The Force
Upon taking Arcane Background (Force) you get a set amount of Force Points, which regenerate at a rate of 1/round.
The Force itself is split into three aspects: Control, Sense and Alter. Each use of Control, Sense or Alter requires at least one FP, and additional FP thereafter if you want to augment the ability in some way (see descriptions).
Whenever you use a Force Power or an affiliated ability, you roll a Force Check. That check will be granted a penalty based on the complexity of the Force ability itself and its mastery level. Force Points are used both to activate and augment the ability, with even the first FP providing the initial augmentation. For instance, if you wanted to use Lightning, which is a Control/Alter Force ability, costing 2 FP, if you spent nothing more you’d deliver 2 (Force Skill Die Type) of damage to the target by default.
Complexity
The more complex the Force Power, the tougher it is to do. Regardless of the Force-user’s own experience Rank, he can attempt to do any power, and the difficulty penalty of that power does not change for him at all. Powers that require only one aspect of the Force to use, such as Telekinesis, have a 0 Penalty applied to the user’s Force Skill roll. Powers that require two aspects of the Force to use, such as Heal Self, have a -2 penalty applied to them. Powers that use all three aspects of the Force, such as Battle Meditation, have a -4 penalty applied to them.
Trained and Untrained Usage
Any Force Power can be attempted by any Force User, whether he has been trained to do it or not. Attempting to do a power in which you haven’t been trained in confers a -2 Penalty, in addition to complexity.
Sustainability
Some Force Powers can be used from round to round. Powers with the Sustainable descriptor allow a character to use the same FP cost for round to round without expending more FP. Some Sustainable powers have built-in limits.
Force Sensitivity: Savage Star Wars doesn’t have a mechanic to differentiate who is or isn’t Force Sensitive.
This is a purely arbitrary decision from the GM, and he can determine if someone is Force Sensitive or not in any way he chooses. However, Force Sensitivity is a requirement for the Arcane Background (Force) Edge.
Force (Skill):
This skill allows you to manipulate and feel the Force, and grants very rudimentary powers. This skill is also important because it represents the base die type for all damage inflicted through the Force.
-Minor Telekinesis: This ability allows you to move objects or targets smaller than the Small Size category for no PP cost. Drawing such an object within 6 squares is a Free Action. If you spend a FP into this, you can hurl such an object equal to Force Skill Die Type + 1d6 in damage, at a range of 3/7/15.
-Feel the Force: Whenever someone uses an active Force Power (Control, Sense, or Alter), you have a chance to sense it if it’s done in your immediate vicinity. A successful Shroud automatically obscures this ability. You cannot spend FP for this ability.
-Mind Trick: The Force has a strong influence on the weak minded. Use your Force Skill Die in place of Persuasion in a Test of Wills. If you succeed, you make an otherwise unpalatable suggestion seem perfectly reasonable. Such a suggestion cannot involve the direct danger or threat to harm of the individual. You can spend FP to increase the Die Type for your Force Skill for this action, up to a maximum of d12.
FORCE POWERS
Control
Control focuses on self-control of one’s body. Channeling Power Points into Control enables your character to do the following.
Breath Control 1FP/5 minutes; The Force-User can hold his breath for long periods of time.
Stasis 1FP/day; The Force-User can place himself into a period of suspended animation. While in this state, he need not eat or drink, and he breathes very little air. He can also stave off the progress of poisons or diseases in his body, preventing them from doing too much harm until someone can get him medical attention.
Endurance 1FP/Fatigue Level; The Force-User can keep going and going as he needs to, foregoing sleep or rest for very long periods of time.
Increase Attribute 1FP/die type for one round. The Force-User can make himself stronger, healthier, more agile, and even more aware of his environment by channeling the Force where he needs it the most in his body.
Sense
Sense taps into the omnipresent characteristics of the Force, allowing the user to learn more about his environment, and faraway places, and even the past and the future in ways he could not do with his own senses alone.
With the Force, he can even sense how others are thinking, and what they’re feeling.
Range: By spending additional PP when using his Sense abilities, he can extend their Range (Reaching out with his feelings) accordingly:
1FP – City
2FP – Continent
5FP – Planet
10FP – Nearby planets in same system
15FP – Entire Star System
20FP- The Sector
30FP – The Galaxy
Empathy 1FP/Scene; Though the Force skill can allow one to sense passively what’s going on immediately around him, and even can alert him to major events (such as the destruction of Alderaan), this power is more of an active use of that ability, gaining more information from subjects around him.
Telepathy 1FP/Attempt –XFP/Range increment; Using the Force, the user can send a short message to someone he knows. If he stretches out with his feelings (spending more PP), he can expand the range.
Increase Senses 1FP/Die Type/Round (Sustainable) This enables you to sharpen your physical senses so that you can sense things in your immediate vicinity . With this ability, you can also sense others using Sight when in your general area.
Sight: 1FP/Scene - XFP/Range Increment ; You can use the Force to see what’s going on in another area, within range. You get sound with that too. This does enable you to see other lifeforms hiding if they’re about. For 2 extra PP, you may spot Droids. Yuuzhan Vong are not detectable through this ability.
Foresight: 5FP/Scene – XFP/Range Increment.
The Force can show you scenes of what may be in the future. Visions of the future are not static; any change may alter their potential outcome. However, at the basic level of Foresight it isn’t always possible to revisit the same subject of a previous vision. GM’s discretion advised.
Alter
Alter focuses the Force to direct physical action.
Push: 1FP. By invoking this power and making his Force Check, a Force-User sends out a quick wave of telekinetic power using the Cone Blast template in front of him, causing some damage (equal to 2 Force skill die type of damage) and forcing them back two squares unless they’re obstructed. If he manages to make a Raise, he may either add another damage die to the targets, or he may knock one target down for each Raise he got. The objectives can make an opossite roll agints the Force check using they Ahtletics.
Crush: 1FP/Damage Die – Max 3 die types/round. The Force-User can use the Force to damage objects or living targets. The damage is equal to the Force User’s Force Skill die type. Use of this ability against a living target garners a Dark Side Point.
Move Object: See FP cost chart below(Sustainable).
By spending FP, a Force-User can pick up objects, move them, and even throw them. In order to hurl an object, the user must first pick up the object either on his first or only action in the round, and then spend another 5 FP to hurl it. Range for this is always 10/20/40.
Table: Size/ Force Point Exchange
FP Size
1 Small
2 Medium
3 Large
5 Giant
10 Huge
15 Gigantic
20 Titanic
Hurling an object in and of itself may cause 3d6 damage to the object itself if it strikes something hard like the ground or a wall. Use the size damage chart for damage to a target as follows:
Table: Size and Damage
Size Damage
Small 1d6
Medium 2d6
Large 3d6
Giant 5d6
Huge 7d6
Gigantic 9d6
Titanic 11d6
Para agarrar a alguien y moverlo primero se hace una tirada de pelea contra la parada de la victima con +2 (en realidad la tirada de pelea es la de usar el poder). Como si fuera un ataque de toque. Si aciertas se hace una tirada enfrentada de espíritu. Si el impacto fue con aumento puedes sumar a la tirada de espíritu el dado de seis extra.
Control/Sense
Pilot: 2FP/Scene. You can now use the Force to pilot any space craft. You may now use your Force Skill in place of Piloting for the duration of the scene. The user must have the pilot skill trained.
Parry: 2FP/Point of Parry/Round (Sustainable). Through the Force, you’re able to defend yourself from attacks better than you normally would. Every additional PP you spend grants you an additional point to Parry to be used for both Melee and Ranged attacks with the Lightsaber Deflect Edge.
Purge: 2FP. This ability allows the Force User to attempt to negate any poison he may have been afflicted with. He must make a Force Check (with the usual penalties for Poison or Alcohol) to succeed.
Increased Fighting: 2FP/die type/round –maximum die type d12 (Sustainable). This power increases your ability to fight and defend yourself through the power of the Force.
Heal Self: 2FP/Wound Level. This ability allows you to heal a Wound Level of damage to yourself. You cannot heal Injuries with this ability.
Control/Alter
Surge: 2FP/Round. This ability channels the Force into your movement, granting you a bonus equal to your Force Skill Roll to your Pace and Jump for that round. Simply make one Force Skill Check. If it succeeds (applying penalties and bonuses), simply add that value to your Pace and Jump (Jumps start at 2”). If it fails, add nothing. For ever additional PP you spend, you gain an additional die type to your Pace and Jump.
Charisma: 2FP/Charisma point for one scene. This ability channels the Force to be more appealing and charismatic than he otherwise might be. For every 2PP he spends, he gains a +1 to his Persuassion. This power doesn’t really alter his looks, he merely seems to radiate a confidence and charm about him that he otherwise didn’t have before.
Sense/Alter
Heal Another: 2FP/Wound Level. This ability enables you to heal the wounds of another person. This does not enable you to heal Injuries. (Light Side power)
Ionize: 2FP/2 Force Skill Die Types of Ion Damage. This ability delivers Ion Damage to a Droid. This has no ability to harm a living creature.
Control Animal: 2FP/Attempt. This ability enables you to control an animal of Large size category or smaller. You use your Force Skill in place of Persuasion in a Test of Wills, with a bonus to your Force Skill die type.
Control/Sense/Alter
Sever Force: 10 FP/-1FP per Dark Side Point of Target, minimum of 1. This is a Light Side Power, the user cannot have any Dark Side Taint. Make a Force Check against the target’s Parry. If you succeed, the target may not be able to use the Force for a number of days equal to the amount of Dark Side Points he had accumulated. The target is utterly cut off from the Force.
Battle Meditation: 3FP/Ally/Round (Sustainable).
By concentrating through the Force all about you, you can grant a tactical intuition to all of your allies, which will intuitively enable them to respond to things with far better effectiveness than they otherwise would. For every round you remain in concentration, you grant your allies your Force Die Type to their Fighting, Shooting, Piloting, or Driving rolls. If something breaks your concentration, the Battle Meditation ends.
Enhanced Battle Meditation: 10FP/Round/+Sense Range Cost/Round (Sustainable).
With this power, you can expand your abilities to cover an entire battlefield and sway the tide of battle to favor your army or fleet. All allies within your chosen side gains your Force Skill Die Type to use on their Fighting, Shooting, Piloting, Driving, or knowledge (Tactics) rolls. If something breaks your concentration, the Enhanced Battle Meditation ends.
Fly: 3FP/Round. This power enables you to fly at a speed of up to 20 (ACC 6), allowing you to reach great heights relatively quickly. If you pump more PP into this power, you gain more in both ACC and Max Speed for that Round.
SENSE/CONTROL
Sentidos de Combate: 2FP/ Sustainable 1FP Round.
El Jedi/Sith hace una tirada enfrentada de Fuerza contra el Spirit o Fuerza del enemigo al que pueda ver (elección del contrario). Si gana la tirada enfrentada aumenta un punto la parada contra ese enemigo, y este pierde un punto a su parada contra el Jedi/Sith.
Se puede elegir un blanco adicional aumentando el coste en 1FP y con un -1 adicional a la tirada de Fuerza por cada extra.
Si sacas aumento/s ganas un +1 dicional y el contrario pierde un punto adicional. Sólo funciona contra seres vivos y que puedan ser afectados por la Fuerza.
ALTER
Lanzar Sable Laser: 2FP/ +1 FP por Blanco extra.
El usuario de la fuerza puede realizar un ataque a distancia con sable de luz. Lanzándolo y luego recogiéndolo de nuevo al final del ataque. El ataque es la propia tirada de Fuerza del usuario para lanzar el poder. Se puede declarar un blanco extra adicional (mientras no se supere la distancia máxima en el total de movimiento), con un penalizador de -1 a la tirada por blanco. El daño es el del Sable de luz sin el bono de fuerza. Se usan los penalizadores usuales por ataques a distancia. 5/10/20
La tirada de Move Object es la que usas tanto para sacar el pode como para agarrar a alguien, que se resiste con el dado de Spirit.
El Spirit de estos tipos es D6. Por si queréis hacer algo contra ellos podéis tirar por ellos vosotros mismos para acelerar.