Force techniques are created and used just like normal stunts, the only requirement is that your High Concept must indicate that you are a force user of some kind. Each Force technique Stunt costs refresh, just like a normal stunt.

Force Techniques


Farseeing (-1 Refresh)
Once per session, define a new aspect with a free invoke without using an action or spending a fate point, as long as you can describe it as having used the Force to foresee what would happen.

Fear (-1 Refrsh) - Darkside
Gain +2 to your Forceful Approach to Create an Advantage once per scene that instills Fear into everyone within a Zone.

Force Awareness (-1 Refresh)
Gain a +2 bonus in Overcome actions with Careful or Forceful (choose one when making the roll) to sense other Force users in the Force. Forceful will obviously be much more obvious to other Force users as the character will resonate with the Force while Careful takes more time but isn’t as noticeable.

Force Choke (-1 Refresh) - Darkside
Once per scene, use Forceful to Create an Advantage with Forceful or Flashy (choose one when stunt is taken) of “Helplessly Choking” or something similar resisted by the target normally. If the Create an Advantage is successful then starting on the next exchange the Force user may inflict a point of physical stress per exchange ignoring the opponentʼs armor rating when doing so. The choke can be maintained at the cost of all other actions although it will end if the choker takes Stress or Consequences or is distracted. The target may attempt no other actions until they break the Force Choke by successfully resisting the Create Advantage action.

Force Cloak (-1 Refresh)
Gain a +2 bonus when using Sneaky in an Overcome action to resist being seen or when actively attempting to go unnoticed by someone trying to sense you in the Force.

Force Healing (-1 Refresh) - Lightside
A Jedi my use Careful in an Overcome action with the difficulty based on the shift value of the consequence. Mild is Fair +2, moderate is Great +4, and severe is Fantastic +6. A successful Careful roll will justify the healing of a consequence although it will still take the normal length of time for the body to repair itself. This ability cannot be used on one’s self only on others.

Force Intuition (-1 Refresh)
When searching or investigating a scene the character can make an intuitive leap and gain a +1 bonus to Overcome an obstacles like finding clues at a crime scene or searching a cluttered room for an item or learning a particular fact from a series of files. For every two shifts over the needed difficulty reduce the time it takes to find clues by one step on the time ladder.

Force Lightning (-1 Refresh) - Darkside
By drawing onto your anger, you unleash a stream of lightning at your foe. By spending a Fate point you may make a Ranged attacks using the Forceful or Flashy Approaches (choose one when stunt is taken) at Damage +2 when drawing on the Dark Side. All armor is ignored unless it is insulated.

Force Pilot (-1 Refresh)
Gain a +2 to maneuvering rolls when piloting a vehicle.

Force Slam (-1 Refresh)
This targets everyone in the same Zone as the character and can be used once per scene. To slam something one zone requires an Overcome Action with Forceful or Flashy (choose one when stunt is taken) to generate a number of shifts equal to +2 plus the weight factor of the target (a normal person (human, chiss, duros etc.) has a weight factor of 2, a jawa has a weight factor of 1, a wookie is 3). Each additional zone costs as much as the previous zone did plus one, so the cost increases dramatically over distance. If a target is suspended by another power such as Move Object then reduce their weight factor to 0. If a target hits an object before traveling the full distance they and the object they hit take damage equal to the remaining shifts left from the Force Slam action. Force users may counter this with their own defense action. Any shifts generated by the attacker are applied normally.

Force Storm (-1 Refresh) - Darkside
You may make Ranged attacks using nothing but Forceful or Flashy (choose one when stunt is taken) when you draw on the Dark Side and spend a Fate Point. These attacks target everyone and everything in a Zone and ignore armor unless it is insulated.

Force Surge (-1 Refresh)
Gain +2 to the Quick Approach for the purposes of movement Overcome actions. It is described as Force leaps, Force speed, or other acrobatic maneuvers.

Force Throw (-1 Refresh)
To throw something one zone requires an Overcome Action with Forceful or Flashy (choose one when stunt is taken) +2 to generate a number of shifts equal to 1 plus the weight factor of the target (a normal person (human, chiss, duros etc.) has a weight factor of 2, a jawa has a weight factor of 1, a wookie is 3). Each additional zone costs as much as the previous zone did plus one, so the cost increases dramatically over distance. If a target is suspended by another power such as Move Object then reduce their weight factor to 0. If a target hits an object before traveling the full distance they and the object they hit take damage equal to the remaining shifts left from the Force Throw action. Force users may counter this with their own defense action. Any shifts generated by the attacker are applied normally.

Force Tracking (-1 Refresh)
The Force User can track a target with Clever or Careful (choose one when stunt is taken) with a +2 bonus. For a Fate point the tracker can follow their target even if there is no visible sign or means of doing so.

Mechu-Deru (-1 Refresh)
Gain a +2 to Overcome rolls using Clever or Careful (choose one when stunt is taken) when modifying or dealing with technology.

Mind Trick (-1 Refresh)
Gain a +2 to Clever, Flashy, Forceful or Sneaky (choose one when stunt is taken) to influence a target’s mind and thoughts.

Move Object (-1 Refresh)
A Jedi may use Careful, Flashy or Forceful (choose one when stunt is taken) to move a small object (lightsaber, blaster, thermal detonator, small crate, etc.) a number of zones equal to the number of successful shifts rolled.

Move Heavy Object (-1 Refresh)
Requires: Move Object
A Jedi may use Careful, Flashy or Forceful (choose one when stunt is taken) at +2 to move heavier objects requiring a Fate point per turn of movement. The character makes an Overcome roll with opposition equal to the Size of an object. while moving a sentient requires a Overcome action versus their resistance. They may move the object a number of areas equal to the a points of effort generated over that difficulty per exchange.

Redirection (-1 Refresh)
When Succeeding With Style on a Defense roll using Careful, Quick or Flashy (pick one when Technique is selected) while wielding a Lightsaber against blaster attacks, deal 2 shifts of harm to whomever attacked you instead of taking a boost.

Saber Throw (-1 Refresh)
Requires: a Lightsaber
Use Flashy, Forceful or Quick (choose one when stunt is taken) to make an attack with a Lightsaber at range.

Search Your Feelings (-1 Refresh)
Once per scene, you can offer the GM a fate point and ask a yes or no question in the form of “Is [simple statement of a fact] true?” The GM can accept the fate point and provide an accurate answer (yes or no) or refuse it if the answer is ambiguous or the Force is being clouded by some outside entity.