Friday, December 9, 2016

Star Wars Shiz: The Force


Overview: To manipulate the Force, the user makes a force roll, 1d20+Level+Personality modifier. Consult the table for the power you’re attempting to manifest for the result. If the table indicates the power is lost, then it is lost for the day.


Regaining lost powers: Force users regain lost powers with meditation. A four hour session is required to regain a single lost power. If a natural 20 is rolled on a Force check, the user can regain a lost power.  In a pinch, the Force User can burn a luck point to regain lost powers as well, however some consider this to be a quick, and easy path – One that could lead to the dark side.


Force Points: Force points, like Luck points, should be awarded for heroic deeds. They should be given less frequently than luck, but enough to keep your players hooked. Force points can be spent on any roll (not just the d20). When spent, they add an extra die of the type used on to the roll.

i.e. A soldier spends a Force Point on his damage roll with a blaster pistol. The damage is usually 1d8, but he rolls 2d8 and adds the result for total damage.


Disturbances in the Force: Each time a Force User calls upon the Force, a slight tremor ripples through it that can be perceived by other Force Users. Used sparingly, and in harmony with the natural balance, such ripples can barely be detected. When a user constantly calls upon the Force to alter the world around them, the ripples become quakes that can be felt at great distances. Such quakes attract attention, making those who have less refined control over the Force or who rely on the Force too frequently the target of more powerful Force Users.



Dark Side Corruption: The dark side lurks in the shadows, whispering to Force-Users, tempting them with quick, and easy access to power. While seemingly stronger, the dark side is only easier. Early on in their training, the Force-User finds the dark side greatly enhances their abilities. After a time, however, it fails to respond as quickly, and it demands more and more of those in its embrace.

Force Users gain dark side corruption when preforming evil acts, such as the following


·         Killing or injuring someone who hasn’t done anything wrong

·         Killing or injuring someone who has done something wrong, but has asked to make reparations or to be granted trail, or if the Force User allows such a person to be killed or injured

·         Using the Force in anger, hatred, or other negative emotions

·         Killing or injuring a helpless person, regardless of their actions


Note: Not all dark side actions are massively evil. The GM should help keep the player mindful if they’ve developed a cruel streak.


Every time a Force User takes a dark side action, they gain a Corruption. Roll on the below table to determine the effects of the corruption.


Roll 1d6



The dark side drains energy from your limbs, reducing agility by 1d3


The dark side weakens your immunity, reducing stamina by 1d3


The dark side causes insanity, reducing intelligence by 1d3


The dark side causes you to severely age rapidly. The Force Users ages 1d10 x 100 years. This effect is cosmetic, but caused a -3 on all personality checks that involve other sentient beings.


The Force User’s eyes turn a sickly yellow color. Same effect as above


The Force User’s voice becomes incredibly raspy, to the point where it’s difficult to understand. Same effect as above.


As a final option, if the dark side fully corrupts a character, the GM may decide they’re no longer controllable by the player, and they become and aspect of the dark side. Dark side aspects are powerful spirits that look to consume or destroy the universe.


 Additionally, dark side users find it more difficult to manifest powers that aren’t fueled by anger or aggression. Attempts to manifest non-dark side powers are at a -5 penalty to the check.

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