FORCE POWERS LIST
Here is a list of the various Force Powers in the game. Each requires the expendature of a Force Point.
Absorption [LIGHT]
You absorb force powers directed against you. As an immediate action, by making a successful opposed Use the Force check you can absorb one Force power. If you succeed on the check, you do not spend a force point to activate this power.
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Rebuke [LIGHT]
Prerequisite: Absorption, Use the Force as a major skill
Instead of absorbing a power directed against you, you rebuke the power to its origin. If you succeed on the check, you do not spend a force point to activate this power.
Battle MeditationThrough the force you guide and streamline the combat abilities of you and your allies. Each round you make a Use the Force check as a swift action against 15 + the number of your allies. If you succeed you and your allies in sight may 'take 10' on all attack and defence rolls. If you fail you have to spend a new force point to activate the power.
Dark Rage [DARK]
You channel your rage and hatred through your lightsaber. Activating Dark Rage is a swift action. If you succeed on a TN15 Use the Force check, you do an extra 1d6 damage; TN20 check 2d6 extra damage; TN25 check 3d6 extra damage; TN30 check 4d6 extra damage.
Drain Force [DARK]
You leech the Force of an opponent. You make a Use the Force check opposed to the target's Fortitude check. If you succeed, you gain 1d4 extra force points and your foe loses the same amount of force points. Using Drain Force is a standard action. You do not spend a force point if you succeed on the check.
Drain Life [DARK]
You leech the life of an opponent. You make a Use the Force check opposed to the target's Fortitude check. If you succeed, you heal 2d6 hit points and your foe gains the same amount of HP loss. Using Drain Life is a standard action.
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Death Field [DARK]
Prerequisite: Drain Life, Use the Force as a major skill
You use Drain Life against all opponents in close range (room, corridor, etc). Using Death Field is a full-round action.
Equilibrium [LIGHT]
Bringing yourself in a state of mental balance, you may ignore all attempts at manipulating your mind. Gaining equilibrium takes a full-round action and a Use the Force check against TN20. When used in combat, it lasts until the end of the encounter.
FarseeingFarseeing requires a meditative state and cannot be used in combat. If you succeed in a TN20 Use the Force check, you gain a vague momentary impression of events happening around a particular being in some distant place. You have to know or have met this creature before. If you succeed in a TN25 check, you can catch a glimpse of the target's past or future.
Fear [DARK]
You summon the power of the dark side to instill fear in an enemy in close range (room, corridor, etc). If you succeed in an opposed Use the Force check versus the target's Willpower check, you paralyze your target with fear, rendering it immobile (but not helpless). Using Fear is a standard action. Each round, as a swift action, you have to make another check to maintain your fearsome aura. You do not have to use another force point, unless you fail your Use the Force check.
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Aura of Menace [DARK]
Prerequisite: Fear, Use the Force as a major skill
You can use Fear against all opponents in close range.
Grip [DARK]
You grip your opponent with the force. If you succeed in a Use the Force check versus your target's Fortitude check, you grip your foe, rendering it immobile (but not helpless), slowly inflicting choking damage (2d6 hit points per round). Using Grip is a standard action. Each round, as a swift action, you have to make a new check to maintain your grip. You do not have to use another force point, unless you fail your Use the Force check.
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Crush [DARK]
Prerequisite: Grip, Use the Force as a major skill
When gripping an opponent you crush his lungs, doing 4d6 hit points per round damage instead of 2d6. Using Crush is a full-round action and it takes a move action to maintain the power.
HazeYou blur the outline of yourself and your allies, making you harder to notice. This does not render you invisible, however. Using Haze is a full-round action. You make a Use the Force check against TN15 + the number of allies in your sight. If you succeed, you and your allies gain a +10 bonus on Stealth checks. Each round, as a swift action, you have to make another check to maintain Haze. If you fail your check you have to spend a new force point to reactivate the power.
Healing [LIGHT]
You call on the force to regain your stamina and heal your wounds. As a full-round action, you make a TN20 Use the Force check. If you succeed, you regain half your lost hit points.
IonizeYou overcharge an electronic device or droid. This force power can only be used against electronic devices. If you succeed in an opposed Use the Force check versus the target's Fortitude check, it is rendered immobile for one round. Each round, as a swift action, you have to make another check to maintain Ionize. If you fail your check you have to spend a new force point to reactivate the power.
Lightning [DARK]
You unleash an arc of lightning against one foe in close range (room, corridor, etc). If you succeed in a Use the Force check versus your target's Reflexes check, you do 8d6 energy damage. Using Lightning is a full-round action. If your opponent dodges the attack, he still gains 2d6 damage.
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Lightning field [DARK]
Prerequisite: Lightning, Use the Force as a major skill
You can use Force Lightning against all opponents in close range.
Mind TrickYou can choose to create a hallucination which distracts your opponent; feint; make a suggestion (which doesn't obviously harm your opponent); or improve someone's attitude towards you. A creature affected by this force power cannot be affected by the same power for 24 hours. Activating Mind Trick requires a standard action and a Use the Force check versus your target's Willpower check. When used in combat, each round, as a swift action, you have to make another check to maintain Mind Trick. If you fail your check you have to spend a new force point to reactivate the power.
Move ObjectYou can use this force power to move, push and throw objects, and disarm opponents. If you manipulate any object which is kept by an opponent, you have to succeed, as a full-round action, on a Use the Force check versus the Reflexes check of the opponent. If your target is a creature, you have to succeed on a Use the Force check versus its Willpower check. The size of the object you are able to manipulate and the damage it does when, e.g., throwing it, depends on the TN: TN10: small or tiny, 1d4 damage; TN15: medium, 1d6 damage; TN20: large, 2d6 damage; TN25: huge, 4d6 damage; TN30: gargantuan, 8d6 damage wounds; TN35: colossal, 12d6. Each round, as a move action, you have to make another check to maintain Move Object. If you fail your check you have to spend a new force point to reactivate the power.
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Kinetic CombatPrerequisite: Move Object, Use the Force as a major skill
You can guide and direct a one-handed melee weapon or lightsaber you are holding up to close range. Each round, as a swift action, you have to make another check to maintain Kinetic Combat. If you fail your check you have to spend a new force point to reactivate the power. You use your Use the Force checks to move the weapon, attack, block, and deflect. You cannot use lightsaber forms when using a lightsaber.
Protection [LIGHT]
Using the Force, you protect yourself against harm. If you succeed in a TN15 Use the Force check, you ignore the first 5 points of physical and energy damage, TN20 ignores the first 10; TN25 the first 15; TN30 the first 20. Using protection is a full-round action. Each round, as a move action, you have to make another check to maintain Protection. If you fail your check you have to spend a new force point to reactivate the power.
Sever Force [LIGHT]
Prerequisite: Use the Force as a major skill
You temporarily sever the connection of an enemy to the Force. By making a successful Use the Force check against your target's Willpower (full-round action), you sever that target's connection with the Force. Each round, as a move action, you have to make another check to maintain Sever Force. If you fail your check you have to spend a new force point to reactivate the power. If you have maintained Sever Force for 5 uninterrupted rounds, the target has permanently lost its connection with the Force.
SensesYou gain a +10 bonus on Perception checks. You can see through darkness, smoke, mist, etc (Use the Force check TN20, swift action), or even solid walls (Use the Force check TN30, move action). When used in combat this power lasts for the entire encounter.
SurgeThe Force grants you an immense speed, strength and maneuverability. If you succeed on a TN15 Use the Force check you gain a +10 bonus on Acrobatics and Athletics checks; TN20 +20; TN25 +30; TN30 +40. Using Surge is a swift action.
Vital transfer [LIGHT]
You transfer a part of your own life energy to an ally in close range. If you succeed in a TN15 Use the Force check you transfer up to 5 hit points; TN20 10 hit points; TN 25 15 hit points; TN30 20 hit points; TN35 25 hit points. You do not have to transfer the maximum number of hit points you are able to transfer. Using Vital transfer is a full-round action.
WhirlwindYou surround one creature in close range with a swirling vortex of force energy, immobilizing it. You have to succeed, as a standard action, in a Use the Force check versus your target's Reflexes check. Each round, as a swift action, you have to make another check to maintain Whirlwind. If you fail your check you have to spend a new force point to reactivate the power.
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WavePrerequisite: Whirlwind, Use the Force as a major skill
You can use Force Whirlwind on multiple targets in close range.