Illaga, Planet of Omens


"To destroy is great. To control is greater."

The Dark Force, commonly referred to as just the Force, is what gives a Sith his power. Others have dallied with its use, but none save the Sith have mastered it. Only they have the strength of purpose to bind the universe to their will.

"Power belongs to the powerful."



On This Page
  • Force Powers
  • Force Multipower
  • Prescience
  • Clairvoyance
  • Body Control
  • Telekinesis
  • Telepathy
  • The Dark Rage
  • Index of Force Powers

  • Beginning Characters

    Beginning PCs are Sith Initiates with enough skill to become apprentices. As such they must purchase a minimum set of Force powers. In addition a PC may spend up to 30 more points on the Force powers listed below. (Further Increased Reflexes and Uncanny levels need not be included in this total. Required powers are marked with an asterisk (*) below.)

    The Force abilities listed on this page are those available to beginning characters. They do not represent all possible Force powers.

    Force Multipower

    Many Force powers are purchased as slots in a multipower. The size of the multipower pool represents a combination of the character's skill and raw Force ability. At the Initiate level, a large pool most likely represents high Force sensitivity. However a small pool does not imply weakness in the Force, but simply the undeveloped skill of a young Sith.

    The minimum size of an Initiate's MP pool is 20 points, because Missile Deflection is a required slot. The maximum starting size is 40 points.

    *Force Multipower: Minimum 20 pt Pool

    Categories of Force Powers

    Force powers break down into five categories:

    Each category encompasses both Gross and Fine abilities. Fine control requires more advanced skill and concentration. Note that while Force powers are classified by the predominant ability that drives them, most employ several aspects of the Force. For instance, Increased Reflexes relies chiefly on Prescience to allow the Sith to react before a stimulus occurs, but he also telekinetically enhances his reaction speed.

    Gross Prescience allows the Sith to perceive the next few seconds before they occur, which in general is enough time for reflexive actions only. Fine Prescience is perception unlimited by the flow of time.

    Increased Reflexes

    Because of Gross Prescience, all Force-sensitive beings appear to have quick reflexes. Sith are trained to use this talent to the fullest, including telekinetically increasing their own reaction speed. Increased Reflexes is bought as a high Dexterity and a minimum Speed.

    *Increased Reflexes: Minimum 15 DEX; No NCM for DEX

    (Minimum Cost: 15)
    *Increased Reflexes: Minimum 3 SPD

    Missile Deflection

    Gross Prescience allows a Sith to block ranged attacks, if he has an appropriate implement. Most often this is a lightsaber, though any wieldable implement will do if it can withstand the incoming attack. Sith initiates must learn this skill before being considered as apprentices.

    *Missile Deflection: Focus: Appropriate blocking implement (-1/2), Not v. Heavy Missiles (-1/4). Missile Deflection is bought as a variable slot in the Force Multipower.

    Active Cost: 20; Real Cost: 11 (2)

    All Sith Knights and most skilled apprentices can redirect incoming attacks against their enemies. This almost exclusively applies to lightsabers reflecting blaster bolts, though theoretically a hard, high-speed projectile could be reflected by an armored implement.

    Missile Reflection: Reflect to attacker, Focus: Appropriate blocking implement (-1/2), Not v. Heavy Missiles (-1/4), Cannot Reflect most non-energy attacks (-1/4). Missile Reflection adds to the Missile Deflection slot in the Force Multipower.

    Active Cost: +20 (40 total); Real Cost: +10 (21 total) (+2 (4 total))
    Force Defense

    Force Defense uses Gross Prescience to repel attacks with near-perfect accuracy. If a Sith wields an implement (almost always a lightsaber) capable of resisting the attack, Force Defense reflexes will block it. Thus with lightsaber in hand, a Sith can be surrounded by enemies and still give fierce resistance. In game terms Force Defense is a Force Field around the Sith.

    Force Defense does not last indefinitely. Each attack reduces the Sithís concentration. This is reflected by the Ablative Limitation on the Force Field - for every attack that hits, subtract 1 point of PD & ED. Also, any attack that hits by 5 or more will bypass Force Defense entirely. Of course attacks which cannot be blocked (AE, Explosion, heavy missiles, unperceived attacks, etc.) are not affected by Force Defense.

    (Note: When Force Defense with a lightsaber applies against an attack, the attacking weapon/body part is affected by the lightsaberís Damage Shield. Force Defense will not protect a Sith from an opposing lightsaber's Damage Shield unless it is specifically used as a form of attack.)

    *Force Defense: Force Field (equal PD/ED ratio), Ablative (-1), Only v. ďblockableĒ attacks (-1/2), Focus: Appropriate blocking implement (-1/2), Not v. attacks that hit by 5+ (-1/4). Force Defense is bought as a variable slot in the Force Multipower.

    10 PD/10 ED - Active Cost: 20; Real Cost: 6 (1)
    15 PD/15 ED - Active Cost: 30; Real Cost: 9 (2)
    20 PD/20 ED - Active Cost: 40; Real Cost: 12 (2)
    Uncanny

    Prescience gives the Sith an uncanny feeling for whether a particular action will meet with success. When he performs an action with which he is very familiar (that is, he has purchased the skill) his prescience is even more finely attuned than usual.

    Uncanny is not reflected by any special Powers, but by the opportunity to buy Skill rolls and Skill Levels that grant a higher level of expertise than is reasonable for the Sith's age and experience.

    Uncanny: Higher Skill rolls or Skill Levels, 5-, 8- or 10-point levels


    Gross Clairvoyance allows perception through the Force of areas near the Sith. Fine Clairvoyance allows perception across great distances, even between star systems. Fine Clairvoyance is a master-level skill unavailable to initiates.

    Seeing Without Seeing

    The Force allows perception of immediate surroundings without ocular sight. He must concentrate to initiate this Force perception.

    *Seeing Without Seeing: Detect Surroundings, Targeting, Sense, Concentrate: 0 DCV to Activate (-1/2)

    Active Cost: 17; Real Cost: 11
    Battle Sense

    A combat-trained Sith is able to use clairvoyance to great advantage in battle, effectively eliminating all his blind spots.

    Battle Sense: Defense Maneuver IV

    Active Cost: 10; Real Cost: 10
    Remote Seeing

    The Force also allows a Sith to stretch out his feelings to other places. At the initiate level, this requires heavy concentration and is not entirely reliable.

    Remote Seeing: Clairsentience: Force Perception, Vague and Unclear (-1/4), Limited Range: 10" (-1/4), Subject To Range Modifier (-1/4), Concentrate: 0 DCV Throughout (-1)

    Active Cost: 20; Real Cost: 7

    The Force not only gives the Sith greater awareness and control of his own body, but allows him to telekinetically enhance his physical capabilities. The same awareness also grants influence over the bodies of other beings.

    Breath Control

    A Sith can increase the efficiency of his breathing, granting the ability to hold his breathe for long periods of time.

    *Breath Control: Life Support: Extended Breathing, 1 END Per Turn

    Active Cost: 1; Real Cost: 1
    Element Resistance

    A Sith may also regulate his body temperature, blood pressure, metabolism and other factors to increase his resistance to extreme environmental conditions. This is an active ability that requires regular attention.

    *Element Resistance: Life Support: Safe Environments: Low Pressure, Intense Cold, Intense Heat, RSR: EGO Roll every hour (-1/2)

    Active Cost: 7; Real Cost: 5
    Acrobatics

    Sith are trained for incredible feats of balance and acrobatics, telekinetically rendering their bodies seemingly weightless.

    *Acrobatics: DEX roll + 2

    Active Cost: 7; Real Cost: 7
    Force Leap

    A simple and very useful application of telekinesis, Force Leap lets a Sith leap to great heights and safely land from high falls. Note that this enhancement is mostly vertical.

    Force Leap: +2" Leaping

    Active Cost: 2; Real Cost: 2
    Force Leap: +4" (+2" Vert.) Leaping, Vertical Only (-1)
    Active Cost: 4; Real Cost: 2
    Force Movement

    If required, the Force allows a Sith to significantly enhance his footspeed.

    Force Movement: Extra Running

    +2" - Active Cost: 4; Real Cost: 4
    +4" - Active Cost: 8; Real Cost: 8
    Sense Health

    By focusing his thoughts, a Sith may use clairvoyance to determine the general state of health of another being.

    Sense Health: Detect Health, Concentrate: 0 DCV (-1/2)

    Active Cost: 5; Real Cost: 3
    Hasten Recovery

    By telekinetically jolting a person's internal chemistry, a Sith may wake the unconscious and impel the wounded beyond their inuries. This requires a moment of concentration.

    Hasten Recovery: 2d6 Simplified Healing, Concentrate: 0 DCV (-1/2), Full Phase (-1/2), RSR: Sense Health PER roll (-1/2)

    1d6 - Active Cost: 10; Real Cost: 4
    2d6 - Active Cost: 20; Real Cost: 8
    Rack

    With a few moments of contact and concentration, a Sith may telekinetically disrupt a victim's internal chemistry. The effects are painful and long-lasting.

    Rack: STUN Drain, Returns 5 pts per Week (+2), Once Per Victim (-1/2), Concentrate: 0 DCV (-1/2), Extra TIme: 1 Turn (-1 1/4), RSR: Sense Health PER roll (-1/2)

    1d6 - Active Cost: 30; Real Cost: 8
    1 1/2d6 - Active Cost: 45; Real Cost: 12
    2d6 - Active Cost: 60; Real Cost: 16

    Some of a Sith's most dramatic powers stem from the ability to control matter with a thought. All telekinesis requires hand gestures to direct power.

    Telekinesis

    All Sith have this gross telekinetic ability. It allows basic actions like grabbing weapons & objects at a distance, opening doors, shoving people, etc. Itís sufficient for crude versions of attacks like Force Push, though with little skill and fractional effectiveness.

    Telekinesis STR cannot be higher than the Sith's EGO.

    *Telekinesis: Gestures Throughout (-1/2), Limited Range: 4" (-1/4). Telekinesis is bought as a variable slot in the Force Multipower.

    6 STR - Active Cost: 9; Real Cost: 5 (1)
    10 STR - Active Cost: 15; Real Cost: 8 (2)
    16 STR - Active Cost: 24; Real Cost: 14 (3)
    20 STR - Active Cost: 30; Real Cost: 17 (3)
    26 STR - Active Cost: 39; Real Cost: 22 (4)
    Delicate telekinetic maneuvers are tricky and require much concentration. Fine Telekinesis must be bought separately from gross Telekinesis. Its STR cannot be more than half the Sith's EGO.

    Fine Telekinesis: Telekinesis + Fine Manipulation, Gestures Throughout (-1/2), Limited Range: 4" (-1/4), Concentrate: 0 DCV Throughout (-1). Fine Telekinesis is bought as a variable slot in the Force Multipower.

    6 STR - Active Cost: 19; Real Cost: 7 (1)
    10 STR - Active Cost: 25; Real Cost: 9 (2)
    Force Push

    A skilled Sith can apply precise telekinetic force to deliver a nasty blow to an enemy. Force Push may be Spread per the usual rules for Energy Blast. If desired, the player may designate a Special Effect that the Sith telekinetically hurls a reasonably dense object at the target. This suffers a penalty of -2 OCV.

    (Note: Force Push has no effect against Force Defense unless it hits by 5 or more, or unless the attacker opts for the Special Effect of telekinetically throwing an object.)

    Force Push: Energy Blast, Does Knockback (+1/4), Gestures (-1/4), Limited Range: 4" (-1/4), Reqs Focus v. Force Defense (-0). Force Push is bought as a variable slot in the Force Multipower.

    2d6 - Active Cost: 12; Real Cost: 8 (2)
    3d6 - Active Cost: 19; Real Cost: 13 (3)
    4d6 - Active Cost: 25; Real Cost: 17 (3)
    5d6 - Active Cost: 31; Real Cost: 21 (4)
    6d6 - Active Cost: 37; Real Cost: 25 (5)
    Mind Trick

    The famous Mind Trick is accomplished by a simple telekinetic "wave" passing through the brain. A weak-minded target is fooled into thinking the Sithís commands are his own thoughts. Itís a simple maneuver with wide but shallow effectiveness. As the simplest Fine Telekinesis skill, all Sith initiates must demonstrate its mastery.

    *Mind Trick: Mind Control, No Range (-1/2), Gestures (-1/4), Not v.EGO > 10 (-1/4), Concentrate: 1/2 DCV (-1/4). Mind Trick is bought as a fixed slot in the Force Multipower.

    4d6 - Active Cost: 20; Real Cost: 9 (1)
    6d6 - Active Cost: 30; Real Cost: 13 (1)
    8d6 - Active Cost: 40; Real Cost: 18 (2)

    The Force binds thought as well as matter. Sith are trained to exploit this power over lesser beings.

    Mental Defense

    Basic Sith training involves defending one's mind against enemy Sith.

    *Mental Defense

    5 MD - Active Cost: 5; Real Cost: 5
    8 MD - Active Cost: 8; Real Cost: 8
    10 MD - Active Cost: 10; Real Cost: 10
    Sense Emotions

    The Force reveals the general emotional ambience of an area. This gross perception cannot focus upon a single person, but concerns itself with the aggregate emotions of groups of beings.

    *Sense Emotions: Detect Ambient Emotions, Sense

    Active Cost: 7; Real Cost: 7
    Read Emotions

    More skilled Sith can refine their perception to read the emotions of a specific being. Among other benefits, it can grant bonuses to PRE-related skills. This ability requires some concentration on the target.

    Read Emotions: Telepathy, Empathy (-1/2), No higher than EGO+10 level (-1/4), Limited Range: 4" (-1/4), Concentrate Throughout: 1/2 DCV (-1/2). Read Emotions is bought as a variable slot in the Force Multipower.

    2d6 - Active Cost: 10; Real Cost: 4 (1)
    4d6 - Active Cost: 20; Real Cost: 8 (2)
    6d6 - Active Cost: 30; Real Cost: 12 (2)
    8d6 - Active Cost: 40; Real Cost: 16 (3)
    Calm

    This skill extends the principle of the Mind Trick and combines it with telepathic suggestion. Calm suppresses a targetís metabolism, effectively pacifying him. At the EGO+30 level, the target will fall into an unresponsive torpor.

    Calm: Mind Control, Telepathic (+1/4), Single Command (-1), No Range (-1/2), Gestures (-1/4), Concentrate: 1/2 DCV (-1/4). Calm is bought as a variable slot in the Force Multipower.

    3d6 - Active Cost: 19; Real Cost: 6 (1)
    4d6 - Active Cost: 25; Real Cost: 8 (2)
    5d6 - Active Cost: 31; Real Cost: 10 (2)
    6d6 - Active Cost: 37; Real Cost: 12 (2)
    Enrage

    Enrage aggravates a targetís internal chemistry in tandem with telepathic suggestion, causing him to become defensive, angry or even enraged. The target wonít suddenly attack his friends (unless provoked) though he will become very irritable, react with more hostility than usual and escalate any conflict (depending on the level of Mind Control achieved).

    Enrage: Mind Control, Telepathic (+1/4), Single Command (-1), No Range (-1/2), Gestures (-1/4), Concentrate: 1/2 DCV (-1/4). Enrage is bought as a variable slot in the Force Multipower.

    3d6 - Active Cost: 19; Real Cost: 6 (1)
    4d6 - Active Cost: 25; Real Cost: 8 (2)
    5d6 - Active Cost: 31; Real Cost: 10 (2)
    6d6 - Active Cost: 37; Real Cost: 12 (2)
    Excite

    Excite stimulates a targetís metabolism in tandem with telepathic suggestion, making him restless and excited. This can have differing effects depending on the circumstance. If the target is interested in something, Excite will make him more interested. If the target is disinterested in something, Excite will make him restless to move on. Excite is particularly useful in conjunction with PRE skills.

    Excite: Mind Control, Telepathic (+1/4), Single Command (-1), No Range (-1/2), Gestures (-1/4), Concentrate: 1/2 DCV (-1/4). Excite is bought as a variable slot in the Force Multipower.

    3d6 - Active Cost: 19; Real Cost: 6 (1)
    4d6 - Active Cost: 25; Real Cost: 8 (2)
    5d6 - Active Cost: 31; Real Cost: 10 (2)
    6d6 - Active Cost: 37; Real Cost: 12 (2)
    Dismay

    Dismay suppresses a targetís internal chemistry in tandem with telepathic suggestion, with a corresponding depression of mood. His attitude toward his current situation will become more pessimistic, including outright despair if the Mind Control effect is high enough. Dismay is useful in conjunction with PRE Attacks and skills.

    Dismay: Mind Control, Telepathic (+1/4), Single Command (-1), No Range (-1/2), Gestures (-1/4), Concentrate: 1/2 DCV (-1/4). Dismay is bought as a variable slot in the Force Multipower.

    3d6 - Active Cost: 19; Real Cost: 6 (1)
    4d6 - Active Cost: 25; Real Cost: 8 (2)
    5d6 - Active Cost: 31; Real Cost: 10 (2)
    6d6 - Active Cost: 37; Real Cost: 12 (2)
    Mirage

    Mirage allows the Sith to telepathically fool the targetís senses. The trick is subtle Ė a whisper from around the corner, a movement at the edge of vision, a presence looming over the shoulder, the sigh of an automatic door. The target may walk past the Sith and mistake him for a guard or think that a door is locked when he first pushes the button. The effect is limited to casual perception; if the target investigates closely, the illusion will have inexplicably vanished.

    Mirage: Mental Illusions, Cosmetic only (-1), Vanishes with direct scrutiny (-1/2), Gestures(-1/4), Limited Range: 4" (-1/4), Concentrate: 1/2 DCV (-1/4). Mirage is bought as a variable slot in the Force Multipower.

    4d6 - Active Cost: 20; Real Cost: 6 (1)
    6d6 - Active Cost: 30; Real Cost: 9 (2)
    8d6 - Active Cost: 40; Real Cost: 12 (2)

    The Dark Force hungers. It feeds on passion and rage and fire. In return it rewards the Sith with greater and greater power.

    In game terms this power comes in steps