Fate of the Old Republic
“Well, the Force is what gives a Jedi his power. It’s an energy field created by all living things. It surrounds us and penetrates us; it binds the galaxy together.”
The Force is a metaphysical, spiritual, binding, omnipotent and ubiquitous power that holds enormous importance for both the Jedi and Sith monastic orders. Known as the Way in ancient times, the Force was viewed in many different aspects, including, but not limited to, the Light Side, the Dark Side, the Unifying Force, and the Living Force. The first two aspects were concerned with the moral compass of the Force, as manifested by the conduct and emotions of living creatures who were themselves part of the fabric of the Force. The light side of the Force was the facet aligned with compassion, selflessness, self-knowledge and enlightenment, healing, mercy and benevolence, while the dark side of the Force was the element aligned with hatred, fear, covetousness, anger, aggression, jealousy and malevolence.
The latter two aspects were defined by prominent Jedi philosophies: The Unifying Force essentially embraced space and time in its entirety while the Living Force dealt with the energy of living things. Though the Force was categorized in this way, there were no specific abilities or powers that were only usable by a follower of a particular path of the Force; the Force partially existed inside the life forms that used it, and drew energy from their emotions.
Some beings, particularly the Sith, believed that the dark side of the Force was more powerful than the light, though it was possible that the dark side was just more tempting to those who used it (or desired to use it). Others thought of the Force as an entity capable of intelligent thought, almost as a sort of deity.
Though the Force was thought to flow through every living thing, its power could only be harnessed by beings described as “Force-sensitive.” Force-sensitive beings were able to tap into the Force to perform acts of great skill and agility as well as control and shape the world around them. Sometimes this ability was described as having a strong Force “aura”.
1. Choose a high concept that indicates you are Force-Sensitive: Jedi Knight in Hiding, Abandoned Padawan, Twi’lek Force Adept, etc.
2. Use aspects, skills and stunts to build your force powers.
3. Act like a Force-user in play. When you spend a Fate point to do something cool, talk about how the Force helps you. Talk like a Jedi, if you’re playing a Jedi. Be concerned about the Dark Side. You know. Roleplay it.
To be a Force-user, you need to have a high concept aspect that indicates you can use the Force. Simple. Now, this can also say that you’re a Jedi, or a Witch of Dathomir, or an alien Force adept, or just that you’re Force- sensitive. Any of those things can count towards this requirement. This is basically an entry fee for using the Force, and it both helps to keep the game balanced and reflects the source material.
The Force aspect allows you to use the Force by coloring the advantages and boosts you create with skills. For instance, while searching a room for a stealthy criminal, you can create an advantage called Force Sense, which you can then invoke to “see through the Force” and try to find your target. The Force aspect can also justify the use of certain actions and skills, like using Guns while unarmed by striking the target with the Force.
You can invoke this aspect when you want to perform a more powerful feat related to a use of the Force, like imbuing your words with the Force for a bonus or reroll, or leaping across a chasm as a declaration. The Force-sensitive part of this aspect is often compelled when you feel an overwhelming disturbance in the Force or you become the subject of a witch hunt.
Obi-Wan Kenobi’s starfighter is skidding across the fighter bay of General Grievous’s capital ship. His player tells the GM he wants to use Athletics to try and jump out of it before it comes to a stop so he can destroy the nearby battle droids before they can ambush Anakin and R-2, who are also skidding across the fighter bay.
Obi-Wan’s player rolls his Athletics skill and succeeds with style. Not only does he succeed in jumping clear of the skidding ship, but he gained a boost, which he decides to color with the Force and calls it Force Leap. On the next round, he invokes Force Leap to help him in dispatching the battle droids.
Decades later, Obi-Wan uses the Force to empower his words and conceal the identity of two droids in his and Luke’s possession. He waves his hand, saying, “these are not the droids you’re looking for.” His player rolls Deceit and succeeds in creating a scene aspect, which he aptly names These are Not the Droids You are Looking For, and invokes it to add passive resistance to the stormtroopers attempts to identify the droids. Being weak-willed, and not all that perceptive, they fail their attempts and continue their search elsewhere.
Force stunts are used to improve the characterʼs uses of the Force. Most of the these stunts are represented through uses of the Force aspect, so these are not absolutely necessary to emulate a Jediʼs abilities.
Force stunts are used, instead, to allow masters of particular Force abilities to use them more often or in ways not covered by normal rules for invoking aspects. This is not a comprehensive list. Use these as a baseline to create the more exotic powers seen in the expanded universe.
Lightsaber Defense: When armed with a lightsaber, you can use Weapons to defend against Guns attacks instead of Athletics.
• Blaster Bolt Deflection (Requires Lightsaber Defense): If you block a blaster shot with your lightsaber, and succeed with style, you can turn the bolt back on the attacker, who has to defend against your Weapons result or take damage.
Jedi Mind Trick: Use Deceit to persuade a single target, by causing Mental stress. The target defends with his or her Resolve.
Surge: By default, you can cover an extra zone each round you move. If you sprint, gain a +2 to your Athletics check to determine how many zones you can cover.
Leap: Gain a +2 to overcome attempts using your Athletics if being able to jump really high or really far would help.
Force Sense: Use Empathy to detect the presence of living creatures nearby.
Farseeing: Once per scene, spend a fate point and describe where and when you are trying to perceive and make a special Alertness roll, representing your ability to sense far away places and times through the Force. You may discover or create an advantage for each shift you score on this roll, but you still only get one free invocation.
Telekinesis: Use Resolve to create an advantage by moving objects with your mind.
• Telekinetic Attack (Requires Telekinesis): Use Might to make a ranged attack against a target by telekinetically throwing something.
Once you’ve got all the mechanical stuff above lined up, play like a Force user!
When you describe your actions, bring in the Force. Especially when you spend a Fate point! If you spend a Fate point to boost your defense, don’t just dodge quickly – tell me that the Force lets you blur your image in the mind of your opponent for a second, making him miss you by a hair’s breadth. When you hit the exhaust port on that moon‐sized space station, it’s because you turned off the targeting computer and trusted to the Force, right?
Have a code
Even the Sith have a code, though it’s kind of fucked up. If you’re a Jedi, follow the Jedi code. If you’re an alien Force adept, you have a code that provides the discipline and structure that lets you use the Force. Make it up, and try to stick to it.
Embrace mystical gobbledygook and dime‐store philosophy
Star Wars uses the most cheesy mysticism clichés for its Force users. Dive into that with both feet.