TEXT: Fantasy Flight Games
  Fantasy Flight Games
  Fantasy Flight Games
  Fantasy Flight Games
  Star Wars
  Star Wars
  Star Wars
  Star Wars
  Roleplaying Game
  Roleplaying Game
  Roleplaying Game
  Roleplaying Game
  The Ways of 
  The Ways of 
  The Ways of 
  The Ways of 
  An Unofficial Fan supplement for use with the Star Wars 
  Edge of the Empire and Age of Rebellion Roleplaying Game
  Document Version 1.2
  Document Version 1.2
  Document Version 1.2
  Document Version 1.2
   
  Fantasy Flight Games
  Fantasy Flight Games
  Fantasy Flight Games
  Fantasy Flight Games
  Star Wars
  Star Wars
  Star Wars
  Star Wars
  Roleplaying Game
  Roleplaying Game
  Roleplaying Game
  Roleplaying Game
  The Ways of 
  The Ways of 
  The Ways of 
  The Ways of The Force
  The Force
  The Force
  The Force
  An Unofficial Fan supplement for use with the Star Wars 
  Edge of the Empire and Age of Rebellion Roleplaying Game
   
   
   
   
   
  Document Version 1.2
  Document Version 1.2
  Document Version 1.2
  Document Version 1.2    
  Fantasy Flight Games
  Fantasy Flight Games
  Fantasy Flight Games
  Fantasy Flight Games    
  Star Wars
  Star Wars
  Star Wars
  Star Wars    
  Roleplaying Game
  Roleplaying Game
  Roleplaying Game
  Roleplaying Game 
   
  The Force
  The Force
  The Force
  The Force 
  An Unofficial Fan supplement for use with the Star Wars 
  Edge of the Empire and Age of Rebellion Roleplaying Games 
  
  Written and developed by Jonathan “Donovan Morningfire” Stevens.
  Review and feedback provided by Ben “Cyril” Erikson, Garrett “barefoottourgide” Crowe
  Witt, and Linda “ZRissa” Whitson.  Thanks a whole bunch for your time and insight,
  presented here as well as identify any spelling error that crept in along the way.
  Additional thanks to FFG forum poster “Aazlain” for creating an EotE font which was of much use in creating this document.
  The “Deflect Blasters” talent is based upon discussions made in the 
  can be found here: http://www.d20radio.com/forums/vie
  contributed their thoughts and ideas in that thread.
  As always, a special thanks to George Lucas for creating the Star Wars films, and for giving a great many of the fans of thos
  freedom to play around and create our own adventures in that galaxy far, far away.
  Legal
  Star Wars and all related terms are the registered trademarks of Lucas
  the Empire, the dice symbols, and associated rules terminology are the property of Fantasy Flight Games.  As such, the author of this 
  document makes no claim of ownership to any of the afore
  The image for Force Mystic is by “Stirzy” courtesy of
  other images are courtesy of Wookieepedia and used as per the attribution clause of their website.  The images used in this d
  the property of their specific creators and no infringement of their rights nor permission to reuse such images is
  inferred. 
   
   
  Ways of the Force by Jonathan Stevens
  Attribution-NonCommercial
  Permissions beyond
  http://jedimorningfire.blogspot.com/
  Credits
  Credits
  Credits
  Credits    
  by Jonathan “Donovan Morningfire” Stevens. 
  provided by Ben “Cyril” Erikson, Garrett “barefoottourgide” Crowe, Phil “DarthGM” Maiewski, Chris “GM Chris” 
  whole bunch for your time and insight, allowing me to refine the various mechanics 
  presented here as well as identify any spelling error that crept in along the way. 
  Additional thanks to FFG forum poster “Aazlain” for creating an EotE font which was of much use in creating this document.
  discussions made in the [Talent] Deflect and Redirect thread on the D20 Radio Forums, which 
  http://www.d20radio.com/forums/viewtopic.php?f=168&t=11437, with due thanks given to the posters that 
  contributed their thoughts and ideas in that thread. 
  As always, a special thanks to George Lucas for creating the Star Wars films, and for giving a great many of the fans of thos
  freedom to play around and create our own adventures in that galaxy far, far away. 
  Legal Disclaimers 
  Star Wars and all related terms are the registered trademarks of Lucasfilm Ltd., its associated bodies, and the Disney Corporation.  
  , the dice symbols, and associated rules terminology are the property of Fantasy Flight Games.  As such, the author of this 
  document makes no claim of ownership to any of the afore-mentioned material. 
  The image for Force Mystic is by “Stirzy” courtesy of SWAG Online, and the image for the Jedi Initiate is courtesy of TheForce.Net.  All 
  other images are courtesy of Wookieepedia and used as per the attribution clause of their website.  The images used in this d
  and no infringement of their rights nor permission to reuse such images is
   
  Jonathan Stevens is licensed under a Creative Commons 
  NonCommercial-ShareAlike 4.0 International License. 
  Permissions beyond the scope of this license may be available at 
  http://jedimorningfire.blogspot.com/. 
  , Phil “DarthGM” Maiewski, Chris “GM Chris” 
  allowing me to refine the various mechanics 
  Additional thanks to FFG forum poster “Aazlain” for creating an EotE font which was of much use in creating this document. 
  thread on the D20 Radio Forums, which 
  , with due thanks given to the posters that 
  As always, a special thanks to George Lucas for creating the Star Wars films, and for giving a great many of the fans of those films the 
   
  , its associated bodies, and the Disney Corporation.  Edge of 
  , the dice symbols, and associated rules terminology are the property of Fantasy Flight Games.  As such, the author of this 
  SWAG Online, and the image for the Jedi Initiate is courtesy of TheForce.Net.  All 
  other images are courtesy of Wookieepedia and used as per the attribution clause of their website.  The images used in this document are 
  and no infringement of their rights nor permission to reuse such images is intended or should be 
  Creative Commons 
   
  
  ““““You’ve taken your first step into a larger 
  You’ve taken your first step into a larger 
  You’ve taken your first step into a larger 
  You’ve taken your first step into a larger 
  ----    Obi
  Obi
  Obi
  Obi----Wan Kenobi
  Wan Kenobi
  Wan Kenobi
  Wan Kenobi    
  The Force.  To a great many fans of Star Wars, be it the movies, the Expande
  or the various animated series, one of the most defining elements of that galaxy far, far 
  away is that mystic energy field that surrounds us, penetrates us, and binds the galaxy 
  together.  Even if you’re a brash smuggler that feels a good blast
  than ancient weapons and hokey religions, there is no denying the influence the Force 
  has had upon the galaxy and upon the fandom. 
  One of the more controversial decisions that Fantasy Flight Games has made in regards 
  to their series of Star Wars Role-Playing Games was 
  Force-users a fringe element of both Edge of the Empire
  point of not including any actual material on the Jedi with the exception of their iconic 
  weapon of choice, the lightsaber.  For some, this lack of Jedi is a welcome change, 
  giving them a chance to tell stories in the Star Wars galaxy without the worry of these 
  potent individuals hogging the spotlight and showing up the rest of the party.  For 
  others, the lack of Jedi makes the game somehow not feel like Star Wars
  given the prominence that Jedi have been given in recent media such as The Clone 
  Wars series as well as video games such as Knights of the Old Republic and The Force 
  Unleashed.  So while Fantasy Flight Games is planning to address this lack of Jedi with 
  the future release Force & Destiny in 2015, some feel that’s quite a long time to wait for such an iconic character type.  Hopefully, this fan 
  supplement will provide those players wishing to expand their character’s abilities with the Force a few new options, including a chance 
  to step into the role of one of the more iconic character types in the Star Wars saga…
  What this document is not
  If you downloaded this supplement in the hopes of finding a full array of Force Powers
  myriad of Force traditions found within the Expanded Universe
  with Fantasy Flight Games’ choice to not include a broad array of Force
  and tumultuous history that Force-using characters
  stories I’ve heard of Force-users in general and Jedi in particular causing all sorts of aggravation for GMs and sore feelings 
  other players as their more mundane heroes get more and more marginalized 
  I’ll leave the debates for which version was the worst offender to the 
  right call, particularly since they were also creating a 
  and working before introducing a character type with a long history of placing incredible 
  versions’ core mechanics. 
  What this document is…    
  Instead, this supplement is simply one fan’s attempt to broaden the options for people 
  users in their Star Wars games.  But at the same time, I’m also trying to keep to the general feel of the Dark Times and the 
  the quarter century of time that FFG has chosen to set their initial three core rulebooks within
  dangerous to be a Force-user of any type, especially 
  that the Jedi Order had accumulated during its long history has been lost, sealed away or destroyed by Palpatine and his servant D
  Vader in an effort to purge all memory of the Jedi from the galaxy.  But there are other paths by which one can learn the ways
  Force, either by learning ancient traditions found on remote, isolated worlds, or delving into shadowy lore that imperils the
  unwary even as it grants power to those who study it.
  ““““I won’t fail you.  
  I won’t fail you.  
  I won’t fail you.  
  I won’t fail you.  I’m not afraid.”
  I’m not afraid.”
  I’m not afraid.”
  I’m not afraid.”    
  ““““Oh, y
  Oh, y
  Oh, y
  Oh, you will be
  ou will be
  ou will be
  ou will be… y
  … y
  … y
  … you will be.”
  ou will be.”
  ou will be.”
  ou will be.”    
  ----    Luke Skywalker and Yoda
  Luke Skywalker and Yoda
  Luke Skywalker and Yoda
  Luke Skywalker and Yoda    
   
   
   
   
  Introduction
  Introduction
  Introduction
  Introduction    
  You’ve taken your first step into a larger 
  You’ve taken your first step into a larger 
  You’ve taken your first step into a larger 
  You’ve taken your first step into a larger world
  world
  world
  world....””””    
  The Force.  To a great many fans of Star Wars, be it the movies, the Expanded Universe, 
  or the various animated series, one of the most defining elements of that galaxy far, far 
  away is that mystic energy field that surrounds us, penetrates us, and binds the galaxy 
  together.  Even if you’re a brash smuggler that feels a good blaster at your side is better 
  than ancient weapons and hokey religions, there is no denying the influence the Force 
  One of the more controversial decisions that Fantasy Flight Games has made in regards 
  was the conscious decision to make 
  Edge of the Empire and Age of Rebellion, to the 
  point of not including any actual material on the Jedi with the exception of their iconic 
  hoice, the lightsaber.  For some, this lack of Jedi is a welcome change, 
  giving them a chance to tell stories in the Star Wars galaxy without the worry of these 
  potent individuals hogging the spotlight and showing up the rest of the party.  For 
  lack of Jedi makes the game somehow not feel like Star Wars, particularly 
  given the prominence that Jedi have been given in recent media such as The Clone 
  Wars series as well as video games such as Knights of the Old Republic and The Force 
  while Fantasy Flight Games is planning to address this lack of Jedi with 
  in 2015, some feel that’s quite a long time to wait for such an iconic character type.  Hopefully, this fan 
  shing to expand their character’s abilities with the Force a few new options, including a chance 
  to step into the role of one of the more iconic character types in the Star Wars saga… 
  What this document is not…    
  s of finding a full array of Force Powers, Jedi specializations, and information on the 
  myriad of Force traditions found within the Expanded Universe, then I’m going to have to disappoint you.  The truth is I 
  e to not include a broad array of Force-based material at the outset of their product line
  using characters have had with past versions of Star Wars RPGs.  I’ve lost count of how many horror 
  users in general and Jedi in particular causing all sorts of aggravation for GMs and sore feelings 
  other players as their more mundane heroes get more and more marginalized by super-powerful Jedi characters 
  I’ll leave the debates for which version was the worst offender to the various forums, but given this track record, I think FFG made the 
  right call, particularly since they were also creating a new dice mechanic for their Star Wars line; better to get the 
  and working before introducing a character type with a long history of placing incredible amounts of game-
  tempt to broaden the options for people like me that that enjoy playing and having Force
  users in their Star Wars games.  But at the same time, I’m also trying to keep to the general feel of the Dark Times and the 
  FFG has chosen to set their initial three core rulebooks within.  This is a period of time when it is quite 
  of any type, especially one who is not aligned with the Galactic Empire.  Several millennia’s
  the Jedi Order had accumulated during its long history has been lost, sealed away or destroyed by Palpatine and his servant D
  in an effort to purge all memory of the Jedi from the galaxy.  But there are other paths by which one can learn the ways
  Force, either by learning ancient traditions found on remote, isolated worlds, or delving into shadowy lore that imperils the
  unwary even as it grants power to those who study it. 
  in 2015, some feel that’s quite a long time to wait for such an iconic character type.  Hopefully, this fan 
  shing to expand their character’s abilities with the Force a few new options, including a chance 
  , Jedi specializations, and information on the 
  , then I’m going to have to disappoint you.  The truth is I actually agree 
  at the outset of their product line, given the long 
  .  I’ve lost count of how many horror 
  users in general and Jedi in particular causing all sorts of aggravation for GMs and sore feelings among the 
  powerful Jedi characters as the campaign goes on.  
  forums, but given this track record, I think FFG made the 
  new dice mechanic for their Star Wars line; better to get the core mechanics in place 
  -breaking stress on each prior 
  that enjoy playing and having Force-
  users in their Star Wars games.  But at the same time, I’m also trying to keep to the general feel of the Dark Times and the Rebellion Era, 
  This is a period of time when it is quite 
  Several millennia’s worth of lore 
  the Jedi Order had accumulated during its long history has been lost, sealed away or destroyed by Palpatine and his servant Darth 
  in an effort to purge all memory of the Jedi from the galaxy.  But there are other paths by which one can learn the ways of the 
  Force, either by learning ancient traditions found on remote, isolated worlds, or delving into shadowy lore that imperils the soul of the 
  
  New Skill: Lightsaber (Special) 
  One of the key abilities of the Jedi Knights, proficiency with a lightsaber was a mark of distinction in the days of the Old Republic, before 
  the Dark Times and the Empire’s active suppression of the Jedi and their beliefs.  By the time of Battle of Yavin, the many stances and 
  dueling forms of the Jedi Order have been lost, and are likely to remain so until well after the Empire’s fall.  But until that time, there are 
  still those who escaped the slaughter begun by Order 66 and have survived to the current day, safeguarding what knowledge they have 
  about the usage of the lightsaber. 
  Though most melee weapons rely on the wielder’s strength to overcome their opponents, the lightsaber requires a very different 
  approach, one that comes hard for conventional fighters to grasp.  As the lightsaber blade is both without mass and comprised entirely of 
  a deadly edge, it instead relies heavily upon the hand-eye coordination of the wielder to control the weapon, both when attacking and 
  when on the defensive.  A significant part of the early training of a Jedi is to learn to use their burgeoning Force senses in tandem with 
  their Force-enhanced reflexes to better gauge the position of the lightsaber’s blade in relation to themselves and their opponent; as the 
  Jedi grows in both power and experience, they become better able to wield the lightsaber, eventually reaching the point where they are 
  able to deflect an enemy’s blaster bolt and turn such an attack against their foes.  To witness a Jedi Master in battle is to see the deadly 
  beauty of the lightsaber in full bloom. 
  Upon gaining their first rank in Lightsaber, the character must select either Agility or Brawn as the base Characteristic for this skill.  The 
  difficulty of Lightsaber checks is Average (dd), the default difficulty of all melee attacks, unless the opponent is incapable of resisting (in 
  which case it might be easier at the GM’s discretion).  However, unlike standard melee attacks, the wielder does not add their Brawn to 
  the damage result, instead using only the lightsaber’s damage score to determine the damage inflicted on a successful attack. 
  Force-Sensitive Specializations 
  Three additional Force-Sensitive specializations are now available: Dark Side Acolyte, Force Mystic, and Jedi Initiate.  Each of these is 
  considered to be “universal” specializations and provides the character with a Force Rating of 1.  As per both EotE CRB p. 276 and AoR 
  Beta p.193, a character cannot raise their Force Rating by purchasing additional Force-Sensitive specializations; the character will need to 
  purchase the Force Rating talent in order to increase their Force Rating after buying the initial specialization. 
  A Cautionary Note: too many Force
  A Cautionary Note: too many Force
  A Cautionary Note: too many Force
  A Cautionary Note: too many Force----Sensitive Spec
  Sensitive Spec
  Sensitive Spec
  Sensitive Specializations
  ializations
  ializations
  ializations?
  ?
  ?
  ?    
  While it might be tempting for a player to simply buy as many Force-Sensitive Specializations as they can in the race to increase your 
  Force-user’s Force Rating to the level of a veteran Jedi Knight, I’ve found during the course of my extended play testing, both of these 
  rules and of the rules presented for the Force that in many instances you can get by just fine with a Force Rating of 3, enabling the Force-
  user to activate most powers and one or two upgrades without much difficulty or needing to convert z to Z very often. 
  In light of this, the GM is encouraged to restrict a player to only purchasing two Force-Sensitive specializations for their character unless 
  they desire to have powerful Force-users in their game.  More often than not one of those two specializations should be either the Force 
  Sensitive Exile or the Force Sensitive Emergent, reflecting the struggles of the Force-user to expand their mastery and understanding of 
  the Force without the aid of an instructor or teacher.  Only in truly extraordinary instances should the GM permit a Force-user to 
  purchase a third Force-Sensitive specialization, especially as many Force-users during the Dark Times and Rebellion Eras are slow to trust 
  outsiders with their precious knowledge; paranoia regarding Imperial spies and assassins is well-founded, and to openly identify oneself 
  as a Jedi is to court the attention of the Emperor’s hunters, the foremost and most fearsome of which is Darth Vader. 
  Also, one of the major design tenets of both Edge of the Empire and Age of Rebellion is that Force-users are a minor element of a 
  campaign; they’re present but not meant to be a driving force in the campaign.  Allowing a Force-user to attain Force Ratings of 4 or 
  higher results in a dramatic increase in power, and can easily shift 
  the campaign away from gritty life on the fringes of civilized space or 
  the desperate struggle for freedom against an oppressive totalitarian 
  regime. 
  Talent Key 
  Rather than reprinting the text from FFG’s books, given that this 
  document falls well outside “personal use,” I’ve instead provided the 
  book and page reference underneath the talent’s name. 
  The Jedi Initiate and your campaign    
  It should probably go without saying that Jedi are going to be very 
  rare during the default time frame of FFG’s Star Wars RPG.  The 
  Emperor has been quite thorough in stamping out potential rivals 
  and threats to his rule, with the Jedi Order bearing the brunt of his 
  malice.  Even more so than when seeking to play a Force-sensitive 
  character, players should check with their GM before purchasing the 
  Jedi Initiate specialization.  In terms of power, the Jedi Initiate 
  provides eventual access to a lightsaber, a very powerful weapon in 
  the hands of a skilled user as well as the means to become very 
  capable with the weapon. 
  While the Jedi Initiate is only a taste of the power a true Jedi Knight 
  might come to possess, it can be too powerful for some campaigns, 
  particularly those where the GM intends to stick to the default 
  themes as presented in either Edge of the Empire or Age of 
  Rebellion. 
  
  “It is a terrible thing, to fall.  But far more terrible is to admit it.”
  In contrast to prior Star Wars RPGs, FFG’s Star Wars game 
  Force.  Instead, it’s left in the hands of the GM and the player to determine where that threshold is and when the c
  rather than attempt to codify and track a character’s fall with a “Dark Side meter,” here are some suggested guidelines to ke
  trying to determine if a character has truly fallen to the dark side of the Force.
  � Does the character frequently convert Dark Side Force Points in order to get more use of their Force Powers?
  � Does the character frequently resort to violence at even the slightest provocation, perceived or otherwise?
  � Does the character often indulge in or enjoy causing pain and suffering in others, especially when it’s unnecessary?
  � Does the character actively antagonize and attack others with little or no provocation?
  � Does the character’s actions focus on gaining power for their own selfish purposes with no 
  If the answers to three or more of these questions are “Yes,” then odds are good that Force
  considered a Dark Side Force-user, using the rules laid out in the side bar 
  redeem themselves and return to the light, but that would require several session only taking actions that would result in a 
  above list of questions.  It’s easy enough to fall to the dark side, but so much harder to step back into the light.
  The Dark Side Acolyte
  “Your feeble skills are no match for the power of the 
  “Your feeble skills are no match for the power of the 
  “Your feeble skills are no match for the power of the 
  “Your feeble skills are no match for the power of the 
  dark side.”
  dark side.”
  dark side.”
  dark side.”    
  ----    Darth Sidious
  Darth Sidious
  Darth Sidious
  Darth Sidious  
  Pursuing a path of study different from those of the Jedi or even the Sith, the 
  dark side acolyte comes to view the Force as a tool, a means to power and 
  control, not only over others but over one’s fate as well.  Often these individuals 
  favor viewing their power as something supernatural, an image that many of 
  them foster to make the acolyte seem more mysterious and thus
  greater power than they might actually have.  No matter their origins, 
  acolytes all share the common trait of bending the Force to their wi
  through such power they might bend the wills others to suit their own purposes.
  Dark Side Acolyte (Universal)
  Force-Sensitive Bonus Ability: Gain Force Rating 1
  Uncanny 
  Reactions 
  (EotE 145) 
   
  Path to the 
  Dark Side
  (New Talent)
   
  5 XP 
   
   
  | 
   
  Grit 
  (EotE 136) 
   
   
  Plausible 
  Deniability
  (EotE 
   
  10 XP 
   
   
  | 
   
  Intimidating 
  (EotE 137) 
   
  Confidence
  (EotE 
   
   
  15 XP 
   
   
  | 
   
  Dark Side 
  Adept 
  (New Talent) 
   
   
  Uncanny
  Reactions
  (EotE 
   
  20 XP 
   
   
   
   
  Force Rating 
  (EotE 135) 
   
   
  Overwhelm
  Emotions
  (EotE 
   
  25 XP 
   
   
   
   
  = 
  Passive Force Ability 
   
  = 
  Active Force Ability 
   
  = 
  Passive Ability 
   
  = 
  Active Ability 
   
  “It is a terrible thing, to fall.  But far more terrible is to admit it.”
  FFG’s Star Wars game doesn’t list a means to gauge when a Force-user has fallen to the dark side of the 
  Force.  Instead, it’s left in the hands of the GM and the player to determine where that threshold is and when the c
  rather than attempt to codify and track a character’s fall with a “Dark Side meter,” here are some suggested guidelines to ke
  trying to determine if a character has truly fallen to the dark side of the Force. 
  oes the character frequently convert Dark Side Force Points in order to get more use of their Force Powers?
  Does the character frequently resort to violence at even the slightest provocation, perceived or otherwise? 
  njoy causing pain and suffering in others, especially when it’s unnecessary?
  Does the character actively antagonize and attack others with little or no provocation? 
  Does the character’s actions focus on gaining power for their own selfish purposes with no thought to the well
  answers to three or more of these questions are “Yes,” then odds are good that Force-user has fallen to the dark side and should now be 
  user, using the rules laid out in the side bar of page 278 of the EotE core rulebook.  It is possible for a character to 
  redeem themselves and return to the light, but that would require several session only taking actions that would result in a 
  sy enough to fall to the dark side, but so much harder to step back into the light. 
  The Dark Side Acolyte 
  “Your feeble skills are no match for the power of the 
  “Your feeble skills are no match for the power of the 
  “Your feeble skills are no match for the power of the 
  “Your feeble skills are no match for the power of the 
  erent from those of the Jedi or even the Sith, the 
  dark side acolyte comes to view the Force as a tool, a means to power and 
  fate as well.  Often these individuals 
  ural, an image that many of 
  them foster to make the acolyte seem more mysterious and thus in possession of 
  No matter their origins, dark side 
  acolytes all share the common trait of bending the Force to their will, and 
  through such power they might bend the wills others to suit their own purposes. 
  (Universal) 
  : Gain Force Rating 1 
  Path to the 
  Dark Side 
  (New Talent) 
   
  Nobody’s 
  Fool 
  (EotE 139) 
   
  Uncanny 
  Senses
  (EotE 1
  5 XP 
   
   
  5 XP 
   
   
   
   
   
   
  Plausible 
  Deniability 
  (EotE 141) 
   
  Plausible 
  Deniability 
  (EotE 141) 
   
   
  Stalker
  (EotE 
  10 XP 
   
   
  10 XP 
   
   
  | 
   
  | 
   
  Confidence 
  (EotE 133) 
   
  Soft Spot 
  (EotE 143) 
   
  Intimidating
  (EotE 
  15 XP 
   
   
  15 XP 
   
   
  | 
   
  | 
   
  Uncanny 
  Reactions 
  (EotE 145) 
   
   
  Uncanny 
  Senses 
  (EotE 145) 
   
   
  Intense 
  Presence
  (EotE 
  20 XP 
   
   
  20 XP 
   
   
  | 
   
  | 
   
  Overwhelm 
  Emotions 
  (EotE 141) 
   
   
  Strong in 
  The Force 
  (New Talent) 
   
   
  Dedication
  (EotE 
  25 XP 
   
  25 XP 
   
  “It is a terrible thing, to fall.  But far more terrible is to admit it.” 
  user has fallen to the dark side of the 
  Force.  Instead, it’s left in the hands of the GM and the player to determine where that threshold is and when the character  has crossed it.  But 
  rather than attempt to codify and track a character’s fall with a “Dark Side meter,” here are some suggested guidelines to keep in mind when 
  oes the character frequently convert Dark Side Force Points in order to get more use of their Force Powers? 
  njoy causing pain and suffering in others, especially when it’s unnecessary? 
  thought to the well-being of others? 
  user has fallen to the dark side and should now be 
  of page 278 of the EotE core rulebook.  It is possible for a character to 
  redeem themselves and return to the light, but that would require several session only taking actions that would result in a “No” to all five of the 
  Uncanny 
  Senses 
  (EotE 145) 
  5 XP 
  | 
  talker 
   143) 
  10 XP 
  | 
  Intimidating 
   137) 
  15 XP 
  | 
  Intense 
  Presence 
  (EotE 137) 
  20 XP 
   
  Dedication 
   134) 
  25 XP 
  
  The Force Mystic  
  “My ally is the Force.  And a powerful ally it is.”
  “My ally is the Force.  And a powerful ally it is.”
  “My ally is the Force.  And a powerful ally it is.”
  “My ally is the Force.  And a powerful ally it is.”
  ----    Yoda
  Yoda
  Yoda
  Yoda    
  While the Jedi Knights were by far the most well-known practitioners of the Force, they are 
  far from being alone in both the study and understanding of the Force.  Every civilized 
  culture has within its history stories of medicine men, 
  perform strange feats beyond the capabilities of their fellow beings or possess
  clairvoyance.  And with the vast expanse of unexplored regions of space within the
  Rim Territories, many primitive cultures still retain these mystics, beings who see the Force 
  not in the terms established by the Jedi, but in a myriad of ways, ranging from songs of 
  nature to the ancient whispers of long-dead ancestors to arcane in
  cultures, the secrets of the Force mystic are carefully guarded, and for an outsider to learn 
  their ways requires a profound demonstration of both the would
  trustworthiness; after all, these are the very secrets that have been passed down for 
  generations, and few beings are willing to impart such deep and personal knowledge to 
  anyone. 
  Force Mystic Talent Tree 
  Force-Sensitive Bonus Ability: Gain Force Rating 1
  Uncanny 
  Senses 
  (EotE 145) 
   
  Student of 
  Mysteries
  (New Talent)
   
  5 XP 
   
   
  | 
   
  Brace 
  (EotE 132) 
   
  Sense
  Danger
  (EotE
   
  10 XP 
   
   
  | 
   
  Confidence 
  (EotE 133) 
   
   
  Uncanny
  Senses
  (EotE
   
  15 XP 
   
   
  | 
   
  Balance 
  (EotE 132) 
   
  Intense 
  Focus
  (EotE
   
  20 XP 
   
   
   
   
  Force 
  Talisman 
  (New Talent) 
   
   
  Force 
  Rating
  (EotE
   
  25 XP 
   
   
   
  = 
  Passive Force Ability 
   
  = 
  Active Force Ability 
   
  = 
  Passive Ability 
   
  = 
  Active Ability 
   
   
  “My ally is the Force.  And a powerful ally it is.”
  “My ally is the Force.  And a powerful ally it is.”
  “My ally is the Force.  And a powerful ally it is.”
  “My ally is the Force.  And a powerful ally it is.”    
  known practitioners of the Force, they are 
  far from being alone in both the study and understanding of the Force.  Every civilized 
  e has within its history stories of medicine men, sages, and tribal shamans, all able to 
  beyond the capabilities of their fellow beings or possessed of 
  clairvoyance.  And with the vast expanse of unexplored regions of space within the Outer 
  Rim Territories, many primitive cultures still retain these mystics, beings who see the Force 
  not in the terms established by the Jedi, but in a myriad of ways, ranging from songs of 
  dead ancestors to arcane incantationsa.  But in those 
  cultures, the secrets of the Force mystic are carefully guarded, and for an outsider to learn 
  their ways requires a profound demonstration of both the would-be student’s sincerity and 
  y secrets that have been passed down for 
  such deep and personal knowledge to just 
   (Universal) 
  : Gain Force Rating 1 
  Student of 
  Mysteries 
  (New Talent) 
   
  Insight 
  (EotE 137) 
   
  Uncanny 
  Reactions
  (EotE
  5 XP 
   
   
  5 XP 
   
   
   
   
   
   
  Sense 
  Danger 
  (EotE 142) 
   
   
  Touch of 
  Fate 
  (EotE 145) 
   
  Grit 
  (EotE
  10 XP 
   
   
  10 XP 
   
   
  | 
   
  | 
   
  Uncanny 
  Senses 
  (EotE 145) 
   
  Uncanny 
  Reactions 
  (EotE 145) 
   
   
  Sleight of 
  Mind
  (AoRB
  15 XP 
   
   
  15 XP 
   
   
  | 
   
  | 
   
  Intense 
  Focus 
  (EotE 137) 
   
   
  Rapid 
  Recovery 
  (EotE 141) 
   
  Fortified
  Body
  (New Talen
  20 XP 
   
   
  20 XP 
   
   
  | 
   
  | 
   
  Force 
  Rating 
  (EotE 135) 
   
   
  Dedication 
  (EotE 134) 
   
   
  Sense
  Emotions
  (EotE
  25 XP 
   
   
  25 XP 
   
  Uncanny 
  Reactions 
  (EotE 145) 
  5 XP 
  | 
   
  (EotE 136) 
  10 XP 
  | 
  Sleight of 
  Mind 
  (AoRB 104) 
  15 XP 
  | 
  Fortified 
  Body 
  (New Talent) 
  20 XP 
   
  Sense 
  Emotions 
  (EotE 142) 
  25 XP 
  
  The Jedi Initiate  
  “I want to learn the ways of the Force and 
  “I want to learn the ways of the Force and 
  “I want to learn the ways of the Force and 
  “I want to learn the ways of the Force and 
  become a Jedi like my father.”
  become a Jedi like my father.”
  become a Jedi like my father.”
  become a Jedi like my father.”    
  ----    Luke Skywalker
  Luke Skywalker
  Luke Skywalker
  Luke Skywalker 
  For a thousand generations, the Jedi Knights were the 
  peace and justice, standing tall against the many threa
  Republic faced over the millennia.  But just as the Old Republic has 
  been swept away, so too have the Jedi and their belief in the Force 
  been cast aside as a relics of a prior age, with the number
  survived both the Clone Wars and subsequent purge dwindling more 
  and more with each passing day.  But in spite the Emperor’s efforts, 
  the fire of the Jedi has not been completely extinguished,
  are still those who are willing and able to pass on what 
  retain to a new generation of students.  Though the training methods 
  have changed significantly, the ways and traditions of the Jedi continue to survive, 
  Empire’s tyranny. 
  Jedi Initiate Talent Tree (Universal)
  Force-Sensitive Bonus Ability: Gain Force Rating 1
  Jedi Training 
  (New Talent) 
   
  Uncanny
  Senses
  (EotE 
   
  5 XP 
   
   
  | 
   
  Sense 
  Danger 
  (EotE 142) 
   
  Rapid 
  Reaction
  (EotE 
   
  10 XP 
   
   
  || 
   
  Lightsaber 
  Defense 
  (New Talent) 
   
   
  Uncanny
  Reactions
  (EotE 
   
  15 XP 
   
   
  | 
   
  Intense 
  Focus 
  (EotE 137) 
   
   
  Balance
  (EotE
   
  20 XP 
   
   
  | 
   
  Force Rating 
  (EotE 135) 
   
   
  Strong in
  the Force
  (New Talent)
   
  25 XP 
   
   
   
  = 
  Passive Force Ability 
   
  = 
  Active Force Ability 
   
  = 
  Passive Ability 
   
  = 
  Active Ability 
  The Jedi Code and the Lure of the 
  A core tenet of the Jedi belief structure is that once you start relying upon the dark side, forever will it dominate your de
  that person to eventually become an instrument of evil rather than being a protector of the common good.  Characters that hav
  Initiate specialization or generally seek to adhere to the Jedi Code should refrain from c
  the dark side is the quick and easy path to power.  Granted, there’s no mechanical reason not to do so, but a player that’s i
  playing a Jedi rather than a thug with a lightsaber an
  That’s not to say that young Jedi-in-training will always avoid the temptation of the dark side; they can feel the Force, even if they cannot fully 
  control it.  But without the oversight of the Jedi Council or other Jedi Knights, there are many would
  power offered by the dark side, eventually becoming no different than the very monsters they once sought to defeat.  Part of 
  Knight is learning to accept that while the Force is limitless in its capabilities, the Jedi are not; it’s a difficult lesson
  to acknowledge, and that some traditions such as the Sith will reject outright.
  “I want to learn the ways of the Force and 
  “I want to learn the ways of the Force and 
  “I want to learn the ways of the Force and 
  “I want to learn the ways of the Force and 
  For a thousand generations, the Jedi Knights were the guardians of 
  many threats the Old 
  .  But just as the Old Republic has 
  been swept away, so too have the Jedi and their belief in the Force 
  the number of Jedi who 
  sequent purge dwindling more 
  Emperor’s efforts, 
  extinguished, and there 
  pass on what knowledge they 
  students.  Though the training methods 
  the ways and traditions of the Jedi continue to survive, with many taking up the role of champions against the 
  (Universal) 
  : Gain Force Rating 1 
  Uncanny 
  Senses 
  (EotE 145) 
   
  Uncanny 
  Reactions 
  (EotE 145) 
   
  Physical 
  Training
  (AoRB Week 2
  5 XP 
   
   
  5 XP 
   
   
  | 
   
  | 
   
  Rapid 
  Reaction 
  (EotE 141) 
   
  Confidence 
  (EotE 133) 
   
  Build 
  Lightsaber
  (New Talent)
  10 XP 
   
   
  10 XP 
   
   
  | 
   
  | 
   
  Uncanny 
  Reactions 
  (EotE 145) 
   
   
  Uncanny 
  Senses 
  (EotE 145) 
   
   
  Lightsaber 
  Defense
  (New Talent)
  15 XP 
   
   
  15 XP 
   
   
  | 
   
  || 
   
  Balance 
  (EotE 132) 
   
  Natural 
  Duelist 
  (New Talent) 
   
   
  Deflect 
  Blasters
  (New Talent)
  20 XP 
   
   
  20 XP 
   
   
  | 
   
  | 
   
  Strong in 
  the Force 
  (New Talent) 
   
   
  Lightsaber 
  Expert 
  (New Talent) 
   
   
  Dedication
  (EotE
  25 XP 
   
  25 XP 
   
   
   
  Lure of the Dark Side 
  A core tenet of the Jedi belief structure is that once you start relying upon the dark side, forever will it dominate your de
  that person to eventually become an instrument of evil rather than being a protector of the common good.  Characters that hav
  Initiate specialization or generally seek to adhere to the Jedi Code should refrain from converting z
  z
  z
  z to z
  z
  z
  z, bearing in mind their teachings that 
  the dark side is the quick and easy path to power.  Granted, there’s no mechanical reason not to do so, but a player that’s i
  playing a Jedi rather than a thug with a lightsaber and quasi-mystical powers should strive to adhere to this role-playing restriction.
  training will always avoid the temptation of the dark side; they can feel the Force, even if they cannot fully 
  he oversight of the Jedi Council or other Jedi Knights, there are many would-be champions of the light who embrace the 
  power offered by the dark side, eventually becoming no different than the very monsters they once sought to defeat.  Part of 
  Knight is learning to accept that while the Force is limitless in its capabilities, the Jedi are not; it’s a difficult lesson
  to acknowledge, and that some traditions such as the Sith will reject outright. 
  with many taking up the role of champions against the 
  Physical 
  Training 
  AoRB Week 2) 
  5 XP 
  | 
  Build 
  Lightsaber 
  (New Talent) 
  10 XP 
  | 
  Lightsaber 
  Defense 
  (New Talent) 
  15 XP 
  | 
  Deflect  
  Blasters 
  (New Talent) 
  20 XP 
  | 
  Dedication 
  (EotE 134) 
  25 XP 
  A core tenet of the Jedi belief structure is that once you start relying upon the dark side, forever will it dominate your destiny, eventually leading 
  that person to eventually become an instrument of evil rather than being a protector of the common good.  Characters that have taken the Jedi 
  , bearing in mind their teachings that 
  the dark side is the quick and easy path to power.  Granted, there’s no mechanical reason not to do so, but a player that’s interested in actually 
  playing restriction. 
  training will always avoid the temptation of the dark side; they can feel the Force, even if they cannot fully 
  be champions of the light who embrace the 
  power offered by the dark side, eventually becoming no different than the very monsters they once sought to defeat.  Part of becoming a Jedi 
  Knight is learning to accept that while the Force is limitless in its capabilities, the Jedi are not; it’s a difficult lesson that not all Force-users come 
  
  New talents
  Build Lightsaber
  Build Lightsaber
  Build Lightsaber
  Build Lightsaber 
  Activation: Passive 
  Ranked: No 
  Trees: Jedi Initiate 
  The character is able to construct a lightsaber, a task which requires 
  components worth at least 2000 credits and a number of days 
  equal to 6 less the character’s Force Rating (minimum of 1 day). 
  Dark Side
  Dark Side
  Dark Side
  Dark Side    Adept
  Adept
  Adept
  Adept 
  Activation: Active (Incidental) 
  Ranked: No 
  Trees: Dark Side Acolyte 
  Once per round, the character can suffer 2 Strain to upgrade their 
  dice pool by one when making an opposed Discipline check to 
  affect a target with a Force Power. 
  Deflect Blasters
  Deflect Blasters
  Deflect Blasters
  Deflect Blasters  
  Activation: Active (Incidental, Out-of-Turn) 
  Ranked: No 
  Trees: Jedi Initiate 
  Once per round, when the character is targeted by a ranged attack, 
  the character can activate this talent to make a competitive check 
  against the same base difficulty, using their Lightsaber skill against 
  the attacker’s combat skill, with a successful check resulting in the 
  attack not dealing any damage.  If the attack was made using a 
  blaster, then on a successful check the character can choose to 
  target a single target within Medium range, dealing damage equal 
  to the damage value of the original attacker’s weapon, with each 
  remaining s adding to the damage total.  The character must be 
  actively wielding a lightsaber, is not currently staggered, and is 
  aware of the attack in order to activate this talent.  This talent 
  cannot be used against starship-mounted weapons. 
  Force Talisman
  Force Talisman
  Force Talisman
  Force Talisman  
  Activation: Active (Maneuver) 
  Ranked: No 
  Trees: Force Mystic 
  The character has imbued a single small, portable object with the 
  Force.  Once per game session, this talisman can be used to enable 
  the character to re-roll a single C when rolling to activate a Force 
  Power, but they must accept the result of the re-roll. 
  Fortified Body
  Fortified Body
  Fortified Body
  Fortified Body  
  Activation: Passive 
  Ranked: No 
  Trees: Force Mystic  
  When the character performs a Resilience check, they may reduce 
  the difficulty a number of times equal to their Force Rating, down 
  to a minimum of difficulty of Easy (d). 
  Jedi Training
  Jedi Training
  Jedi Training
  Jedi Training  
  Activation: Passive 
  Ranked: No 
  Trees: Jedi Initiate 
  Discipline and Lightsaber are now career skills. 
   
   
  Lightsaber Defense
  Lightsaber Defense
  Lightsaber Defense
  Lightsaber Defense 
  Activation: Passive 
  Ranked: Yes 
  Trees: Jedi Initiate 
  When actively wielding a lightsaber, the character gains one rank of 
  Defensive and Deflection per rank of Lightsaber Defense. 
  Lightsaber Expert
  Lightsaber Expert
  Lightsaber Expert
  Lightsaber Expert 
  Activation: Passive 
  Ranked: No 
  Trees: Jedi Initiate 
  The character can spend x to activate the Sunder weapon quality 
  when attacking with a lightsaber, which instantly destroys one 
  openly wielded item the target possesses. 
  Natural Duelist
  Natural Duelist
  Natural Duelist
  Natural Duelist 
  Activation: Active (Incidental) 
  Ranked: Yes 
  Trees: Jedi Initiate 
  Once per game session, the character may re-roll any one 
  Lightsaber check. 
  Path to the Dark Side
  Path to the Dark Side
  Path to the Dark Side
  Path to the Dark Side 
  Activation: Passive 
  Ranked: No 
  Trees: Dark Side Acolyte 
  Coercion and Discipline are now career skills. 
  Student of Mysteries
  Student of Mysteries
  Student of Mysteries
  Student of Mysteries 
  Activation: Passive 
  Ranked: No 
  Trees: Force Mystic 
  Knowledge (Lore) and Vigilance are now career skills. 
  Strong in the Force
  Strong in the Force
  Strong in the Force
  Strong in the Force 
  Activation: Active (Incidental) 
  Ranked: No 
  Trees: Dark Side Acolyte, Jedi Initiate 
  Once per game session, the character can spend a Destiny Point to 
  roll one additional C when activating a Force Power. 
   
   
   
   
   
   
   
   
   
   
  
  New Force Power: Healing
  “Luminous beings are w
  “Luminous beings are w
  “Luminous beings are w
  “Luminous beings are we, not this crude matter.”
  e, not this crude matter.”
  e, not this crude matter.”
  e, not this crude matter.”
  ––––    Yoda
  Yoda
  Yoda
  Yoda 
  Though rare amongst members of the Jedi Order, the ability to mend the ills and injuries of others is 
  one of the purest manifestations of the Light Side of the Force, the antithesis of the corrupting 
  influence of the Dark 
  Light Side of the Force in order to function; characters that are Dark Side Force
  Destiny Point and suffer strain in order to activate this power.
  Basic Powe
  Basic Powe
  Basic Powe
  Basic Powe
  The user may spend
  target can only benefit from this power once per day.  The character 
  power in order to recover 
  Upgrades
  Upgrades
  Upgrades
  Upgrades 
  This power’s upgrades are mostly centered on increasing the potency of the healing provided, 
  Force user’s options for alleviating the pain and suffering to those around them
  • 
  Control Upgrade: The target recovers Wounds instead of Strain
  • 
  Control Upgrade: Spend Z to allow the 
  difficulty equal to the Severity of the injury
  Critical Injury, such as missing limbs or permanently reduced Characteristics.  This can be used in conjunction with the basi
  power, however the character must roll enough 
  • 
  Magnitude Upgrade: Spend Z to use this power 
  Magnitude upgrades purchased.  
  • 
  Strength Upgrade: Spend Z to increase the 
  purchased. 
  Force Power Tree: 
  Force Power Tree: 
  Force Power Tree: 
  Force Power Tree: Healing
  Healing
  Healing
  Healing
  Basic Power: Spend z to 
  The target can only benefit from this power once per day.
  | 
  | 
  Control Upgrade: The target recovers 
  Wounds instead of Strain 
  | 
  | 
  Magnitude
  Upgrade
  | 
  | 
  Magnitude
  Upgrade
  | 
  | 
  Control Upgrade: Spend 
  target to heal a single Critical Injury.
   
   
   
   
   
   
  Healing and Magnitude Upgrades: How they Interact and Why
  One common problem with Force-based healing abilities in the Star Wars d20 games was how readily it could be abused to allow almost total 
  recovery of damage on the part of the player; thus, the 
  least reducing the party’s reliance upon Force-based healing.  
  that’s purchased at least one of them can spend a z
  z
  z
  z 
  Magnitude Upgrade to heal the target more than once per day
  with a single check, I feel it’s a fair trade-off. 
  FFFForce Powers
  orce Powers
  orce Powers
  orce Powers    
  Power: Healing 
  e, not this crude matter.”
  e, not this crude matter.”
  e, not this crude matter.”
  e, not this crude matter.”    
  Though rare amongst members of the Jedi Order, the ability to mend the ills and injuries of others is 
  one of the purest manifestations of the Light Side of the Force, the antithesis of the corrupting 
  influence of the Dark Side.  Unlike other Force Powers, Healing requires the positive energies of the 
  Light Side of the Force in order to function; characters that are Dark Side Force
  Destiny Point and suffer strain in order to activate this power. 
  Basic Powe
  Basic Powe
  Basic Powe
  Basic Powerrrr 
  spend Z to allow one living creature the character is engaged with to recover 
  target can only benefit from this power once per day.  The character can target themselves with this 
  recover Strain, with the same “once per day” restriction. 
  pgrades are mostly centered on increasing the potency of the healing provided, though some upgrades do expand the 
  and suffering to those around them. 
  target recovers Wounds instead of Strain when affected by this power. 
  the target to heal a single Critical Injury with a successful Discipline check with a 
  difficulty equal to the Severity of the injury being treated.  Note that this does not remove any lingering effects from a 
  Critical Injury, such as missing limbs or permanently reduced Characteristics.  This can be used in conjunction with the basi
  power, however the character must roll enough Z to activate both of these effects. 
  use this power on the same target one additional time per day, up to the number of 
  to increase the Strain restored by an amount equal to the number 
  Healing
  Healing
  Healing
  Healing    
  to recover 3 Strain to a single living creature the character is engaged with.  
  The target can only benefit from this power once per day. 
   
  | 
  | 
  10 XP
   
  The target recovers 
   
  Strength 
  Upgrade 
  10 XP 
   
  | 
  | 
  10 XP
   
   
  Magnitude 
  Upgrade 
   
  Strength 
  Upgrade 
  10 XP 
   
  | 
  | 
  1
   
   
  Magnitude 
  Upgrade 
   
  Strength 
  Upgrade 
  20 XP 
   
  | 
  | 
  15
   
   
  Spend z to allow the 
  target to heal a single Critical Injury. 
   
  Strength 
  Upgrade 
  20 XP 
   
   
   
  20 XP
  nitude Upgrades: How they Interact and Why 
  based healing abilities in the Star Wars d20 games was how readily it could be abused to allow almost total 
  amage on the part of the player; thus, the “once per day” restriction, in the hopes of either circumvent
  based healing.  The way the Magnitude Upgrades work in regards to Healing is that a character 
   to activate that Upgrade, in effect spending at least zz
  zz
  zz
  zz to activate the basic power and the 
  Magnitude Upgrade to heal the target more than once per day.  Yes, it’s expensive, but seeing as how many Wounds and Strain can be recovered 
  Though rare amongst members of the Jedi Order, the ability to mend the ills and injuries of others is 
  one of the purest manifestations of the Light Side of the Force, the antithesis of the corrupting 
  Unlike other Force Powers, Healing requires the positive energies of the 
  Light Side of the Force in order to function; characters that are Dark Side Force-users must spend a 
  to allow one living creature the character is engaged with to recover 3 Strain.  A 
  target themselves with this 
   
  though some upgrades do expand the 
  with a successful Discipline check with a 
  Note that this does not remove any lingering effects from a 
  Critical Injury, such as missing limbs or permanently reduced Characteristics.  This can be used in conjunction with the basic 
  one additional time per day, up to the number of 
  of Strength upgrades 
  Strain to a single living creature the character is engaged with.  
  10 XP 
   
  10 XP 
   
  10 XP 
   
  15 XP 
   
  20 XP 
  based healing abilities in the Star Wars d20 games was how readily it could be abused to allow almost total 
  circumventing that state of affairs, or at 
  The way the Magnitude Upgrades work in regards to Healing is that a character 
  to activate the basic power and the 
  Yes, it’s expensive, but seeing as how many Wounds and Strain can be recovered 
  
  New Force Power: Injure
  “The power to destroy a planet is insignificant next to the power of the Force.”
  “The power to destroy a planet is insignificant next to the power of the Force.”
  “The power to destroy a planet is insignificant next to the power of the Force.”
  “The power to destroy a planet is insignificant next to the power of the Force.”
      ––––    Darth Vader
  Darth Vader
  Darth Vader
  Darth Vader    
  By far the most insidious use of the Force, this power focuses on causing direct 
  harm to the Force user’s enemies rather than using external force as is the case 
  with the Move power.  Unlike other Force Powers, 
  energy of the Dark Side in order to function; characters that a
  Force-users must spend a Destiny Point and suffer Strain in order to 
  power. 
  Basic Power
  Basic Power
  Basic Power
  Basic Power 
  The user spends z and makes an opposed Discipline 
  against a single non-vehicle target that they are currently engaged wit
  check succeeds, the target suffers 5 Wounds plus additional 
  the number of s remaining.  
  Upgrades
  Upgrades
  Upgrades
  Upgrades 
  This power’s upgrades are mostly centered on inflicting greater pain at greater distances, though some upgrades do expand the 
  Force user’s options for causing pain and suffering to their opponents.
  • 
  Control Upgrade: The Force-user can choose to spend 
  from this power, and can spend additional 
  Force user must still spend Force points to activate the power’s actual effects.
  • 
  Control Upgrade: Upon taking damage from this power, the target can only take 
  Any talents or special abilities that would provide a bonus Action or Maneuver do not take effect.
  • 
  Range Upgrade: Spend z to increase the range band at which the character can target an opponent, however they must 
  have a direct line of sight to that target. 
  this number each time.  However, remember the Force user must still spend Force points to activate the power’s actual 
  effects. 
  • 
  Strength Upgrade: Spend z to increase the Wound
  purchased.  The Force user may activate this upgrade multiple times, increasing the number of targets by this number each 
  time.  However, remember the Force user must still spend Force points to 
  • 
  Magnitude Upgrade: Spend z to increase the maximum number of targets affected equal to the number of Magnitude 
  upgrades purchased.  The Force user may activate this upgrade multiple times, increasing the number of targe
  number each time.  However, remember the Force user must still spend Force points to activate the power’s actual effects.
  Fo
  Fo
  Fo
  Force Power Tree: Injure
  rce Power Tree: Injure
  rce Power Tree: Injure
  rce Power Tree: Injure
  Basic Power: Spend z to make an opposed Discipline 
  vehicle target the Force user is c
  | 
  | 
  Strength 
  Upgrade 
  | 
  | 
  Strength 
  Upgrade 
  | 
  | 
  Strength 
  Upgrade 
  | 
  | 
  Control Upgrade: Spend 
  a Critical Injury on the target of this power.
   
   
   
   
  Power: Injure 
  “The power to destroy a planet is insignificant next to the power of the Force.”
  “The power to destroy a planet is insignificant next to the power of the Force.”
  “The power to destroy a planet is insignificant next to the power of the Force.”
  “The power to destroy a planet is insignificant next to the power of the Force.”
  s power focuses on causing direct 
  harm to the Force user’s enemies rather than using external force as is the case 
  with the Move power.  Unlike other Force Powers, Injure requires the negative 
  energy of the Dark Side in order to function; characters that are not Dark Side 
  oint and suffer Strain in order to use this 
  and makes an opposed Discipline vs. Resilience check 
  target that they are currently engaged with.  If the 
  Wounds plus additional damage equal to 
  upgrades are mostly centered on inflicting greater pain at greater distances, though some upgrades do expand the 
  user’s options for causing pain and suffering to their opponents. 
  user can choose to spend z in order to inflict a Critical Injury upon 
  , and can spend additional z to add +10 to determine the Critical Injury result.  However, remember the 
  Force user must still spend Force points to activate the power’s actual effects. 
  Upon taking damage from this power, the target can only take an Incidental action 
  y talents or special abilities that would provide a bonus Action or Maneuver do not take effect.
  to increase the range band at which the character can target an opponent, however they must 
  have a direct line of sight to that target.  The Force user may activate this upgrade multiple times, increasing the range by 
  this number each time.  However, remember the Force user must still spend Force points to activate the power’s actual 
  to increase the Wound damage by a number equal to the number of Strength upgrades 
  The Force user may activate this upgrade multiple times, increasing the number of targets by this number each 
  time.  However, remember the Force user must still spend Force points to activate the power’s actual effects.
  to increase the maximum number of targets affected equal to the number of Magnitude 
  upgrades purchased.  The Force user may activate this upgrade multiple times, increasing the number of targe
  number each time.  However, remember the Force user must still spend Force points to activate the power’s actual effects.
  rce Power Tree: Injure
  rce Power Tree: Injure
  rce Power Tree: Injure
  rce Power Tree: Injure    
  to make an opposed Discipline vs. Resilience check versus a single
  target the Force user is currently engaged with, causing 5 Wounds to the target. 
   
  | 
  | 
  10 XP
   
   
   
   
   
  Range 
  Upgrade 
  10 XP 
   
  | 
  | 
  10 XP
   
   
   
   
   
   
  Magnitude 
  Upgrade 
  15 XP 
   
  | 
  | 
   
  10 XP
   
   
   
  | 
   
   
   
  Range 
  Upgrade 
   
  Magnitude 
  Upgrade
  20 XP 
   
  10 XP 
   
  10 XP
   
   
  | 
   
  | 
  Spend z to inflict 
  the target of this power. 
   
  Control Upgrade: The target can only 
  take Incidental actions on their next turn.
  20 XP 
   
   
   
  20 XP
  “The power to destroy a planet is insignificant next to the power of the Force.”
  “The power to destroy a planet is insignificant next to the power of the Force.”
  “The power to destroy a planet is insignificant next to the power of the Force.”
  “The power to destroy a planet is insignificant next to the power of the Force.”    
  upgrades are mostly centered on inflicting greater pain at greater distances, though some upgrades do expand the 
  on a target that takes damage 
  .  However, remember the 
  Incidental action on their next turn.  
  y talents or special abilities that would provide a bonus Action or Maneuver do not take effect. 
  to increase the range band at which the character can target an opponent, however they must 
  The Force user may activate this upgrade multiple times, increasing the range by 
  this number each time.  However, remember the Force user must still spend Force points to activate the power’s actual 
  damage by a number equal to the number of Strength upgrades 
  The Force user may activate this upgrade multiple times, increasing the number of targets by this number each 
  activate the power’s actual effects. 
  to increase the maximum number of targets affected equal to the number of Magnitude 
  upgrades purchased.  The Force user may activate this upgrade multiple times, increasing the number of targets by this 
  number each time.  However, remember the Force user must still spend Force points to activate the power’s actual effects. 
  versus a single non-
  10 XP 
   
  10 XP 
   
  10 XP 
   
  Magnitude 
  Upgrade 
  10 XP 
   
  The target can only 
  take Incidental actions on their next turn. 
  20 XP 
  
  M
  M
  M
  Minor 
  inor 
  inor 
  inor Force 
  Force 
  Force 
  Force Powers
  Powers
  Powers
  Powers 
  Instead of being full-blown Force Power trees, these abilities are fairly common among Force-users both in the films and the 
  Expanded Universe.   The Force-user must spend 10 XP and meet the listed requirement (often a standard Force Power) to acquire 
  each of these minor Force Powers.  Unlike other Force Powers, these minor powers are not able to be upgraded beyond their listed 
  function. While the following Force Powers all list Z to activate these abilities, dark side Force-users would use z instead as noted 
  in the sidebar regarding Dark Side Force-users on page 278 of the Edge of the Empire core rulebook or page 194 of the Age of 
  Rebellion Beta rulebook. 
  Hibernation Trance
  Hibernation Trance
  Hibernation Trance
  Hibernation Trance  
  Activation: Active (Special) 
  Requirement: Enhance Basic Power 
  Drawing upon the Force, the character can reduce their metabolism and breathing to a near standstill, healing their injuries at an 
  increased rate.  This is an Ongoing Effect (pg178), and while using this power the character can take no other action until a 
  predetermined trigger condition to awaken them from their trance, such as a specific phrase or sound or a preset amount of time 
  occurs.  While under a hibernation trance, the character is considered to have gained one day’s worth of natural rest for every 6 
  hours spent in the trance. 
  Projective Telepathy
  Projective Telepathy
  Projective Telepathy
  Projective Telepathy  
  Activation: Active (Action) 
  Requirement: Influence Basic Power 
  Using the Force, the character can transmit emotions and very simple phrases (no more than five words) or concepts to another 
  person.  The Force-user rolls C equal to their Force Rating, with a single Z enabling them to speak telepathically to one person 
  within Short Range.  Each additional Z rolled allows the Force-user to extend the effective range of their efforts by one range band, 
  to a maximum of Extreme Range.  An unwilling recipient can attempt to resist by making an opposed Discipline check against the 
  Force-user. 
  Resist Force
  Resist Force
  Resist Force
  Resist Force  
  Activation: Active (Incidental, Out-of-Turn) 
  Requirement: Force Rating 2+ 
  The Force can be a powerful ally to those trained in its use, a fact that all Force-users are aware of, and so develop various means to 
  resist and even rebuke the efforts of their contemporaries.  When targeted by a Force power that directly targets the character and 
  the Force-user has at least one active C, they may make a special opposed Discipline vs. Discipline check against the opposing 
  Force-user.  If they are successful, the effects of the Force Power do not take place, with a x allowing the Force-user to rebuke the 
  power and have the opponent suffer the effects of the Force power. If a y is rolled, the targeted Force-user suffers Strain equal to 
  the opponent’s Willpower in addition to the effects of the Force power.  If a Force Power would normally permit an opposed  check 
  and the targeted Force-user chooses to activate Resist Force, then the above effects replace the standard opposed skill check. 
  Sense Force
  Sense Force
  Sense Force
  Sense Force  
  Activation: Active (Action) 
  Requirement: Sense Basic Power 
  Force-users are often able to detect the presence of other Force-users as well as disturbances in the Force.  To actively sense the 
  presence of another Force-user, the character rolls a number of C equal to their Force Rating.  A single Z is sufficient to detect the 
  most powerful Force-user (as determined by their Force Rating) within Short Range of the character, with each additional Z 
  extending the range out one category to a maximum of Extreme Range.  A Force-user can attempt to hide their presence from such 
  attempts by spending a Destiny Point, but they cannot be actively using the Force while doing so; any Ongoing Effects must be 
  deactivated prior to spending the Destiny Point, and activating any Force Powers instantly negates the Force-user’s efforts to 
  conceal their presence in the Force.  Any attempts to detect the concealed Force-user with this power requires additional Z equal to 
  the concealed Force-user’s Discipline rank. 
   
   
   
   
   
  I Sense a Disturbance in the Force… 
  Any character with a Force Rating 1 is able to detect significant disturbances in the Force, such as the death of hundreds of Jedi Knights in the 
  space of minutes, or the destruction of an entire planet, without needing any sort of roll; the only thing the character will be aware of is that 
  something is wrong.  Should the Force-user want to try and gain a better idea of what caused the disturbance, they must possess at the Sense 
  power.  This enables the player to flip a Destiny Point in order to make a special Force check, with each z
  z
  z
  z rolled providing a clearer picture of 
  what caused the disturbance, though the details should never be perfectly clear no matter how many z
  z
  z
  z the player gets on their roll. 
  
  Weapons for a More civilized Age 
  Lightfoil
  Lightfoil
  Lightfoil
  Lightfoil, Modern
  , Modern
  , Modern
  , Modern 
  Although the first lightfoils were creations of the Sith operating in the Tapani Sector, during the time of the Galactic Civil War a sub-
  culture of young Tapani nobles have taken to wielding modern recreations of the lightfoil, their affinity for the weapon having 
  earned them the moniker of “Saber Rakes.”  Although not as potent a weapon as a lightsaber crafted by a true Jedi, the lightfoil is 
  still a dangerous weapon; many Saber Rakes have at least one cybernetic prothesis as result of being on the losing end of a duel. 
  An archaic lightfoil (as well as a dueling lightsaber such as that used by Count Dooku) would have the same characteristics as a 
  regular lightsaber, except that it would possess the Accurate weapon quality and cost an additional 2,000 credits on top of the base 
  price. 
  Lightsaber, Double
  Lightsaber, Double
  Lightsaber, Double
  Lightsaber, Double        
  An uncommon variation of the classic lightsaber, the double lightsaber is roughly the span of two lightsaber hilts with a blade 
  emitter on each end.  Only rarely used by the Jedi Knights, the double lightsaber was more commonly seen in usage by the Sith, 
  including such feared warriors as Darth Maul.  A character is considered to be wielding two weapons for purposes of attacking with 
  two weapons. 
  Lightsaber, Short 
  Lightsaber, Short 
  Lightsaber, Short 
  Lightsaber, Short (Sho
  (Sho
  (Sho
  (Shoto
  to
  to
  to))))    
  A variation of the Jedi lightsaber, the short lightsaber was most seen in use by Jedi of a smaller stature or those that favored 
  wielding two lightsabers.  In spite of its less-than-imposing length, the shoto was just as deadly a weapon as its larger cousion, with 
  the Jedi Grand Master Yoda being just as dangerous while wielding shoto as such capable warriors as Mace Windu, Obi-Wan Kenobi, 
  or Anakin Skywalker were when wielding a regular lightsaber. 
  Lightsaber, Training
  Lightsaber, Training
  Lightsaber, Training
  Lightsaber, Training    
  While the typical lightsaber is known for being both elegant and deadly, many Jedi that were trained in its use began their studies 
  instead with a specialized variant of the shoto lightsaber.  Using a beam modulator to restrict the lethality of the standard energy 
  blade, the training lightsaber most often saw use by initiates just starting their Jedi training, or by those Knights that preferred to 
  have a truly non-lethal option at hand. 
  Lightsaber Pike
  Lightsaber Pike
  Lightsaber Pike
  Lightsaber Pike    
  Used primarily by the Emperor’s elite Shadow Guard, the lightsaber pike bears a strong resemblance to a conventional polearm 
  without the bladed portion at the top.  Only when the crimson energy blade erupts from the emitter does the weapon’s true nature 
  become apparent.  To counteract the destructive capacity of a lightsaber, the entire haft of the weapon is made of phrik alloy, 
  allowing the user to defend themselves against any rogue Jedi that might come looking to settle matters with the Emperor.  When 
  not activated, the pike can be used as a melee weapon, using the Melee combat skill and dealing damage as per a truncheon. 
  Wan
  Wan
  Wan
  Wan----Shen
  Shen
  Shen
  Shen    
  The signature weapon of the Matukai tradiation of Force-users, the wan-shen is a tall polearm made of a hard but lightweight 
  material with a reinforced blade at one end and a weighted tip at the other, enabling the wielder to attack with either end, though 
  it’s main purpose is to serve as a focus for Matukai adept’s usage of the Force.   A wan-shen is notable for the ease of being 
  disassembled into four much smaller parts, making it far easier to store and carry the weapon.  Due to the wan-shen’s length and 
  design, it can be used as a double weapon, following the rules on EotE CRB p. 210 for attacking with two weapons. 
  Name
  Name
  Name
  Name    
  Skill
  Skill
  Skill
  Skill    
  Dam
  Dam
  Dam
  Dam    
  Crit
  Crit
  Crit
  Crit    
  Range
  Range
  Range
  Range    
  Enc
  Enc
  Enc
  Enc    
  HP
  HP
  HP
  HP    
  Price
  Price
  Price
  Price    
  Rarity
  Rarity
  Rarity
  Rarity    
  Special
  Special
  Special
  Special    
  Lightfoil, Modern 
  Lightsaber 
  6 
  1 
  Engaged 
  1 
  0 
  7,500 
  8 (R) 
  Accurate 1, Pierce 3, Sunder, Vicious 1 
  Lightsaber, 
  Double 
  Lightsaber 
  10 
  1 
  Engaged 
  2 
  0 
  15,000 
  10 (R) 
  Breach 1, Defensive 1, Sunder, Vicious 
  2 
  Lightsaber, Short 
  Lightsaber 
  8 
  1 
  Engaged 
  1 
  0 
  8,000 
  10 (R) 
  Breach 1, Sunder, Vicious 2 
  Lightsaber, 
  Training 
  Lightsaber 
  6 
  -- 
  Engaged 
  1 
  0 
  6,000 
  10 (R) 
  Pierce 2, Stun Damage 
  Lightsaber Pike 
  Lightsaber 
  8 
  1 
  Engaged 
  2 
  0 
  16,000 
  10 (R) 
  Breach 1, Cortosis, Cumbersome 2, 
  Defensive 1, Sunder, Vicious 2 
  Wan-Shen 
  Melee 
  +3 
  3 
  Engaged 
  2 
  1 
  1,000 
  6 
  Defensive 2, Disorient 2, Pierce 1 
   
  
  Instruments of the Force 
  Adegan/Ilum Crystals
  Adegan/Ilum Crystals
  Adegan/Ilum Crystals
  Adegan/Ilum Crystals  
  Used by the Jedi Order during the course of its long history, crystals taken from the Adegan system and the planet of Ilum proved to 
  be quite valuable in the construction of a Jedi’s lightsaber.  Having the unusual trait of being easier for a Jedi to attune through the 
  Force, these crystals were frequently used by Jedi of all types, from the novice Padawan to the most senior of Jedi Masters.  During 
  the Emperor’s reign, the primary sources of these crystals are under strict Imperial quarantine, making them almost as rare as a 
  working lightsaber and nearly as expensive.  A character with the Build Lightsaber talent that uses Adegan or Ilum crystals reduces 
  the time required to construct a lightsaber by two days, to a minimum of one day. 
  Cost: 5000 credits; Encumbrance: 0; Rarity: 9 (R) 
  Force Detector
  Force Detector
  Force Detector
  Force Detector 
  A blanket term used over the millennia for a number of different devices, a Force detector is designed to detect and identify beings 
  that are Force-sensitive.  During the heyday of the Jedi Knights, such devices were used to locate potential recruits for the Jedi 
  Order, but in the dark times of the Empire they were instead used to track down survivors of Order 66 and other Force-sensitive 
  exiles.  Operating the device requires a full minute and a Hard (ddd) Computers check to successfully activate the device.  On a 
  success, a character with a Force Rating of 1 or higher will be revealed as being Force-sensitive. 
  Cost: 2000 credits; Encumbrance: 5; Rarity: 6 
  Force Training Aid
  Force Training Aid
  Force Training Aid
  Force Training Aid 
  Over the long history of the Jedi Order, they developed a large number of devices to assist them in the course of their studies of the 
  Force.  Many such items were used by younglings during their time as Initiates, taking the form of various toys and puzzles, while 
  those used by younger Padawans were designed to clear the mind and make concentration easier.  No matter the shape or design, a 
  Force training aid helps focus the user’s connection to the Force. 
  Cost: 50 credits; Encumbrance: 0; Rarity: 8 (R) 
  Jedi 
  Jedi 
  Jedi 
  Jedi Holocron
  Holocron
  Holocron
  Holocron 
  Probably one of the most treasured artifacts of the Jedi Order in the wake of the Empire’s purge, a Jedi holocron is an invaluable 
  resource for any that wish to learn the ways of the Force, particularly the lore and traditions of the Jedi Knights.  Each holocron 
  features a recorded personality referred to as a ‘gatekeeper’ who provides a means of interacting with the data stored within the 
  holocron, often acting the role of a friendly advisor or mentor provided the user’s line of questioning does not delve too deeply into 
  the dark side of the Force or similarly unsavory topics.  When the character using the holocron is making a Knowledge check that 
  relates to the Jedi Order, the gatekeeper is considered to have 3 ranks in each Knowledge skill for purposes of making an assisted 
  check.  It can also serve as an in-game justification for a Force-user to learn a new Force Power without additional instruction or 
  assistance. 
  Cost: Priceless; Encumbrance: 1; Rarity: 10 (R) 
  Jedi Utility Belt
  Jedi Utility Belt
  Jedi Utility Belt
  Jedi Utility Belt 
  While similar in basic design and function to standard utility belts, this version has several items that most Jedi found useful during 
  their travels.  Each belt, when issued, came with the following items: 3 day supply of food capsules, a comlink, a glow rod, an Aquata 
  breather, an emergency medpac, a simplified tool kit, as well as a few empty pouches for whatever else the Jedi felt they would 
  need for their mission.  One particular feature that was added to the belts some time after the Battle of Ruusan was a recharge port 
  for a Jedi’s lightsaber, ensuring the weapon maintained a full charge in the field. 
  Cost: 300 credits; Encumbrance: 2; Rarity: 3 
  The Jedi Path: A Manual for Students of the Force
  The Jedi Path: A Manual for Students of the Force
  The Jedi Path: A Manual for Students of the Force
  The Jedi Path: A Manual for Students of the Force    
  Published over the history of the Jedi Order, this book would be considered an invaluable find for any novice Force-user, particularly 
  those with an interest in the Jedi and their ways.  Needless to say, the book is deemed highly illegal and possession carries incredibly 
  stiff and harsh penalties.  Many copies have been handed down from master to apprentice over the years, often containing personal 
  notes and observations from previous owners.  Characters in possession of this book receive a b when making Knowledge 
  (Education) and Knowledge (Lore) checks that focus on the history of the Jedi Order prior to the events of the Clone Wars or about 
  the Force. 
  Cost: 2,000 credits; Encumbrance: 0; Rarity: 10 (R) 
  
SOURCE: textdata/thevault/Star Wars [multi]/FFG/Misc/FFG - The Ways of the Force (v1.2).pdf