TEXT: Force Power Cards (front) 
   
  ©2007 Lucasfilm Ltd. & Wizards of the Coast, ® or TM where indicated. All rights reserved. 
  Permission granted to photocopy for personal use. 
   
  Force Lightning [dark side] 
  You blast an enemy with deadly arcs of Force energy. Time: Standard 
  action. Target: One target in line of sight and within 6 squares of you.  
   
  Make a Use the Force Check. Make one roll and compare the result to 
  the target’s Reflex Defense. If the attack hits, the target takes 8d6 points of 
  Force damage and moves –1 step along the condition track (see Conditions, 
  page 148). If the attack misses, the target takes half damage and does not 
  move along the condition track.  
   
  Special: You can spend a Force Point to move a target an additional –1 
  step along the condition track when you successfully hit it with Force 
  lightning. 
   
   
  Force Grip 
  You use the Force to choke or crush your enemy. Time: Standard action. 
  Target: One target within 6 squares or within line of sight.  
   
  Make a Use the Force check. The result of the check determines the 
  effect, if any:  
   
  DC 15: If your Use the Force check equals or exceeds the target’s 
  damage threshold, the target takes 2d6 points of damage and can only take 
  a single swift action on his next turn. Otherwise, the target takes half 
  damage and may act normally, and you may not maintain the power.  
   
  DC 20: As DC 15, except the target takes 4d6 points of damage.  
   
  DC 25: As DC 15, except target takes 6d6 points of damage. 
   
  Force Disarm 
  You disarm an opponent by using the Force to pull the weapon from his 
  grasp. Time: Standard action. Target: One creature within 6 squares and 
  within line of sight.  
   
  Make a Use the Force check. Use this check in place of your attack roll 
  when attempting to disarm the target (see Disarm, page 152). If your 
  disarm attack succeeds, you may choose to let the item drop to the ground 
  in the target’s fighting space or have the item fly into your hand (in which 
  case you must have a free hand to catch it). 
   
  Special: Feats that improve disarm attacks do not apply to Force disarm. 
  You can spend a Force Point to damage or destroy the target weapon 
  instead. If your disarm attack succeeds, the weapon takes damage equal to 
  your Use the Force check result. You must declare that you are using this 
  option before making your disarm attack. 
   
   
  Farseeing 
  You gain a vague, momentary impression of events happening around a 
  particular being in some distant place. Time: Full-round action. Target: One 
  creature you know or have met before.  
   
  Make a Use the Force check. If your check result is less than the target’s 
  Will Defense, you gain no information (including whether the target is alive 
  or dead) and cannot use this Force power against the same target for 24 
  hours. If your check result equals or exceeds the target’s Will Defense, you 
  can sense whether the target is alive or dead and gain a vague sense of its 
  immediate surroundings, what it’s currently doing, and any strong emotions 
  it is presently feeling. A dead target has a Will Defense of 30 for purposes 
  of this Force power.  
   
  Special: If you successfully use this Force power, you can spend a Force 
  Point to gain a clear mental image of the target’s surroundings, as well as 
  other creatures and objects within 6 squares of it. 
   
  Dark Rage [dark side] 
  You become enraged as the dark side flows through you. Time: Swift action. 
  Target: You.  
   
  Make a Use the Force check. The result of the check determines the 
  effect, if any:  
   
  DC 15: You gain a +2 rage bonus on melee attack rolls and melee 
  damage rolls until the end of your turn.  
   
  DC 20: As DC 15, except the rage bonuses increase to +4.  
   
  DC 25: As DC 15, except the rage bonuses increase to +6.  
   
  Special: While consumed by rage, you cannot use skills or perform tasks 
  that require patience or concentration.  
   
  You can spend a Force Point to extend the duration of your dark rage 
  until the end of the encounter. 
   
  Battle Strike 
  You use the Force to enhance your battle prowess. Time: Swift action. 
  Target: You.  
   
  Make a Use the Force check. The result of the check determines the 
  effect, if any:    
   
  DC 15: Gain a +1 Force bonus on your next attack roll and deal an 
  additional 1d6 points of damage if the attack hits. 
   
  DC 20: As DC 15, except you deal an additional 2d6 points of damage. 
   
  DC 25: As DC 15, except you deal an additional 3d6 points of damage. 
   
  Special: You can spend a Force Point to deal an additional 2d6 points of 
  damage on your next attack. 
  
  Force Power Cards (front) 
   
  ©2007 Lucasfilm Ltd. & Wizards of the Coast, ® or TM where indicated. All rights reserved. 
  Permission granted to photocopy for personal use. 
   
  Negate Energy 
  You spontaneously negate a single attack that deals energy weapon dam-
  age, such as a lightsaber or blaster. Time: Reaction. Target: One attack 
  made against you that deals energy weapon damage.  
   
  Make a Use the Force check. If the result of the check equals or exceeds 
  the damage dealt by the energy weapon, the attack is negated and you take 
  no damage. If your check result is less than the amount of damage dealt, 
  you fail to negate the attack and take damage as normal.  
   
  Special: You must be aware of the attack (and not flat-footed) to 
  negate it. If you are successful, you can spend a Force Point to regain hit 
  points equal to the damage of the negated attack, up to a maximum of 
  your full normal hit points. 
   
   
  Move Object 
  You telekinetically move a target up to 6 squares in any direction using the 
  Force. Time: Standard action. Target: One character or object within 6 squares or 
  within your line of sight.  
   
  Make a Use the Force check. The result of the check determines the 
  maximum size of the target you can lift (see below). If the target is a creature 
  that resists your attempt, your Use the Force check must also exceed the target’s 
  Will Defense. You can hurl the target at (or drop it on) another target in range if 
  your Use the Force check exceeds the second target’s Reflex Defense. Both 
  targets take damage determined by your Use the Force check result.  
   
  DC 15: Move object up to Medium size (deals 2d6 points of damage)  
   
  DC 20: Move object up to Large size (deals 4d6 points of damage)  
   
  DC 25: Move object up to Huge size (deals 6d6 points of damage) 
   
  DC 30: Move object up to Gargantuan size (deals 8d6 points of damage)  
   
  DC 35: Move object up to Colossal size (deals 10d6 points of damage)  
   
   
  Mind Trick [mind-affecting] 
  You use the Force to alter a target’s perceptions or plant a suggestion in its 
  mind. Time: Standard action. Target: One Intelligence 3 or higher creature 
  in line of sight and within 12 squares of you.  
   
  Make a Use the Force check. If you equal or exceed the target’s Will 
  Defense, you may choose one of the following effects:  
   
  —You create a fleeting hallucination that distracts the target and 
  enables you to use the Stealth skill even if the target is aware of you.  
   
  —You perform a feint so that the next attack you make against the 
  target ignores its Dexterity bonus to Reflex Defense (if any).  
   
  —You make an otherwise unpalatable suggestion seem completely rea-
  sonable to the target. You must be able to communicate with the target, 
  and the suggestion can’t obviously threaten the target’s life. The target 
  won’t realize later that what he did is unacceptable. 
   
   
  Force Thrust 
  You use the Force to push a target away from you. Time: Standard action. 
  Target: One object or character within 12 squares and within line of sight.  
   
  Make a Use the Force check. The target makes a Strength check. If you 
  beat the target’s Strength check, you push it back 1 square plus an 
  additional square for every 5 points by which you exceed the target’s check 
  result. If you push the target into a larger object, the target takes 1d6 
  points of damage.  
   
  The target adds its size modifier to its Strength check: Colossal, +20; 
  Gargantuan, +15; Huge, +10; Large, +5; Medium, +0; Small, –5; Tiny, –10; 
  Diminutive, –15; Fine, –20. In addition, it gets a +5 stability bonus if it has 
  more than two legs or is otherwise exceptionally stable. 
   
  Special: You can spend a Force Point to apply a –5 penalty to the 
  target’s Strength check to resist your Force thrust. Additionally, if you 
  successfully push the target into a larger object, you deal an additional 2d6 
  points of damage from the extreme force of the thrust. 
  Force Stun 
  You call upon the Force to overload an enemy’s senses, potentially stunning 
  it. Time: Standard action. Target: One creature within 6 squares or within 
  your line of sight.  
   
  Make a Use the Force check. Compare the result to the target’s damage 
  threshold. If the check result equals or exceeds the target’s damage 
  threshold, the target moves –1 step along the condition track (see 
  Conditions, page 148). For every 5 points by which you exceed the target’s 
  damage threshold, the target moves an additional –1 step along the 
  condition track.  
   
  Special: When you use this power, you can spend a Force Point to move 
  the target an additional –1 step along the condition track. 
   
   
  Force Slam 
  You pound one or more creatures with the Force. Time: Standard action. 
  Targets: All targets within a 6-square cone and within line of sight.  
   
  Make a Use the Force Check. Make one roll and compare the result to 
  each target’s damage threshold. If the result equals or exceeds a target’s 
  damage threshold, it takes 4d6 points of Force damage and is knocked 
  prone. If the result is less than the target’s damage threshold, it takes half 
  damage and is not knocked prone. This is an area effect.  
   
  Special: When you use this power, you can spend a Force Point to deal 
  an additional 2d6 points of damage to targets in the area. 
   
   
  
  Force Power Cards (front) 
   
  ©2007 Lucasfilm Ltd. & Wizards of the Coast, ® or TM where indicated. All rights reserved. 
  Permission granted to photocopy for personal use. 
   
  Vital Transfer [light side] 
  You use your own life force to heal another living creature, using the Force 
  as a conduit. Time: Standard action. Target: One creature touched.  
   
  Make a Use the Force check. The result of the check determines the 
  effect, if any:  
   
  DC 15: The target heals hit points equal to 2 x its character level.  
   
  DC 20: The target heals hit points equal to 3 x its character level.  
   
  DC 25: The target heals hit points equal to 4 x its character level. 
  Each time you use vital transfer, you take half as much damage as you heal 
  (rounded down).  
   
  Special: You may spend a Force Point to avoid taking any damage when 
  you use this Force power. You may spend a Destiny Point (see page 112) to 
  move the target +5 steps on the condition track in addition to healing it 
  normally. 
   
   
  Surge 
  The Force enables you to jump great heights and distances as well as move 
  quickly. Time: Free action. Target: You.  
   
  Make a Use the Force check. The result of the check determines the 
  effect, if any:  
   
  DC 10: You gain a +10 Force bonus on Jump checks and your speed 
  increases by 2 squares until the start of your next turn. The Force bonus on 
  Jump checks includes the adjustment for increased speed.  
   
  DC 15: As DC 10 except: +20 Force bonus on Jump checks, speed 
  increases by 4 squares.  
   
  DC 20: As DC 10 except: +30 Force bonus on Jump checks, speed 
  increases by 6 squares. 
   
   
  Sever Force [light side] 
  You can block another Force-user’s access to the Force, preventing him 
  from spending Force Points and making it difficult for him to use Force 
  powers. Time: Standard action. Target: One Force-using creature with a 
  Dark Side Score of 1 or higher that is within 12 squares and within line of 
  sight.  
   
  Make a Use the Force check. If your Use the Force check equals or 
  exceeds the target’s Will Defense, the effect (if any) is determined by your 
  check result:  
   
  DC 25: The target cannot spend Force Points for a number of hours 
  equal to its Dark Side Score. 
   
  DC 30: As DC 25, plus the target moves –1 step along the condition 
  track (see page 149) each time it uses a Force power in the same 
  timeframe.  
   
  DC 35: As DC 25, except the target moves –2 steps along the condition 
  track each time it uses a Force power in the same timeframe.  
  Rebuke 
  You harmlessly absorb or deflect one Force power used against you, perhaps 
  even turning it against its creator. Time: Reaction. Target: One Force power 
  directed at you.  
   
  Make a Use the Force check. If your result equals or exceeds the check 
  result of the power directed at you, you harmlessly redirect it and suffer no 
  ill effects. If your result exceeds the check result of the power directed at 
  you by 5 or more, you may choose to turn the Force power against its 
  creator, who suffers the effect. 
   
  Special: If you successfully reflect a Force power back at its originator, 
  the originator may attempt to rebuke the power as well. If he reflects it 
  back again, both you and the originator are affected by the Force power. 
  You can spend a Force Point as a reaction to suffer no ill effects from a 
  Force power that has been rebuked twice—once by you and once by the 
  power’s originator. 
   
  
  Force Power Cards (back) 
   
  ©2007 Lucasfilm Ltd. & Wizards of the Coast, ® or TM where indicated. All rights reserved. 
  Permission granted to photocopy for personal use.
   
  Force Grip - cont. 
   
  Special: You may maintain your concentration on the targeted creature 
  to continue damaging it from round to round. Maintaining the Force grip 
  power is a standard action, and you must make a new Use the Force check 
  each round. If you suffer damage while maintaining a Force grip, you must 
  succeed on a Use the Force check (DC = 15 + damage taken) to continue 
  concentrating.  
   
  You can spend a Force Point to deal an additional 2d6 points of damage 
  with your Force grip. 
   
   
  
  Force Power Cards (back) 
   
  ©2007 Lucasfilm Ltd. & Wizards of the Coast, ® or TM where indicated. All rights reserved. 
  Permission granted to photocopy for personal use. 
  Move Object - cont. 
   
  Special: You may maintain your concentration on the targeted object to 
  continue to move it from round to round. Maintaining the move object power is 
  a standard action, and you must make a new Use the Force check each round. If 
  you suffer damage while maintaining move object, you must succeed on a Use 
  the Force check (DC = 15 + damage taken) to continue concentrating. If you 
  deal damage with the move object power, you cease to be able to maintain it.  
   
  If you use move object against a hovering or flying target (such as a speeder 
  or starship), the target can oppose your Use the Force check with a grapple 
  check as a reaction. If the target wins the opposed check, you are unable to 
  move the target. 
   
  You may spend a Force Point to increase the maximum size of the object by 
  one category and deal an additional 2d6 points of damage (maximum size 
  Colossal [frigate], 12d6 damage). Alternatively, you may spend a Destiny Point 
  (see page 112) to increase the maximum size of the object by three categories 
  and deal an additional 6d6 points of damage (maximum size Colossal [station], 
  16d6 damage). 
  Mind Trick [mind-affecting]  
  - cont. 
   
  —You fill the target with terror, causing it to flee from you at top speed 
  for 1 minute. The affected creature stops fleeing if it is wounded. The effect 
  is negated if the target’s level is equal to or higher than your character 
  level. This is a fear effect.  
   
  Special: If you are making a suggestion, you may spend a Force Point to 
  improve the target’s attitude by one step, plus one additional step for every 
  5 points by which your Use the Force check exceeds the target’s Will 
  Defense. 
   
   
  
  Force Power Cards (back) 
   
  ©2007 Lucasfilm Ltd. & Wizards of the Coast, ® or TM where indicated. All rights reserved. 
  Permission granted to photocopy for personal use. 
   
  Surge - cont. 
   
  Special: You can spend a Force Point to increase the power’s Force 
  bonus on Jump checks by 10 and increase your speed by an additional 2 
  squares.  
   
  Using the surge power counts as a running start for determining a Jump 
  DC. You may spend a Destiny Point (see page 112) to gain an additional 4 
  squares of movement; when you do so, you may also use any and all 
  movement for the round as a part of a jump (no Jump check required). 
   
   
  Sever Force [light side] 
  - cont. 
   
  Special: This Force power has no effect on targets with a Dark Side 
  Score of 0.  
   
  You can spend a Force Point to double the duration of the effect. 
  Alternatively, you can spend a Destiny Point (see page 112) to increase the 
  duration to a number of days equal to the target’s Dark Side Score. 
   
   
  
SOURCE: textdata/thevault/Star Wars [multi]/SWD20/Saga/SWD20 (Saga) - Force Power Cards.pdf