Yze Force Talents

Last 3 Edits
Jul 26th, 2017. Added General Force TT (& removed the talents listed there from each of the other 3).

  • Reworded Lightsaber Talents slightly.

June 17th, 2017. Page created.

  • Talents separated into Alter, Control & Sense TTs.
  • Pre-req column added.
  • Removed some text from FOrce Guidance.
  • Separated Lightsaber Defense into 2 Talents: Parry & Deflect.
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LIGHTSABER

How to get access to this Talent Tree:
Concept - Assigned: Jedi (Star Wars)
Concept - Optional:
Race/Species:
Entry Edge:

Talent Pre-Requisite Description Reference
Lightsaber Parry - If you use the defense action and reduce a hit on you to 0 damage, then you deal your lightsaber's damage to the weapon being used against you or the creature directly if they were unarmed or using natural weapons. Obviously, no damage is inflicted on weapons able to block lightsabers, such as other lightsabers and cortosis weapons.
Lightsaber Deflect Lightsaber Parry You can use the defense action against ranged attacks that you are aware of and can clearly see (so not bullets). If you reduce a ranged energy weapon attack on you to 0 damage, you can deflect the energy bolt towards another target within Short range. Resolve this immediately as a ranged attack, but you roll Use Force instead of Ranged Combat skill check.
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GENERAL FORCE

How to get access to this Talent Tree:
Concept - Assigned: Force Adept (Star Wars), Jedi (Star Wars)
Concept - Optional:
Race/Species:
Entry Edge: Force Sensitive

Talent Pre-Requisite Description Reference
Expanded Knowledge - You gain access to another Force TT (Alter, Control or Sense) and +1 to any individual power that you know. This can be taken multiple times but a different TT and power must be chosen each time.
Force Training - You choose and can use a number of Force Powers equal to your Wits. (You can only choose these powers from the Force Talents you have access to: Alter, Control and/or Sense).
Further Force Training Force Training You add one more Force Power to your suite of known powers. (You can only choose these powers from the Force Talents you have access to: Alter, Control and/or Sense). This talent can be taken multiple times.
Power Focus - Choose one power you know. When using this power you gain a +1 modifier. -
Power Resistance - Select one Power group to which you have access. When resisting powers from this group you make all rolls at +2 and if the spell causes damage you have an Armor rating 5 against such attacks. -
Strong with the Force - You get 2 additional Force Points (FP). This talent can be taken multiple times.
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ALTER FORCE

How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Force Adept (Star Wars), Jedi (Star Wars)
Race/Species:
Entry Edge: None

Talent Pre-Requisite Description Reference
Alter Master (Alter) You must have a combination of at least 3 Force Talents or Force Powers with the Alter keyword. You gain +1 Use Force made to move a light object or initiate any Alter Force Power.
At One with the Dark Side (Alter, Dark Side) - You increase the amount of permanent DPs you can have by 2.
Force Persuasion (Alter) - You can use your Use Force skill dice in place of Manipulation skill dice for positive interactions. This cannot be used to deceive or intimidate.
Telekinetic Power (Alter) - When you make a successful Use Force roll for any attacking telekinetic power (Force Lift, Force Pull/Push, Force Slam), you can also use an extra 6 rolled or FP to repeat the power again immediately. This second use must be directed at all new targets.
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CONTROL FORCE

How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Force Adept (Star Wars), Jedi (Star Wars)
Race/Species:
Entry Edge: None

Talent Pre-Requisite Description Reference
Channel Anger (Control, Dark Side) - You can spend a DP to gain the benefits of the Rage Talent. At the end you do not suffer fatigue or stress.
Control Master (Control) You must have a combination of at least 3 Force Talents or Force Powers with the Control keyword. You gain +1 Use Force when rolling for any Control Force Power.
Damage Reduction (Control) You must have a combination of at least 2 Force Talents or Force Powers with the Control keyword. You can spend FPs as a reaction, to reduce any damage you take from one attack/source by an equal amount. You must use this before rolling for any Armor rating you may have.
Equilibrium (Control) - Spend 1 FP to remove all conditions and on-going effects excluding critical hit injuries. However, the effects of any critical hits are delayed for 1 minute.
Fortified Body (Control) Equilibrium talent. You are immune to poison, disease and radiation.
Inner Reserve (Control) You must have at least 4 other Control Force Talents or Force Powers. You can substitute damage or stress points on a two for one basis for FPs to fuel your Force Powers. You choose to take 2 points of damage/stress and gain 1 FP immediately. This damage/stress cannot be reduced in any way.
Rejuvenating Force Trance (Control) - Whilst in a Force Trance you regain 2 FPs per hour, rather than 1. Furthermore, following a long rest when you are on zero FPs, you immediately regain 1d6 FPs at the end of the rest (rather than 1).
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SENSE FORCE

How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Force Adept (Star Wars), Jedi (Star Wars)
Race/Species:
Entry Edge: None

Talent Pre-Requisite Description Reference
Embrace the Dark Side (Sense, Dark Side) - You gain +1 when using Dark Side Force Powers.
Force Guidance (Sense) - You can spend 1 FP to guide your actions. This allows you to substitute any one skill check with a Force Use skill check.
Force Perception (Sense) - You can use your Use Force skill dice in place of Sense Emotion skill dice and in place of Observation skill dice to avoid surprise and notice enemies attempting Infiltration checks.
Foresight (Sense) Force Perception talent. You can spend a FP at any time to add 2 to your initiative score. (For our Card Initiative house rules, you gain an extra card every time you use this. If your extra card is a 'face card' you regain the FP spent to activate this talent.)
Light Side Devotee (Light Side, Sense) - You gain +1 when using Light Side Force Powers.
Sense Master (Sense) You must have a combination of at least 3 Force Talents or Force Powers with the Sense keyword. You gain +1 Use Force made to search feelings, sense the Force or telepath, or initiate any Sense Force Power.
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