Force Power Trees All
Force Power Trees All
COST 15
COST 5
COST 15
COST 10 COST 10
COST 15 COST 15
COST 25
FORCE POWER TREE BIND FORCE ABILITY
COST 15
RANGE MASTERY
Spend to increase power’s When the user is making a Bind power check, if the check was not already opposed, the user may roll an
range by a number of range opposed Discipline vs. Discipline check against one target of the power. If no were used to generate and
bands equal to Range the user succeeds on the check, he may immediately stagger the target until the end of his next turn. If any
upgrades purchased. were used to generate and the check succeeds, the target suffers a Critical Injury, adding +10 to the roll per
spent on the check.
COST 20
COST 25
FORCE POWER TREE CONJURE FORCE ABILITY
COST 20
COST 10 COST 15
MASTERY
Spend to summon the facsimile of a creature of silhouette 1
or smaller instead of an object. This creature is bound to the user’s will,
and mindlessly follows that character’s commands until the end of the
Force user’s next turn. If the user has the corpse of the creature being
conjured to imbue with false life, this facsimile lasts until the end of the
encounter instead but the user gains 7 conflict for doing so.
COST 20
FORCE POWER TREE EBB / FLOW FORCE ABILITY
COST 10
COST 5
COST 10
CONTROL CONTROL
Commit until the end of the current encounter. For the remainder Ebb: Once per session, If at target suffered at least 5 strain from this
of the current encounter, add to all skill checks. Each and power, add to the target’s next check.
adds either or to the check; each causes the user to suffer 1 Flow: Once per session, if the user healed at least 5 strain from this
strain and gain 1 Conflict. power, add to user’s next check.
COST 10 COST 20
FORCE POWER TREE ENDURE FORCE ABILITY
COST 10
COST 10
MASTERY
When activating Endure, the character may make an Endure power
check, making a Discipline check with a difficulty equal to the severity
of the Critical Injury and adding up to the character’s Force rating. If
the character succeeds on the check and generates equal to the
Severity of the Critical Injury, the Critical Injury is not suffered.
COST 20
FORCE POWER TREE ENHANCE FORCE ABILITY
COST 10
COST 10
CONTROL CONTROL
Ongoing effect: Commit . The user increases his Agility The user can perform a Force Leap as a maneuver instead of an
characteristic by 1 (to a maximum of 6). action.
COST 10 COST 10
FORCE POWER TREE FARSIGHT FORCE ABILITY
COST 5
COST 10
CONTROL STRENGTH
When making a skill check to determine initiative, the Force user may roll a Foresee power check as part of the Spend to pick out specific
pool. He may spend to gain per point on the check. details equal to Strength
upgrades purchased.
COST 10
COST 5
CONTROL DURATION
When performing a Foresee power check as part of an initiative check, the Force user may spend to allow all Spend to increase the
affected targets to take one free maneuver before the first round of combat begins. days into the future the user
can see equal to Duration
COST 15 upgrades purchased.
COST 5
FORCE POWER TREE HEAL / HARM FORCE ABILITY
COST 15
COST 20
COST 20
FORCE POWER TREE IMBUE FORCE ABILITY
COST 15
RANGE RANGE
Spend to increase power’s range by a number of range bands Spend to increase power’s range by a number of range bands
equal to Range upgrades purchased. equal to Range upgrades purchased.
COST 10 COST 15
COST 10
CONTROL STRENGTH
When making a Coercion, Charm, Deception, Leadership, or When stressing the mind of a
Negotiation check, the Force user may roll an Influence Power target, the character inflicts 2
check as part of his dice pool. He may spend to gain or strain.
(user’s choice) on the check.
COST 10
COST 15
The Force user can project terrifying visions onto foes, forcing them to face their greatest fears. FORCE ABILITY
The user may spend to target one character within short range. That character must immediately make an Available after encountering
Average ( ) fear check as an out of turn incidental. Jerserra in Episode 1
Unlocked after securing the
COST 10 1 Nardithi Cluster shard.
Unlocked after occurrence of
2 the first shard vision.
RANGE STRENGTH 1
Spend to increase the The Force user may spend to increase the difficulty of the fear c heck by a number of times equal to Strength
power’s range by a number upgrades purchased.
of range bands equal to
Range upgrades purchased. COST 10
COST 5
COST 10
MASTERY 3 MASTERY 3
The Force user may target one character within short range and make an opposed Discipline vs. Discipline check Once per session, after a
combined with a Jerserra’s Influence power check. If the user spends and succeeds on the check, he may target fails a fear check
commit and force the target to also commit . Both dice remain committed until the Force user uncommits caused by this power, the
that or the encounter ends. Force user may have the
target perform one action as
COST 15 an out of turn incidental. The
Force user gains 3 Conflict.
COST 15
FORCE POWER TREE MANIPULATE FORCE ABILITY
COST 10
COST 5
COST 10
RANGE STRENGTH
Spend to increase power’s range by a number of range bands Spend to increase the silhouette of the object obscured or
equal to Range upgrades purchased. illusion created by 1 per Strength upgrade purchased.
COST 15 COST 15
FORCE POWER TREE MOVE FORCE ABILITY
COST 10
CONTROL MASTERY
Protect: Light side Force users may spend 1 Destiny Point to use Protect: Light side Force users may spend to reflect all
Protect as an out-of-turn incidental once per session. attacks they reduce to 0 damage, dealing damage equal to initial
Unleash: Dark side Force users may spend 1 Destiny Point to use attack to attacker.
Unleash as a maneuver once per session. Unleash: Dark side Force users may spend to reduce critical
rating of attacks to 1.
COST 25
COST 25
FORCE POWER TREE SEEK FORCE ABILITY
COST 10
MAGNITUDE CONTROL
Spend to gain one additional detail per Magnitude upgrade Ongoing effect: Commit . Upgrade the ability of Vigilance and
purchased. Perception checks once.
COST 5 COST 10
COST 10
CONTROL CONTROL
Ongoing effect: Commit . Once per round, when an attack Effect: Spend . The Force user senses the current thoughts of
targets the Force user, he upgrades the difficulty of the pool one living target with whom he is engaged.
once.
COST 10
COST 10
COST 10
COST 5 COST 5
CONTROL RANGE
Commit one or more . When an opponent targets the user with a Force power, after the opponent generates Spend to increase power’s
, reduce the total generated by 1 per committed, to a minimum of 0. range by a number of range
bands equal to Range
COST 10 upgrades purchased.
COST 5
MASTERY CONTROL
The user may make a Suppress power check along with an Whenever a Force user targets a character affected by Suppress
opposed Discipline vs. Discipline check targeting another Force with a hostile Force power, if that opponent used to generate
user within short range. If the user spends and succeeds on on the check, he suffers strain equal to the user’s ranks in
the check, the target Force user immediately uncommits all Discipline.
and ends all ongoing effects of Force powers and Force talents
that required committed .
COST 15
COST 20
FORCE POWER TREE WARDE’S FORESIGHT FORCE ABILITY
RANGE CONTROL 1
Spend to increase power’s When making a skill check to determine Initiative, the Force user may roll a Warde’s Foresight power check as
range by a number of range part of the pool. He may spend to add automatic on his first check this encounter.
bands equal to Range
upgrades purchased. COST 10
COST 5
STRENGTH 3 CONTROL 3
Spend to add equal When performing a Warde’s Foresight power check as part of an Initiative check, if the user did not use to
to Strength upgrades generate , each ally adds automatic to the results of his Initiative check. If the user used to generate ,
purchased to user’s next the user may immediately perform an action before the encounter begins, but each enemy in the encounter adds
check against the target. automatic to the results of his Initiative check.
COST 10 COST 15