a Full-Round Action, you can use this ability to actively sense other Force-users out to a range of 100 kilometers. If you succeed on a DC 15 Sense Force check, you know how many Force-users are within range, their approximate distance and direction from you, and whether you've met them before or not. As a Full-Round Action, you can use this ability to actively identify Force-users within 10 metres of you. Succeeding on a DC20 Sense Force check identifies the precise Force-sensitive individual. Another Force-use within range can try to conceal their presence from you be making an opposed Qey'tek/Force Stealth check (can be used untrained). If they equal or exceeds your Sense Force check, you don't sense their presence at all.
Special: All distances (except for danger or pain to a close being) are increased by a factor of 10.
Telepathy:*
A Sith can use the Force to link their mind with that of another, reading surface-level thoughts and communicating mentally with another being. Traditionally, this technique has been limited to basic thoughts and ideas such as names or commands ('Go!', 'Hide!' etc.), but the unique training and mindset of the New Sith Brotherhood allows them to conduct full conversations telepathically.
Targets: One being within range (see below)
Time: Swift Action
Check: See chart below OR Will Save
Rules: A Sith can read surface level thoughts (such as names or basic answers to leading questions) without any trouble. When attempting to establish a telepathic link, make a DC15 Telepathy check; if the target's mind is guarded or unwilling, this check must be followed by a separate check against the target's Will Save. Once established, the link may be broken by the Sith, or any willing participants, at any time, but otherwise lasts until one of the participants is out of range. Members of the New Sith Brotherhood, due to their ideology and intense training, can establish a link up to Long Range in low-stress situations as a free action.
Close Range 5
Mid Range 10
Long Range 15
Same planet 20
Same system 30[/ul]
Special: A Sith may use Force Whisper, subtly establishing a telepathic link and using it to implant subtle thoughts and suggestions into the mind of their target without those thoughts being recognised as foreign.
CONTROL:
Breath Control:
Clever Sith can use the traces of air in the lungs to sustain themselves for extended periods of time, allowing them to move through poisonous environments without needing to breathe.
Time: Movement Action
Target: Self
Check: DC15
Rules: Make a DC15 Breath Control check. Success allows you to hold your breath for a number of rounds equal to twice your Constitution score before having to succeed Endurance checks to continue to hold your breath. This power lasts until cancelled or an Endurance check is failed.
Special: Hold your breathe for an additional three rounds before needing to succeed Endurance checks.
Burst of Speed/Force Speed:*
Using the Force to speed their movements and accelerate their perceptions, the Sith can traverse great distances and gain the edge in combat.
Time: Movement Action
Target: Self
Check: DC10+
Rules: Make a Force Speed check. The result of the check determines the effect:
10-14 Your speed increases by 2 squares until the start of your next turn.
15-19 Your speed increases by 4 squares until the start of your next turn.
20+ Your speed increases by 6 squares until the start of your next turn. [/ul]
Special: Increase your speed by an additional 2 squares.
Detoxify Poison:
A Sith may use the Force to purge poisons and toxins within their bloodstream, curing themselves of their effects. Alcohol is considered to be a toxin for the purposes of this power.
Time: Movement Action
Target: Self
DC: Poison
Rules: Make a Detoxify Poison check; the DC is the DC of the Poison within your bloodstream. If multiple Poisons or Toxins are present, use the highest DC. On success, the Poison is completely neutralised.
Special: Reduce the DC of the Poison by your Ranks in the Treat Injury Skill
Dissipate Energy:
Using the Force to enshroud their body, a Sith may dissipate damage incoming energy sources (ie. energy, sonic, heat, cold, and electrical).
Time: Movement Action
Target: Self
Check: DC15 (base)
Rules: Make a DC15 Dissipate Energy check. The result of the check determines the effects, if any:
20-24 You gain 5 Soak against Energy damage until the beginning of your next turn.
25-29 You gain 10 Soak against Energy damage until the beginning of your next turn.
30-34 You gain 15 Soak against Energy damage until the beginning of your next turn.
35+ You gain 20 Soak against Energy damage until the beginning of your next turn.[/ul]
You can maintain Dissipate Energy using Swift Action for each round. If you take damage while maintaining Dissipate Energy, you must succeed on a Dissipate Energy check (DC = 15 + damage taken) to continue maintaining the Force Power.
Special: You may use this power as a Swift Action.
Enhance Senses:*
As the Force is a natural extension of the Sith, so may they use it to enhance their other natural senses.
Time: Movement Action
Target: Self
Check: DC10
Rules: Make a DC10 Enhance Senses check. On success, one sense of the Sith's choosing is doubled in effectiveness, granting a +5 bonus to sensory rolls relevent to that stat (for example, enhancing hearing it easier to hear an assassin draw their blade). For every 5 points above the target (15, 20 etc.), select another sense to improve the effectiveness of. This power lasts until it is cancelled and is sustained as a free action - however, while it is active any attacks targeting the relevant sense are much more effective; the Sith suffers a -5 penalty to the relevant Save. For example, if a Sith improves their sight with this power and then is attacked using Force Blinding, their Fortitude Save against that attack is reduced by 5. Note that sight cannot be improved with this power if the Sith is using Force Sight.
Special: The first power a Sith chooses to enhance receives a +10 bonus instead of +5.
Force Barrier:
Channeling the Force's energies into a protective shield around their body, a Sith may shield themselves from damage.
Time: Standard
Target: Self
Check: DC15 (base)
Rules: Make a DC15 Force Barrier check. If successful, the Sith enshrouds themselves in protective Force energy. The Barrier functions the same as an energy shield with a Shield Rating of 10 + (Excess / 5) (round down). This Barrier may be maintained by spending a Swift Action and making a DC10 Force Barrier check each round.
Special: Add +5 to the result of all Force Barrier checks.
Force Leap:*
By gathering the Force's energies to propel them upwards, a Sith may leap to great heights.
Time: Free Action
Target: Self
Check: DC10 (base)
Rules: As a Free Action when already Jumping, make a Force Leap check and compare the result to the table below:
10-14 You gain a +10 Force bonus on Acrobatics (jumping) checks.
15-19 You gain a +20 Force bonus on Acrobatics (jumping) checks.
20-24 You gain a +30 Force bonus on Acrobatics (jumping) checks.
25+ You gain a +40 Force bonus on Acrobatics (jumping) checks.[/ul]
Special: Increase the Force bonus to your Jump check by +10.
Tapas*:
Drawing on the Force for vitality and warmth, a Sith can remain warm even in sub-zero temperatures.
Time: Movement Action
Target: Self
Check: DC15
Rules: As a Movement Action, make a DC15 Tapas check. Add 10 + Excess to your Fortitude Save for checks against damage from freezing temperatures. This power may be maintained as a Swift Action.
KNIGHT FORCE POWERS
ALTER:
Alter Environment:
As Sith learn to dominate life, so do they learn do dominate the land around them. A Sith can use this power to spur the creation of natural phenomena such as fog, winds, adverse weather, extreme temperatures, or lighting storms.
Time: Full-Round Action
Target: All creatures within Long Range
Check: DC20
Rules: Make a DC25 Alter Environment check. The result of the check determines the strength of the natural phenomena that can be created; this phenomena begins to come into being in the next turn, and manifests fully in 3 turns.
20-24 Create extreme temperatures (hot or cold), a thick natural fog, or light rains (must be in moist environment)
25-29 Create extreme winds, or create a thick rainstorm (does not work in desert)
30+ Create a destructive lightning storm or gather the moisture to create a flash flood.[/ul]
Once created, the Sith has no control over the natural phenomena, but may disperse it by making another Alter Environment check. The phenomena draws no distinctions and will damage any beings within its range; use best judgement to determine appropriate checks and damage. A Sith may disperse naturally-occurring phenomena in the same manner.
Special: The range of the phenomena increases to a 5-kilometer radius centered on the Sith.
Ballistakinesis:
Using an extension of Telekinesis, a Sith can gather dozens of small objects such as rocks, pebbles, sticks or even dinnerware and datapads and accelerate them to lethal velocities in a damaging swarm.
Time: Standard Action
Targets: All targets within a 5m wide line within Close Range and within line of sight.
Check: Reflex Save
Rules: Make a Ballistakinesis check. Compare the result to the Reflex Defense of each target in the affected area. If the check result equals or exceeds a target's Reflex Defense, the target takes 3d8 points of Bludgeoning, Piercing, or Slashing damage (Your choice) and takes a -2 penalty on all attack rolls until the start of your next turn. This is an Area Attack.
Special: Targets who pass their Reflex save still take half damage.
Mind-Trick/Affect Mind:*
The Force grants a Sith dominion over the weak-minded, and rare is the Sith who does not eagerly excercise their authority. Mind-Trick allows a Sith to alter a target's perceptions or plant commanding suggestions in their mind.
Time: Standard Action
Targets: One creature with an Intelligence score of 3 or higher within line of sight.
Make a Mind-Trick check. If you equal or exceed the target's Will Defense, you may choose one of the following (or similar) effects:
You create a fleeting hallucination that distracts the target and enables you to use the Stealth skill even if the target is aware of you.
You make an otherwise unpalatable suggestion seem completely reasonable to the target. You must be able to communicate with the target, and the suggestion can't obviously threaten the target's life. The target won't realize later that what he did is unacceptable.
You may force a target to follow basic commands, which they will repeat as if the commands are their own idea. The target will follow these commands even after you are gone, and won't realise they aren't their actions aren't their own; outside forces can break them out of these commands.
Special: If you create a fleeting hallucination to distract the target, the real you temporarily vanishes entirely from the target's perceptions for one turn; if you are making a suggestion, you may spend a Force Point to improve the target's Attitude by one step, plus one additional step for every 5 points by which your Mind-trick check exceeds the target's Will Defense; if forcing a target to follow a command, the outside force must overcome the target's Will Save before the command is broken OR You may Mind-Trick a number of beings up to your Rank in this power simultaneously.
Destroy Droid:
Using the Force to surge electricity through a droid's systems, a Sith can annihilate a droid's systems.
Prerequisites: Stun Droid 3
Time: Standard Action
Targets: One droid within Close Range and within line of sight
Check: Fortitude Save
Rules: Make a Disable Droid check, opposed by the target droid's Fortitude Save. If successful, the droid takes 4d6 electrical damage and is completely unable to act in the following round; it also loses its Dexterity bonus to its Reflex Save.
Special: Add your combined rank in Stun Droid and Disable Droid to the damage dealt.
Drain Energy:
With the Force as their conduit, a Sith can draw the energy out of a powered object, such as a blaster's Power Pack or a Power Generator.
Time: Standard Action
Targets: One powered object within Point-Blank Range, and within line-of-sight.
Check: DC20 (base)
Rules: Make a Telekinesis check. The result of the check determines the effects, if any:
20-24 You drain the energy from the power cells of a Small or smaller sized powered object. You completely drain the object of its energy, and it cannot function until it's Energy Cells are replaced.
25-29 You drain the energy from the power cells of a Medium or smaller sized powered object. You completely drain the object of its energy, and it cannot function until it's Energy Cells are replaced.
30-34 You drain the energy from the power cells of a Large or smaller sized powered object. You completely drain the object of its energy, and it cannot function until it's Energy Cells are replaced.
35+ You drain the energy from the power cells of a Huge or smaller sized powered object. You completely drain the object of its energy, and it cannot function until it's Energy Cells are replaced. If the object is being powered by a Power Generator, you drain all of the power from that instead.[/ul]
Special: You can spend a Force Point to increase the size of the object that can be drained by one size category (Up to Gargantuan).
Drain Life:*
The insidious power of the Dark Side manifests most maliciously in draining the very life from the enemies of a Sith. With this Power, a Sith may sap the life force of their foes and use it to replenish their own.
Time: Standard Action
Targets: One being within Close Range
Check: Fortitude Save
Rules: Make a Drain Life check against the Fortitude Save of your target. On a successful check, drain 1d4 per your level (up to level 10) from your target's hit points and add them to your own. Characters who equal or exceed your character level receive a +5 bonus to their Fortitude Save against Drain Life. This power does not affect droids.
Special: Drain 1d6 hit points per level (up to level 10)
Drain Force:
As life and the Force are tied together, so can a Sith drain the Force energy from their foes and replenish their own reserves. Though not inherently damaging to their opponent's body, such an experience can be horrific for the victim nonetheless.
Time: Standard Action
Targets: One being within Close Range
Check: Will Save
Rules: Make a Drain Force check against the Will Save of your target. On a successful check, you drain Force Points equal to 5 + Excess + Spirit Modifier from your target's Force Pool and add it to your own.
Special: Your target cannot use Force Powers for two turns; however, you still only receive one free Force Power usage on your next turn.
Force Blast:
A Sith may use the Force to create a ball of compressed air and debris to hurl at targets as a devastating projectile.
Time: Standard Action
Targets: One target within Mid Range and within line of sight
Check: Reflex Save
Rules: Make a Force Blast check and compare it to thge Reflex Save of your target; if you exceed the target's Reflex Defense, you deal damage with the Force Blast. The result of the check determines the kinetic damage, if any:
15-19 The Force Blast deals 2d6 points of damage to the target.
20-24 The Force Blast deals 3d6 points of damage to the target.
25-29 The Force Blast deals 4d6 points of damage to the target.
30+ The Force Blast deals 5d6 points of damage to the target.[/ul]
Special: Add one-half your Heroic Level as a damage bonus on a Force Blast just as you would with a normal Weapon.
Force Deflection:*
Even without the use of a Lightsaber, a Sith is far from defenceless against a blaster. Using the Force as their shield, they may deflect sources of ranged fire away from their person.
Time: Standard Action
Targets: Self
Check: Ranged Attack (opposed)
Rules: This power is effective against all ranged attacks targeting a Sith in a turn; make one Force Deflection check and compare the result to all incoming Ranged Attack Rolls. If the result of the Force Deflection check is higher than the Ranged Attack check, the Ranged attack is deflected and the Sith takes no damage. This power is effective against blaster fire, projectile fire, thrown weapons, and similar ranged attacks, but is ineffective against all Ranged Force Powers excepting Force Blast. This power may be sustained by spending a Swift action on subsequent turns.
Special: You may make use the Redirect action following a successful Force Deflection. The usual rules for Redirect apply.
Force Disease:
The Dark Side can be insidious killer, and a Sith can manipulate it to eat away at a target's body as though afflicted with a terrible disease.
Time: Standard Action
Targets: One target within line of sight
Check: Fortitude Save
Rules: Make a Force Disease check opposed by the target's Fortitude Save. If successful, the target is afflicted by a disease dealing 2d4 damage per turn. This affliction lasts for 1 + Rank turns or until the target makes a DC20 Constitution check (Free action, once per round), whichever comes first.
Special: Add your Rank to the damage dealt per turn.
Force Fear:*
A Sith is a terrifying foe, and with the Dark Side at his command can instil that terror into their enemies and cause them to cower or flee.
Time: Standard Action
Targets: One target within line of sight
Check: Will Save
Rules: Make a Force Fear check opposed by the target's Will Save. The target gains +5 to their Will Save if they are of a higher level than you. If successful, the target is struck by fear of you; for every 5 points above their Will Save you achieve, apply the corresponding effect below:
0-4 The target is scared and loses one of their actions (Move, Swift, or Regular) in the next turn
5-9 The target is afraid and loses two of their actions (Move, Swift, or Regular) in the next turn
10-14 The target is terrified and can take no actions except defend themselves in the next turn
15+ The target is petrified and spends the next turn blindly attempting to flee as far from you as possible.[/ul]
Special: If your Force Fear check is successful, you may attack your target with advantage next turn.
Force Grip/Force Choke:*
The signature power of the Sith, closing the Dark Side around a being's throat and choking them with an invisible hand.
Time: Standard Action
Targets: One target within line of sight
Check: Fortitude Save
Rules: Make a Force Grip/Force Choke check, opposed by the target's Fortitude Save. Targets larger than Medium size add a size modifier to Fortitude Defense against this Force Power: Colossal +50, Gargantuan +20, Huge +10, Large +5. The result of the check determines the effect, if any; if your Force Grip/Force Choke meets the required DC but is lower than the target's Fortitude Save, the target still takes half damage but you may not sustain the power:
15-19 The target takes 2d6 points of damage and can only take a Swift Action on their next turn.
20-24 The target takes 4d6 points of damage and can take no actions except defend themselves on their next turn.
25+ The target takes 6d6 points of damage and is lifted into the air like a ragdoll, free to be thrown about by the Sith's power.[/ul]
You may maintain your concentration on the targeted creature to continue damaging it from round to round. Maintaining the Force Grip Power is a Movement Action, and lasts until cancelled or the target finds a way to break your Grip. If you suffer damage while maintaining a Force Grip, you must succeed on another Force Grip/Force Choke check (DC = 15 + damage taken) to continue concentrating.
Special: If your DC is 25+, you may throw the target around to incredible damage and effect. Use the rules for Telekinesis in this case.
Force Hatred:*
Embracing the hatred burning in their heart, a Sith gives themself over to the Dark Side, letting their hate radiate out from their body in palpable waves.
Time: Standard Action
Targets: All creatures within Point-Blank Range.
Check: DC15 (base)
Rules: Make a Force Hatred check. The result of the check determines the effects, if any, on targets who begin their following turn within close range of you; a target whose Reflex Save is greater than your DC takes only half damage, but still suffers the penalty to their Saves:
15-19 Until the end of your next turn, any creature within range takes 1d6 points of Force damage, and takes a -1 penalty to all it's Defenses.
20-24 Until the end of your next turn, any creature within range of you takes 2d6 points of Force damage, and takes a -1 penalty to all it's Defenses.
25-29 Until the end of your next turn, any creature within range of you takes 3d6 points of Force damage, and takes a -1 penalty to all it's Defenses.
30+ Until the end of your next turn, any creature within range of you takes 4d6 points of Force damage, and takes a -1 penalty to all it's Defenses.[/ul]
You can maintain Hatred from round to round, extending the normal duration. Maintaining the Hatred Force Power is a Swift Action, and you must make a new Force Hatred check each round. If you take damage while maintaining Hatred, you must succeed on a Concentration check (DC = 15 + damage taken) to continue maintaining the Hatred.
Special: Increase the damage dealt by an additional +1d6 points of Force damage.
Force Healing:*
Though frequently considered a power of the Jedi, woe betide a Sith who refuses to use an effective weapon because it belongs to their enemy. A Sith may channel the Force to heal their minor-to-moderate wounds such as cuts and fracture bones, but must be wary: a Sith using their anger to fuel this power will find its effects temporary at best.
Time: Standard Action
Targets: Self OR one target within the Sith's threatened area
Check: DC15
Rules: Make a DC20 Force Healing check, targeting either yourself or a target within your threatened area. If successful, the Sith heals hit points equal to level + excess. A Sith must be very cautious of their emotional state when using this power - when they are consumed by extreme rage, or use it in a turn following a violent, Dark Side Force Power (such as Lightning, Grip, Hatred, or Fear) the target instead gains temporary hit points. On the second turn after the power is used, the hit points begin decreasing by five per turn until the target returns to their natural hit point score.
Special: Add your rank in the power to the hit points restored.
Force Lightning:*
Manifesting the Dark Side into a raw and violent physical form, a Sith may generate tendrils of lightning from their fingertips to consume their foes.
Time: Standard Action
Targets: One target in line of sight and within Point-Blank Range
Check: Reflex Save
Rules: Make a Force Lightning check and compare the result to the target's Reflex Defense. If your Force Lightning check equals or exceeds the target’s Reflex Defense, the target takes 8d6 points of Force damage and moves -1 step along the Condition Track. Otherwise, the target takes half damage and does not move along the Condition Track.
Special: Unleash your Lightning upon all targets within a 9m (6 square) cone in front of you.
Force Scream:*
An enraged Sith may release an intense sonic scream, amplified by The Force to tear at the flesh of those who surround them.
Time: Standard Action
Targets: All creatures within Close Range, who can hear you
Check: Fortitude Save
Rules: Make a Force Scream check, opposed by your targets' Fortitude Defense; the target(s) adds a size modifier to it's Fortitude Defense for purposes of this Force Power: Colossal, +50; Gargantuan, +20; Huge, +10; Large, +5; Medium or smaller, +0. If the check equals or exceeds the target's Fortitude Defense, the target sustains damage as determined by the results of your check. The result of the check determines the effects, if any:
15-19 The target(s) takes 1d6 points of Force damage this round, and the target(s)'s Damage Threshold is reduced by -5 points until the end of your next turn.
20-24 The target(s) takes 2d6 points of Force damage this round, and the target(s)'s Damage Threshold is reduced by -5 points until the end of your next turn.
25-29 The target(s) takes 3d6 points of Force damage this round, and the target(s)'s Damage Threshold is reduced by -5 points until the end of your next turn.
30+ The target(s) takes 4d6 points of Force damage this round, and the target(s)'s Damage Threshold is reduced by -5 points until the end of your next turn.[/ul]
Special: Reduce the target's Damage Threshold by -10, rather than -5.
Force Stasis:
Commanding the Force to lock an enemy's muscles solid, a Sith may place their foes into a temporary stasis and leave them helpless.
Time: Standard Action
Targets: One creature within Mid Range and within line of sight
Check: Fortitude Save
Rules: Make a Force Stasis check, opposed by the target's Fortitude Save; the target(s) adds a size modifier to it's Fortitude Defense for purposes of this Force Power: Colossal, +50; Gargantuan, +20; Huge, +10; Large, +5; Medium or smaller, +0. If the result of your check equals or exceeds your target's Fortitude Save, the target is completely unable to move, take actions, or actively defend themselves in their next turn. The target loses its Dexterity bonus to its Reflex Save.
Special: The Stasis lasts for two turns instead of one.
Force Subjugate:*
As subtle as insidious as they may be, sometimes the Sith's goals call for nothing less than the shattering of an enemy's mind. For this end, they can channel the Dark Side to inflict brutal mental damage on their foe's psyche.
Time: Standard Action
Targets: One creature within Mid Range and within line of sight
Check: Will Saves
Rules: Make a Force Subjugate check, opposed by the target's Will Save. If successful, deal 3d6 in unsoakable mental damage to the target's hit points and move them -1 step down the condition track if the result of the damage roll exceeds their Damage Threshold. If the target's HP is reduced to zero or they reach -5 on the condition track in this manner, instead of falling Unconscious the target instead suffers a temporary mental breakdown and is rendered catatonic. They may be brought out of this catatonia after a minimum of 1 minute by making DC15 Spirit check.
Special: Move a target -2 steps down the condition track on a successful Force Subjugate.
Force Wound:*
Channeling the Dark Side with killing intent, you can cause painful spasms in the lungs of your foes, injuring them.
Time: Standard Action
Targets: One creature within Point-Blank Range and within line of sight
Check: Fortitude Save
Rules: Make a Force Wound check and opposed by the target's Fortitude Defense. The target adds a size modifier to it's Fortitude Defense for purposes of this Force Power: Colossal, +50; Gargantuan, +20; Huge, +10; Large, +5; Medium or smaller, +0. If the result equals or exceeds the target's Fortitude Defense, the target receives 4d6 points of Force damage. If the target moves 1 or more steps down the Condition Track as a result of being damaged by this Force Power, the Condition becomes Persistent until the target is treated with a DC 20 Treat Injury check to perform Surgery.
Special: Increase the damage dealt to 6d6.
Force Whirlwind:
Conjuring a whirling vortex of Force energy, a Sith may lift their opponent a meter off of the ground and buffet them with waves of the Force.
Time: Standard Action
Targets: One creature within Close Range, and within line of sight.
Check: Fortitude Save
Rules: Make a Force Whirlwind check opposed by the target's Fortitude Save. The target adds a size modifier to it's Fortitude Defense for purposes of this Force Power: Colossal, +50; Gargantuan, +20; Huge, +10; Large, +5; Medium and smaller, +0. If the check equals or exceeds the target's Fortitude Defense, the target is captured within the whirlwind and immobilized until the beginning of your next turn. It loses its Move action and any attack rolls or Skill Checks the target attempts while within the whirlwind are at a -5 penalty. The target falls Prone when the effect ends. The target also sustains damage at the end of your turn, as determined by the results of your Force Whirlwind check:
15-19 The target takes 1d6 points of Force damage.
20-24 The target takes 2d6 points of Force damage.
25-29 The target takes 3d6 points of Force damage.
30+ The target takes 4d6 points of Force damage.[/ul]
You can maintain Force Whirlwind from round to round, extending the normal duration. Maintaining the Force Whirlwind Force Power is a Move Action, and you must make a new Force Whirlwind check each round. If you take damage while maintaining Force Whirlwind, you must succeed on a Concentration check (DC = 15 + damage taken) to continue maintaining the Force Whirlwind. If a target within a Force Whirlwind is attacked or otherwise damaged or moved down the Condition Track by you or one of your allies, the effects of the Force Whirlwind end immediately.
Special: Increase the penalty to the target's attack rolls and Skill Checks while inside the whirlwind from a -5 penalty to a -10 penalty.
Illusion:
A Sith may weave the Dark Side into masterful illusions, conjuring all manner of sensations and visages limited only by their imagination.
Time: Standard Action
Target: One target within line of sight OR all targets
Check: Will Save
Rules: Make a Force Illusion check, opposed by the Will Save of any and all targets. There are two types of illusion: single target, and line of sight. Single target illusions affect only the target of the Force Power but allow for more complete deception of their senses; line of sight illusions create phenomena which deceive any beings who fail the Will Save check but have less pronounced effects. Declare the illusion type before you make the check; in the latter case, the illusion's size also affects your Illusion check, applying a penalty for exceptionally large illusions. The penalties are -1 for Huge Illusions, -2 for Gargantuan Illusions, -5 for Colossal Illusions, and -10 for Colossal (Frigate) or larger Illusions.
If successful at targeting only a single being, you can drastically affect the being's senses, such as by making them see or hear fake phenomena or feeling as if their skin is on fire. There are no hard and fast rules for how the target responds to an illusion and creativity is encouraged.
When creating a line of sight illusion, you designate the form and complexity of the Illusion, as well as its location. When a creature views the Illusion, compare the result of your Illusion check to the target's Will Defense; if your check result exceeds it's Will Defense, it believes the Illusion to be real. Any physical interaction with the Illusion (Such as touching it, passing through it, or shooting it with a blaster) immediately reveals the true nature of the Illusion, and the creature is no longer deceived. The Illusion lasts for a number of minutes equal to your Heroic Level.
Special: The length of time you can sustain an illusion is doubled
Malacia:*
By disrupting a target's equilibrium, a Sith can effect great dizziness and nausea in his foes.
Time: Standard Action
Targets: One creature within Point-Blank Range and in line of sight.
Check: Fortitude Save
Rules: Make a Malacia check. Compare the result to your target's Fortitude Defense. If your check result equals or exceeds the target's Fortitude Defense, the target moves -1 step down the Condition Track. Additionally, until the end of it's next turn, the target takes a -5 penalty to it's Damage Threshold and a -2 penalty to Dexterity. You can maintain Malacia from round to round, extending the duration of the Damage Threshold penalty. Maintaining the Malacia Force Power is a Movement Action, and you must make a new Malacia check each round. If you take damage while maintaining Malacia, you must succeed on a Concentration check (DC = 15 + damage taken) to continue maintaining the Malacia.
Special: Increase the penalty to the target's Damage Threshold to -10.
Protection Bubble:
Far more than a mere Force Barrier, a Sith can channel the Force's energies into an almost impenetrable bubble protecting themselves and those around them.
Time: Standard Action
Target: 5m (3 square) radius, centered on self
Check: DC25
Rules: Make a Protection Bubble check. The result of the check determines the result, if any:
15-19 You and all beings within the bubble gain a Shield Rating (SR) of 5 until the beginning of your next turn.
20-24 You and all beings within the bubble gain a Shield Rating (SR) of 10 until the beginning of your next turn.
25-29 You and all beings within the bubble gain a Shield Rating (SR) of 15 until the beginning of your next turn.
30+ You and all beings within the bubble gain a Shield Rating (SR) of 20 until the beginning of your next turn. [/ul]
Unlike other Shield Ratings, this Shield Rating is made of pure telekinetic energy and cannot be recharged by any means. You can maintain a Protection Bubble from round to round, extending the normal duration. Maintaining the Force Shield Force Power is a Standard Action. Taking damage while maintaining a Protection Bubble requires a successful Concentration Check (DC15 + damage taken) to sustain the Power. If the Force Shield's Shield Rating is ever reduced to 0, the Force Power's effect ends. Another Sith with at least one rank in this Power may take the Aid Another Action to assist you in creating it.
Special: Increase the Protection Bubble's Shield Rating by 5.
Torture by Chagrin:
Known in hushed tones as 'Memory Walk', this dreaded technique allows a Sith to torture a captive opponent by forcing them to relive their own worst memories - over and over and over again.
Time: N/a
Target: One target within Point-Blank Range
Check: Will Save
Rules: Make a Torture by Chagrin check opposed by the target's Will Save; the target receives a +5 bonus if it is a higher level than you. This power is a torturer's technique and cannot be used in combat - the target must be completely bound and at your mercy to be effective. If the check is successful, the target relives their worst memories as if they were there, helpeless to watch it happen again. Each instance of memory walking requires a new Torture by Chagrin check. There are no hard rules for what effects this has on a target - use best judgement to determine any mechanical effects.
Special: Each successful Torture by Chagrin forces the target to relive their worst memories twice instead of once.
SENSE:
Battle Precognition:
Tapping into the resonance of combat through the Force, a Sith's reflexes are heightened to deadly levels.
Time: Movement Action
Target: Self
Check: DC20
Rules: Make a DC20 Battle Precognition check. If successful, add your Spirit Modifier to your Reflex Save. This power may be sustained by spending a Swift Action to make another Battle Precognition check on subsequent rounds.
Special: Increase the bonus to your Reflex Save by 2.
Comprehend Speech:
The Force is a medium shared by all species and all beings, and by tapping into this connection a Sith can understand any language.
Time: Swift Action
Target: Self
Check: DC20
Rules: When in conversation with a being whose language you do not speak, you may make a DC20 Comprehend Speech check. If successful, you though you do not learn the being's language you and the being can both understand each other as if speaking the same, native tongue. This effect lasts for your level in minutes. Droid languages are unaffected by this power, as droids are not part of the Force.
Special: You may attempt a DC35 Comprehend Speech check. If successful, you instantly learn to speak the language of the other being (though you cannot read or write it) and may optionally choose to implant knowledge of any languages you speak into your target's mind.
Farsight:
The vision of a Sith reaches beyond the constraints of mere mortal sight. Through the Force, a Sith can gain momentary visions and impressions of the events surrounding a particular being, no matter where they are in the galaxy.
Time: Full-Round Action
Targets: One creature you know or have met with before.
Check: Will Save
Rules: Make a Farsight check. If your result is less than the target's Will Defense, you gain no information (Including whether the target is alive or dead) and cannot use this Force Power against the same target for 24 hours. If your check result equals or exceeds the target's Will Defense, you can sense whether the target is alive or dead and gain a vague sense of its immediate surroundings, what it's currently doing, and any strong emotions it is presently feeling. A dead target has a Will Defense of 30 for purposes of this Force Power.
Special: You gain a clear mental image of the target, their surroundings, and any other creatures and objects within 12 meters of it.
Force Track:
More than merely inspecting footprints, predator Sith can search the Force for traces of their prey and use it to hunt them down.
Time: Swift Action
Targets: Self
Check: DC15 (base)
Rules: Make a Force Track check. The result of the check determines the effect, if any:
15-19 You determine the path taken by a specific creature you designate, provided you are within line of sight to the creature's trail. You can Track the creature without needing to make Survival checks for up to 1 hour, provided the creature you are Tracking passed through the area within the last minute.
20-24 You determine the path taken by a specific creature you designate, provided you are within line of sight to the creature's trail. You can Track the creature without needing to make Survival checks for up to 1 hour, provided the creature you are Tracking passed through the area within the last 10 minutes.
25-29 You determine the path taken by a specific creature you designate, provided you are within line of sight to the creature's trail. You can Track the creature without needing to make Survival checks for up to 1 hour, provided the creature you are Tracking passed through the area within the last hour.
30+ You determine the path taken by a specific creature you designate, provided you are within line of sight to the creature's trail. You can Track the creature without needing to make Survival checks for up to 1 hour, provided the creature you are Tracking passed through the area within the last day.[/ul]
Special: You may track up to two targets simultaenously.
CONTROL:
Absorb Energy:
With the Force as a medium, a Sith may harmlessly absorb incoming sources of energy such as lightsaber or blaster fire.
Time: Reaction
Targets: Self
Check: Opposed Attack Roll
Rules: When an enemy makes an energy-based attack against you (such as with a lightsaber or blaster), you may attempt to absorb the energy as a Reaction. Make an Absorb Energy check; this overrides your Reflex Save for the purposes of comparison to the incoming attack check. If your Absorb Energy check equals or exceeds your enemy's attack roll, the incoming energy is completely absorbed and negated; otherwise you take damage as normal. You must be aware of the attack to negate it. For every use of Absorb Energy after the first made on a turn, you suffer a stacking -5 penalty to successive attempts.
Special: You regain hit points equal to the energy damage that would have been dealt, up to your regular maximum hit points.
Battlemind:*
A Sith's will to win is as crucial to victory as their ability to kill. Sheer fighting spirit, incredible drive, and raw determination can manifest themselves through the Force, and allow a Sith to fight through even the hardest of conflicts.
Time: Movement Action
Targets: Self
Check: DC20 (base)
Rules: Make a Battlemind check. The result of the check determines the result, if any:
20-24 Select one Physical Core Stat with a lower score than your Intellect and raise it by one-quarter of the difference between the two scores (round up).
25-29 Select two Physical Core Stats with a lower score than your Intellect and raise them by one-half of the difference between each individual score and your Intellect (calculate each increase separately, round up).
30+ Select three Physical Core Stats with a lower score than your Intellect and raise each of their scores to match your Intellect score.[/ul]
This power lasts until your next turn, and may be maintained as by spending a Swift Action to make a DC20 Battlemind check on subsequent turns.
Special: Increase the result of your Battlemind check by 5.
Force Absorb:
Meeting strength with strength, a Sith can absorb incoming sources of Force energy and channel them to fuel their own reserves of Force Power.
Time: Movement Action
Targets: Self
Check: Opposed Force Power
Rules: This power is effective against any Force Powers that target your Reflex Save. Make a Force Absorb check against any incoming relevant Force Powers while this Power is active; this overrides your Reflex Save for the purposes of this roll. If the Force Absorb check equals or exceeds the Attack Check of an incoming Force Power, you absorb the Force Power, taking no damage and adding the results of the damage roll to your Force Power points.
Special: You do not suffer a Force Power cost when this power is used successfully.
Force Armor:
Forging the Force into a nearly-physical suit of armor surrounding them, a Sith can stand fast against mighty blows.
Time: Movement Action
Targets: Self
Check: DC20
Rules: Make a DC20 Force Armor check. If successful, add 10 + Excess / 5 to your Soak against ALL damage sources. This includes sources that normally ignore Soak, such as a Lightsaber and mental damage. This power may be sustained by spending a Swift Action to make a DC20 Force Armor check on subsequent turns, to a maximum number of turns equal to 1 + Rank.
Special: Add your Rank to your Soak on a successful Force Armor Usage.
Force Camouflage:
By bending light itself to their will, a Sith can make themselves invisible as if using a stealth field generator.
Time: Full-Round Action
Targets: Self
Check: DC20
Rules: Make a DC20 Force Camouflage check. If successful, you vanish from view and are granted Concealment (but not total Concealment) and any enemies attempting to notice you take a -5 penalty to any Awareness checks. This power lasts for a maximum of your Rank in minutes, or until you either attack, are successfully attacked, or use another Force Power. However, you move at half speed while this Power is active.
Special: You may move at full speed while this power is active.
Force Rage:*
Surrendering wholly to the rage of the Dark Side, a Sith becomes an instrument of pure destruction on the battlefield.
Time: Movement Action
Targets: Self
Check: DC15 (base)
Rules: Make a Force Rage check. The result of the check determines the effect, if any:
15-19 You gain a +2 Rage bonus on melee attack rolls and melee damage rolls until the end of your turn.
20-24 You gain a +4 Rage bonus on melee attack rolls and melee damage rolls until the end of your turn.
25+ You gain a +6 Rage bonus on melee attack rolls and melee damage rolls until the end of your turn.[/ul]
While consumed by rage, you cannot use Skills or perform any tasks that require patience and concentration. This Power lasts for a number of turns equal to your Rank, and may not be cancelled early; you must wait at least two turns before using it again once it expires.
Special: You may sustain your Force Rage until the end of the encounter, but still may not cancel it until it has been active for your Rank in rounds.
Force Resistance:*
Weaving the Force into an intangible circle of protection, a Sith may armor their mind and will.
Time: Movement Action
Targets: Self
Check: Opposed
Rules: This power is effective against any powers that target your Will and Fortitude Save. Make a Force Resistance check against any incoming relevant Force Powers attacks while this Power is active; this overrides your Reflex Save for the purposes of this roll. If the Force Absorb check equals or exceeds the Attack Check of an incoming Force Power, you absorb the Force Power, taking no damage and adding the results of the damage roll to your Force Power points.
Special: You may spend a Swift Action to receive a +5 bonus to your Will Save against Will-targeting Force Powers until your next turn (if this power is not active).
Force Stealth:
Making their presence in the Force small, a cunning Sith can vanish into its currents and avoid being sensed by other Force-users.
Time: Movement Action
Targets: Self
Check: Opposed
Rules: While this power is active, make an opposed Force Stealth roll against any opponent attempting to locate you using the Sense Force Power (or similar means). If your Force Stealth result equals or exceeds the result of their Sense Force check, they are unable to sense you through the Force, even if they are already aware of you.
Special: You may sustain this Force Power at will, without needing to spend any Actions. If spending a Force Boon to activate this effect, this effect lasts for one day at a time; otherwise it is permanent.
Force Valor:*
Fueling their body with the Force, a Sith can push themselves beyond their normal limits and fight with a strength that is not their own.
Time: Movement Action
Targets: Self
Check: DC15 (base)
Rules: Make a Force Valor check. The result of the check determines the effect, if any:
20-24 You gain a +1 Valor bonus to your Strength and Dexterity
25+ You gain a +2 Valor bonus to your Strength and Dexterity[/ul]
This power lasts until your next turn, and may be maintained as by spending a Swift Action to make a DC20 Force Valor check on subsequent turns.
Special: This power lasts until the end of the encounter.
MASTER FORCE POWERS:
ALTER:
Awaken:
The modern Sith fights alongside allies, and can be there to aid their allies when another Force user has successfully clouded their body or mind.
Time: Standard Action
Targets: One ally within Point-Blank Range
Check: DC25
Rules: When an ally is affected by Force Slow, Force Stasis, Malacia, Mind-Trick, Illusion, or has been rendered catatonic by Force Subjugate, you may come to their aid by making a DC25 Awaken check. If successful, the negative effects are lifted completely; in the case of Force Subjugate, the target is rendered merely Unconscious (rather than catatonic) and may be aided in the normal way. In a less combat-focused application, this Power can also be used to wake beings from trances or deep slumber.
Special: The target may use the Aid Another Action as a Free Action to aid you.
Battle Meditation:
Powerful Sith can instil in their allies a level of seamless co-operation by generating an almost meditative aura that bolsters allies and saps away at foes. Skilful use of this technique has turned the course of battles and even wars.
Time: Full-Round Action
Targets: Allies/enemies within Range
Check: DC15 (base)
Rules: Make a Battle Meditation check. The result of the check determins the effect, if any:
15-19 All allies within Close Range gain +2 to Attack and Damage rolls and Will Save.
20-24 All allies within Mid Range gain +2 to Attack and Damage rolls and Will Save, and all enemies suffer equivalent penalties.
25-30 All allies within Long Range gain +2 to Attack and Damage rolls and Will Save, and all enemies suffer equivalent penalties.
30+ All allies engaged in battle alongside you, no matter the scope of the battle, gain +2 to Attack and Damage rolls and Will Save, and all enemies suffer equivalent penalties.[/ul]
Special: Increase the benefit/penalty to +/-4.
Dark Transfer
An extremely rare but incredibly potent technique, Dark Transfer uses the raw emotions churning combined within any Sith to fuel permanent healing.
Prerequisites: Force Healing 4
Time: Standard Action
Targets: One creature within reach.
Check: DC15 (base)
Make a Dark Transfer check. The result of the check determines the result, if any:
15-19 The target heals a number of Hit Points equal to your Character Level.
20-24 The target heals a number of Hit Points equal to 2 x your Character Level.
25-29 The target heals a number of Hit Points equal to 3 x your Character Level.
30+ The target heals a number of Hit Points equal to 4 x your Character Level.[/ul]
Each time you use Dark Transfer, you move -1 Persistent step down the Condition Track. You must rest for 8 hours to remove this Condition.
Special: You avoid moving down the Condition Track when you use this Force Power.
Drain Knowledge:
While many Sith know how to drain the life and the Force power from a being, only the most practiced of Sith Masters can drain the very knowledge from the minds of their foes. Woe betide the prisoner whose mind holds secrets a Sith Master desires.
Time: Full-Round Action
Targets: One enemy at your mercy
Check: Will Save + Intellect Modifier
Rules: This power may not be used during combat - the rush of battle shields a target's mind in such a way that this power cannot work. Make a Drain Knowledge check, opposed by the target's Will Save + their Intellect Modifier (if the target is attempting to use Force Resistance or Force Immunity, they may add their Intellect Modifier to that result as well). If you succeed on your Drain Knowledge check, you gain access to the target's mind and can drain whatever knowledge you desire. There are no set rules for this power and best judgement is recommended, but possible effects include simply learning the knowledge you seek, removing all traces of that knowledge from a target's mind, learning and purging unrelated knowledge from the target's mind, and even learning a Knowledge-based Skill that you lack.
Special: Add your Intellect Modifier to the results of the Drain Knowledge check.
Force Crush:
Unparalleled in Telekinetic might, a Sith grabs a target and compacts it in upon itself. Novices with this power can use it to brutally end a foe, while Masters can cause even tanks and starfighters to crumple.
Prerequisites: Force Grip 3, Telekinesis 4
Time: Full-Round Action
Targets: One enemy being or vehicle within Mid Range
Check: Fortitude Save
Rules: Make a Force Crush check, opposed by the target's Fortitude Save. The target adds a size modifier to it's Fortitude Defense for purposes of this Force Power: Colossal, +50; Gargantuan, +20; Huge, +10; Large, +5; Medium and smaller, +0. Deal 1d10 telekinetic damage per character level to the target; the target takes half damage if the result of your Force Crush check is less than their Fortitude Save.
Special: You may crush up to 3 targets simultaenously.
Force Destruction:
Becoming a conduit for unrestrained and destructive Dark Side energy, the Sith channels their power into colossal blasts of power. But usage of this Force Power exerts an incredible toll on even the mightiest Sith and can lay them low if they use it without restraint.
Time: Full-Round Action
Targets: All targets in front of a Sith up to Long Range
Check: Reflex Save
Rules: Make a Force Destruction check, opposed by the Reflex Save of any targets within range; targets whose Reflex Save exceeds the check take half damage. Usage of this Power unleashes a colossal wave of pure destructive Dark Side energy, which deals 12d12 in kinetic damage to all targets in range. Every usage of this power moves you -2 steps down the condition track unless you pass a DC25 Constitution check; passing this check moves you only -1 step down the condition track.
Special: By spending two Full-Round Actions you can unleash this power in a 360 degree arc around you; using it in this fashion moves you -3 steps down the condition track with no chance to save.
Force Dominate/Control Mind:
Graduating from influencing and suggesting to complete control and domination, Sith Masters can exert their inexorable will upon the minds of the weak-minded.
Prerequisites: Mind-trick/Affect Mind 3
Time: Standard Action
Targets: One being within Close Range
Check: Will Save
Rules: Make a Force Dominate check, opposed by the target's Will Save. A target who is a higher level than you receives +5 to its Will Save. If successful, you gain nearly complete control over a being's mind. While you cannot directly absorb knowledge from it (as this is the power of the Drain Knowledge technique), you can perform nearly anything else, from completely rewriting the target's personality, to establishing complex commands that must be followed, removing senses, obliterating memories, changing their perceptions - the power of this malicious technique is limited only by a Sith's imagination, and their cruelty.
Special: As a Swift Action, target a single being within Close Range whose level is half or less than yours and force them to fight for you for a number of minutes equal to your Rank in this power. Every minute, the target may make a DC25 Spirit check to attempt to break free from your control.
Force Insanity:
All beings on the galaxy nurse a flickering fear at facing a Sith Master on the battlefield - and it is easy for such a Sith to kindle that flame into burning insanity that strips away their foes' will to fight.
Time: Standard Action
Targets: One primary target within Mid Range, and all beings within Point-Blank Range of that target
Check: Will Save
Rules: Make a Force Insanity check, opposed by the Will Save of all targets. Targets who are a higher level than you receive +5 to their Will Save for the purposes of this Power. For this Power, a Sith designates one primary target to center the effects of this power on; all beings within Point-Blank Range of this target also suffer its effects. If your Force Insanity check equals or exceeds the Will Save of a target, the target takes 10d4 unsoakable mental damage and is driven insane by fear; targets who pass their Will saves instead take half damage but avoid insanity. Insane targets are completely unable to fight and will either fall prone or attempt to flee the battle as desperately as possible - this insanity lasts for one hour per Rank, and requires a DC30 Spirit check (attempt once per hour) for the target to regain control of themselves. Targets brought down to 0 HP by this simply suffer a complete mental breakdown and are reduced to a gibbering wreck of a being.
Special: Extend the Range of this power to all beings within Close Range of the primary target.
Force Kill:
While many abilities wielded by Sith Masters can wreak great destruction, there is still a certain appeal to making a foe simply drop dead. By targeting a being's internals, a Sith can cause grievous damage through massive organ failure.
Time: Standard Action
Targets: All targets within Close Range in a direction the Sith designates.
Check: Fortitude Save
Rules: Make a Force Kill check, opposed by the Fortitude Save of each target. The target adds a size modifier to it's Fortitude Defense for purposes of this Force Power: Colossal, +50; Gargantuan, +20; Huge, +10; Large, +5; Medium and smaller, +0. If successful, deal 5d10 in Force damage to a target, and then 1d10 per subsequent turn for your Rank in turns. Targets who pass their Fortitude save take half damage on the initial take and no damage on subsequent turns.
Special: Add your Rank in damage on subsequent turns.
Force Net:
Weaving together searing tendrils of Dark Side energy, a Sith can create a deadly net and to cast at a foe. Ensnared enemies find themselves sapped of their Force Power and cut by the ever-shrinking net.
Time: Standard Action
Targets: One target within Mid Range
Check: Reflex Save
Rules: Make a Force Net check, opposed by the target's Reflex Save. If the target fails their Reflex save, they are ensnared by the net, driven prone, and have their speed reduced to 0. On every turn including the first, they suffer 4d8 in piercing damage and lose 4d8 Force Points. The Force Net lasts until released by the Sith who cast it or the target makes a DC25 Constitution check to break free.
Special: The size of the Force Net expands to cover all beings within Point-Blank Range of your target.
Force Repulse:
A Sith Master is never surrounded unless they want to be - and if they don't want to be, then a repulsive blast of kinetic energy will send their foes flying.
Time: Standard Action
Targets: All beings within Close Range.
Check: Opposed Strength + Level
Rules: Make a Force Repulse check. The targets make opposing Strength checks, adding their level. The target adds a size modifier to its Strength check: Colossal, +20; Gargantuan, +15; Huge, +10; Large, +5; Medium, +0; Small, -5; Tiny, -10; Diminutive, -15; Fine, -20. In addition, it gets a +5 stability bonus if it has more than two legs or is otherwise exceptionally stable. If you exceed a target's Strength check, you push it back 5 squares plus 5 additional squares for every 5 points by which you exceeded the target's check result. If you push the target into a larger object, the target takes 3d6 points of damage.
Special: Apply a -5 penalty to the target's Strength check to resist your Repulse AND if you successfully push the target into a larger object, you deal an extra 2d6 points of damage from the extreme force of the pulse.
Force Storm:
Unleashing the full power of the Dark Side, a Sith generates a thunderous lightning storm from their palm which strikes all enemies around them.
Time: Standard Action
Targets: All enemies within Close Range
Check: Reflex Save
Rules: Make a Force Storm check and compare the result to the Reflex Save of all enemies within Close Range. Enemies who fail their Reflex save take 1d6 damage per your level in electrical damage and lose the same amount to Force Points (if they have them). Enemies who succeed on their Reflex save take half damage to their hit points and no damage to their Force Points.
Special: As a Full-Round Action, increase the Range to Mid Range
Force Wave:
Unleashing the full extent of their telekinetic power, a Sith can create a rippling wave of power that cuts through all the beings around them.
Time: Standard Action
Targets: All beings within Point-Blank Range
Check: Fortitude Save
Rules: Make a Force Wave check opposed by the Fortitude Save of all beings within Point-Blank Range. The target adds a size modifier to its Fortitude Save: Colossal, +20; Gargantuan, +15; Huge, +10; Large, +5; Medium, +0; Small, -5; Tiny, -10; Diminutive, -15; Fine, -20. Beings who fail their Fortitude save take 1d6 damage per the Force-user's Heroic Level, are thrown back 5 metres, land prone, and are incapacitated until your next turn. Beings who pass their Fortitude save take half damage, are thrown 5 metres, and land prone, but are not incapacitated. Beings who are thrown into a larger object take 2d6 damage.
Special: Deal 1d6 + Rank Damage per level.
Kinetic Combat
Showing the true control of a Telekinetic Master, a Sith can use the Force to manipulate and fight with their chosen weapon independently of their grasp.
Prerequistes: Telekinesis 4
Time: Standard Action
Targets: One one-handed Melee Weapon you currently have drawn.
Check: DC20
Rules: Make a DC20 Kinetic Combat check. If you succeed you can telekinetically move a one-handed melee weapon you hold up to 12 squares away, and make an attack with it. The weapon is considered to be held by you, even if it is hovering nearby and not in your hands. The attack uses your Proficiency Modifier * Kinetic Combat Rank + Spirit Modifier for the attack roll. A successful attack deals normal melee damage, adding one-half your Heroic Level to damage as normal, but substituting your Spirit modifier in place of your Strength modifier as the bonus toward damage. You cannot use any Perks or Level Special Abilities that affect a weapon (eg. Cleave, Flurry) while wielding a weapon this way, but you may attempt Reactions (eg. Block, Deflect). The weapon Threatens all squares adjacent to it, and it can be used to make an Attack of Opportunity if a target provokes one from the weapon. Any Attacks of Opportunity made by the weapon count as though they were made by you.
You can maintain Kinetic Combat from round to round, extending the normal duration. Maintaining the Kinetic Combat Force Power is a Swift Action, and as a Standard Action each round you can direct the weapon to move up to 6 squares, and make a single attack against a target adjacent to the weapon, though the weapon must remain within 12 squares of you or the Force Power's effect ends. If you take damage while maintaining Kinetic Combat, you must succeed on a Kinetic Combat check (DC = 15 + damage taken) to continue maintaining the Kinetic Combat.
Special: You may spend a Full Round Action to control up to three Melee Weapons at a time. Each Melee Weapon functions as described above, but you lose your Dexterity bonus to your Reflex Save and your Concentration check is increased to 20 + damage taken.
Kinetite: Manifesting a lightning-like ball of restrained kinetic energy solid ball, a Sith can hurl a slow-moving projectile able to damage multiple opponents and even level small structures.
Targets: All beings within a five meter radius of a single point within Mid Range.
Check: DC25/Reflex
Rules: Make a DC25 Kinetite check. If successful, the Sith creates a ball of restrained kinetic energy and hurls it at a target within Mid Range. All targets within a five meter radius of this target take 5d10 blasting damage and are thrown off of their feet; targets whose Reflex Saves exceed the Kinetite check instead take half-damage and maintain their footing.
Special: Increase the radius of the effect to ten meters.
Morichro:
With insidious and subtle control, a Sith can slow the vital functions of a target, causing them to slip into a deep sleep or even die.
Time: Standard Action
Targets: One being you have Grabbed or Grappled, or otherwise rendered incapable of escape.
Check: Fortitude Save
Rules: Make a Morichro check, opposed by the target's Fortitude Defense. If you succeed, the target moves -1 step down the Condition Track. Each round you maintain this Force Power, if your Morichro check exceeds the target's Fortitude Defense, the target moves another step down the Condition Track. If you move a target to the bottom of the Condition Track with this Force Power, you can choose to kill the target or place it into a Force Trance even if it is unwilling. Additionally, if you use this Force Power on an already unconscious target, you can consider the target willing for the purposes of putting them in a Force Trance. You can maintain Morichro from round to round, extending the normal duration. Maintaining the Morichro Force Power is a Standard Action, and you must make a new Morichro check each round. If you take damage while maintaining Morichro, you must succeed on a Concentration check (DC = 15 + damage taken) to continue maintaining the Morichro. If the target escapes your Grab or the Grab ends for any reason, you cannot maintain Morichro on your next turn.
Special: Extend the Range of this power to target one being within Point-Blank Range.
Sever Force:
Traditionally a technique of the Jedi, the modern Sith have figured out how to twist this technique to use the power of the Dark Side and wield it as a terrifying tool against both captured foes and traitorous allies.
Prerequisites: Drain Force 3
Time: Full-Round Action
Targets: One being at your complete mercy
Check: Will Save
Rules: Make a Sever Force check opposed by your target's Will Save. Targets who are a higher level than you receive +5 to their Will Save for the purposes of this power. If your Sever Force check equals or exceeds the target's Will Defense, the effect (if any) is determined by your check result:
25-29 The target cannot spend Force Points for a number of hours equal to your level + your Rank
30-34 The target cannot spend Force Points for a number of days equal to your level + your Rank. In addition, the target moves -1 step down the Condition Track each time they use a Force Boon in the same time frame.
35+ The target is completely cut-off from the Force and can never again spend Force Points, unless their connection to the Force is restored in some way. In addition, the target moves -2 steps down the Condition Track each time they use a Force Boon in the same time frame.[/ul]
Special: When successfully severing a target's connection to the Force, you may also drain their remaining Force points. This severing drain allows you to temporarily surpass your normal maximum number of Force Points, until the excess is used up.
Stasis Field:
Paralysing an individual foe is trivial for a Sith Master - their true power is shown when they can paralyse entire groups of beings at once.
Prerequisites: Force Stasis 3
Time: Standard Action
Target: One primary target within Mid Range, and all beings within Close Range of that target
Check: Fortitude Save
Rules: The rules for this power are identical to Force Stasis, using your rank in Force Stasis instead. However, this time compare the results of your Stasis Field check to the Fortitude Saves of all beings within Close Range of your target.
Special: You may designate yourself as the primary target to attempt to use Stasis Field on all targets within Close Range of you (you are not at risk of paralysing yourself with your own power).
SENSE:
Shatterpoint:
A very rare talent, users of Shatterpoints can see the critical points and faultlines running through objects and beings - the most legendary users of this technique can see the shatterpoints within abstract entities like concepts and organisations.
Time: Swift Action
Target: Self
Check: DC25 (base)
Rules: Make a Shatterpoint check. The result of the check determines the effect, if any:
25-29 If your next attack made before the end of the encounter hits, treat the target's Damage Threshold against the attack as though it were 5 points lower than normal.
30-34 If your next attack made before the end of the encounter hits, treat the target's Damage Threshold against the attack as though it were 10 points lower than normal.
35-39 If your next attack made before the end of the encounter hits, treat the target's Damage Threshold against the attack as though it were 15 points lower than normal.
40+ If your next attack made before the end of the encounter hits, treat the target's Damage Threshold against the attack as though it were 20 points lower than normal.[/ul]
Special: Ignore the same about of the target's Soak as you do for their Damage Threshold
CONTROL:
Force Immunity:
With the Force at their command, there is almost nothing that can deign to threaten a Sith Master. Their complete control of the Force manifests in a more passive way, providing a nearly invincible defence against other Force users.
Prerequisites: Force Resistance 3
Time: Full-Round Action
Target: Self
Check: DC25 (base)
Rules: This power provides a significant, passive buff to Force Powers targeting your Fortitude and Will Saves while active. Make a Force Immunity check. The result of the check, if any, determines the effect:
25-29 Add your Rank in this Power to your Fortitude and Will Saves whenever they are targeted by a Force Power.
30-34 Add your Rank in this Power + your Rank in Force Resistance to your Fortitude and Will Saves whenever they are targeted by a Force Power.
35+ Add your Rank in this Power + your Rank in Force Resistance + your Proficiency Modifier to your Fortitude and Will Saves whenever they are targeted by a Force Power.[/ul]
The effects of this Force Power lasts for one hour, or until cancelled. If Force Resistance is activated, its effects overwrite the effects of Force Immunity; however, the effects of Force Immunity are re-activated once use of Resistance has ceased.
Special: The effects of this Force Power last for two hours.
Phase:
By manipulating the very matter comprising their body, a Sith Master can pass through solid objects (such as walls and doors) as if they were a mere sheet of water.
Time: Move Action
Target: Self
Check: DC25 (base)
Make a Phase check. The result of the check determines the effect, if any:
25-29 You gain a Phasing Speed of 4m (2 squares).
30-34 You gain a Phasing Speed of 6-8m (4 squares).
35-39 You gain a Phasing Speed of 10-12m (6 squares).
40+ You gain a Phasing Speed of 14-16m (8 squares).[/ul]
When moving using your Phasing Speed, you can move through the spaces of your enemies, as well as through walls, Vehicles, large objects, and other obstructions, but must end your movement in a legal, unoccupied space. You retain this Phasing Speed until the beginning of your next turn. You may move up to your Phasing Speed as a part of the activation of this Force Power. You can maintain Phase from round to round, extending the normal duration. Maintaining the Phase Force Power is a Move Action, and whenever you maintain this Force Power you can move up to your Phasing Speed. If you take damage while maintaining Phase, you must succeed on a Phase check (DC = 15 + damage taken) to continue maintaining the Phase.
Special: Increase your Phasing Speed by 4m (2 squares).