The Force


Kel Dor Jedi

To have a Force using character, include that in an aspect: “Jedi Knight,” or “Untrained But Strong In The Force,” for example. Over time, your aspect can change to reflect your evolving relationship with the Force.

Mechanically, the simplest way to make use of the Force is to spend a fate point to invoke your Force aspect during a scene. Then take an action narratively relevant to Force use with one of the usual benefits of invoking an aspect (+2 to skill roll, re-roll dice, +2 benefit to another character, or +2 to any source of passive opposition). So, for example, if you want to convince a group of troopers that the droids in your speeder are not the ones they are looking for, invoke the Force, use that to enhance a Deceive roll, and describe it as a Jedi mind trick.

Example applications of Force invocation:

  • Spend a fate point to declare a story detail and describe it as seeing through the Force.
  • Invoke for a bonus to athletics rolls and describe Force leaps, Force speed, or other acrobatic maneuvers.
  • Invoke for a bonus to Will when resisting Force effects and describe it as calling upon the Force.
  • Invoke to assist in social situations via Deceive or Empathy rolls, or to increase passive resistance to other character’s Investigate or Notice rolls. Describe as a Jedi mind trick.
  • Spend a fate point to declare that your telekinetic Force power has caused a switch to be flipped, a small object to be pulled to you, or something to be knocked over. This can’t be used to attack or move anything large without a stunt.
  • Invoke for a bonus to a Medic roll and describe as  Force healing.

A Force aspect can also be compelled by the GM to influence the character to act according to his Force tradition—such as to compel a Jedi to act nobly or to compel a Sith to seek revenge.

The Dark Side

The dark side is a facet of the Force powered by negative emotions such as fear, hate, pride, and jealousy. Force using characters can begin the game with a dark side related aspect, giving them access to dark side powers. While the dark side should mainly be a matter of role play, here are some ways that the dark side interacts with game rules:

  • A dark side aspect describes some negative emotion or weakness that creates the potential for the dark side to tempt and seduce the character: e.g., Hidden Rage or Jealous Of Other’s Force Talents.
  • During the game, Force using characters who behave in a manner that is evil or driven by negative emotion may need to change their aspects to reflect an alignment with the dark side.
  • A character with a light side aspect and no dark side aspects is aligned with the light side. A character with a dark side aspect and no light side aspects is aligned with the dark side. A character with only neutral Force aspects, or with both light and dark side aspects, is unaligned.
  • Light and dark side stunts are available only to characters aligned with that respective side of the Force. If a character becomes temporarily unaligned, then he or she loses access to aligned stunts, gaining back the equivalent number of refresh points at the start of the next session.

Force Stunts

Although you can achieve many Force effects by invoking your Force aspect, you can gain more specialized abilities, or use the Force without having to spend fate points, by investing in stunts. The list below provides a sample of Force stunts. You can also work with the GM to develop your own.

Universal Force Stunts

Requires a Force aspect.

Divert Notice (Stealth)
Draw the attention of the weak minded away from you. Gain +2 to Stealth rolls versus ordinary nameless NPCs.
Disarm (Will)
Requires Telekinesis. Remove an item from a nearby person’s grasp, optionally pulling it to yourself. If the target is an ordinary nameless NPC, make a Will roll opposed by Physique. If the target is a named NPC or a PC, spend a fate point and make a Will roll opposed by Physique or (if the target has Telekinesis) by Will.
Force Clarity (Empathy)
Requires Sense Life. Use Empathy instead of Investigate to discover information about the recent past in your vicinity. If you spend a fate point, you can expand the range of your investigation beyond your vicinity to people with whom you share a strong connection or current or pending game issues. You can gain information about what is likely in the future, but the future is never certain.
Force Leap (Will)
Gain +1 zone of free movement or ignore a scene aspect that would hinder your movement from one zone to the next (including vertically) if it could be overcome by a prodigious leap.
Force Sensitivity (Empathy)
This stunt provides two benefits. First, you can use Empathy to detect Force aspects and Force use. Second, it provides a reason for the GM to inform you of disturbances in the Force. Very strong disturbances can be felt at even interstellar distances.
Foresight (Empathy)
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.
Healing Trance (Empathy)
Once per session, spend several minutes in a trance state and spend a fate point. Remove a mild consequence from yourself or reduce a moderate consequence you have received to minor.
Resist (Will)
Gain +2 when resisting Force-based attacks (Telekinetic Attack, Force Lightning, etc., but not lightsaber attacks).
Search Your Feelings (Empathy)
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.

Sense Life (Empathy)
Use Empathy instead of Notice to detect the presence of living creatures nearby.
Telekinesis (Will)
Use Will to create an advantage or overcome obstacles by moving things around at a distance. Difficulty is affected by range and mass.
Telekinetic Attack (Will)
Requires Telekinesis. Use Will to attack at range by pushing, slamming, throwing, or throwing objects at the target. If you succeed with style on a telekinetic attack, you can also push the target one zone directly away from you. The target resists with Physique, Athletics, or (if the target has Telekineses) Will. This stunt can also be used to throw a lightsaber at the target, although it will not return until the beginning of your next turn.
Telepathy (Empathy)
Make an Empathy roll to sense the target’s emotional state or send a short message (a few words) to the target. 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.

Light Side Force Stunts

Requires a light side Force aspect and no dark side aspect.

Aura of Peace (Rapport)
Once per scene, alter the tone and atmosphere of a room to suit civilized parlay. Take a create an advantage action and succeed in a Rapport roll vs. Good (+2) difficulty to place the aspect Aura Of Calm upon the zone with two free invocations (three if you succeed with style).
Force Heal (Empathy)
Requires Healing Touch. Once per scene, touch another character and succeed in an Empathy roll. A minor consequence is removed or one stress box is cleared. On a success with style, you can choose to instead change a moderate consequence to a mild consequence.
Force Shield (Will)
Once per scene, take a create an advantage action and succeed with a Will roll vs. a Good (+2) difficulty to establish a Force Shield aspect on yourself with two free invocations (three if you succeed with style) that can be used to enhance your own defense rolls.
Healing Touch (Empathy)
Touch another character and make an Empathy roll to allow them to begin recovery from a mental or physical consequence.
Protect (Will)
Once per scene, spend a fate point to assist another nearby character in a defense roll against a physical attack. He or she gains +4 to that roll instead of +2.
Rebuke (Will)
Requires Resist. When you successfully defend against a Force-based attack (Telekinetic Attack, Force Lightning, etc.), you reflect it back to the attacker. The number of shifts you succeed by is the number of shifts done to the attacker.

Dark Side Force Stunts

Requires a dark side Force aspect.

Channel Hatred (Provoke)
If you are in conflict with a person or group you hate (as described in one of your aspects) and you succeed with style on an attack, you can choose to do +2 shifts of damage instead of getting a boost. A very broad aspect describing hatred for most of those you are likely to find yourself in conflict with can’t be used for this purpose.
Cloud The Force (Deceive)
Gain +2 when resisting Force-based attempts to discover information about you or your activities.
Entrap (Provoke)
When you use Provoke to attack a Force user, you can spend a fate point to require any consequences taken to reflect a change toward dark side influence.
Feel The Power Of The Dark Side (Provoke)
Once per session, accept a compel of your dark side Force aspect by doing something truly cruel or reckless. Gain two fate points instead of one.
Force Lightning (Will)
Requires Telekinetic Attack. Make a ranged attack with Will, ignoring armor unless it has special insulation. The damage inflicted may be mental or physical depending whether the intention is to torture or injure the target. The target defends with Will if they have a lightsaber; otherwise the defense is passive.
Insidious (Deceive)
Requires Cloud the Force. The dark side is difficult to detect and often escapes the notice of even the most ardent Jedi. No skill roll can be made to detect that you have a Force or dark side aspect unless the person making the attempt has a skill level at least as high as your Deceive skill. This does not affect direct observation, such as a Jedi seeing you use Force lightning or listening to you describe your plan to conquer the galaxy.
Tempt (Deceive)
Use Deceive instead of Rapport in social encounters with Force users.



Human Jedi

A Lightsaber is the classic weapon of the Jedi and the Sith. It is wielded using the Fight skill. You can have a lightsaber if you have a relevant aspect and invest one stunt. When you attack with a lightsaber, you can spend a fate point to apply damage to consequences, not stress (i.e., this is equivalent to the Heavy Weapon stunt from the equipment section).

You can also invest in other lightsaber stunts, such as:

Dual Wield
Normally, using two lightsabers at the same time is just a cool stylistic variation. With this stunt, you get one free boost per scene when attacking with a lightsaber in each hand or with a double bladed lightsaber.
Lightsaber Defense
Use Fight instead of Athletics to defend with a lightsaber against attacks from blasters and slugthrowers.
Lightsaber Full Defense
Requires Lightsaber Defense. When you give up your action to go on full defense with a lightsaber, you gain +4 instead of +2 to defend against attacks from blasters and slugthrowers fired by regular nameless NPCs.
Lightsaber Deflect
Requires Lightsaber Defense. If you succeed with style when using Lightsaber Defense or Lightsaber Full Defense against blaster fire, instead of a boost you can choose to apply a free 2 shift attack to a nearby foe (automatically blocked if they have some special defense such as deflector shields or the ability to use Lightsaber Defense).
Lightsaber Pierce
Ignore armor when attacking with a lightsaber.

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