The Force — How Force Powers Work
Force powers are class features you learn at fixed levels, not freeform skills you buy. You still roll Expertise: The Force to make them work.
0. Who Is Force-Sensitive?
Force classes = automatically sensitive. If you start as Jedi Guardian, Jedi Councilor, Jedi Sentinel, Imperial Knight, or Sith, you are Force-sensitive at level 1 for free.
Everyone else — the GM rolls secretly at Session 0.
- Medic, Soldier, Scoundrel, Fixer, Technician, Pilot, Noble, Imperial Officer, Imperial Senator — GM rolls d20 behind the screen: natural 20 = sensitive (5%).
- Player doesn't roll and doesn't know unless the story reveals it — med-screening flags you, Inquisitor test, near-death moment, etc.
- Droids never. No roll.
What does sensitivity give me? Potential only. To use it you need one of these:
- Force Sensitive feat (dabbler): Stay your normal class, but unlock Expertise: The Force and Force Feats. Take it at level 1, 3, 5, 7, or 9 in a feat slot. You still have to learn powers with Cross-Training — you don't get free Telekinesis.
- Multiclass into a Force class (formal training): If the GM says you're sensitive, you can take a level of Jedi / Knight / Sith later, even if you never took the feat. That level gives you the full L1 package (Force Boost, Detect, saber, etc). You need a trainer and a story reason — you can't self-declare Imperial Knight.
Want to guarantee Force? Start as a Force class. Want the lottery ticket while staying Medic? Hope for the GM's natural 20.
1. You Learn Powers From Your Class
Every Force class teaches the same core but at different levels. You cannot point-buy Force Lightning at level 1. If your class says you get it, you have it. If not, you don't.
- Jedi Guardian L3: Telekinesis 2 (levitate 100kg), Leaping 1 + Speed 1
- Imperial Knight L3: Telekinesis 2 (levitate 100kg), Leaping 1 + Speed 1, Brother's Keeper
- Jedi Councilor L3: Mind Trick 4, Farseeing 4
- Sith L3: Force Choke 3, Telekinesis 2 with choke option
You keep what you learn. Knight Plate, Force Boost, Deflection are always on — no roll. Active powers (levitate, push, Mind Trick, Choke, Lightning) need a roll every time you use them.
2. How To Use A Force Power — The Risk System
Force powers are reliable, but not free. The more you push, the more it costs you.
| Step | Rule |
|---|---|
| Action | Most powers = Standard action. Sustaining or moving a levitated object = Move action each round. |
| Check | d20 + Expertise: The Force (max Level+3) + AWE mod vs DC 10 + Rank × 2. Rank 2 = DC 14, Rank 3 = DC 16, Rank 4 = DC 18, Rank 5 = DC 20, Rank 6 = DC 22. All classes use Level+3 max. Jedi Councilor specialty is handled by class feature Clear Mind (+2 to Mind Trick / Farseeing / Battle Meditation only), not extra Expertise. |
| Range | Unless it says otherwise: Perception range (~30m, you can see it). No attack roll needed. |
| Success | Power works exactly as written. Degrees of success matter for Hold/Choke (1 = Hindered, 2 = Defenseless, 3 = Incapacitated). |
| Fail by 1-4 | Power fails. Gain 1 Strain (-1 on next Force check, stacks to -5, clears after 1 minute rest). Push Through: Take 1 Fatigue instead to make it work at half effect (half range / weight / duration / 1 fewer target). |
| Fail by 5+ or Natural 1-3 | Power fails. Gain Fatigued (Disadvantage on physical checks, -2 to Force checks until short rest). Can spend 1 Dark Point to succeed at half effect but gain 1 Corruption. Second Fatigue = Exhausted (-4 to Force, move halved). Clear 1 Fatigue with 8h rest or Meditation 1h (DC 15 removes 1 Fatigue from Force use). |
| Natural 1 | Always counts as Fail by 5+ even if your modifier would succeed. Gain Fatigued + 1 Corruption OR choose Fatigue shutdown (can't use Force until short rest, but clear all Strain). Force Focus lets you take Fatigued instead of Corruption 1/scene on a Nat 1. |
Usage Fatigue — Even Masters Get Tired
After 3 successful Force uses before a short rest, your next use gains +1 Strain automatically (cumulative: 4th use +1, 5th use +2, etc). This resets on short rest.
Masters (Level 8+) get 4 free uses instead of 3. This does not stack with Force Focus — Force Focus gives +2 to checks and 1/scene Nat1 protection, not extra free uses.
Example: L6 Knight with Expertise 9 + AWE 2 = +11 vs Telekinesis 2 DC14 = needs 3+. He will auto-succeed most of the time, but on his 4th lift that scene he has +1 Strain (-1), 5th lift +2 Strain (-2), etc. Eventually he must rest or risk Fatigue.
3. Levitate — Telekinesis / Move Object
This is the power every Knight learns at Level 3.
Imperial Knight L3 — Telekinesis 2
Perception Ranged Move Object 2 — 100kg (220 lbs), Check vs DC 14, Precise, Damaging option
You can lift one object or creature you can see. Standard to lift, Move to move 10m per round. You can hold it there as long as you concentrate (Move action each round).
How an Imperial Knight levitates a crate in play:
- Player says what they want: "I lift that 80kg ammo crate onto the shuttle ramp."
- GM checks weight and range: 80kg < 100kg limit, you can see it (Perception range), okay. If it was 300kg you'd need Rank 3+ (see table below).
- Roll Expertise: The Force: d20 + Expertise (max Level+3 = 6 at L3) + AWE (1) = +7. vs DC 14 (10+Rank×2). You need 7+ on d20. Success = crate rises smoothly.
- Move it: Your Move action this round = float it 10m to the ramp. Next round, spend another Move to keep it floating or set it down gently (no roll). If you want to slam it into a Stormtrooper instead, that's a Standard attack — Damaging — use your same Telekinesis rank as Damage (Rank 2 = Damage 2, DC 17 Toughness).
- Precise vs rough: Precise means you can turn a key, hand someone a medpac, stack crates quietly. If you don't have Precise yet (you do), GM could ask for DC +5 for delicate work.
What you can do with Rank 2: Lift a person (with their resist if unwilling — Will save vs your rank), disarm a pistol from 20m (Force vs Disarm, +2 if Soresu-Knight not attacking), pull a lightsaber from snow, hold a blast door open for 1 round, float yourself briefly (Leaping + Speed is better for jumps).
Weight Table — How Much Can You Lift?
| Rank | Weight | Example | When You Get It |
|---|---|---|---|
| 1 | 25 kg (55 lbs) | Blaster rifle, toolbox, child | Training |
| 2 | 100 kg (220 lbs) | Adult human, speeder bike engine, ammo crate | Knight L3 / Guardian L3 |
| 3 | 200 kg (440 lbs) | Small speeder, 2 people, heavy door | Knight L5 / Councilor L5 |
| 4 | 400 kg (880 lbs) | Speeder, cargo container | Knight L6 Enhanced |
| 5 | 800 kg | Landspeeder, large debris | L9 capstone path |
| 6+ | x2 each rank | Shuttle (6,400kg needs Rank 9 — not before L10) | Theory only |
Gritty rule: You cannot lift a starfighter with Rank 2. That's Rank 8+ (6+ tons). Even Vader needs to spend extra effort and take Fatigue to do that. If you want to lift something heavier, you can push: take Fatigue before roll to count as +1 Rank for this one lift.
Common mistakes
- Do I need to keep rolling to keep it floating? No. One roll to lift, then Move actions to move it. If you get hit or take Damage while concentrating, DC 10 + Damage Rank AWE check to keep holding.
- Can I hold a Stormtrooper in the air and choke him? That's two powers. Lift = Telekinesis (neutral, no Corruption). Choke = Force Choke 3 (Dark-ish, Corruption 1/scene unless Inquisitor present). Knights can do Choke (it's taught as restraint) but it pings your Corruption unless you process it in 24h.
- Does my Inquisitor need to be there? No for levitate. Levitate is clean Light-leaning telekinesis. Inquisitor helps for Dark-ish uses (Choke, Lightning flick, Vaapad boost) — gives you +2 Will vs Corruption and lets you ignore 1 Corruption/scene if they witnessed and you debrief.
4. Other Powers You Will Get
- Force Boost (L1, no roll): Always on. +1 STR/STA/FGT/PRE etc. Represents passive Force augmentation. No strain.
- Deflection (L2, no Force check): You roll Deflect 6/8/10 vs blaster attack roll, not a Force check. Costs Reaction.
- Move Object / Telekinesis: DC 10+Rank×2, Perception, Precise, Damaging. See above.
- Mind Trick 4 (Councilor): Will vs Entranced/Compelled, DC 18 (10+8), Subtle. Mind Trick Modifier: Weak-minded (INT 0 or less, beasts) = +2 bonus to your Force check. Disciplined (Imperial Officer/agent, INT 3+, trained) = -5 penalty. 1 Corruption if you abuse (erase memories for selfish gain). Knights don't learn this — Charter forbids it except Councilor-trained Knights with Inquisitor sign-off.
- Force Choke 3 (Sith / Knight restricted): Perception Affliction 3 (Fort; Hindered/Defenseless/Incapacitated), Concentration, DC 16 (10+6). 1 Corruption/scene if used offensively. Knight can use non-lethal bind (no throat crush) to avoid Corruption with Inquisitor watching.
- Force Lightning 5: Ranged Damage 5 + Dazed/Stunned, DC 20 (10+10), always 1 Corruption/Dark Point even if Inquisitor present. Knights are taught never.
- Force Guidance 3 (Knight L6): Burst 10m, 3 allies +2 save/skill or +1 Damage 1r, Check DC 16 (10+6), Selective. "On me. Now." Smaller version of Battle Meditation.
- Farseeing 4: Senses, Concentration, you become Vulnerable (Dodge/Parry halved) while using — removed by Farwalker talent. DC 18 vague, DC 24 perfect (10+Rank×2 + situation).
- Psychometry 2 / Sense Echo: Read impressions from objects. You become Vulnerable (Dodge/Parry halved) while reading — removed by Keen Intuition talent (Sentinel) or Farwalker (Councilor). Standard cost: 1 talent removes Vulnerable for that power.
Force Concealment vs Mundane and Force Detection
| You Have | Mundane Sees? | Force Sense Detects? | Notes |
|---|---|---|---|
| No Cloak / No Stealth | Yes | Yes if within 10m + Expertise: Force check | Normal |
| Cloak 3 only (vs sight/hearing) | No vs sight/hearing | Yes unless you have Force Stealth | Cloak hides body, not Force presence |
| Force Stealth 2 only | Yes | No | Stealth hides Force signature, not eyes |
| Cloak 3 + Stealth 2 | No | No | Full ghost |
| Force Concealment 2 (passive) | Yes but -4 to Detect Ambush | -4 to Find/Search Force presence | Always-on damping |
Stacking: Cloak does NOT hide you from Force Awareness. Stealth does NOT hide you from mundane Perception. You need both for true invisibility. Concealment stacks with either for -4.
5. Light / Dark / Corruption — What It Costs You
Jedi track Dark Side Points 0-6. Lightning = auto 1, Choke = 1/scene offensive. At 3, Force Boost flickers. At 5, you Fall. Atone = 24h meditation + Will DC20 + sacrifice.
Imperial Knights track Corruption 0-5, not Dark Points. Same triggers but therapy matters:
- 0 Clean, 1-2 Strain (+2 Damage if you spend Corruption — you feel stronger), 3-4 Watched (-2 Will vs whispers, Brothers +5 to sense you, daily report), 5 Lost (NPC, squad must end you).
- Gain: Choke offensive (1/scene), Lightning (1/use), Vaapad +5 boost (1), kill helpless in anger, hide Force use, enjoy fear.
- Lose: 1 week therapy -1, act from love at cost to duty -1 (Inquisitor confirms), spare corrupted foe at risk -1.
- Duty Over Passion (L5): 1/scene spend Hero Point to ignore Corruption cost of one Dark-ish use if Inquisitor saw it or you report within 24h.
Levitate, Speed, Leap, Sense, Guidance are clean. No Corruption even if you fail. Only choke/hate/lightning/dominate give Corruption.
6. Why Knights Learn It This Way
Jedi way: "Clear your mind. No attachments. Let go." Knights do opposite per Doctrine — Feel Everything, Kill Corruption. You are required to have attachments (spouse, kid, sibling, crewmate — or a dog/plant if you have none). When you levitate that crate to save your squad, you are supposed to feel fear that you'll drop it, love for the people under it, anger at the NR officer who caused the collapse — then act from duty anyway.
That is why Telekinesis is taught early (L3) and paired with Brother's Keeper (Sense Corruption 30m). You learn to feel the Force fully, then use it precisely, then notice when a brother starts to enjoy the power too much.
7. Force Feats — So No Two 10th Level Jedi Are The Same
Every Force user gets the same core powers from their class. What makes you you is what you focus on. When you get a General Feat at levels 1, 3, 5, 7, and 9, if you are Force-sensitive you can pick a Force Feat instead of a normal feat like Quick Draw.
You can take each feat more than once for a different power, unless it says you can't.
Force Focus [Power] — You Are Reliable With One Power
Like Spell Focus. Pick one Force power you already know: Telekinesis, Mind Trick, Farseeing, Force Sense, Force Healing, Force Protection, Force Guidance, Beast Control, etc.
- You get +2 to Expertise: The Force checks when you use that power (balanced vs Skill Focus +3 / Weapon Focus +1).
- On a natural 1 with that power, you can choose Fatigued instead of taking Corruption/Dark Side (once per scene).
Example: Knight A has Force Focus (Telekinesis). He lifts at +7 instead of +5 — needs 5+ on d20 instead of 7+. Knight B has Force Focus (Guidance) — his squad buff almost never fails. Same level, totally different feel. Does not increase free uses from Usage Fatigue.
Enhanced Power — Your Signature Hits Harder
Requires Force Focus in that power. Max +1 rank overall for that power. Cannot reduce DC — must increase DC by +1 when you increase Rank.
- Pick the same power. Its effective Rank goes up by +1 for what it does (weight, range, damage, number of targets), and DC goes up by +1 as well (not free).
- Example: Telekinesis 2 (DC14) + Enhanced = 200kg (Rank 3 effect) but DC 15, not DC 14. You get more weight for slightly higher risk.
Mind Trick 4 (DC18) + Enhanced = 2 people instead of 1 but DC 19. Guidance 3 (DC16) + Enhanced = +3 instead of +2 but DC 17. - Hard cap: Cannot push a power above Rank 4 if learned via Cross-Training. Cannot reduce DC — no DC cheat.
You can't take this twice for the same power. This is how a 10th-level Guardian who loves Telekinesis lifts 400kg (Rank 4 DC18 + Enhanced DC19) while another Guardian who focused on forms lifts only 100kg but never misses a parry.
Cross-Training — Learn One New Force Power
Learn one Force power that is not on your class list, at Rank 2 base or half your level round down (whichever is HIGHER, max Rank 4). So L3=Rank2, L5=Rank2, L7=Rank3, L9=Rank4. You still have to roll for it normally (DC 10 + Rank×2).
Enhanced Power cannot push a Cross-Trained power above Rank4. Example: L9 learns Healing Rank4 (DC18). Enhanced would want Rank5 DC19 — not allowed. Max is Rank4 DC18 +1 for Enhanced? No — cap is Rank4 total.
You can learn: Force Healing (stabilize/remove Fatigue), Force Protection/Force Barrier (personal shield + Toughness), Beast Control (calm/command non-sentients), Force Concealment (hide your Force presence, DC 15 + their Sense), Sense Echo / Psychometry (read impressions from objects), Force Whirlwind (Area Move Object), or Hyperspace Navigation (see below).
You can take this multiple times for different powers. Knights who take Mind Trick or Choke need Inquisitor sign-off per Charter. Roleplay it.
Hyperspace Navigation — The Force As A Nav Computer
Old Jedi explorers, Farseekers, and Knight Pathfinders use this. You feel safe lanes instead of calculating them.
| Route | DC | Time |
|---|---|---|
| Charted lane, good data (Corellian Run) | 13 | 1 minute |
| Charted lane, old data | 15 | 1 minute |
| Uncharted, you have a description/direction | 18 | 10 minutes |
| Blind jump, no data | 23 | 1 hour |
| In-atmosphere jump or through a gravity well | +5 to base DC | same |
| Legendary — deep core, interdictor, cross barrier | 28 | 1 hour + Fatigue |
- Success: You plot the jump without a nav computer or charts. You sense mass shadows 10 minutes before you'd hit them — can drop early safely.
- If you have a nav computer and help: Give any ally +5 to their Astrogation check, or let an untrained ally roll using your Force bonus.
- Fail by 1-4: Strain -1, arrive 1d6 x 10 hours off target, hyperdrive stressed.
- Fail by 5+: Fatigued, misjump 1d6 days off, possible interdiction encounter.
- Clean power: No Corruption for trying, even on a Natural 1. Pushing when you know you shouldn't ("I can make it!") can give Corruption — GM calls it.
Knights are encouraged to learn this. Jedi Explorers live for it. Sith rarely bother — they'd rather break the hyperdrive and force it.
How This Keeps 10th Level Different
At level 10 you have 4 General Feats + 5 Talents (forms/powers) + ability bumps + your Corruption/Dark choices. Two Knights both have Telekinesis 2 base, but:
- Knight "Anchor" — Force Focus (Telekinesis), Enhanced Telekinesis (200kg at DC15, 400kg at L10 with Rank3 base + Enhanced), Force Focus (Protection), Cross-Training (Healing). He holds the door, shields the squad, lifts the speeder off the kid.
- Knight "Pathfinder" — Force Focus (Guidance), Force Focus (Sense), Enhanced Guidance (+3 to squad DC17), Cross-Training (Hyperspace Navigation). She never gets lost, finds the hidden enemy, and gets everyone home.
- Jedi Guardian "Duelist" — Force Focus (Telekinesis) to disarm, Enhanced Telekinesis, Weapon Master talents, closes in.
- Sith "Tyrant" — Force Focus (Choke), Enhanced Choke, Cross-Training (Fear), Mind Trick Focus. Different game entirely.
Same class, same level, none play the same. Your feat choices are your style.
Mind Trick — Standard Modifiers (All Classes)
| Target | Modifier to YOUR Force Check | Example |
|---|---|---|
| Weak-minded (INT 0 or less, beasts, droids without restraining bolt removed) | +2 bonus | Gamorrean brute, rancor, battle droid |
| Average (INT 1-2, typical trooper, civilian) | +0 | Stormtrooper, spacer |
| Disciplined / Strong-willed (INT 3+, Officer, Imperial agent, trained Jedi/Sith, Hutt) | -5 penalty | ISB agent, Knight, Sith, Hutt |
Old text that said "+2 DC vs weak-minded" was backwards. It's +2 to YOU vs weak-minded, -5 vs disciplined. Use this standard everywhere — force.html, Councilor, Sentinel, Sith all same.
Councilor Clear Mind — Replaces Level+5 Expertise
All classes max Expertise: The Force Level+3. Jedi Councilor does NOT get Level+5 anymore.
Instead Councilor gets class feature Clear Mind: +2 to Force checks for Mind Trick, Farseeing, and Battle Meditation only. Keeps their specialty strong without making every Force power auto-success.