YZE Force Powers

Last 3 Edits
June 17th, 2017. Page created and Powers moved here from general Force page.

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Force Powers

You need to have the Force Training talent to gain access to these. Force Powers often provide a number of options (like mutations in Mutant: Year Zero) but you must spend the required FPs and make a successful Force Use skill check for your Force Power to be successful. Several powers have options for spending extra FPs or rolling critical successes (extra 6's). You can choose to spend the extra FPs before or after the Force Use roll.

Here is a link to a list of Force Powers. Below are those I have converted. (If there are others you would like to use, please indicate that in our Forums, and I will work on those :)).

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Battle Strike (Control)

You enhance the precision with which you strike in melee combat.
Spend 1 FP as a fast action (1 AP) and make a Force Use check. On a success, your next Melee Attack roll made this turn or the next, gains a +1 modifier.
For every extra 6 you roll or for every extra FP you spend, you can add further +1 modifier to the Melee Attack roll.


Farseeing (Sense)

You learn about the wellbeing of someone you know.
Spend 1 FP as a slow action (3 AP) and make a Force Use check with someone you know in mind. This is an enhanced (but one-way) version of the Telepathy feature of the Use Force skill and the same distance modifiers apply. On a success, you learn whether this person is alive and it's general state of health or any strong emotions it is feeling at the time. A target that is not considered your ally gets to oppose your use of this power with an Empathy roll.
For every extra 6 you roll or for every extra FP you spend, you can do the following:

  • Gain a vague sense of the target's surroundings and what it is currently doing.
  • (Requires gaining a vagues sense of surroundings first - as above). You open a clear viewing link to the target and can see them and the surrounding area (out to Short range if in the open).

Force Disarm (Alter)

You force an item from the hands of an opponent.
Spend 1 FP as a normal action (2 APs) and make a Force Use check versus 1 creature out to Short range. The target makes an opposed Strength roll. If you succeed, an item the target carries falls from its grasp.
For every extra 6 you roll or for every extra FP you spend, you can do the following:

  • Have the item fly to you where it drops to the ground, or you can grasp it if you have a free hand.
  • Crush the item with Force, dealing 1 point of damage to it.

Force Grip (Alter, Dark Side)

You use the force to choke an enemy.
Spend 1 FP as a normal action (2 APs) and make a Force Use check versus one living creature within Short range. On a success the target is pinned as is grappled (Coriolis p87), but any roll to escape is made with Wits instead of Melee Attack. You can maintain the grip each round as a standard action (2 AP). Each time you do so reinstates the grapple and you make attacks as if the target was drowning (Coriolis p97).
For every extra 6 you roll or for every extra FP you spend, you can do the following:

  • Impose a -1 on the target's attempts to escape the grapple.
  • Advance the number of turns the target has been 'drowning'. So, for every 6 rolled or FP assigned to this, the target is treated as having already been out of breath for that many turns, which increases the 'attack' dice of the suffocation.

Force Jump (Alter)

Your leaps through the air defy gravity and even grant you flight-like power, without the ability to change direction.
Spend 1 FP as a fast action (1 AP) and make a Force Use check. Even on a failed roll, you can still leap through the air up to anywhere within Close range (2m). On a successful check, you can leap up to a Short distance (20m) and if you make a Melee Combat check against a target adjacent to where you land in the same round, you add +2 to your roll.
This power can also be used as a fast reaction (1 AP) to reduce falling damage.
For every extra 6 you roll or for every extra FP you spend, you can do the following:

  • Extend the leap a further Short distance (20m).
  • Add +1 to any Melee Attack roll made at the end of the jump. (These bonuses add to the +2 you already receive).
  • Make a defensive jump, where you do not promote Attacks of Opportunity (Coriolis p88).

Force Lift (Alter)

You can telekinetically lift larger objects from the ground and move them around to your will.
Spend 1 FP as a normal action (2 AP) and make a Force Use check targeting 1 creature or 1 unattended object of your size or less within short range. If the target is a creature it makes an opposed Wits roll. Objects are automatically moved on a successful roll. If you succeed, you move the target through the air up to a distance of Short range (20 meters).
You maintain control of the target at the end of your turn and can continue to do so (including to move the target up to Short distance) by spending a fast action (1 AP) each turn. An affected creature can use a normal action (2) on its turn to make another opposed Wits roll to free itself from your control. If you are damaged whilst concentrating, you must make a successful Wits roll equal to the damage taken or the Force Lift ends.
On your turn, including the initial round, you can slam a lifted target forcefully into another creature or object as a fast action. This causes 2 point of damage to to all targets and ends your lift.
For every extra 6 you roll or for every extra FP you spend, you can do the following:

  • Lift another target.
  • Lift all small unattended targets (less than half your size - including most weapons) within Close range. (These can then be hurled at a group of up to 6 targets within Short range and in a group, where all targets must be within Close range of one another. You spend a fast action (1 AP) and this ends the lift. All targets take 1 damage).
  • Increase the size of a target moved. The first step means you can move anything double your size. After that, you can move objects/creatures equivalent in size to the Ship Class (Coriolis p141), starting with Class I (fighter, ground loader). So for every extra 6 rolled/FP you can move something equivalent in size to the Class of ship.
  • Increase the collision damage for one target by 1. (This can be taken multiple times, but each point of extra damage must apply to a new target).
  • Knock all targets moved prone at the end of the pull/push.

Force Pull/Push (Alter)

This is a sudden, focussed use of the Force. See Force Lift for more controlled manipulation of objects moved.
Spend 1 FP as a normal action (2 APs) and make a Force Use check versus 1 creature or object within short range. The target makes an opposed Strength roll. For objects, the GM simply assigns how many 6's you need to roll. (Basically one for anything up to your size, and an extra for every multiple of that. Double the number required for secured objects). If you succeed you move the target up to a distance of Close range (2 meters). All movement must be in a straight line between the target's starting and finishing spaces.
If the target collides with another creature or object, they both take 1 damage.
For every extra 6 you roll or for every extra FP you spend, you can do the following:

  • Add another target, as long as all targets are within close range of one another and in a group (meaning you can't skip targets between others).
  • Move all targets an extra range category.
  • Increase the collision damage for all targets to 2.
  • Knock all targets moved prone at the end of the pull/push.

Force Slam (Alter)

You pound targets with lethal blasts of the Force.
Spend 1 FP as a normal action (2 APs) and make a Force Use check versus all creatures and unattended objects in a Savage Worlds cone template. (If you do not have this, target up to 4 creatures within Short range, no more than Close range from each other). On a success all targets take 1 point of damage.
For every extra 6 you roll or for every extra FP you spend, you can do the following:

  • All targets suffer an additional point of damage. (You can only do this once).
  • 1 target is knocked prone.
  • 1 target takes an additional point of damage.

Force Speed (Control)

You are able to move faster.
Spend 1 FP as a fast action (1 AP) and make a Force Use check. On a success, your speed doubles until the start of your next turn.
For every extra 6 you roll or for every extra FP you spend, you can do the following:

  • Go to triple speed.
  • Extend the duration by 1 round. (This can be taken multiple times).

Force Stun (Alter)

You overload an enemy's senses.
Spend 1 FP as a normal action (2 AP) and make a Force Use check against a creature within Short range. Creatures with Wits scores get to roll an opposed Wits check. If you succeed, you reduce the target's APs by 1 for its next turn.
For every extra 6 you roll or for every extra FP you spend, you can do the following:

  • Reduce the target's AP by 1 more.
  • Deal 1 point of stress.

Mind Trick (Alter)

You use the Force to alter a target's perception or influence its behaviour.
Spend 1 FP as a normal action (2 APs) and make a Force Use check versus 1 creature with a Wits attribute within short range. The target makes an opposed Wits roll. If you succeed you can do one of the following:
- Distract the target enabling you and others to make Infiltration rolls even in plain site of target.
- Stop the target from performing an action they otherwise would have. This must be something subtle that can be put down to forgetfulness. This requires communication and cannot stop an attack.
- Convince the target that a certain course of action sounds reasonable. This requires communication and cannot be used to make the target do something that would bring it immediate harm.
- (Dark Side). Fill the target with fear. The target could react in a number of ways, but will likely flee from you until you are out of its line of sight.
All of the above effects end if the target is harmed in any way.
For every extra 6 you roll or for every extra FP you spend, you can do the following:

  • Maintain the mind control for a further round.
  • Grant you and your allies +2 Command & Manipulation for any further interactions with the target.
  • Leave the target confused as to what happened or completely unaware of your interaction.

Surge (Control)

You move with great speed and fluency.
Spend 1 FP as a fast action (1 AP) and make a Force Use check. On a successful roll you gain 2 AP, plus 1 more for every 6 rolled or FP spent. Extra APs are lost at the start of your next turn or immediately following a skill check that is not Strength or Agility based.


Vital Transfer (Control, Light Side)

You use your own life force to heal another living creature.
Spend 1 FP as a normal action (2 AP) to touch a willing creature (other than yourself) and make a Force Use check. On a successful roll you restore 1 hit point, plus 1 more for every 6 rolled or FP spent. You take half this amount (rounded down) as damage.
You can spend a further FP to avoid taking damage yourself.

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