0% found this document useful (0 votes)
88 views21 pages

Force Power Trees All

The Force user can alter the terrain around them, making it difficult or normal. They can also conceal characters, share senses with animals, discover supplies, and upgrade the difficulty of checks made by opponents in the affected area. The Force user can direct allies in battle, adding bonuses to their checks. They can affect more targets and add additional bonuses, sustain the power's effects over a longer duration, and potentially control affected characters. The Force user can immobilize targets and potentially cause them wounds. They can affect more targets over a greater range and disorient targets for a number of rounds, with controlled targets suffering strain for taking actions.

Uploaded by

snake7984
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
88 views21 pages

Force Power Trees All

The Force user can alter the terrain around them, making it difficult or normal. They can also conceal characters, share senses with animals, discover supplies, and upgrade the difficulty of checks made by opponents in the affected area. The Force user can direct allies in battle, adding bonuses to their checks. They can affect more targets and add additional bonuses, sustain the power's effects over a longer duration, and potentially control affected characters. The Force user can immobilize targets and potentially cause them wounds. They can affect more targets over a greater range and disorient targets for a number of rounds, with controlled targets suffering strain for taking actions.

Uploaded by

snake7984
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 21

FORCE POWER TREE ALTER FORCE ABILITY

Prerequisites: Force Rating 1 +

ALTER BASIC POWER


The Force user can tap into the Living Force of their surroundings, manipulating the nearby environs.
The Force user may spend to make all terrain currently within short range difficult terrain until the end of their next turn.
The Force user may spend to make all terrain currently within short range normal terrain until the end of their next turn.

COST 15

CONTROL RANGE CONTROL


Spend and make an Spend to increase The Force user may spend to give all characters within short range
Average ( ) Survival power’s range by a number of the user concealment.
check to instantly discover of range bands equal to
food, water or other critical Range upgrades purchased.
supplies within extreme COST 10
range. COST 5

COST 5

CONTROL CONTROL DURATION STRENGTH


Spend to share the senses The power can affect firm Commit after successfully Spend to allow a number
of animals within range of terrain, such as packed earth, activating the power to of targets equal to the
their power, adding to stone, or ice. sustain its effects while the number of Strength upgrades
perception and Vigilance user remains within range of purchased to ignore this
checks, and gaining other COST 10 the affected area. power’s effects.
benefits.
COST 10 COST 5
COST 10

RANGE CONTROL STRENGTH CONTROL


Spend to increase Spend to make a small Spend to allow a number Spend to create
power’s range by a number patch of terrain within the of targets equal to the corrosive atmosphere in a
of range bands equal to affected area impassable. number of Strength upgrades small area within the
Range upgrades purchased. purchased to ignore this affected area.
COST 15 power’s effects.
COST 10 COST 15
COST 10

CONTROL MASTERY STRENGTH


Spend to upgrade the When the user activates this power without spending generated Spend to allow a number
difficulty of all checks made from results, add to all other Force power checks made within of targets equal to the
by opponents while in the this power’s area of effect. number of Strength upgrades
power’s area of effect once. When the user activates this power without spending generated purchased to ignore this
from results, add to all other Force power checks made within power’s effects.
COST 20 this power’s area of effect.
COST 15
COST 25
FORCE POWER TREE BATTLE MEDITATION FORCE ABILITY

Prerequisites: Force Rating 2 +

BATTLE MEDITATION BASIC POWER


The Force user directs allies in battle, making them more effective as a coordinated unit.
The user may spend to add one automatic to all checks made by a number of engaged friendly targets up to his Presence before the end of his next
turn. If the user used an to generate , reduce each target’s Willpower by 1 (to a minimum of 1) until the end of the encounter.

COST 15

MAGNITUDE RANGE CONTROL


Spend to affect a number Spend to increase power’s When making a Battle Meditation power check, the user may
of additional targets equal to range by a number of range make an Easy ( ) Leadership check as part of the pool. If the user
Presence per rank of bands equal to Range is able to activate the power and succeeds on the check, he may
Magnitude purchased. upgrades purchased. send simple orders as part of the power.

COST 5 COST 5 COST 10

MAGNITUDE RANGE STRENGTH


Spend to affect a number Spend to increase power’s Spend to add one additional automatic to affected
of additional targets equal to range by a number of range characters checks.
Presence per rank of bands equal to Range
Magnitude purchased. upgrades purchased. COST 10

COST 10 COST 10

MAGNITUDE RANGE DURATION


Spend to affect a number Spend to increase power’s Commit to sustain the ongoing effects of the power on
of additional targets equal to range by a number of range each affected target while it remains in range.
Presence per rank of bands equal to Range
Magnitude purchased. upgrades purchased. COST 25

COST 15 COST 15

MAGNITUDE CONTROL MASTERY


Spend to affect a number May suffer 4 strain to change If no were used to generate , choose one skill. While
of additional targets equal to the range of power and affected by the power, each affected character counts as having
Presence per rank of range upgrades to planetary the same number of ranks in the chosen skill as the affected
Magnitude purchased. scale. character with the most ranks in the skill. If the user used any
to generate , each affected character must make an Easy ( )
COST 20 COST 20
Discipline check if he wishes to resist obeying orders.

COST 25
FORCE POWER TREE BIND FORCE ABILITY

Prerequisites: Force Rating 2 +

BIND BASIC POWER


The Force user restrains an enemy, preventing the target from acting.
The user may spend to immobilize a target within short range until the end of the user’s next turn. If the user used any to generate , the target
also suffers 1 wound per spent on the check (ignoring soak).

COST 15

RANGE MAGNITUDE STRENGTH CONTROL


Spend to increase power’s Spend to affect 1 Spend to disorient the Spend , whenever a target
range by a number of range additional target within target for a number of affected by Bind takes an
bands equal to Range range per rank of Magnitude rounds equal to Strength action, that target suffers
upgrades purchased. purchased. upgrades purchased. strain equal to Willpower.

COST 10 COST 15 COST 5 COST 10

RANGE MAGNITUDE STRENGTH DURATION


Spend to increase power’s Spend to affect 1 Spend to disorient the Commit to sustain
range by a number of range additional target within target for a number of the ongoing effects of the
bands equal to Range range per rank of Magnitude rounds equal to Strength power on each affected
upgrades purchased. purchased. upgrades purchased. target.

COST 15 COST 20 COST 10 COST 15

CONTROL MAGNITUDE STRENGTH


Spend to move the target Spend to affect 1 Spend to disorient the target for a number of rounds equal to
one range band closer or additional target within Strength upgrades purchased.
farther away. range per rank of Magnitude
purchased. COST 15
COST 10
COST 25

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

Prerequisites: Force Rating 1 +

CONJURE BASIC POWER


The Force user calls forth a spectral object to their hand, which lasts for a short time.
The user may spend to create a facsimile of a Brawl or Melee weapon anywhere within engaged range. At the end of the user’s next turn, this item
dissipates. At the GM’s discretion, the user can instead conjure a simple tool and other useful low-tech item with an encumbrance no greater than 1.

COST 20

DURATION NUMBER MAGNITUDE


Commit to sustain 1 Spend to create Spend to increase the maximum encumbrance of the item that can
conjuration per Duration additional, identical be conjured by 2 per Magnitude upgrade purchased.
upgrade purchased while it conjurations equal to ranks
remains at short range. in Number upgrade COST 10
purchased.
COST 15
COST 10

MAGNITUDE CONTROL DURATION


Spend to increase the maximum encumbrance of the item that can Spend to add 1 of the Commit to sustain 1
be conjured by 2 per Magnitude upgrade purchased. following weapon qualities to conjuration per Duration
the conjuration: Defensive 1, upgrade purchased while it
COST 20 Deflection 1, Stun 4. remains at short range.

COST 10 COST 15

NUMBER CONTROL RANGE DURATION


Spend to create Spend to add 1 of the Spend to increase the Commit to sustain 1
additional, identical following weapon qualities to range at which the facsimile conjuration per Duration
conjurations equal to ranks the conjuration: Burn 3, can be conjured and upgrade purchased while it
in Number upgrade Pierce 3, Vicious 3. sustained by 1 (to a remains at short range.
purchased. maximum of extreme).
COST 15 COST 15
COST 10 COST 20

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

Prerequisites: Force Rating 1 +

EBB / FLOW BASIC POWER


The Force user’s actions empower himself or sap strength from his foes.
Ebb: When the Force user makes a skill check, he may roll an Ebb power check as part of the roll. The user may spend to suffer 1 strain, then inflict 1
strain on all other engaged characters. The Force user may not activate this multiple times.
Flow: When the Force user makes a skill check, he may roll a Flow power check as part of the roll. The user may spend to heal 1 strain. The Force user
may not activate this multiple times.

COST 10

MAGNITUDE RANGE STRENGTH


Spend to exclude number Spend to affect all other characters at short range. The Force user may spend
of targets equal to to increase the strain healed
Magnitude upgrades COST 10 or inflicted by 1.
purchase from being
affected. COST 10

COST 5

CONTROL CONTROL STRENGTH


Spend once per Ebb: When making a combined Ebb power check, may spend to add The Force user may spend
encounter to ask the GM a to any checks made by engaged opponents until the end of next to increase the or
single “yes or no” question. turn. added by 1.
Flow: When making a combined flow power check may spend to
COST 10 add to any checks using the same skill until the end of next turn. COST 10

COST 10

MAGNITUDE CONTROL STRENGTH


Spend to exclude number Ebb: When making a combined Ebb power check, may spend to add The Force user may spend
of targets equal to to any checks made by engaged opponents until the end of next to increase the or
Magnitude upgrades turn. added by 1.
purchase from being Flow: When making a combined flow power check may spend to
affected. add to any checks using the same skill until the end of next turn. 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

Prerequisites: Force Rating 1 +

ENDURE BASIC POWER


When the character suffers a Critical Injury with a severity no greater than Easy ( ), the character may activate Endure as an out of turn incidental and
commit to temporarily ignore the effects of that injury. The character does not apply any results from the Critical Injury or add +10 to further rolls on
the Critical Injury Result table while remains committed. When this ongoing effect ends, the character suffers all effects of the Critical Injury (unless it
has been treated).

COST 10

STRENGTH CONTROL DURATION


Increase the severity of The character can commit As an incidental, the character can activate Endure to temporarily
Critical Injury that can be one additional to ignore a Critical Injury the character is already suffering, and which is of
affected by one per Strength temporarily ignore one a severity that Endure could affect normally.
upgrade purchased. additional Critical Injury per
Control upgrade purchased. COST 10
COST 5
COST 5

CONTROL STRENGTH MAGNITUDE


The character can commit Increase the severity of The character can use Endure to affect allies at short range. The
one additional to Critical Injury that can be ongoing effect ends if the distance between the characters increases
temporarily ignore one affected by one per Strength beyond short for any reason.
additional Critical Injury per upgrade purchased.
Control upgrade purchased. COST 10
COST 10
COST 10

STRENGTH CONTROL STRENGTH RANGE


Increase the severity of The character can commit The character can use Endure The character can use Endure
Critical Injury that can be one additional to to Temporarily ignore a to affect allies within
affected by one per Strength temporarily ignore one Critical Injury result of Dead. Medium range. The ongoing
upgrade purchased. additional Critical Injury per effect ends if the distance
Control upgrade purchased. COST 5 between the characters
COST 15 increases beyond medium
COST 15 for any reason.

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

Prerequisites: Force Rating 1 +

ENHANCE BASIC POWER


When making an Athletics check, the Force user may roll an Enhance power check as part of the pool.
The user may spend to gain or (user’s choice) on the check.

COST 10

CONTROL CONTROL CONTROL


Enhance can be used with Enhance can be used with Take a Force Leap action: make a Enhance power check. The user
the Coordination skill. the Resilience skill. may spend to jump horizontally to any location in short range.
COST 5 COST 5 COST 10

CONTROL CONTROL CONTROL


Enhance can be used with Enhance can be used with When performing a Force Leap, the user can jump vertically in
the Piloting (Planetary) skill. the Brawl skill. addition to jumping horizontally.

COST 5 COST 5 COST 10

CONTROL CONTROL RANGE


Enhance can be used with Ongoing effect: Commit . The user increases his Brawn Spend to increase power’s
the Piloting (Space) skill. characteristic by 1 (to a maximum of 6). range by a number of range
bands equal to Range
COST 5 COST 10 upgrades purchased.

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

Prerequisites: Force Rating 1 +

FARSIGHT BASIC POWER


The Force user expands normal visual senses through a connection to the Force.
The user may spend to ignore the effects of darkness or blindness and see normally at up to medium range for the remainder of the round (or one
minute).
This allows the user to view everything most sentients could normally be able to see on a well-lit day.

COST 5

CONTROL CONTROL CONTROL DURATION


Spend to see microscopic Spend to see through a Spend to make out fine Spend to increase
details of a single object single object at medium details on a single object duration by number of
within engaged range. range as though it were within medium range. rounds (or minutes) equal to
transparent. Duration upgrades
COST 5 COST 5 purchased.
COST 5
COST 5

RANGE DURATION CONTROL RANGE


Spend to increase Spend to increase When making a Vigilance or Spend to increase
power’s range by one duration by number of Perception check, make a power’s range by one
range band for each rounds (or minutes) equal to Farsight power check as part range band for each
Range upgrade Duration upgrades of the pool and spend to Range upgrade
purchased. gain or on the
purchased. purchased.
COST 5 check.
COST 10 COST 10
COST 10

CONTROL CONTROL MASTERY


This power gains the ongoing Spend to see in every Spend . The User now can see as though from a spot within close
effect: Commit after direction simultaneously, range (planetary scale) of the users’ body.
successfully activating the noticing and observing
Farsight power to increase COST 20
things in a full 360-degree
ranks in Perception by 1.
arc.
COST 15 COST 10
FORCE POWER TREE FORESEE FORCE ABILITY

Prerequisites: Force Rating 1 +

FORESEE BASIC POWER


The Force user can feel the Force flowing around everything, seeing what is and what will be.
The user may spend to gain vague hints of events to come, up to a day into his future.

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

MAGNITUDE RANGE CONTROL DURATION


Spend to increase targets Spend to increase power’s Affected targets increase Spend to increase the
affected equal to Magnitude range by a number of range their ranged and melee days into the future the user
upgrades purchased. bands equal to Range defense by 2 for the first can see equal to Duration
upgrades purchased. round of combat. upgrades purchased.
COST 5
COST 5 COST 10 COST 5

MAGNITUDE RANGE RANGE STRENGTH


Spend to increase targets Spend to increase power’s Spend to increase power’s Spend to pick out specific
affected equal to Magnitude range by a number of range range by a number of range details equal to Strength
upgrades purchased. bands equal to Range bands equal to Range upgrades purchased.
upgrades purchased. upgrades purchased.
COST 5 COST 5
COST 5 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

Prerequisites: Force Rating 1 +

HEAL / HARM BASIC POWER


The Force user bolsters his ally with renewed vigor or saps his foe of vital energy.
Heal (Light side Force user only): Spend to heal a number of wound equal to Intellect from an engaged living creature (including user).
Harm: Spend to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The user gains 1 Conflict.

COST 15

RANGE MAGNITUDE MAGNITUDE CONTROL


Spend to increase power’s Spend to affect 1 Spend to affect 1 Heal: if no generated ,
range by a number of range additional target within additional target within target heals strain equal to
bands equal to Range range per rank of Magnitude range per rank of Magnitude wounds healed.
upgrades purchased. purchased. purchased. Harm: if any were used to
generate , user heals strain
COST 15 COST 5 COST 5 equal to wounds inflicted.

COST 20

RANGE MAGNITUDE STRENGTH CONTROL


Spend to increase power’s Spend to affect 1 Heal: Spend to increase Heal: spend to remove
range by a number of range additional target within wounds healed by 1 per rank one status effect from target.
bands equal to Range range per rank of Magnitude of Strength upgrades Harm: The user may spend
upgrades purchased. purchased. purchased. to heal wounds equal to
Harm: Spend to increase wounds inflicted on target.
COST 20 COST 10 wounds inflicted by 1 per Healed character gains 1
rank of Strength upgrades Conflict.
purchased.
COST 20
COST 15

CONTROL CONTROL MASTERY STRENGTH


Heal: Heal additional wounds Heal: May make a Heal Heal: Once per session, Heal: Spend to increase
equal to ranks in Medicine. power check combined with spend to restore wounds healed by 1 per rank
Harm: Inflict additional a Hard ( ) Medicine 1 target, who died after end of Strength upgrades
wounds equal to ranks in check. If check succeeds, one of user’s last turn to life. purchased.
Medicine. target who heals wounds Harm: Once per session, Harm: Spend to increase
also heals one Critical Injury. when this power kills a wounds inflicted by 1 per
COST 20
Harm: May make a Harm target, may restore one rank of Strength upgrades
power check combined with engaged character who died purchased.
an opposed Medicine vs. this encounter to life. Each
Resilience check. If check character gains 7 Conflict. COST 15
succeeds, one target who
suffers wounds also suffers COST 20
one Critical Injury (adding
+10 to the roll per ).

COST 20
FORCE POWER TREE IMBUE FORCE ABILITY

Prerequisites: Force Rating 2 +

IMBUE BASIC POWER


The Force user lends strength to allies, making them more potent, resourceful, or resilient for a time.
The user may spend to increase one of another engaged character’s characteristics by 1 (to a maximum of 6) until the end of the Force user’s next
turn.
This can only be used once per character per encounter. If the user uses to generate , the target increases a second characteristic by 1 (to a
maximum of 6) until the end of the user’s next turn, but both the Force user and the target suffer 3 strain.

COST 15

STRENGTH CONTROL RANGE


if no pwer used to generate , decrease all Critical Injuries suffered Spend to allow the target Spend to increase
and inflicted by the target by 10 per Strength upgrade purchased. If no to count as having ranks in a power’s range by a number
were used to generate , increase all Critical Injuries suffered and skill equal to user’s ranks in of range bands equal to
inflicted by 10 per Strength upgrade purchased. the skill. Range upgrades purchased.

COST 5 COST 10 COST 5

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

STRENGTH MASTERY DURATION


if no pwer used to generate , decrease all Critical Injuries suffered Increase characteristics Commit to sustain the
and inflicted by the target by 10 per Strength upgrade purchased. If no boosted by this power by 2 effects of this power as long
were used to generate , increase all Critical Injuries suffered and (to a maximum of 7) instead as the target remains in
inflicted by 10 per Strength upgrade purchased. of 1 (to a maximum of 6). range.

COST 10 COST 25 COST 10

RANGE STRENGTH DURATION


Spend to increase if no pwer used to generate , decrease all Critical Injuries suffered Commit to sustain the
power’s range by a number and inflicted by the target by 10 per Strength upgrade purchased. If no effects of this power as long
of range bands equal to were used to generate , increase all Critical Injuries suffered and as the target remains in
Range upgrades purchased. inflicted by 10 per Strength upgrade purchased. range.

COST 15 COST 20 COST 20


FORCE POWER TREE INFLUENCE FORCE ABILITY

Prerequisites: Force Rating 1 +

INFLUENCE BASIC POWER


The character may attempt to guide, shape, and even twist the thoughts and feelings of others.
Special Rule ( / use): When guiding and shaping thoughts, only may be used to generate negative emotions such as rage, fear, and hatred. Only
may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as confusion can be generated with either
or .
The character may spend to stress the mind of one living target he is engaged with, inflicting 1 strain.

COST 10

RANGE MAGNITUDE CONTROL


Spend to increase power’s Spend to increase targets The Force user may make an opposed Discipline vs. Discipline
range by a number of range affected equal to magnitude check combined with an Influence Power check. If the user sends
bands equal to range upgrades purchased. and succeeds on the check, he can force the target to adopt an
upgrades purchased. emotional state or believe something untrue, lasting for 1 round
COST 5 or 5 minutes.
COST 5
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

RANGE MAGNITUDE DURATION DURATION


Spend to increase power’s Spend to increase targets Spend to increase Spend to increase
range by a number of range affected equal to magnitude duration by a number of duration by a number of
bands equal to range upgrades purchased. rounds (or minutes) equal to rounds (or minutes) equal to
upgrades purchased. duration upgrades duration upgrades
COST 5 purchased. purchased.
COST 10
COST 5 COST 5

RANGE MAGNITUDE DURATION DURATION


Spend to increase power’s Spend to increase targets Spend to increase Spend to increase
range by a number of range affected equal to magnitude duration by a number of duration by a number of
bands equal to range upgrades purchased. rounds (or minutes) equal to rounds (or minutes) equal to
upgrades purchased. duration upgrades duration upgrades
COST 10 purchased. purchased.
COST 10
COST 5 COST 5
FORCE POWER TREE JERSERRA’S INFLUENCE FORCE ABILITY

Prerequisites: Force Rating 2 +

When used in conjunction with


JERSERRA’S INFLUENCE BASIC POWER the campaign Ghosts of Dathomir.

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.

Unlocked after occurrence of


3 the first vision on Dathomir.

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

CONTROL 2 RANGE 2 CONTROL 1 MAGNITUDE 2


If target suffers strain as a Spend to increase the When making a fear check, Spend to increase the
result of Jerserra’s Influence, power’s range by a number the Force user can roll a number of targets affected
the Force user recovers an of range bands equal to Jerserra’s Influence power by a number equal to
equal amount of strain. Range upgrades purchased. check as part of the pool. Magnitude upgrades
The user may spend to purchased.
COST 10 COST 10 gain or (user’s choice)
on the check. COST 10

COST 10

MAGNITUDE 2 STRENGTH 2 CONTROL 3 RANGE 3


Spend to increase the Spend to increase the Ongoing effect: Commit . Spend to increase the
number of targets affected difficulty of the fear check by The user increases his power’s range by a number
by a number equal to an number of times equal to Willpower characteristic by 1 of range bands equal to
Magnitude upgrades Strength upgrades (to a maximum of 6). Range upgrades purchased.
purchased. purchased.
COST 15 COST 15
COST 10 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

Prerequisites: Force Rating 1 +

MANIPULATE BASIC POWER


The Force user shapes machine components on a molecular level, allowing him to mend damaged mechanical systems.
The Force user may spend to cause one vehicle or starship he is engaged with to recover one system strain. The user may activate this multiple times.

COST 10

CONTROL STRENGTH CONTROL


Ongoing effect: Commit . When using this power, Ongoing effect: Commit . Increase the system strain threshold of
One damaged weapon or spend to cause targets to vehicle or starship at engaged range by 3 per committed.
item counts as being recover 1 additional strain or
undamaged. system strain, or heal 1 COST 10
additional wound for every
COST 5 Strength upgrade purchased.

COST 5

CONTROL RANGE CONTROL CONTROL


When making a Mechanics Spend to increase the The user may spend to When performing a combat
skill check, the user may roll power’s range by a number heal a number of wounds check against a droid, ship,
a Manipulate power check as of range bands equal to equal to his Intellect in an vehicle, or other mechanical
part of the pool and may Range upgrades purchased. engaged droid. construct within engaged
spend to gain or range, the user may spend
(user’s choice) on the check. COST 10 COST 10 to inflict 1 additional strain or
system strain on the target.
COST 10
COST 10

CONTROL RANGE STRENGTH


Ongoing effect: Commit . Increase the hull trauma threshold of 1 Spend to increase the When using this power,
vehicle or starship at engaged range by 3 per committed. power’s range by a number spend to cause targets to
of range bands equal to recover 1 additional strain or
COST 15 Range upgrades purchased. system strain, or heal 1
additional wound for every
COST 10 Strength upgrade purchased.

COST 10

CONTROL RANGE MASTERY


Ongoing effect: Commit . Spend to increase the When performing a Manipulate power check as part of a Mechanics
Upgrade the ability of power’s range by a number skill check, the user may spend to gain on the check.
Computers and Mechanics of range bands equal to
checks once. Range upgrades purchased. COST 20
COST 15 COST 15
FORCE POWER TREE MISDIRECT FORCE ABILITY

Prerequisites: Force Rating 1 +

MISDIRECT BASIC POWER


The Force user creates illusions to fool those around him.
The user may spend to make a target at up to short range unable to perceive a chosen person or object of silhouette 1 or smaller. Until the beginning
of the user’s next turn, the target cannot see or sense the hidden person or object.
COST 15

RANGE DURATION STRENGTH CONTROL


Spend to increase power’s Commit to sustain this Spend to increase the The user may alter the
range by a number of range power while the beguiled silhouette of the object perceived appearance of the
bands equal to Range target remains in range. obscured or illusion created chosen person or object
upgrades purchased. by 1 per Strength upgrade instead of hiding it.
COST 5 purchased.
COST 5 COST 10
COST 5

MAGNITUDE MAGNITUDE STRENGTH CONTROL


Spend to affect additional Spend to affect additional Spend to increase the May use this power to force
targets equal to Presence per targets equal to Presence per silhouette of the object the target to perceive a
rank of Magnitude rank of Magnitude obscured or illusion created single illusory person or
purchased. purchased. by 1 per Strength upgrade object.
purchased.
COST 10 COST 10 COST 15
COST 10

RANGE CONTROL STRENGTH MASTERY


Spend to increase power’s Commit one or more . Add Spend to increase the Spend to obscure
range by a number of range per to all combat silhouette of the object additional objects or create
bands equal to Range checks targeting Force user. obscured or illusion created illusions equal to Cunning
upgrades purchased. by 1 per Strength upgrade plus Deception
COST 15 purchased.
COST 10 COST 20
COST 15

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

Prerequisites: Force Rating 1 +

MOVE BASIC POWER


The Force user can move small objects via the power of the Force.
The user may spend to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum range is short
range.

COST 10

MAGNITUDE STRENGTH RANGE RANGE


Spend to increase targets Spend to increase Spend to increase power’s Spend to increase power’s
affected equal to magnitude silhouette able to be range by a number of range range by a number of range
upgrades purchased. targeted equal to strength bands equal to range bands equal to range
upgrades purchased. upgrades purchased. upgrades purchased.
COST 5
COST 10 COST 5 COST 5

MAGNITUDE STRENGTH CONTROL


Spend to increase targets Spend to increase The Force user can hurl objects to damage targets, by making a
affected equal to magnitude silhouette able to be Discipline check combined with a Move power check, dealing
upgrades purchased. targeted equal to strength damage equal to 10 times silhouette.
upgrades purchased.
COST 5 COST 10
COST 10

MAGNITUDE STRENGTH CONTROL RANGE


Spend to increase targets Spend to increase The Force user can pull Spend to increase power’s
affected equal to magnitude silhouette able to be objects out of secure range by a number of range
upgrades purchased. targeted equal to strength mountings, or out of an bands equal to range
upgrades purchased. opponent’s grasp. upgrades purchased.
COST 10
COST 15 COST 5 COST 15

MAGNITUDE STRENGTH CONTROL


Spend to increase targets Spend to increase The character can perform fine manipulation of items, allowing
affected equal to magnitude silhouette able to be him to do whatever he would normally with his hands via this
upgrades purchased. targeted equal to strength power at this power’s range.
upgrades purchased.
COST 10 COST 15
COST 20
FORCE POWER TREE PROTECT / UNLEASH FORCE ABILITY

Prerequisites: Force Rating 3 +

PROTECT / UNLEASH BASIC POWER


The Force user guides the flow of energy, protecting himself and others or unleashing blast of power upon his foes.
Protect: The user makes a Protect power check and rolls an Average ( ) Discipline check as part of the pool. Spend to reduce damage from an
energy-based weapon that hits himself or an engaged character by amount equal to Willpower plus 1 per . Dark side Force users may only protect
themselves.
Unleash: The user makes an Unleash power check as ranged attack and rolls an Average ( ) Discipline check for difficulty. If check succeeds and
spends , the attack hits. It has a range of short, a base damage equal to Willpower, and a critical rating of 4. The user gains 1 Conflict.
COST 20

RANGE STRENGTH STRENGTH CONTROL


Spend to increase Spend to decrease Spend to decrease Protect: Spend to gain
power’s range by a number damage or add damage damage or add damage defense equal to spent.
of range bands equal to equal to ranks of Strength equal to ranks of Strength Unleash: Spend to inflict
Range upgrades purchased. purchased. purchased. 1 strain on target.

COST 5 COST 5 COST 10 COST 10

RANGE MAGNITUDE RANGE CONTROL


Spend to increase Spend to affect 1 Spend to increase Protect: Spend to allow
power’s range by a number additional target within power’s range by a number power to protect against all
of range bands equal to range per rank of Magnitude of range bands equal to types of attack.
Range upgrades purchased. purchased. Range upgrades purchased. Unleash: Spend to give
the attack Ensnare 2.
COST 10 COST 10 COST 10
COST 15

MAGNITUDE STRENGTH STRENGTH DURATION


Spend to affect 1 Spend to decrease Spend to decrease Protect: If no generated
additional target within damage or add damage damage or add damage , the power reduces
range per rank of Magnitude equal to ranks of Strength equal to ranks of Strength damage of all attacks hitting
purchased. purchased. purchased. the target.
Unleash: Spend to give
COST 20 COST 15 COST 20 the attack Burn 2.
COST 15

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

Prerequisites: Force Rating 1 +

SEEK BASIC POWER


The Force user allows the will of the Force to lead the way to something lost or forgotten.
The user may spend to gain insight into the general location or direction of a person or object that he knows about, regardless of current distance.
The user may spend and succeed at an Average ( ) Vigilance check (or opposed Vigilance vs. Discipline check) to see through illusions.

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

STRENGTH MAGNITUDE MAGNITUDE


Spend to eliminate 1 Spend to gain one additional detail per Magnitude upgrade Spend to gain one
Force-based illusion per purchased. additional detail per
Strength upgrade purchased. Magnitude upgrade
COST 5 purchased.
COST 10
COST 5

CONTROL STRENGTH MAGNITUDE


Spend to track one Spend to eliminate 1 Force-based illusion per Strength upgrade Spend to gain one
additional target. purchased. additional detail per
Magnitude upgrade
COST 15 purchased.
COST 15
COST 15

DURATION CONTROL MASTERY


Commit to continue Ongoing effect: Commit . The user’s attacks gain Pierce Make Seek power check and
tracking target even when it with rating equal to Cunning plus ranks in Perception. spend to add to
moves. combat checks against one
COST 15 target for remainder of
COST 20 encounter.
COST 20
FORCE POWER TREE SENSE FORCE ABILITY

Prerequisites: Force Rating 1 +

SENSE BASIC POWER


The Force user can sense the Force interacting with the world around him.
The user may spend to sense all living things within short range (including sentient and non-sentient beings).
The user may spend to sense the current emotional state of one living target with whom he is engaged.

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

CONTROL RANGE MAGNITUDE


Sense’s ongoing effects may be triggered one additional time per Spend to increase power’s Spend to increase targets
round. range by a number of range affected equal to magnitude
COST 10 bands equal to range upgrades purchased.
upgrades purchased.
COST 5
COST 5

CONTROL RANGE MAGNITUDE


When using Sense’s ongoing effects, upgrade the pool twice, Spend to increase power’s Spend to increase targets
instead of once. range by a number of range affected equal to magnitude
COST 10 bands equal to range upgrades purchased.
upgrades purchased.
COST 10
COST 10

CONTROL RANGE MAGNITUDE


Ongoing effect: Commit . Once per round, when the Force user Spend to increase power’s Spend to increase targets
makes a combat check, he upgrades the ability of that check range by a number of range affected equal to magnitude
once. bands equal to range upgrades purchased.
upgrades purchased.
COST 10 COST 10
COST 10
FORCE POWER TREE SUPPRESS FORCE ABILITY

Prerequisites: Force Rating 1 +

SUPPRESS BASIC POWER


The Force user can dampen the effect of incoming Force powers, dramatically diminishing their effects on himself and his allies.
The user may spend to add automatic to Force power checks made against him or any ally within short range until the end of his next turn.

COST 10

STRENGTH DURATION RANGE


Spend to add additional automatic equal to Strength Ongoing effect: commit Spend to increase power’s
upgrades purchased to hostile Force power checks. to sustain ongoing effects of range by a number of range
the power on each affected bands equal to Range
COST 5 target while within range. upgrades purchased.

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

STRENGTH CONTROL RANGE


Spend to add additional automatic equal to Strength Spend 1 Destiny Point to use Spend to increase power’s
upgrades purchased to hostile Force power checks. Suppress as an out of turn range by a number of range
incidental once per session. bands equal to Range
COST 10 upgrades purchased.
COST 10
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

Prerequisites: Force Rating 1 +

When used in conjunction with


WARDE’S FORESIGHT BASIC POWER the campaign Chronicles of the
Gatekeeper.
The Force user can feel the Force flowing around another specific individual to gain insight into what that person
might do. FORCE ABILITY
The user may spend to gain hints about what another individual within short range is likely to do in the near Available with the holocron.
future. Unlocked upon acquiring the
1 kyber Crystal in Episode 1.
COST 10
Unlocked upon acquiring the
2 Kyber Crystial in Episode 2.

Unlocked upon acquiring the


3 Kyber Crystal in Episode 3.

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 1 CONTROL 2 DURATION 2 DURATION 1


Spend to add equal Once per encounter, use Spend to have the Spend to have the
to Strength upgrades basic power as a maneuver. bonuses the power grants bonuses the power grants
purchased to user’s next apply to all checks for rounds apply to all checks for rounds
check against the target. COST 10 equal to Duration upgrades equal to Duration upgrades
purchased. purchased.
COST 10
COST 10 COST 10

RANGE 2 DURATION 2 CONTROL 2 MAGNITUDE 3


Spend to increase power’s Spend to have the When performing Warde’s When performing a Warde’s
range by a number of range bonuses the power grants Foresight power check as Foresight power check as
bands equal to Range apply to all checks for rounds part of an Initiative check, part of an Initiative check,
upgrades purchased. equal to Duration upgrades spend to add on user’s spend to add or to
purchased. first check this encounter. ally’s first check this
COST 5 encounter.
COST 10 COST 15
COST 10

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

You might also like