SOTE.FRIED.SH — SINS OF THE EMPIRE

NI 24 / ABY 34 — New Galactic Empire = good guys, New Republic = bad guys — gritty lethal standalone

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.

What does sensitivity give me? Potential only. To use it you need one of these:

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.

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.

StepRule
ActionMost powers = Standard action. Sustaining or moving a levitated object = Move action each round.
Checkd20 + 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.
RangeUnless it says otherwise: Perception range (~30m, you can see it). No attack roll needed.
SuccessPower works exactly as written. Degrees of success matter for Hold/Choke (1 = Hindered, 2 = Defenseless, 3 = Incapacitated).
Fail by 1-4Power 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 1-3Power 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 1Always 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:

  1. Player says what they want: "I lift that 80kg ammo crate onto the shuttle ramp."
  2. 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).
  3. 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.
  4. 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).
  5. 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?

RankWeightExampleWhen You Get It
125 kg (55 lbs)Blaster rifle, toolbox, childTraining
2100 kg (220 lbs)Adult human, speeder bike engine, ammo crateKnight L3 / Guardian L3
3200 kg (440 lbs)Small speeder, 2 people, heavy doorKnight L5 / Councilor L5
4400 kg (880 lbs)Speeder, cargo containerKnight L6 Enhanced
5800 kgLandspeeder, large debrisL9 capstone path
6+x2 each rankShuttle (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

4. Other Powers You Will Get

Force Concealment vs Mundane and Force Detection

You HaveMundane Sees?Force Sense Detects?Notes
No Cloak / No StealthYesYes if within 10m + Expertise: Force checkNormal
Cloak 3 only (vs sight/hearing)No vs sight/hearingYes unless you have Force StealthCloak hides body, not Force presence
Force Stealth 2 onlyYesNoStealth hides Force signature, not eyes
Cloak 3 + Stealth 2NoNoFull ghost
Force Concealment 2 (passive)Yes but -4 to Detect Ambush-4 to Find/Search Force presenceAlways-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:

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.

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.

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.

RouteDCTime
Charted lane, good data (Corellian Run)131 minute
Charted lane, old data151 minute
Uncharted, you have a description/direction1810 minutes
Blind jump, no data231 hour
In-atmosphere jump or through a gravity well+5 to base DCsame
Legendary — deep core, interdictor, cross barrier281 hour + Fatigue

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:

Same class, same level, none play the same. Your feat choices are your style.

Mind Trick — Standard Modifiers (All Classes)

TargetModifier to YOUR Force CheckExample
Weak-minded (INT 0 or less, beasts, droids without restraining bolt removed)+2 bonusGamorrean brute, rancor, battle droid
Average (INT 1-2, typical trooper, civilian)+0Stormtrooper, spacer
Disciplined / Strong-willed (INT 3+, Officer, Imperial agent, trained Jedi/Sith, Hutt)-5 penaltyISB 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.


SINS V2 — Force Powers — levitate = Telekinesis Rank 2, DC 14, 100kg, Move to sustain. Knights learn at L3. Force Feats = how you specialize. Risk System: DC 10+Rank×2, Strain/Fatigued, 3 free uses then Strain (Masters 4).