Check: The result of a Friendship check sets the DC for the target's Will save.

Result Will Saving Throw DC
Up to 4 5
5-14 10
15-24 15
25-34 20
35+ 25

Friendship can be found in the Revised Core Rulebook


Dark Side Force Skill; requires the Force-Sensitive and Alter feats.
You can call upon the Force to blast a target with bolts of energy.

Check: Make a skill check to determine the amount of damage inflicted by Force Lightning.

Result Damage
14 or Less No Damage
15 - 19 2d6
20 - 29 2d8
30+ 2d10

Then make a ranged attack. If your attack hits, the target suffers the listed damage and must attempt a Fortitude save (DC 20). On a failed save, the target is dazed for 1 round. If the save fails by 10 or more, the target is instead dazed for 1d4+1 rounds. A dazed target falls prone as well.

Special: Force Lighting has a range of 10 m.
You can take 10 on this skill but not take 20.

Because Force Lightning utilizes an attack roll, the attack has a threat range (a roll of 20 on a d20) and can be deflected as per the Jedi class ability.

Time: Force Lighting is an Attack Action.

Vitality Point Cost: 6.

New skill

Force Skill: Requires the Force-Sensitive and Alter feats.

The pushed character moves in a straight line directly away from you and takes 1d6 points of damage (no save) if he hits an obstacle. The obstacle takes damage according to the pushed character's size (see Move Object table). If the obstacle is a character, he may make a Reflex save (DC 15 or as listed in the Move Object table, whichever is higher) to take half damage.

If the target hits an obstacle in its path, it lands prone in that square, and both the target and the obstacle take damage as if the target were a falling object that was dropped a distance of 4 meters (1d6 points of damage and DC 15 Reflex save to avoid for a Medium-sized target; see Table 12-22 in the Revised Core Rulebook). If the obstacle makes its save to avoid being struck, the target continues moving in a straight line until its maximum distance is reached and it lands prone in that square.

Time: Force Puch is an attack action

Vitality Point Cost:  1 or more (see revised Move Object)


You can use Force Grip against droids and objects.
When using Force Grip against a droid or object, you do not gain an automatic Dark Side Point.

In addition to the normal effects of Force Grip, you have the possibility of dazing your target by using Force Choke to cut off his airway. If the target fails his saving throw (see page 87 of the revised Star Wars Roleplaying Game book), he is dazed for 1 round in addition to taking full damage. This costs 6 vitality points (instead of the normal 4), but it otherwise functions as a normal Force Grip. 

Force Grip can be found in the Revised Core Rules rulebook


Force skill; Requires the Force-Sensitive and Alter feats

You can move objects and living beings using the Force.

Check: A Move Object check allows you to pick up and move an object or creature from a distance using the Force. You must be able to see the target object or creature to be moved, and it must be within 10 meters of your position to initially gather it up in the Force.

Result Maximum Weight Maximum Size Will Save DC Reflex Save DC Hurled Object Damage Vitality Point Cost
10-14 5 kg Tiny 10 n/a 1d3 1
15-19 50 kg Small 15 n/a 1d4 2
20-24 500 kg Medium 15 n/a 1d6 3
25-29 5 tons Large 20 20 2d6 4
30-34 50 tons Huge 20 25 4d6 5
35-39 500 tons Gargantuan 20 30 8d6 6
40-44 5,000 tons Colossal 20 35 10d6 7
+5 x10 +1 category 20 +5 +2d6 +1

Moving an Object: Lifting or moving an object is a simple task. The maximum weight and size of object that you can move is determined by your check result, as shown on the table. You may move the object 4 meters, doubling the distance for every 5 points by which your check exceeds the roll necessary for an object of that size. For example, if you want to move a Medium-sized object and your Move Object check result is 31, you may move it up to 16 meters. (You may voluntarily lower your check result to reduce the vitality point cost.) You can continue to move the object on subsequent rounds by continuing to make successful checks and spending vitality points. If you fail a check in any subsequent round while attempting to move an object, the object falls to the ground.

If two Force-users contest control of an object, use opposed Move Object checks. The Force-user who rolls the higher result gains control for that round. If the target object is in the possession of another character (in other words, carried on their person), that character may make a Will save against the listed DC to negate the effect. If you move an object and then drop it on another character, resolve using the rules for Hurling Objects (below). In the case of a physical obstruction, such as a ship stuck in the mud or caught under a fallen tree, the GM applies a penalty to your Move Object check using these guidelines: –5 for a slight obstruction, –10 for a moderate obstruction, and –15 for a severe obstruction.

Moving a Character: Using the Move Object skill on a character (in other words, a living being or droid) allows it a Will saving throw against the listed DC. If the target fails its save, treat it as an object for purposes of determining distance moved. If the target succeeds, the skill has no effect and you still expend the vitality point cost. A target can willingly forgo its saving throw. A character can move himself with Move Object, albeit at a –10 penalty to his Move Object check.

Moving a Vehicle: Using the Move Object skill on a vehicle or starship that is being piloted is more difficult than moving an inert object. The driver can make an opposed Pilot check as a reaction, adding a +4 bonus to his Pilot check for every size his vehicle is above Medium. If your Move Object result beats the opposed check and if your Move Object check is sufficient for the normal DC of an object of the vehicle's size and weight, you may move the vehicle normally.

Hurl Object: Move Object can be used to attack by throwing objects or characters. If your check result is high enough for the object's size or weight (whichever is greater), you may hurl the object up to 4 meters to strike another target. If you exceed this result by 5 or more points, the distance you can move the hurled object doubles (as above), and it inflicts extra damage because you are hurling it with more energy.

Hurling an object requires a ranged attack roll to hit your target. Treat it as a weapon with a range increment of 10 meters, a threat range of 20, and no maximum range (although your check result will set an effective maximum). When hurling an object of up to Medium size, you must beat the target's Defense as per a normal ranged attack. When hurling an object of Large or greater size, treat the hurled object as a grenadelike weapon (no threat range). Anyone in the square(s) the hurled object lands in can make a Reflex save against the listed DC to take half damage. Being struck by a Large or greater size hurled object is otherwise treated as being struck by a falling object, possibly pinning the target or moving it to an unoccupied square (see page 289).

If using Move Object to lift and drop an object as an attack, both the object and the target take normal falling damage instead of the damage listed on the table above; however, you must still make a ranged attack roll to hit your intended target. Calculate your range penalty based on the range to your target or the distance the object is dropped, whichever is greater.

If the hurled object is a vehicle or character, the check is either resisted by a Will save or opposed by a Pilot check, as described above. A hurled vehicle or character takes the listed damage according to the Move Object check result (no save allowed).

Time: Moving an unattended object is a move action. Hurling an object, making an opposed Move Object check, or moving an attended object, resisting character, or piloted vehicle is a full-round action.

Vitality Point Cost: 1 or more (see above).