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Force Powers
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Light Side Powers

Dissipate Energy

This ability allows the character to dissipate harmful energy targeting him, be it a raging fire or a blaster bolt. It absorbs a number of points of damage equal to the degree of success x4. For example, if Luke Skywalker had a Dissipate Energy level of 16- and rolled a 12 on his ability check, he would absorb 16 points of damage. As with all Force Abilities, this can be augmented with Fatigue Points. For instance, in the previous example, Luke could spend 5 Fatigue to boost the points absorbed to 36. For the purpose of this dissipation, ignore the penetration rating on the weapons.

This may be used after an attack has succeeded (such as being shot with an energy weapon), to disipate the energy which would other wise cause the damage. (In effect, like a blocking spell). For cinematic effect, the energy could appear to pass through them, or be deflected away, however it does NOT cause damage to anything or anyone else. (An example of this is Vader in Empire Strikes back when Han attempts to shoot him)

Duration
Prerequisite

Enhanced Senses

A successful use of this Force Ability grants the character a bonus to all Perception rolls equal to the degree of success. For example, if Yoda has an Enhanced Senses Force Ability of 19- and rolls a 10, he gains a bonus of 9 to all his Perception rolls for the duration.

Duration

Force Boost

Enables the character to make astonishing leaps and amazing bursts of speed while running. Force Boost is used in conjunction with a jump or ground move the character is currently making. After declaring a jump or move, the character makes a Force Boost roll and multiplies the jump or move distance by half the degree of success. For example, if Mace Windu wants to leap across a chasm, using his Force Jump 17-, and rolls a 9, he multiplies his jump distance by 4 (degree of success = 8/2).

Duration
Prerequisites

Force Push

This Force Ability permits the character to telekinetically shove the target back, possibly knocking it down. The character makes a Force Push check and compares the result to the following table. The target is subject to a ‘Knockback Only’ attack equal the damage listed below. In addition, the target must make a DX check with a penalty equal to the degree of success in order to stay standing. Force Push has a range of line of sight.

Force Push Table

Degree of Success Damage
1-3 1d6 x2
4-5 2d6 x2
6-7 4d6 x2
8-9 6d6 x2

Force Push is resisted with a Quick Contest between the character’s Force Push and the target’s Will.

This Force Ability can be used to target more than one target. For each target beyond the first, apply a -1 penalty. Force Push cannot be maintained. If you wish to keep moving a target, use Move Object.

Duration
Prerequisites

Force Strike

A character that uses this ability is using the Force to telekinetically harm a target. He makes a Force Strike check and compares the result to the following table. If the target has damage resistance (either natural or armour worn), the damage from this ability is treated as having an Armour Divisor of 2. Force Strike has a range of line of sight.

Force Strike Table

Degree of Success Damage
1-5 1d6 cr
6-7 2d6 cr
8-9 4d6 cr

Force Strike is resisted with a Quick Contest between the character’s Force Strike and the target’s Will.

This Force Ability can be used to target more than one target. For each target beyond the first, apply a -1 penalty. Force Strike cannot be maintained.

If Force Strike is used against a living target (or targets), it counts as a Dark Side Force Ability.

Duration
Prerequisites

Lightsaber Parry

This Force Ability functions identically to a combat skill (i.e. any other sword skill) that can be used to parry, in that it grants a parry rating equal to half the skill +3 (modified by Combat Reflexes and Enhanced Defence). In addition to normal combat aspects, the resulting parry rating can be used against ranged weapons (including blasters) with no penalty. Furthermore, the character only suffers a -1 to parry each additional attack per turn (as if the Lightsaber was a fencing weapon etc), which applies to both melee and ranged attacks. This is taken as a Very Hard skill, and your force power level is added to the skill.

This skill respresents the Jedi's ability to use a Lightsabre, augmented by the power of the force to sense incoming attacks and the precise position of the blade. Unlike other Force skills, this is a DX based skill. (DX/VH)

Duration
Prerequisites

Move Object

This ability permits the character to use the Force to move objects at a distance. The effective Force Ability level is penalized, according to the weight of the object, as listed on the table below.

Move Object Table

Weight of Object Sample Objects Penalty
0-1 kg Blasters, Lightsabers, Hydrospanners 0
1-10 kg Heavy Weapons, Objects Requiring Two Hands to Carry, Small Droids -3
11-100 kg Human-sized Beings and Droids, Shipboard Weapons -5
101-1000 kg (1 metric ton) Large Droids, Heavy Freight and Landspeeders -7
1 metric ton-10 metric tons Huge Droids, Heavy Landspeeders -10
10 metric tons-100 metric tons Starships, AT-STs -12

Move Objects functions to line of sight and is not subject to range penalties.

Like all other Force Abilities, Move Object can be maintained by making a new Move Object check of by spending a Fatigue Point.

If Move Object is used against a living being, the target is permitted a resistance check. This is conducted as a Quick Contest between the character’s Move Object and the target’s Will (augmented by Force Power).

Duration

Illusion

Force users with this Force Ability can create false sensory impressions in their targets. To use this ability, a character makes an Illusion roll, subject to the Long-Distance Modifiers found on pg 241 of the Basic Set. To use Illusion, the character must take Concentrate maneuvers for the full duration of its use. As per all uses of the Concentrate maneuver, he is permitted the use of any active defence, but any such use forces him to make a Will-3 roll or lose his concentration and end the effects of Illusion. The character using Illusion does not need to see the area targeted to use it.

Any character perceiving the illusion perceives the same thing. They cannot attempt to disbelieve the Illusion until the study or interact with it. Once they do, a Quick Contest is conducted between the character’s Illusion Force Ability, subject to the Long-Distance Modifiers found on pg 241 of the Basic Set, and the target’s Will (modified by Force Power). If the character using Illusion wins the contest, the character attempting to disbelieve perceives the Illusion to be true. If the character using Illusion fails, the Illusion has no further effect on him. If he reveals this to others around him, they gain a +2 to their Will rolls.

Illusions cannot, themselves, harm other characters, but they can cause them to make fatal mistakes. If Illusion is used in this manner, it is considered a Dark Side Force Ability.

The Illusions created by this ability are limited to changes to rooms, false people (or aliens) or changes to ambient light levels (from bright light to deep darkness). It cannot create wholly encompassing landscapes.

Illusion can be maintained through the use of Fatigue Points in the usual manner.

Duration
Prerequisites

Projective Telepathy

This is the ability to project thoughts into the mind of another. Against a friendly target, it requires a successful Projective Telepathy check, subject to the Long-Distance Modifiers found on pg 241 of the Basic Set. Against an unfriendly target, a Quick Contest is made between the sender’s Projective Telepathy (modified by Long-Distance Modifiers) and the receiver’s Will (modified by Force Power). If the sender defeats the receiver, the link is established. In either case, if the roll is successful, the character can exchange emotions and send a single thought such as “Go!”, “Help!” or “Danger!”. Projective Telepathy cannot be maintained. Fatigue Points may be spent as normal.

Duration
Prerequisites

Danger Sense

Some Force users have the ability to sense threats to themselves before they become apparent. If a character has this ability, the GM rolls once against your Danger Sense Force Ability secretly, in any situation involving an ambush, impending disaster or similar hazard. On a success, you can get enough of a warning that you can take action. A roll of 3 or 4 means you get a little detail as to the nature of the danger. You cannot spend Fatigue to boost this ability.

Duration
Prerequisites

Beast Languages

A character with this Force Ability has the ability to understand, and be understood by, animals. On a successful Beast Languages check, the Force User can communicate with animals as if he had the Animal Empathy and Speak with Animals advantages. It does not automatically make hostile animals less hostile, but may provide a way to calm the animals.

Duration

Force Astrogate

Navigating the complex routes of Hyperspace is most certainly not like dusting crops and normally requires complex computations to be undertaken prior to the jump to lightspeed. However, a character with this ability can use the Force to guide his path through Hyperspace. When a character with this ability makes the Astrogation check prior to a jump to lightspeed, he uses the lower of Astrogation and Force Astrogate for his roll and ignore any penalties for a rushed jump and for a lack of a Navigation Computer or Astrodroid. Fatigue may be spent as usual to boost his Force Astrogate. The use of Force Astrogate instead of the usual methods or navigation is, of course, optional.

Duration
Prerequisites

Life Sense

This Force Ability enables the character to detect the presence of other living beings. To detect the presence of other living beings, the character makes a Life Sense roll. The range modifiers from the Size and Speed/Range Table (p.550 Basic Set) apply to this roll. If there are more than one living beings at different ranges, use the same roll, but apply the range modifiers separately to determine if the character is successful. For example, say Obi-Wan Kenobi is making his way into an abandoned warehouse in search of some smugglers who have been helping the Seperatists. There are two smugglers 6 yards away, hidden behind crates, and one sniper positioned 12 yards from the door. Before walking blindly into the darkened building, Obi-Wan makes a Life Sense roll against his Force Ability of 16. He rolls a 13. The range penalty to the first group of smugglers is -3, which gives him an effective skill of 13, enough for a success. However, the penalty to the second smuggler is -5, giving Obi-Wan an effective skill of 11, a failure. Obi-Wan detects the first two smugglers, but remains unaware of the lurking sniper. As he takes his first steps into the warehouse, let’s hope the GM makes a successful roll against Obi-Wan’s Danger Sense.

Duration
Prerequisites

Flows from the Force

A Jedi’s strength flows from the Force and this ability permits the character to tap into that flow to boost his physical abilities. A character using Flows from the Force makes a roll and compares the degree of success to the following table.

Degree of Success Result
0-3 +1 to DX
4-7 +1 to ST, DX, Speed
8-11 +2 to ST, DX, Speed
12-15 +3 to ST, DX, Speed
16-19 +4 to ST, DX, Speed

For degrees of success beyond 19, simply add 1 to ST, DX, Speed for each full 4 points (ie, 20-23 gives +5, 24-27 +6, etc…). The boost to DX affects all DX-related skills as well, but not their secondary characteristics, (ie, no boost to Speed because of a higher DX). The boost to Speed affects the character’s Move as well as their Dodge rating. Unlike other abilities, Flow from the Force costs a number of Fatigue Points equal to the boost in ST, DX and Speed to maintain (ie, a character who received +3 to ST, DX and Speed would either spend 3 Fatigue Points to maintain this ability after the first minute or make another roll).

Duration
Prerequisites

Mind Trick

This ability is the old Jedi Mind Trick used by Jedi to influence the weak minded. To use the ability, the character makes a Mind Trick roll. If successful, the target must make a Will roll to resist, with a penalty equal to ½ the character’s degree of success. If the target fails the roll, the character may implant a suggestion or impression, such as “these aren’t the droids you’re looking for” or a phantom sound to distract a Stormtrooper guarding a hallway. Fatigue points may be spent on this ability as normal.

For example, Anakin Skywalker is trying to sneak into the offices of a corrupt Corporation suspected of having Separatist ties. A guard approaches him and demands to see his identification. Anakin decides to use his Mind Trick of 18- to convince the guard he doesn’t need it. Anakin rolls a 10, giving him a degree of success of 8. The guard then makes a roll against his Will of 10, penalized by 4 (8/2=4). He rolls an 11 and fails. Anakin says to the guard “you don’t need to see my identity card,” and the guard agrees; “I don’t need to see your identity card.”

Duration

Prescence

This power allows a a Jedi to project a field of comfort and ease around him, which can cause non-sentient creatures to be attracted to him. Sentient creatures sense a vague "comfort" and “Presence” about the person and may be more inclined to help them. Presence can aid in diplomacy, politics and leadership skills. This skill costs 1 fatigue to use and is free to maintain per minute.

For any Light Side Jedi with Force Talent 3 or greater, a low level of this skill is permanently on, granting 1 to those skills, and gives a further 1 reaction to those that would already be pre-disposed to the person.

Duration
Prerequisites

Farseeing

Characters with the Farseeing Force Ability can use the Force to gain vague impressions of events happening in other places or times. The visions gained are not clear, nor are they always accurate (in particular the future), but they can help determine probable outcomes of situations. To use Farseeing, the character must concentrate for an hour before making his Force Ability roll. In addition, depending on what the character is focussing on, his effective Force Ability is penalized according to the following chart.

Farseeing Target Penalty
Another place -3
The Past -5
The Future -7

Unlike other Force Abilities, characters cannot spend Fatigue Points to augment their Farseeing roll. On a successful roll, the character gains some knowledge of distant events, which the GM should gauge according to the degree of success. Characters can only use Farseeing once a week, regardless of success or failure.

Sometimes a character with Farseeing inadvertently uses his ability in his sleep, which results in surreal, prophetic dreams. These dreams occur when the GM determines them to be appropriate and do not count towards the character’s use of Farseeing in a given week.

Duration
Prerequisites

Aura of Calm

This power allows a a Jedi to project a field of comfort and ease around him, extending outwards to help ‘calm’ his allies. This gives a bonus ,equal to the skill roll success, to fright checks, moral checks etc. It is not the same as ‘Enhanced Co-ordination’ in that it doesn’t directly control/help them, but more that it protects them from negative influences. This skill specifically can be used to counter the mind control forces of the Dark Side, such as Aura of Uneasiness, Reduced Co-ordination, Terror etc.

Duration
Prerequisites

Heal Self

Characters with this Force Ability are able to use the Force to augment their bodies own recuperative powers. Using this ability always costs the character Fatigue Points. On a successful roll, the character can heal back a number of lost Hit Points up to the roll’s degree of success. This costs the character an amount of Fatigue Points equal to half the amount restored (rounding up). Heal Self can only be used once per day.

In addition, a character who knows Heal Self at 15 or higher recovers 1 FP every 5 minutes, while a character who knows it at 20 or higher recover 1 FP every 2 minutes, so long as they are resting quietly.

For example, say Luke Skywalker has been knocked around pretty badly by a pair of Wampas on a visit back to Hoth and finds himself down to 2 Hit Points from his original total of 12. He decides to make use of his Heal Self of 16- and rolls a 9, giving him a degree of success of 7. This heals him of 7 points of damage, bringing his HP total to 9. This healing costs him 4 Fatigue Points (7/2=3.5, rounded up to 4).

Duration

Heal Another

This Force Ability functions identically to Heal Self, only it can be used on other targets. The Fatigue Point cost of this healing is paid by the character using Heal Another, not the target. It does not permit other targets to gain their Fatigue Points back any faster. Heal Another has a range of touch.

Duration
Prerequisites

Control Pain

The successful use of this Force Ability grants the character the High Pain Threshold advantage for its duration. It can be maintained through the use of Fatigue Points in the usual manner.

Duration
Prerequisites

Purify

This power allows the Jedi to cleanse his body of toxins, poisons, alcohol effects etc.

The skill roll is modified by the GM depending on the toxicity of the substance (Alchohol for example is base cost, cocaine and heroine might be 3, Cyanide (fast acting, lethal), could be 6.

Costs 3 Fat to use per attempt. Extra Fatigue can be spent to counter the negatives of more dangerous substances.

Duration
Prerequisites

Control Another’s Pain

This Force Ability identically to Control Pain, only it can be used on another target.

Duration
Prerequisites

Blind Senses

This power allows the Jedi to see normally when he has been blinded. (Perceptiona t normal). Negativs for 'Seeing' (-10 for blind) are reduced by twice what the Skill roll is made by. If made by 5 or more, the person can 'see' as normal'. This can also be used to reduce darkness penalties, with the same reduction as blind. (twice skill roll).

If the Jedi is both blind AND in the dark, then the negatives are cumalative for this roll. (i.e. in total darkenss and Blind, would have to make the roll by -10 to see normally)

Duration
Prerequisites

Battle Meditation

This powerful Force Ability enables the character to boost the physical abilities of his companions. To use Battle Meditation, the character must take Concentrate maneuvers for the full duration of its use. As per all uses of the Concentrate maneuver, he is permitted the use of any active defence, but any such use forces him to make a Will-3 roll or lose his concentration and end the benefits of Battle Meditation. A character using Battle Meditation makes a roll and compares the degree of success to the following table.

Degree of Success Result
4-7 +1 to ST, DX, Speed
8-11 +2 to ST, DX, Speed
12-15 +3 to ST, DX, Speed
16-19 +4 to ST, DX, Speed

For degrees of success beyond 19, simply add +1 to ST, DX, Speed for each full 4 points (ie, 20-23 gives +5, 24-27 +6, etc…). The boost to DX affects all DX-related skills as well, but not their secondary characteristics, (ie, no boost to Speed because of a higher DX). The boost to Speed affects the target’s Move as well as their Dodge rating. The initial Battle Meditation roll is penalized by -2 for each target, including the first (ie, -2 for one target, -4 for two, etc…). Unlike other abilities, Battle Meditation costs a number of Fatigue Points equal to the bonus in ST, DX, and Speed to maintain (ie, a character who achieved a +3 ST, DX, and Speed would either spend 3 Fatigue Points to maintain this ability after the first minute or make another roll). The targets of Battle Meditation must be in the activator’s line of sight when the Force Ability is initially used, but may move out of sight after it has been activated.

Duration
Prerequisites

Trance

This ability is used by the Jedi to enter a deep Hibernation state very near death. All bodily functions are slowed to bare minimum and the Jedi appears death to all but the most sophisticated medical sensors. This will allow the Jedi to go for (Force Sensitivity Level x fatigue used) days without food or drink. He will be in a coma-like trance for that period. Oxygen requirements are also reduced to below minimum levels. The Jedi will be able to use the equivalent of 1 hour of oxygen to go through a period of time equal to (Force Sensitivity Level x Fatigue used) in days. It cost 5 fatigues to activate

Duration
Prerequisites

Sense

This ability allows the user to do a few things related to the use of The Force. The first application of this ability is to sense another’s presence. Both Luke and Vader used this as the rebel neared the second death star in the shuttle Tydirium. To use this ability, the Jedi must concentrate for one round, spends 1 fatigue. On a successful skill role, he can "sense" someone within a distance of 1000yards x his Force Sensitivity level. A modifier for knowledge of the target applies, up to the GM. Another application of this ability is to sense the Force Sensitivity power of a single individual (Vader saying: "The Force is strong in this one…") simply by rolling his skill. Success will tell the target Force Sensitivity level. Failure will hide the required information. Putting extra fatigue in any Force Sense abilities will add +1 to the skill role per fatigue spent in excess of the required 1.

Duration
Prerequisites

Dark Side Powers

Force Choke

Dark Side characters use this ability to telekinetically crush the trachea, lungs or heart of others. To use the ability, characters make a check against Force Choke and compare the degree of success against following table.

Force Choke Table

Degree of Success Damage
0-5 1d6 cr and Stunned
6-7 2d6 cr and Stunned
8-9 3d6 cr and Stunned

""Force Choke acts similar to the Malediction advantage. It requires a Concentrate manoeuvre rather than an Attack manuever to use and it can target any victim you can see or perceive (including those on view screens). Unlike Malediction, Force Choke uses the Long-Distance Modifiers found on pg 241 of the Basic Set. Conduct a Quick Contest of between Force Choke and the target’s Will (augmented by Force Power) using the character’s initial Force Choke roll. If the character wins the contest, the target takes damage according the chart above. Note that the degree of success is used to calculate damage, not the margin of success of the Quick Contest. In addition, the target is permitted a second Will check (with a penalty equal to the character’s degree of success) to move. If he succeeds in this check, he is able to act. If he fails this second check, he is Stunned and unable to act.

For example, suppose Darth Vader grows weary of Admiral Weeto’s continued failures and decides to use his Force Choke of 22- on him. The Admiral has a Will of 11, 10 Hit Points and is located on a Star Destroyer 3 miles from Vader’s location on the Executor’s bridge. Lord Vader’s effective skill is 19 (22 minus the long distance modifier of 3) and he rolls an 11, giving him a degree of success of 8. Weeto rolls a 12, which indicates a failure on his first Will check. He immediately takes 2d6 cr damage (Vader rolls 7) and rolls his second Will check, with a penalty of 8 (Vader’s degree of success). Not surprisingly, Weeto fails his roll and drops to his knees clutching his throat. On his next turn, Vader chooses to simply spend 1 Fatigue Point, rather than roll again. Weeto fails his Will rolls again and Vader rolls 11 points of damage, putting Weeto at 8 HP. Weeto fails his Health Check, slumps forward and dies. Vader says, “Apology accepted, Admiral Weeto.”""

Duration
Prerequisites

Rage

Anger, fear and aggression are the paths to the Dark Side of the Force and this Force Ability harnesses those emotions to boost a character’s physical abilities. A character using Rage makes a roll and compares the degree of success to the following table.

Degree of Success Result
4-7 +1 to ST, DX, Speed, High Pain Threshold, -1 to Active Defences
8-11 +2 to ST, DX, Speed, High Pain Threshold, -1 to Active Defences
12-15 +3 to ST, DX, Speed, High Pain Threshold, -1 to Active Defences
16-19 +4 to ST, DX, Speed, High Pain Threshold, -1 to Active Defences

For degrees of success beyond 19, simply add +1 to ST, DX, Speed for each full 4 points (ie, 20-23 gives +5, 24-27 +6, etc…). The boost to DX affects all DX-related skills as well, but not their secondary characteristics, (ie, no boost to Speed because of a higher DX). The boost to Speed affects the character’s Move as well as their Dodge rating. Unlike other abilities, Rage costs a number of Fatigue Points equal to the boost in ST, DX and Speed to maintain (ie, a character who received +3 to ST, DX and Speed would either spend 3 Fatigue Points to maintain this ability after the first minute or make another roll).

As noted on the table, a character who uses Rage gains the High Pain Threshold advantage for the ability’s duration, but suffers a -1 penalty to all active defences. In his rage, the character is oblivious to all but the most grievous wounds, but is somewhat reckless in his efforts to defend himself.

In addition, when a character uses this ability, it is treated as if he spent a Dark Side point, gaining all benefits inherent with that (see Dark Side table).

Duration

Terror

The Dark Side can be truly terrifying and characters with this Force Ability can focus that terror. To use this Force Ability, the character makes a Terror roll. If successful, his target must make a Fright Check with a penalty equal to ½ the degree of success obtained by the Terror roll. For the purpose of this roll, targets add their levels of Force Power to their effective Will. Failure of the Fright Check carries the usual penalties (see pg 360 Basic Set). Terror can be used against more than one target. For each target beyond the first, apply a -1 penalty to the effective Force Ability. The range of Terror is line of sight and Fatigue can be spent in the usual manner.

For example, say Darth Vader is facing down two neophyte Jedi. He is too busy to deal with them now, and chooses to terrorize them into leaving. Lord Vader rolls against his Terror of 18- (with a penalty of -1 for the extra target). He rolls a 12, which gives him a degree of success of 5. The two Jedi each have a Will of 11 and Force Power of 1, which gives them an effective Will of 12 for the Fright Check. In addition, they suffer a penalty of -2 to the Check (Vader’s degree of success of 5 divided by 2, rounding down). The first rolls a 12 and the second rolls a 14. Because they both failed their rolls, they have to roll on the Fright Check Table, adding their margin of failures (which are 2 and 4, respectively). The first rolls a 9, modified to 11, which leaves him stunned for 2d rounds. The second rolls a 14, modified to 18, and faints for 1d minutes. Lord Vader can now take his time getting to the Jedi.

Duration
Prerequisites

Unnerve

Some Dark Side characters are so malevolent that their very presence can undermine the combat abilities of the weak of mind. Characters with the Unnerve Force Ability make a roll and compare it to the following table.

Degree of Success Result
4-7 -1 to DX, Speed, Will
8-11 -2 to DX, Speed, Will
12-15 -3 to DX, Speed, Will
16-19 -4 to DX, Speed, Will

The target of Unnerve must make a Will roll, subject to the penalties listed above, or suffer the penalties to DX and Speed listed. For the purpose of this roll, targets add their levels of Force Power to their effective Will. For degrees of success beyond 19, simply add -1 to DX, Speed and Will for each full 4 points (ie, 20-23 gives +5, 24-27 +6, etc…). The penalty to DX affects all DX-related skills as well, but not their secondary characteristics, (ie, no penalty to Speed because of a lower DX). The penalty to Speed affects the character’s Move as well as their Dodge rating. Unlike other abilities, Unnerve costs a number of Fatigue Points equal to the penalty in DX, Speed and Will to maintain (ie, a character who achieved a -3 DX, Speed and Will would either spend 3 Fatigue Points to maintain this ability after the first minute or make another roll). In addition, if Unnerve is maintained in this manner, the target is permitted another Will roll to resist it. The range of Unnerve is line of sight and Fatigue can be spent in the usual manner. Unnerve can be used against more than one target. For each target beyond the first, apply a -1 penalty to the effective Force Ability.

Duration

Inflict Pain

For many, the Dark Side is a path of pain. This Force Ability permits Dark Side Force users to inflict that pain on others. To use this ability, a character selects a target and then conducts a Quick Contest between his Inflict Pain and the target’s Will (augmented by Force Power, if applicable). If the character fails, nothing happens. If the character succeeds, the target is stunned (as per pg 420 of the Basic Set). In addition, the turn after being stunned, the target’s Move and Dodge are halved. This penalty lasts until their next action on the following turn. Inflict Pain cannot be maintained by Fatigue Points, but a new Quick Contest can be initiated each turn. Inflict Pain has a range of line of sight.

For example, say Count Dooku is confronted with an impudent Nemoidian ship captain who fails to address the Count in a manner he feels appropriate. Dooku rolls against his Inflict Pain of 16-, rolling a 13. The Nemoidian has a Will of 11 (wilful little bugger) and rolls a 10. While the Nemoidian has also rolled a success, Dooku won the Quick Contest. The Nemoidian drops to the ground writhing in agony. Next turn, Dooku chooses not instigate a new Quick Contest, so the Nemoidian is able to rise from the floor, but has his Move and Dodge halved until his next turn.

Duration
Prerequisites

Dark Side Lightning

The greatest masters of the Dark Side are able to channel their destructive energies into lethal bolts of power. To use Dark Side Lightning, a character selects a target and then conducts a Quick Contest between their Dark Side Lightning Force Ability and the target’s Will. Unlike most other Force Abilities, targets of Dark Side Lightning are not allowed to add their Force Power to their Will for this roll. If the Dark Side Lightning user is successful, he compares his degree of success to the following table.

Degree of Success Damage
0-3 1d6 burn
4-7 1d6 burn + stunned
8-11 2d6 burn + stunned
12-15 3d6 burn + stunned

For degrees of success beyond 15, add 1d6 of burn damage for each full 4 points of degree of success (ie, 16-19 does 4d6, 20-23 does 5d6, etc…). Characters targeted by Dark Side Lightning are treated as having a DR equal to their Force Power when determining damage. In addition, characters targeted by Dark Side Lightning can use Dissipate Energy to reduce the amount of damage done by the attack. If a character’s use of Dissipate Energy reduces the damage to zero or less, he is not stunned.

Fatigue points may be spent in the normal manner on this Force Ability. Dark Side Lightning has a range of 10 yards, but is unaffected by range penalties.

Duration
Prerequisites
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