The power of the Force can be used in countless ways, but in general they fall into three skills, Control, Sense, and Alter, or combinations of those three.
Control is the Force user's ability to control his or her own body. It allows access to the internal well of Force energy, learning harmony with and mastery over the functions of the body.
Sense teaches the user to sense the Force in other things beyond the body. The user learns to feel the bonds that connect all living things and gains the ability to understand how all things are interconnected. Sense governs powers such as detecting danger and learning information about the world around the user.
Alter is one's ability to change the distribution and nature of the Force. A Force user who has mastered Alter can move physical objects with their minds, can help others control their own Force, or can manipulate the Force in the bodies of others. This skill can be used to change the perceptions of others and make them come to incorrect conclusions.
Each Force skill governs a multitude of powers. A character rolls the appropriate Force skill (or skills) when trying to use a particular power; the Gamemaster uses the description of the power to determine the difficulty for the task. Some of these powers require the character to know certain other powers to learn the ability (listed under Required Abilities).
Many of these powers use a combination of the three Force skills. When such a power is used, calling upon each Force skill is a separate action. The user may roll each skill in consecutive rounds at no penalty, or may attempt to fully activate the power in one round, incurring normal multiple action penalties.
Some of the powers may be sustained, or operated constantly without having to make a new power roll every round. This is referred to as keeping a power "up". If the power can be kept up, the power description will state this; otherwise the power can only be activated for the round in which it is used. If a player wishes to keep a power up it must be announced when the power is activated. If the character is successful, the power remains activated until it is deactivated intentionally or if the character suffers a stunned or worse damage level. While the power is up, the character suffers multiple action penalties, however it only counts as one action. (I do not believe it is fair otherwise.)
Some powers are affected by the character's relationship to the target of the power.
User and target are: |
Add to difficulty |
| Close relatives (married, siblings, parent and child, etc.) | - |
| Close friends | +2 |
| Friends | +5 |
| Acquaintances | +7 |
| Slight acquaintances | +10 |
| Met once | +12 |
| Never met, but know each other by reputation | +15 |
| Complete strangers | +20 |
| Complete strangers and not of the same species | +30 |
Some powers are affected by proximity - the farther away a target is, the harder it is for him to be affected by a Force power.
User and target are: |
Add to difficulty |
| Touching | - |
| In line of sight but not touching | +2 |
| Not in line of sight, but 1-100 meters away | +5 |
| 101 meters to 10 km away | +7 |
| 11 to 1,000 km away | +10 |
| Same planet but more than 1,000 km away | +15 |
| Same star system but not on the same planet | +20 |
| Not in the same star system | +30 |
The Dark Side of the Force is seductive and powerful. Considering the environment of Imperial Entanglements you will be tempted to embrace the Dark Side and eventually be consumed by it. However, you may still play a Dark Jedi or Sith who is not yet entirely consumed by the Dark Side even though you are following that path. Your level of "evilness" is measured by the number of Dark Side Points you have earned. Each time you earn a dark Side Point the GM will roll 1D; if the roll is less than the character's number of Dark Side Points, the character has turned to the Dark Side and is considered "consumed". Consumed characters play by slightly different rules than "unconsumed" characters, which use the standard rules. Dark Side Points are gained by taking actions fueled by anger or hatred, committing acts of extreme evil or atrocity even if no direct emotions are felt, failing to take action due to blatant disregard for life, and by quite simply Calling on the Dark Side.
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Receive no Character Points for each Dark Side Point they earn. | |
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Gain Force Points per traditional rules. | |
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May gain a Force Point to be used immediately when Calling on the Dark Side. | |
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Receive a 1D per Dark Side Point bonus to all Force Skills. Increase the difficulty of the power by one level if they refuse the bonus. |
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Receive one Character Point for each Dark Side Point they earn. | |
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Gain a Force Point only when committing an Evil act at the dramatically appropriate moment. However they will regain any Force Point lost if they spent it during a dramatically appropriate moment. | |
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May gain a Force Point to be used immediately when Calling on the Dark Side and the difficulty is reduced by one level. If successful, the character is awarded a bonus equal to 1D for each Dark Side Point gained during the round in which they Called on the Dark Side. This bonus is applied to the round after the Call on the Dark Side is made and decreases by 1D each round until depleted. | |
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At the GM's discretion, may be granted small bonuses if the Dark Side favors your actions. This is usually a reward for an evil action that is particularly well role-played. |
Characters, Force-sensitive or not, may call upon the Dark
Side, especially when angry, aggressive, desperate or otherwise out of balance.
(Note that individuals who refuse to believe in the existence of the Force will
not be able to call on it.) The character automatically receives a Dark
Side Point, whether the attempt is successful or not. The character has
opened himself up to anger, fear and hate; whether he benefits from this anger
is irrelevant.
It is easy to call upon the Dark Side of the Force, at first.
If the character is Force-sensitive, the difficulty is Easy, otherwise it is
Moderate. If the actions are not intended to bring harm or pain to other
beings, increase the difficulty by two levels. If the character is
consumed by the Dark Side, the difficulty is reduced by one level and if the
character is acting out of anger, hatred, fear or any other Dark Side emotion
the difficulty is further reduced at the GM's discretion.
Each additional time the character calls upon the Dark Side
during an adventure, the difficulty is increased by +3. The difficulty
resets when the adventure is completed.
The character rolls either his Control or
Perception when calling upon the Dark Side and if they succeed they
are awarded a Force Point that must be spent immediately. This bonus is
cumulative with any other Force Points which have been spent that round.
If the character fails in an attempt to call upon the Dark
Side, it demands something instead, 1D character points. If the character
does not have enough points, it will take 1D from an attribute or Force skill
(player's discretion). If any attribute or skill is reduced to 0D, the
character is consumed by the Dark Side and dies.