TEXT: The Force 
   
   
   
  Peace 
   
  “You will know, when you are calm, at peace, passive.” 
  Yoda, Jedi Master 
   
   A Jedi feels the Force flowing through him when he is at peace. Peace describes the ability to clear and 
  calm the mind. The Force is the most powerful ally for a Jedi, when the Jedi is tranquil. This skill in keeping 
  poise not only keeps a Jedi at the apex of their control, but also brings the Jedi in harmony with the Light 
  Side of the Force. 
   
  Mechanics: 
   Before using the Force, a user may make a Peace roll. Difficulty of a Peace roll is dependent on the Jedi’s 
  state of mind. In meditation Peace is Easy difficulty, low stress situations are generally Moderate difficulty, 
  and the difficulty escalates from there. If two full rounds are taken to calm one's mind, with no other actions 
  taken, the difficulty of a Peace roll may be lowered (minimum Easy). While a Peace roll a Jedi chooses to 
  make is considered an Action, if the GM compels a Peace roll it should not be considered an action. 
   If the Jedi rolls above the difficulty the difference between the roll and the difficulty is added to the Force 
  usage roll. However, in the event of a failure Force usage difficulty is increased by the difference, reflecting 
  the Jedi’s distracted state and inability to bring himself into oneness with the Force. 
   
  Example: Luke is suspended by his feet in a Wampa cave after being attacked. His lightsaber is out of 
  reach, and he must use Telekinesis to pull it to himself. Difficulty is moderate, 8. Luke makes the attempt 
  rolling 1D+2, and fails rolling only 6. 
   Luke takes a round to calm himself, then uses Peace. His eyes drop closed, and he takes a deep breath. 
  After calming himself the difficulty of his Peace roll is 7. He rolls 2D for his peace roll, and rolls a 9, a 
  success, adding 2 to his next Force usage. Luke reaches out with the Force again rolls a 7, adds 2 for a 
  total of 9. The lightsaber jumps to his hand! 
   
   
   
  Discipline 
   
  “Control! Control! You must learn control!” 
  Yoda, Jedi Master 
   
      A Jedi’s ability to call upon the Force is limited by 
  her ability to discipline herself. If a Jedi cannot control 
  herself she cannot use the Force. This figure reflects 
  the Jedi’s ability to focus their mind on the Force, and 
  the task at hand. 
   
  Mechanics: 
      A Jedi starts out with the ability to use one Force 
  ability at any one time; every full die increase in a 
  Jedi’s Discipline adds an additional Force ability a 
  Jedi can use simultaneously. 
   
   
   
   
   
   
   
   
   
  
  Understanding 
   
  “No! No different! Only different in your mind!” 
  Yoda, Jedi Master 
   
      As a Jedi comes to understand the ways of the Force, 
  he is able to access it in more diverse ways. 
  Understanding the Force also makes it a more powerful 
  ally. 
   
  Mechanics: 
  Every full die increase between 1D6 and 4D6 gives a 
  Jedi a new Force ability. Every full die increase between 
  5D6 through 8D6 gives a Jedi 2 new Force abilities. 
  Every full die increase thereafter gives the Jedi 3 new 
  Force abilities. 
   
   
   
   
  Force Usage Mechanics 
      When a player is going to use a Force ability she rolls her combined Force Usage Skill, either 
  Understanding or Discipline, which ever attribute is lower. A Force user cannot perform above the level of 
  her Understanding of the ways of the Force, or her ability to Discipline herself. This single roll is against the 
  established difficulty (as may be modified by Peace per above). 
   
  Advancement 
      Force Skills of Peace, Understanding and Control advance as skills (the first 1D6 in each skill costs 3 
  XP). However, for each decade of age from when the Jedi started their training adds an additional 1 
  XP cost to each Force Skill advancement. 
   
  Force Abilities 
      A series of abilities are typically available to Jedi Padawans and Knights. Masters may learn further 
  abilities, or even invent abilities. Each ability requires time and instruction to learn. When self-taught or new 
  abilities are developed, Force Abilities take longer to research and learn. 
   
  Name 
  Difficulty 
  Requirements Description 
  Anticipate 
  Jedi reflexes easy (5) 
  Sense 
  Jedi reflexes allow a Jedi to react to 
  something one round in the future. This 
  gives an advantage in a variety of 
  contexts. This may be kept up, though it 
  does incur a multiple action penalty.  
  Burst of Speed 
  Double move rate: Easy 
  (5) Two actions per 
  round Moderate (10), an 
  additional difficulty level 
  (+5) for every additional 
  action. 
   
  This allows a Force user to move, 
  perceive, and act faster than normal. For 
  every 5 the roll exceeds the difficulty 
  increases the duration by 1 round. 
  Actions after the first have no multiple 
  action penalties from the Force usage. 
  Confound  
  Technology 
   
  Technological 
  Attunement 
  This ability allows a Force user to inject 
  noise on computer signals. Inducing an 
  indiscriminate broadband noise 
  interference on sensors is Easy (5), 
  specific noise is Difficult or greater (15+), 
  and false signals are Heroic difficulty. A 
  droid or sensor tech may roll Perception 
  or Sensor skill against the Force User’s 
  roll to try to overcome the noise. At close 
  range a Jedi can try to knock out 
  electrical systems, doing half the Force 
  User’s Understanding in damage. 
  
  Control  
  Breathing 
  Every D6 in 
  Understanding increases 
  the duration of a 
  Moderate (10) difficulty 
  Control Breathing by 3 
  minutes. 
   
  This allows a Force user to hold their 
  breath for an extended period of time, 
  while remaining fully conscious. Exertion 
  will shorten the possible duration. 
  Control Pain 
  One difficulty level (+5) 
  for each wound level 
  ignored. Resisting 
  unconsciousness (from 
  stun) is difficulty 10. 
  Physical 
  Attunement 
  While this does not heal a Jedi, it allows 
  them to ignore wound penalties. There is 
  risk that the Jedi can make their wounds 
  worse. 
  Direction  
  Sense 
  Simple direction: 
  moderate (10) higher for 
  more complex path. 
  Sense 
  This allows a Force user to intuit their way 
  towards a particular goal or destination. 
  Force Leap 
  Easy (5) to leap up to 
  five meters, and +2 for 
  every meter thereafter. 
  Telekinesis 
  This expression of Telekinesis and 
  physical ability allows the Force user to 
  use the Force like a spring board to 
  launch themselves into the air. 
  Force  
  Transparency 
  Contested 
  Sense 
  If a Force user wants to prevent a Force 
  ability from being used on themselves, 
  Force Transparency adds to the difficultly 
  of the attempt, whether the attempt is an 
  attempt to sense the Force user or impact 
  them directly. 
  Hibernation  
  Trance 
  Every D6 in 
  Understanding increases 
  the duration of a 
  Moderate (10) difficulty 
  Hibernation Trance by 3 
  days. 
  Control 
  Breathing 
  A Force user with this knowledge can 
  slow their biological functions, so they 
  require a minimum amount of 
  consumables. They can even survive the 
  vacuum of space. A Force user is only 
  semi-conscious while in this trance, but 
  they can bring themselves out of the 
  trance if events around them change, and 
  will be alert. When a Force user leaves 
  the trance of maximum duration they are 
  very hungry. 
  Influence Mind 
  Dependent 
  Mental 
  Attunement 
  This allows a Force user to influence the 
  mind of another being, compelling them to 
  follow a suggestion. If the target is familiar 
  or subject of some sort of indoctrination 
  the base difficulty is Easy (5). The more 
  alien the mind the more difficult the base 
  difficulty. The difficulty can be increased 
  by the target’s willpower, if the target 
  resists. Once the base difficulty is 
  established, add further difficulty 
  dependent on the complexity of the 
  suggestion being implemented. A simple 
  emotional adjustment only adds 1 level of 
  difficulty (+5), but complex instructions 
  require higher difficulty. 
  Instinctive 
  Astrogation 
  Astrogation check +6 
  Direction 
  Sense 
  This ability allows a Force user to intuit 
  the timing and direction needed to make 
  Hyperspace travel. 
  Manipulate 
  Energy 
  Deflect: ½ Damage 
  Absorb: Damage 
   
  A Force user can divert energy (energetic 
  particles, etc) or even absorb energy. To 
  deflect energy at a target requires a 
  success to Manipulate Energy as well as 
  a Force Usage check to hit the target at 
  range. 
  
  Mental 
  Attunement 
  A target that is familiar to 
  the Force user is Easy 
  (5). A target that is 
  biologically close to the 
  Force user is Moderate 
  (10) difficulty. The more 
  alien the target, the 
  more difficult. 
   
  The listed difficulty is for sensing the 
  mental state of others or reading strong 
  feelings. Reading something more 
  complicated like honesty or surface 
  thoughts is more difficult. 
  Physical 
  Attunement 
  A target that is 
  biologically close to the 
  Force user is Easy 
  difficulty. The more alien 
  the target, the more 
  difficult 
   
  Sense the physical state of others, check 
  their health level, intuit the level of (and 
  cause of) injury or illness. 
  Sense 
  Varies, may require a 
  successful Peace roll 
   
  This skill allows a Force User to reach out 
  to the Force and receive guidance. It may 
  show the future, past, or provide intuitive 
  answer to a question. Jedi find, when they 
  start listening to the Force it begins to 
  speak without prompting. 
  Speed Healing 
  Each wound level adds 
  a level of difficulty (+5). 
  Healing another adds an 
  additional level of 
  difficulty. 
  Physical 
  Attunement 
  Upon success, recipient may make a 
  healing Strength check in half the listed 
  healing time. For every 5 points above the 
  listed difficulty the beneficiary may add 
  1D6 to their heal roll. 
  Technological 
  Attunement 
  Moderate (10) adds 
  Understanding score to 
  Technical rolls. 
   
  This ability provides an intuitive 
  understanding of technical systems and 
  solutions to technical problems. This will 
  not fix broken components, but will 
  intuitively lead the Force user to 
  diagnosing the problem. 
  Telekinesis 
  Easy below Character 
  Scale; Moderate for 
  Character Scale; Difficult 
  for Speeder Scale; Very 
  Difficult for Walker 
  Scale; Heroic for 
  Starfighter Scale. 
   
  This ability allows a Force user to channel 
  the Force to move an object. If an object 
  must be moved with some dexterity use 
  the Jedi’s Discipline score (-1D6 for the 
  equivalent to multiple action penalties) to 
  make the check. 
  Telepathy 
  Force Sensitive: 
  Moderate (10)  
  Non-Force Sensitive: 
  Hard (20) 
  Mental 
  Attunement 
  A Jedi can send an uncomplicated mental 
  message to a target. The Force user must 
  first detect the target with Mental 
  Attunement. Range and familiarity may 
  adjust difficulty. 
   
  Force Abilities and Lightsaber usage 
      While using Force abilities in the same round as other actions incur multiple action penalties, they can 
  also provide advantages that make Force users masters of their chosen weapons. 
   
  Anticipate: 
      A Force user who uses Anticipate in Lightsaber combat, when their opponent has not, gains a +4D6 to 
  defense, and a +2D6 to attack. It also provides a +4D6 to blaster bolt deflection, with Difficulty 10 to deflect, 
  and range difficulties (3-7/20/40) to direct to a target. 
   
  Burst of Speed: 
      A Force user who has more moves per round than their opponent gains a 1D6 to their attack as well as 
  multiple rounds to act in. 
   
  Mental Attunement: 
      A Force user with a successful Mental Attunement check of their foe gets a +3D6 to attacks and defense 
  against their foe. 
  
   
   
   
  Dark Side Points 
      Everyone has personal choices to make, these choices set the valorous apart from the malevolent. The 
  wicked do not instantly become so, but travel there by journey. One forgoes righteousness for the easy 
  path. They seduce themselves, or allow themselves to be seduced. 
      When a Jedi does something of the Dark Side they gain a Dark Side Point, and roll 1D6; if the roll is less 
  than the Jedi’s Dark Side score the Jedi gains second point. There are potentially ‘gray’ cases, where a 
  Jedi does something destructive, but with arguably good intent. In these cases the GM can compel the Jedi 
  to make a Peace roll, where failure represents the Jedi was not a virtuous as they rationalized, and thus 
  incur Dark Side Point (with potential for a second). 
      Also, a Jedi can choose to call on the Dark Side, which gets them a Dark Side Point immediately (with 
  potential for a second), and additional Force usage dice equal to their total number of Dark Side Points for 
  the scene. 
      When a Light Side character has 6 Dark Side points they are consumed by the Dark Side. A Force user 
  consumed by the Dark Side are effectively no longer playable as a PC, unless the GM makes a particular 
  allowance. Regardless, their Peace score is lost, and they may not gain a Peace score until redemption is 
  complete. 
      Redemption is not found easily. A character must either carry out a heroic act, selfless, act to redeem 
  themselves (i.e. throwing the last Sith Master down a reactor well) or through a period of asceticism. A 
  period of one month without giving in to the Dark Side will expunge 1 Dark Side Point. In the Old Republic, 
  when time could be afforded, a Jedi might meditate for a full month away from all others to purge the Dark 
  Side from them. Others did not refrain from outside contact, believing the challenges of life were a trial that 
  expunges the Dark Side from them. Truly selfless and heroic acts may also expunge Dark Side points. 
      Specifics pertaining to what is an Dark Side act have been generally avoided here. This is intentional. 
  This is not a guide on morality or ethics, it is a supplement for a role playing game. If you looking to a 
  gaming supplement to tell you the difference between right and wrong you should probably go home and 
  rethink your life. 
   
   
   
   
  
  The Dark Side 
   
   
  Wrath 
   
  “Your hate has made you powerful...” 
  Darth Vader, Lord of the Sith 
   
      Contrary to the Jedi finding power in self-discipline, Dark Siders find power in their passions releasing 
  them from their limitations. The basest passion of rage is the truest, most freeing, and most powerful 
  passion. 
   
  Mechanics: 
       Sith and other Dark Siders may purchase five Wrath points for a single experience point. For every point 
  of Wrath spent, 1D6 is added to the Dark Sider’s Force Usage skill for a round. There is no limit to how 
  many points of Wrath can be spent in a round. Spending Wrath is not considered an action. Also in 
  aggravating moments a Sith may receive more Wrath points per experience point than the standard; the 
  amount is dependent on the level of frenzy they get themselves into, and at the GM’s discretion. 
   
   
   
   
   
      Dark Siders use Understanding and Control as Jedi do, but they have no Peace or Dark Side scale. The 
  Sith scoff at power through self-denial; power is manifest when wielded. The Sith do not limit themselves, in 
  benevolence or malevolence, as they desire. 
   
  Waste: 
      There is a price of harnessing the power of the Dark Side, and that price is called Waste. A Dark Sider 
  can spend as much Wrath as they want in a round, but at the end of the round the GM rolls 1D6 + 1D6 for 
  each point of Wrath spent for a Waste roll total, and the Dark Sider resists Waste with their base combined 
  Force Usage Skill. If the Waste roll total is higher than the Dark Sider’s resistance they gain a point of 
  Waste, and an additional point for every 4 points that the Waste roll total is higher than the Dark Sider’s 
  resistance. 
      When the Dark Sider has 2 points of Waste their eyes discolor and their visage is pallored. At 3 points of 
  Waste the Dark Sider becomes disfigured. At 4 points of Waste healing takes double the time it would 
  naturally. At 5 and 6 points of Waste the Dark Sider is Wounded once, and twice respectively. These 
  conditions are permanent. Beyond 6 points, the Dark Sider succumbs to the ravages of Waste and passes 
  beyond life.  
      There is rumor that the Sith can hold off the damage of Waste, but few know for sure. 
  
SOURCE: textdata/thevault/Star Wars [multi]/SWD6/Misc/SWD6 - Alternate Force Mechanics (Revised).pdf