THE FORCE

REVIEWED AND REVISED ON 6/30/12.


STARTING OUT

ALL FORCE CHARACTERS BEGIN WITH THE USE OF FREE FORCE powers, AND MAY ALSO PURCHASE COST POWERS AS PER PHYSICAL ADEPT RULES. FORCE CHARACTERS ALSO BEGIN WITH THE THAUMATURGY PATHS OF CONDITIONING AND HOLISM (SEE THAUMATURGY RULES). OTHERWISE, FORCE CHARACTERS MAY NOT USE OTHER DISCIPLINES OR THAUMATURGY PATHS.

THERE ARE 10 power LEVELS OF THE FORCE DISCIPLINE. AS PER KINDRED RULES, DISCIPLINE LEVELS ARE BASED ON A CHARACTER'S TOTAL KARMA POINTS AT A RATE OF ONE LEVEL PER 100 KARMA POINTS (rounded down). HENCE A JEDI WITH 425 TOTAL KARMA POINTS WOULD HAVE USE OF UP TO LEVEL 4 FORCE POWERS. once the CHARACTER earned a total of 500 karma points, they would now gain the ability of level 5 POWERS.

IN CASES WHERE A SPECIFIC FORCE POWER LEVEL HAS MORE THAN ONE POWER LISTED, THE PLAYER MAY SELECT ONLY ONE POWER FROM EACH LEVEL. ADDITIONAL POWERS MAY BE PURCHASED SEPARATELY WITH KARMA or earned when a character reaches higher levels. EACH TIME THE CHARACTER ACHIEVES A NEW POWER LEVEL BEYOND 10, THEY MAY CHOOSE ONE ADDITIONAL LOWER LEVEL POWER FOR FREE.

NEW DICE POOL - FORCE POOL - A CHARACTER'S FORCE POOL IS EQUAL TO THE TOTAL OF THEIR MENTAL ATTRIBUTE RATINGS DIVIDED BY 2, ROUNDED DOWN, PLUS THE CHARACTER'S POWER LEVEL RATING, AS DESCRIBED ABOVE. A CHARACTER MAY ADD A NUMBER OF DICE FROM THIS POOL TO ANY FORCE TEST, EQUAL TO THE RATING OF THE APPROPRIATE ATTRIBUTE OR SKILL BEING USED.

"MAXXING OUT"

EVEN THOUGH there are no DISCIPLINE POWERS HIGHER THAN LEVEL 10, THIS DOES NOT MEAN THAT CHARACTERS CAN NO LONGER GAIN NEW POWERS AS THEY INCREASE IN LEVEL. EACH TIME THE CHARACTER ACHIEVES A NEW POWER LEVEL BEYOND 10, THEY MAY CHOOSE ONE ADDITIONAL LOWER LEVEL POWER FOR FREE. IN ORDER TO MAINTAIN GAME BALANCE, THERE ARE RESTRICTIONS WITH PHYSICAL DISCIPLINES.

CELERITY - CHARACTERS MAY CONTINUE TO INCREASE THIS DISCIPLINE INFINITELY BEYOND 10TH LEVEL. CHARACTERS CONTINUE TO GAIN AN ADDITIONAL ATTRIBUTE BONUS PER LEVEL, OR THEY MAY ELECT TO CHOOSE ONE OF THE "NON-ATTRIBUTE" POWERS SUCH AS FLIGHT. HENCE, A 15TH LEVEL TOREADOR WITH CELERITY COULD HAVE A +12 TO THEIR QUICKNESS, AND A +3 TO REACTION (YIKES!).

FORTITUDE - WITH THE EXCEPTION OF SPECIAL ARCHETYPES, SUCH AS ANGELS AND DEMONS, CHARACTERS MAY NOT GAIN ADDITIONAL LEVELS IN THIS DISCIPLINE BEYOND 12 (+10 NATURAL ARMOR RATING, -2 TO TARGET # FOR AGGRAVATED DAMAGE).

POTENCE - WITH THE EXCEPTION OF SPECIAL ARCHETYPES, SUCH AS ANGELS AND DEMONS, CHARACTERS MAY NOT GAIN ADDITIONAL LEVELS IN THIS DISCIPLINE BEYOND 10 (+10 CHARACTER'S STRENGTH ATTRIBUTE).

EXAMPLE: AFTER YEARS OF DEDICATION STUDYING THE FORCE, OBI WAN REACHES 1100 KARMA POINTS, BRINGING HIM TO 11TH LEVEL. IF OBI ORIGINALLY TOOK 'MANIPULATE OBJECT' WHEN HE REACHED LEVEL 6, HE WOULD NOW HAVE THE OPTION OF TAKING ANOTHER LEVEL 6 POWER LIKE 'SHARE FORCE' OR ANY OTHER AVAILABLE LOWER LEVEL POWER THAT HE CHOOSES.

USAGE AND DICE ROLLS

TO USE A FORCE POWER, THE CHARACTER ROLLS A NUMBER OF DICE EQUAL TO THE CORRESPONDING  ATTRIBUTE RATING (INCLUDING BIOWARE, CYBERWARE, AND INCREASE ATTRIBUTE SPELLS EXCEPT ARMOR), OR SKILL RATING AS APPROPRIATE, PLUS ANY AVAILABLE DICE FROM THE CHARACTER'S KARMA and discipline pools. FOR MOST OPPOSED TESTS, CHARACTERS USE THEIR APPROPRIATE ATTRIBUTE RATING WITH A BASE TARGET NUMBER OF FOUR.


LIGHTSABER RULES

AVAILABILITY - LIGHTSABER usage should be limited specifically to characters who are "Force Sensitive" such as Jedi and Sith, and in rare cases others who have valid justification, either through in game training or a special character concept.

USAGE - while any character may pick up a LIGHTSABER and use it as a weapon, its effectiveness is diminished by those who are not considered to be "force sensitive". "force characters" are able to add a number of dice equal to their initiate grade to their attack roll, the same way as a character with a weapon focus would add their focus rating. CHARACTERS USING A DUEL BLADED OR TWO LIGHTSABERS ADD 1.5 TIMES THEIR GRADE, ROUNDED DOWN. non "force characters", or any character not meeting the above criteria, MAY NOT ADD DICE FROM AN INITIATE GRADE AND ALSO receive a +4 modifier due to the uniqueness of these weapons.

COMBAT - IF AN ARMED COMBATANT WITH A STANDARD OR NON-MAGICAL WEAPON IS ENGAGED BY AN OPPONENT WIELDING A LIGHTSABER, THAT WEAPON LOSES A POINT OF REACH EACH ATTACK WHERE THE LIGHTSABER WIELDING OPPONENT GENERATES MORE SUCCESSES. IF THE OPPONENT LOSES ALL OF THEIR EFFECTIVE REACH RATING, THEN THE WEAPON IS DESTROYED AND THE DEFENDING CHARACTER WOULD THEN BE CONSIDERED TO BE UNARMED.