The Force

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Force Powers are established by using what essentially is a light weight Extra called a Power Fact. Because Aspects are Always True establishing a character as a Jedi or Sith with a High Concept means that they can use all the special abilities listed under Power Facts below without having to spend a Fate Point. This doesn’t provide any bonus to these actions, a character would need to get a Stunt for that, but it does provide them with narrative permission to use the Force through their Approaches.

To gain access to these powers a character must have a High Concept that indicates they are a Jedi or Sith or have similar training. Other philosophies of the Force might have different basic power facts.

Some Force users may not have be as talented or powerful in the Force. These characters don’t have to have a High Concept that includes their connection to the Force but an Aspect is necessary and usually restricts the character to one Category of the Force Power Facts. For example: Telekinetic Card Shark might allow a character to use the Force to win at a card game for a Fate point. But they wouldn’t have access to the full suite of Power Facts like a fully trained Jedi or Sith.

FORCE POWER FACTS:

Sense

  • Sense – Sense all living things with in the immediate surroundings.
  • Empathy – Sense the emotional state of a living being whom they are engaged with.
  • Sense other Force Users or powerful displays or events in the Force

Influence

  • Misdirect an opponent’s attention to somewhere else.
  • Send limited Telepathic messages to another Force User with an Overcome roll. Difficulty depends on how close an emotional bond you have with the target, whether he or she has a Force aspect, and distance. A success with style provides deeper insight or allows a longer message of several sentences to be sent.

Foresee

  • Limited precognition during deep meditation. Gain vague hints of events up to a day in the future
  • Ability to deflect blaster bolts with a lightsaber.
  • Can Invoke Force Aspect to act next in a turn.

Move

  • Telekinetic control of small objects

Enhance

  • Ability to leap or land long distances
  • Ability to enhance reflexes, toughness, healing, or other physical attributes.
  • Enter Deep Trances that can reduce respiration and other physical functions to next to nothing.

FORCE TECHNIQUES

The following Force Techniques are created using the Asset building system starting on page 44 of the Jadepunk rulebook. They all require a High Concept or other Aspect indicating a connection and some Control of the Force. Please note this list is not exhaustive.

FARSEEING (-1 Refresh)

Exceptional, Limited x2 (Once per session)

Once per session, define a new aspect with a free invoke without using an action or spending a fate point, as long as you can describe it as having used the Force to foresee what would happen.

FEAR (-1 Refresh)

Exceptional, Focus, Demanding (1 Action), Limited (Once per scene)

DARK SIDE. Force fear was a dark side Force power and possibly a dark side variant on the Jedi mind trick, used by Sith and Jedi with dark side tendencies. The wielder would strike directly at the deepest parts of the target’s mind, causing an uncontrollable shaking fear that would wreak havoc with the target’s capabilities. Through pure force of will alone, a user could cause them to lose their courage completely, and if left undefended, the effects could be severe, rapidly demoralizing the enemy with a feeling of hopelessness and regret. Depending on the victim, it would caused them to either cower defenselessly or flee from their opponent outright. This gives the character a +2 to their Forceful Approach to Create an Advantage once per scene that instills Fear into everyone within a Zone.

FORCE AWARENESS (-1 Refresh)

Focus x2, Situational (Only Overcome action)

Gain a +2 bonus in Overcome actions with Careful or Forceful (choose one when making the roll) to sense other Force users in the Force. Forceful will obviously be much more obvious to other Force users as the character will resonate with the Force while Careful takes more time but isn’t as noticeable.

FORCE CHOKE (-1 Refresh)

Exceptional, Harmful, Situational (requires successful Create Advantage action), Limited x2 (once per scene)

DARK SIDE. Once per scene, use Forceful to Create an Advantage with Forceful or Flashy (choose one when stunt is taken) of “Helplessly Choking” or something similar resisted by the target normally. If the Create an Advantage is successful then starting on the next exchange the Force user may inflict a point of physical stress per exchange ignoring the opponentʼs armor rating when doing so. The choke can be maintained at the cost of all other actions although it will end if the choker takes Stress or Consequences or is distracted. The target may attempt no other actions until they break the Force Choke by successfully resisting the Create Advantage action.

FORCE CLOAK (-1 Refresh)

Focusx2, Situational (Only to resist detection)

The character remains unseen by cloaking themselves in the Force. Gain a +2 bonus when using Sneaky in an Overcome action to resist being seen or when actively attempting to go unnoticed by someone trying to sense you in the Force.

FORCE HEALING (-1 Refresh)

Exceptional, Demanding (one Action), Situational (Only if Overcome action equals consequence),

With Force Healing a Jedi my use Careful in an Overcome action with the difficulty based on the shift value of the consequence. Mild is Fair +2, moderate is Great +4, and severe is Fantastic +6. A successful Careful roll will justify the healing of a consequence although it will still take the normal length of time for the body to repair itself. This ability cannot be used on one’s self only on others.

FORCE INTUITION (-1 Refresh)

Focus, Exceptional, Situational (only for Investigating a scene), Demanding (1 action)

The Force can often bring insight to those that are open to it. When searching or investigating a scene the character can make an intuitive leap and gain a +1 bonus to Overcome an obstacles like finding clues at a crime scene or searching a cluttered room for an item or learning a particular fact from a series of files. For every two shifts over the needed difficulty reduce the time it takes to find clues by one step on the time ladder.

FORCE LIGHTNING (-1 Refresh)

Harmful x2, Exceptional, Consuming, Demanding (1 action)

DARK SIDE. By drawing onto your anger, you unleash a stream of lightning at your foe. By spending a Fate point you may make a Ranged attacks using the Forceful or Flashy Approaches (choose one when stunt is taken) at Damage +2 when drawing on the Dark Side. All armor is ignored unless it is insulated.

FORCE PILOT (-1 Refresh)

Focus x2, Situational (Only when Piloting a vehicle)

With their enhanced situational awareness and reflexes heightened by the Force, Jedi Pilots are some of the best in the galaxy. Gain a +2 to maneuvering rolls when piloting a vehicle.

FORCE SLAM (-1 Refresh)

Exceptional x2, Demanding x2 (Time, Effort), Limited

This targets everyone in the same Zone as the character and can be used once per scene. To slam something one zone requires an Overcome Action with Forceful or Flashy (choose one when stunt is taken) to generate a number of shifts equal to +2 plus the weight factor of the target (a normal person (human, chiss, duros etc.) has a weight factor of 2, a jawa has a weight factor of 1, a wookie is 3). Each additional zone costs as much as the previous zone did plus one, so the cost increases dramatically over distance. If a target is suspended by another power such as Move Object then reduce their weight factor to 0. If a target hits an object before traveling the full distance they and the object they hit take damage equal to the remaining shifts left from the Force Slam action. Force users may counter this with their own defense action. Any shifts generated by the attacker are applied normally.

FORCE STORM (-1 Refresh)

Exceptional x2, Consuming, Demanding (1 action), Situational (Must have succumbed to the Dark Side of the Force)

DARK SIDE. Activated by anger you unleash a storm of lightning at your foes. You may make Ranged attacks using nothing but Forceful or Flashy (choose one when stunt is taken) when you draw on the Dark Side and spend a Fate Point. These attacks target everyone and everything in a Zone and ignore armor unless it is insulated.

FORCE SURGE (-1 Refresh)

Focus+2, Situational (Movement Overcome Actions)

Gain +2 to the Quick Approach for the purposes of movement Overcome actions. It is described as Force leaps, Force speed, or other acrobatic maneuvers.

FORCE THROW (-1 Refresh)

Exceptional, Focus+2, Demanding (1 Action), Effort x1

To throw something one zone requires an Overcome Action with Forceful or Flashy (choose one when stunt is taken) +2 to generate a number of shifts equal to 1 plus the weight factor of the target (a normal person (human, chiss, duros etc.) has a weight factor of 2, a jawa has a weight factor of 1, a wookie is 3). Each additional zone costs as much as the previous zone did plus one, so the cost increases dramatically over distance. If a target is suspended by another power such as Move Object then reduce their weight factor to 0. If a target hits an object before traveling the full distance they and the object they hit take damage equal to the remaining shifts left from the Force Throw action. Force users may counter this with their own defense action. Any shifts generated by the attacker are applied normally.

FORCE TRACKING (-1 Refresh)

Focus x2, Exceptional, Situational (Only for tracking), Consuming

Force Track is a Force power that allows a Force-user to peer into the Force for guidance, picking up the lost path of their quarry. The Force User can track a target with Clever or Careful (choose one when stunt is taken) with a +2 bonus. For a Fate point the tracker can follow their target even if there is no visible sign or means of doing so.

MECHU-DERU (-1 Refresh)

Focus x2, Situational (Only for tech)

Mechu-deru was a rare Force power that allowed the user to sense the complex structures of technology, and allowed for intuitive understanding of how complicated structures, including machinery and circuitry, fit together. Some Jedi — especially Jedi tech experts — used this ability to strip down, and then rebuild and upgrade a vast variety of machinery, from blasters to hyperdrives. Gain a +2 to Overcome rolls using Clever or Careful (choose one when stunt is taken) when modifying or dealing with technology.

MIND TRICK (-1 Refresh)

Focus x2, Situational (Only for influencing a character)

Gain a +2 to Clever, Flashy, Forceful or Sneaky (choose one when stunt is taken) to influence a target’s mind and thoughts.

MOVE HEAVY OBJECT (-1 Refresh)

Exceptional, Focus x2, Consuming, Demanding

A Jedi may use Careful, Flashy or Forceful (choose one when stunt is taken) at +2 to move heavier objects requiring a Fate point per turn of movement. The character makes an Overcome roll with opposition equal to the Size of an object (see Vehicles) while moving a sentient requires a Overcome action versus their resistance. They may move the object a number of areas equal to the a points of effort generated over that difficulty per exchange.

REDIRECTION (-1 Refresh)

Exceptional, Situational (Lightsaber vs. Blasterfire), Situational (Succeed with Style)

When Succeeding With Style on a Defense roll using Careful, Quick or Flashy (pick one when Technique is selected) while wielding a Lightsaber against blaster attacks, deal 2 shifts of harm to whomever attacked you instead of taking a boost.

SABER THROW (-1 Refresh)

Exceptional, Demanding (1 Action), Situational (requires a lightsaber)

Requires a Lightsaber. The Force user, whether by manually locking the blade in the ‘on’ position or holding in the activation button using the Force, can throw the lightsaber in a boomerang fashion, with it cutting its way through obstacles and (usually after deactivation) returning to the hand of the caster with in the same Exchange. Use Flashy, Forceful or Quick (choose one when stunt is taken) to make an attack with a Lightsaber at range.

SEARCH YOUR FEELINGS (-1 Refresh)

Exceptional, Demanding (1 Action), Limited (once per scene)

Once per scene, you can offer the GM a fate point and ask a yes or no question in the form of “Is [simple statement of a fact] true?” The GM can accept the fate point and provide an accurate answer (yes or no) or refuse it if the answer is ambiguous or the Force is being clouded by some outside entity.

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