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The Force
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Advantages

Force Attuned: 20 points

This advantage functions very similar to Magery, in that this is the mandatory first purchase for Force using characters. It permits characters to purchase Force Abilities, as well as further levels in Force Power. It also gives the character the ability to detect force as the Detect advantage, only it uses the Long-Distance modifiers found on pg 241 of the Basic Set.

The point cost for 'Force Attuned' is based on the cost of the 'Detect' advantage, and first level of Magery. For games where people can't detect presence or use of the force, this may be adjusted.

Note

Force Power: 15 points/level

This advantage functions very similarly to levels of Magery greater than 0. You add levels of Force Power to IQ when you learn Force Abilities. In addition, you add your levels of Force Power to your Perception when you use the Detect Force ability from Force Attuned. Force Power is also added to your Will when resisting Force Abilities targeting you.

If 'Detect Force' from Force Attuned is not included, then this cost is lowered to 12 or 10 points/level.

Force Abilities:

Force Abilities are a sort of bastard child of Techniques and Spells. They are purchased from the following table, based on the character’s IQ plus levels in Force Power. For example, if a character has an IQ 13 and Force Power 3 and wanted to buy Move Object, 8 points would get him a skill roll of 16 or less. Some Force Abilities have prerequisites, similar to those of spells.

Force Abilites are in effect, IQ/VH abilities + ForcePower. Some GM's may wish to specify a minimum point spend per ability to have it at all, for other games able to have lows skill in a power maybe usefull, especially for failed jedi style characters, or 'natural novices'.

Force Ability Cost Table

Your Final Force Ability Level Cost
IQ & Force Power 8
IQ & Force Power + 1 12
IQ & Force Power + 2 16
IQ & Force Power + 3 20

Using a Force Ability is similar to casting a spell, only it manifests in the same turn as it is cast. For example, if a character uses Mind Trick on a Stormtrooper, it takes affect the same second.

If a character is worried that he may fail his roll, or simply wishes to have a higher degree of success, a character can choose to expend 1 Fatigue Point to gain a temporary +1 to their effective Force Ability level. A character can spend as many Fatigue Points as they wish in this manner and this can only be done before the roll.

To maintain a Force Ability, a character can choose to either make a new roll after the duration has expired or he can simply spend one Fatigue Point.

When a Force Attuned character resists Force Abilities targeting him (such as Force Choke), he adds his level of Force Power to his Will before making the resistance roll. If a character is targeted with a Force Ability that another character is maintaining, he is permitted a resistance roll each round. For example, if a character has been successfully targeted with the Inflict Pain ability last Turn, and his opponent spent 1 Fatigue Point to maintain it this round, he gets to make a new resistance check against the initial roll using Will (augmented by Force Power).

Additional Fatigue many be purchesed with the 'useable only by Force powers' modifier, which grants a -10% cost reduction. (This is the same as FP bought for Magic only)

The Dark Side:

In addition, a character can call on the Dark Side to help him succeed. Each time a character does, he gains a bonus to his effective Force Ability level. This can also be done to augment Melee combat skills (such as Lightsaber combat). Each time a character calls on the Dark Side, he gains a Dark Side Point (DSP), which functions as a character point which can only be spent on Disadvantages. These Dark Side Points accumulate until they reach a threshold as listed on the following tables. Once the DSP total reaches a threshold the character immediately acquires a number of Disadvantages whose point total equal the threshold. For example, once a character reaches 10 DSPs, he must select a 10 point Disadvantage from the Dark Side Disadvantages list.

Dark Side Point Table:

Dark Side Points Disadvantage Points Seduction Penalty Bonus from DSP
1-9 0 points -0 to Will +5
10-19 10 points -1 to Will +4
20-39 20 points -2 to Will +2
40-59 40 points -4 to Will +1
60+ 60 points -5 to Will +0

These Disadvantages are selected from the following list cooperatively by the player and GM and should be appropriate to the character’s transgressions. Disadvantages can also be ‘upgraded’ over time too (ie, Overconfidence becoming Megalomania).

Dark Side Disadvantages:

Bad Temper (-10); Berserk (-10); Bloodlust (-10); Bully (-10); Callous (-5); Disturbing Voice (-10); Frightens Animals (-10); Jealousy (-10); Kleptomania (-15); Lifebane (-10); Loner (-5); Megalomania (-10); No Sense of Humour (-10); Odious Personal Habit (Var.); Nocturnal (-20); On the Edge (-15); Overconfidence (-5); Pyromania (-5); Sadism (-15); Selfish (-5); Trickster (-15); Uncontrollable Appetite (-15); Unfit (-5); Very Unfit (-15).

The character does not gain any bonus CPs for these Disadvantages and they can only be bought off either through roleplaying or through the expenditure of experience points.

In addition, the Dark Side is very seductive. As the character gains more DSP, he is more likely to call on the Dark Side and gain even more DSPs. Each time the character finds himself in an emotionally stressful situation (such as combat or when a loved one is threatened) he must make a Will roll to resist calling on the Dark Side, either for his combat skills or Force Abilities. This Will roll suffers a penalty equal to the Seduction Penalty listed on the table above.

Finally, as a character moves further along the Dark Path, he gains less and less benefit from calling on the Dark Side. When a character calls on the Dark Side and gains a DSP, compare his new total to the chart to determine the bonus he gains to his effective skill. For example, if a character has a DSP total of 19 and then calls on the Dark Side to boost his Lightsaber skill, he has a new DSP total of 20 and therefore only gains +2 to his effective skill. The bonus gained from calling on the Dark Side lasts for 1 minute.

Force Abilities which are listed as Dark Side automatically gain the character a Dark Side Point when they are used.

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