IV. IV. The Force in Sparks Section Last Updated: 7/31/23
List of Allowable Starting Powers (New characters must choose their starting powers from the following list, because these do not have any prerequisites. Also they must have the indicated Force Skill to choose powers associated with it.)
Control:
Absorb/Dissipate Energy
Accelerated Healing
Concentration
Control Disease
Control Pain
Detoxify Poison
Enhance Attribute
Force of Will
Hibernation Trance
Instinctive Astrogation Control
Resist Stun
Sense:
Life Detection
Magnify Senses
Sense Force
Alter:
Telekinesis
Control/Sense:
Lightsaber Combat
Control/Alter:
Force Barrier
Sense/Alter:
Dim Other’s Senses
Control/Sense/Alter:
Affect Mind
Battle Meditation
Enhanced Coordination
1.) Force Power Modifiers: Many of the Force powers are modified by proximity and relationship according to the following charts.
| Proximity | Relationship | ||
| Touching | — | Close Relative | — |
| Line of Sight | +2 | Close Friends | +2 |
| 1 meter to 100 meters away | +5 | Friends | +5 |
| 101 meters to 10 kilometers | +7 | Acquaintances | +7 |
| 11 kilometers to 1000 kilometers | +10 | Slight Acquaintances | +10 |
| Same Planet | +15 | Met Once | +12 |
| Same Star System | +20 | Never Met, Known Only by Reputation | +15 |
| Not in the Same Star System | +30 | Complete Strangers, Same Species | +20 |
| Complete Strangers, Different Species | +30 |
2.) The Force Skills:
Control – This skill represents the ability to control one’s own inner Force. A Jedi with this skill learns mastery over the functions of their body and harmony with nature.
Sense – This skill teaches a Jedi to sense the Force in other things beyond their own body. The Jedi learns to feel the bonds that connect all living things and gives them the ability to understand how all things are interconnected.
Alter – A Jedi with Alter learns how to change the distribution and nature of the Force. A Jedi with alter can move things with their mind, help other control their own Force, or change the Force in their own body. This power can be used to change the perceptions of others and make them come to incorrect conclusions.
3.) Initiating Force Powers: To initiate a Force power, roll the related skill (Control, Sense or Alter) and consult the power description to see if successful. If the power uses multiple Force skills, calling upon each Force skill is a separate action. The Jedi 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. {For example, a Control, Sense and Alter power attempted to fully activate in one round causes a –2D penalty to all three skill rolls.}
4.) Sustaining Force Powers: A Jedi may keep some powers ‘up’ (operating constantly without having to make a new power roll every round). If a power can be kept ‘up’, it will state it in the power description; 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 at the time the power is initiated. The power will operate continuously until the character either decides to drop the power or suffers damage (a character drops all ‘up’ powers if stunned or worse). A character that is keeping a power ‘up’ is using the skills the power requires as long as the power is operating, and thus loses die codes for multiple actions. If a character keeps ‘up’ a Control, Sense and Alter power they will operate at a –3D penalty to all other actions.
5.) Force-users and the Dark Side: Force-users that have Dark Side points have an important choice to make every time they use their Force skills. If they allow the Dark Side to taint their actions, they receive a bonus +1D for every Dark Side point they currently have. If a Force point is used this bonus is not doubled. This bonus is added after everything else is determined. Also, the Force-user must have at least 1D of base skill left to get this bonus (these bonus dice cannot be used to add multiple actions). If this option is chosen, then the Dark Side taints the action. And unless the purest of emotions and intent is used, the Force-user will gain a Dark Side point (the Force-user must still be warned). Any aggressive or hurtful action (any attack) no matter the reason can prompt gaining a Dark Side point even actions that may have been previously all right. To avoid the taint of the Dark Side the Force-user must concentrate on their actions. This increases the difficulty of their action by one level but reduces the possibility of receiving more Dark Side points (evaluate their actions normally). Once a character or NPC is converted to the Dark Side they no longer receive this bonus or limitation. The Dark Side no longer needs to tempt you.
6.) Lightsaber Creation: Often considered the mark of a “true” Jedi is the creation of their own lightsaber. This task is long and involved and not considered easy, but there are definite benefits to its completion. Before anyone can attempt this process, they must have the Lightsaber Engineering advanced skill. Anyone can learn the Lightsaber Engineering advanced skill. It requires 5D in the Lightsaber Repair skill prior to standard learning (see Section III #5). It is possible for someone to learn Lightsaber Engineering (A) through an event, but the skill cannot be raised or used in addition to Lightsaber Repair rolls until they have Lightsaber Repair at 5D. Be aware that for Jedi Knight perspectives the use of shortcuts, such as using crystals that have already been Focused, etc. in building their personal lightsaber as part of the process of becoming a Jedi Knight is looked down upon as taking the easy path and could temporarily block the character from becoming a Jedi Knight. Jedi must completely build 1 personal lightsaber from scratch as part of the requirements to be a Jedi Knight.
Preparation: Any time after the character has learned Lightsaber Engineering (A) they can begin the process of creating their lightsaber. The character must first spend time and effort to gather the requisite pieces of the lightsaber: a power cell, a handgrip, an activation plate, a safety, a belt ring (optional), a blade-length adjuster, an emitter matrix, a recharge socket, a lens assembly, focusing crystals (usually 3), and a power conduit (there may be additional pieces depending on what creation options the character utilizes). These basic parts (excluding the crystals) can be easily acquired (availability 1) during standard shopping within an event (does not require a Personal Initiative) and cost a total of 2000 credits. The character can choose between a few standard activation plates for no additional cost or creation difficulty: standard (one click on; one click off; deactivates if released), double off (one click on; two clicks off; deactivates if released), or a lock on (one click on; must unlock to deactivate; does not deactivate if released). The most difficult pieces to find are obviously the lightsaber quality crystals for focusing the blade. A standard lightsaber requires three crystals. There are many variations of lightsaber quality crystals with different set special qualities (even beyond standard Adegan crystals). Also, some crystals have been synthetically created. The crystals cannot be readily purchased. Crystals obtained in various events (modules, Seminars, PIs, etc.) either have the set damage value or a special ability as determined by the event author or are considered standard generic Base lightsaber quality crystals. Characters can set up a Personal Initiative to go out and find lightsaber quality crystals, if they don’t have them or if they want some specific damage rating or other special ability crystals. The Personal Initiative time required, and level of difficulty should be commensurate with the desired crystals. Lightsaber Crystals will provide a base damage of 5D, although both less and more powerful crystals do exist, along with other special crystals. It is recommended that gamemasters require Personal Initiatives for each crystal with a special ability, with guidelines provided for how many PIs it should take for each crystal in the Lightsaber Crystal Variable Options chart. If the crystals are obtained in an event, then they may have a set color associated with them, and unless specified otherwise have no special qualities. If no specific color is expressed by the gamemaster, then the color can be chosen by the Player Character. This color can be any visible spectrum solid color. The primary crystal determines the inner core color, the secondary crystal determines the outer core, and the tertiary crystal determines the aura of the blade.
Once all of the pieces are acquired, the construction process can be attempted. The process can be one or two steps. The construction and assembly of the hilt (this can be done by anyone), and the Focus or Attuning (not both; these are exclusive processes) of the crystals (can only be done with all three Force skills). The Focusing and Attuning is not required to make a functional lightsaber, but if it is not completed the lightsaber has inherent flaws and limitations. A Force user has the option of Focusing or Attuning the lightsaber. Focusing prepares lightsaber quality crystals using the Force to customize them to remove internal imperfections and flaws that could not otherwise be identified or fixed. This removes inherent flaws in the crystals eliminating resulting problems and allowing for the lightsaber’s use with the Lightsaber Combat Force power. Attuning incorporates the Focusing of the lightsaber crystals and at the same time bonds the lightsaber being constructed (must have been completely constructed by the character attempting the Attuning) to the character providing them some additional benefits applied to the lightsaber use. The character can only have one lightsaber attuned at a time.
Basic Construction/Assembly: The construction or assembly of the lightsaber hilt can be performed by anyone with the Lightsaber Engineering (A) skill. This entails the mechanical assembly of the pieces into a working lightsaber. This assembly process requires a single Personal Initiative at a Seminar or Interactive to complete. It requires a Difficult (20) base Lightsaber Engineering (A) roll, but there are a few available options, which the character can choose to modify this difficulty. The difficulty can be reduced by one level (-5), if the character takes apart any functioning lightsaber (can be flawed, can be any variant of a lightsaber). The character can ‘take their time’ on this roll providing them the standard +1D to their skill. The character can spend a Force Point or up to 2 Character Points (but not both) on this roll. Force Points expended are considered lost and not replaced. The character can ‘Call on the Dark Side’ for a Force Point that can be used on this roll (only if no character points were used so far; it does quad up with a Force Point), but the character would gain a Dark Side Point for this (the lightsaber is otherwise unaffected). Certain lightsaber creation options (see listing below) may add to or subtract from this roll. There may be other specific in game bonuses, penalties, and/or effects that were acquired through modules, or specialty events. If this roll is failed, the basic components are considered irreparably damaged and must be replaced through any event or associated Personal Initiative time (can be the same Personal Initiative as the next construction roll). Then it requires a new Personal Initiative to attempt construction of the lightsaber components. If the Lightsaber Engineering (A) roll succeeds, then the hilt is ready for the crystals to be inserted. This creates a functioning lightsaber, but if the crystals are not Focused or Attuned (see below), they have inherent internal flaws that have associated penalties. These internal flaws prevent the constructed lightsaber from being used with the Lightsaber Combat Force power. The internal flaws can also have unpredictable effects. If at any time for any associated roll (any use, attack, defense, parry, or damage roll) you roll a ‘1’ on the Wild Die, then you roll 1D6 on this chart to determine the effect.
1. The lightsaber explodes doing full damage of the weapon to the user.
2. The lightsaber is broken and cannot be repaired.
3. The lightsaber is broken but can be repaired with 2 hours of work and a Difficult (20) Lightsaber Repair roll.
4. The lightsaber shuts off but needs only to be banged on something as an action to be reactivated.
5. No effect.
6. No effect.
Once assembled the lightsaber hilt has a Body rating of 2D.
Focusing the Crystals: This continuation of the lightsaber construction process is not required but removes the inherent flaws in the lightsaber crystals. Focusing can only be accomplished if the character possesses the Control, Sense, and Alter Force skills. Focusing of the lightsaber crystals requires the character to specify a 4-hour event (module, mission, entire Seminar, or half of an Interactive) during which no other skill training or special missions may be accomplished, and that player cannot play any character as the time needed to go off and Focus the crystals. The player is encouraged, but not required to assist other judges during the time and event. The player will gain 3 character points for whatever the event is as their personal character development. It requires an Easy (10) Control roll to create a bond to the lightsaber, a Difficult (20) Sense roll to detect the internal imperfections of the crystal, and a Difficult (20) Alter roll to repair the internal imperfections of the crystal. These Force Skill rolls may be modified by the type of crystal(s) the PC has chosen for their Lightsaber, see the Lightsaber Crystal Variable Creation Options chart below. These rolls are considered one extended action over several weeks. There are a few available options, which the character can choose to modify these difficulties. The character can spend a Force Point, which will apply to any remaining Control, Sense or Alter rolls. Force Points expended are considered lost and not replaced. The character can spend up to 2 Character Points on any of the individual rolls, but not one that has a Force Point in effect (i.e. use cp on the Control roll and then use a Force Point for the Sense and Alter rolls). The character can ‘Call on the Dark Side’ for a Force Point that can be used on any remaining Control, Sense, or Alter rolls (only if no character points were spent on the remaining rolls; it does quad up with a Force Point), but the character would gain a Dark Side Point for this (the lightsaber is otherwise unaffected). If any of the Focusing (Control, Sense, or Alter) rolls are failed, continue with the remaining rolls to finish the process, but record the parts that have failed. The lightsaber will not function until the failed portions of the Focusing process have been completed properly. To accomplish this, as a later Personal Initiative the character can attempt to reroll all of the initially failed rolls (Control, Sense, or Alter as needed), but the difficulty of the roll needed is increased one level (+5) for all of the needed rolls. Any rolls that were successful initially do not need to be redone at this follow-up Personal Initiative. If any rolls have repeat failures, the lightsaber still will not function, and an additional Personal Initiative is needed to continue. Each additional attempt at a failed roll has a cumulative +5 to the needed difficulties. Eventually it may be better to restart the process from the beginning, which would require an entire event as described previously. The benefits of Focusing the crystals are that the internal flaws have been found and corrected allowing for the lightsaber to be used with the Lightsaber Combat Force power, and that there are no additional problems with the lightsaber if a ‘1’ is rolled on the Wild Die.
Attuning the Crystals: This continuation of the lightsaber construction process is not required but removes the inherent flaws in the lightsaber crystals like Focusing and provides several benefits to the Attuned wielder. Attuning is actually done at the same time as Focusing the crystals, and increases the base difficulties of the Control, Sense, and Alter rolls to gain additional benefits. Attuning can only be accomplished if the character possesses the Control, Sense, and Alter Force skills. Attuning of the lightsaber crystals requires the character to specify a 4-hour event (module, mission, entire Seminar, or half of an Interactive) during which no other skill training or special missions may be accomplished, and that player cannot play any character as the time needed to go off and Attune the crystals. The player is encouraged, but not required to assist other judges during the time and event. The player will gain 3 character points for whatever the event is as their personal character development. It requires a Moderate (15) Control roll to create a bond to the lightsaber, a Very Difficult (25) Sense roll to detect the internal imperfections of the crystal, and a Very Difficult (25) Alter roll to repair the internal imperfections of the crystal. These Force Skill rolls may be modified by the type of crystal(s) the PC has chosen for their Lightsaber, see the Lightsaber Crystal Variable Creation Options chart below. These rolls are considered one extended action over several weeks. There are a few available options, which the character can choose to modify these difficulties. The character must spend a Force Point at the beginning of the Attuning process. It will apply (double rolls) to all of the Control, Sense, and Alter rolls. This Force Point is considered lost and not replaced. The character cannot spend Character Points on any of the individual rolls, because they are already on a Force Point. The character can ‘Call on the Dark Side’ for a Force Point that can be used on any remaining Control, Sense, or Alter rolls (it does quad up with a Force Point), but the character would gain a Dark Side Point for this (the lightsaber is considered to radiate an evil aura but is otherwise unaffected). If any of the Attuning (Control, Sense, or Alter) rolls are failed, continue with the remaining rolls to finish the process, but record the parts that have failed. The lightsaber will not function until the failed portions of the Attuning process have been completed properly. To accomplish this, as a later Personal Initiative the character can attempt to reroll all of the initially failed rolls (Control, Sense, or Alter as needed), but the difficulty of the roll needed is increased one level (+5) for all of the needed rolls. Any rolls that were successful initially do not need to be redone at this follow-up Personal Initiative. If any rolls have repeat failures, the lightsaber still will not function, and an additional Personal Initiative is needed to continue. Each additional attempt at a failed roll has a cumulative +5 to the needed difficulties. Eventually it may be better to restart the process from the beginning, which would require an entire event as described previously. There are several benefits of Attuning the crystals. To gain these benefits the lightsaber (all portions of any attuned set if separable) must be in the character’s possession (unless otherwise noted - tracking). Complete destruction of the lightsaber (or any portion of any attuned set if separable) severs the attunement. Also, characters can sever the attunement voluntarily, but this requires 5 minutes dedicated meditation to accomplish. The attunement is automatically severed if the character starts to attune new crystals (only 1 Attuned lightsaber or set can be in effect at any time). The resulting lightsaber can be used with Lightsaber Combat Force power (as Focused). Attuning removes the additional problems with the lightsaber if a ‘1’ is rolled on the Wild Die (as Focused). The lightsaber can be tracked as long as the Force-user feels a connection to the Force. This ability is similar to the Life Sense power with the following differences: the information gained is not exact, but rather is one step down on the proximity chart. Treat the relationship as a modifier of 0 (+0). For example, if Jim loses his lightsaber on one side of the galaxy, he can track his crystals well enough to know that it is on the opposite side of the galaxy. Once he is on the same side of the galaxy, he can then narrow down the sector, etc. If the lightsaber(s) are part of a matched set, the closest lightsaber not in their possession will be the tracked lightsaber. This however is a double-edged saber, any individual in possession of the characters crystals may ‘track’ that character in the same way as if their relationship were an ‘acquaintance.’ The character may resist this as normal. Attuning reduces the base difficulty of the lightsaber use 1 level (-5) {i.e. a standard lightsaber is a Difficult (20) difficulty to wield; this would be reduced to Moderate (15)}. The difficulty is often subject to the type of lightsaber variant. Attuning reduces the Control activation difficulty associated with the Lightsaber Combat Force power 1 level (-5) {i.e. Easy (10) instead of Moderate (15)}. Attuning reduces the Sense activation difficulty associated with the Lightsaber Combat Force power 1 level (-5) {i.e. Very Easy (5) instead of Easy (10)}. The character cannot Attune a lightsaber for someone else. Attuning bonds the lightsaber to that character. The character gains one additional benefit chosen by the character at the completion of the attunement process from the following list, provided that none of the crystals have a special ability:
1. +2 to Lightsaber skill attack rolls.
2. +2 to Lightsaber skill parry rolls.
3. +1 to Control Force skill.
4. +1 to Sense Force skill.
5. +1 to Alter Force skill.
Lightsaber Hilt Variable Creation Options
Certain options are modified as indicated by the chart.
| Option | Lightsaber Eng (A) | CON | SEN | ALT | Added Cost or Equip | Effect |
| Lightsaber Variant - short (short sword, cutlass, lightfoil) | Creates a smaller, lighter lightsaber variant. Aesthetic effect only. | |||||
| Lightsaber Variant - standard (long sword) | Creates a standard-length lightsaber. Aesthetic effect only. | |||||
| Lightsaber Variant - long (great sword, claymore) | Creates a long lightsaber variant. Aesthetic effect only. | |||||
| Lightsaber Variant - polearm (glaive, halberd, scythe) | +10 | +1000 Credits | Creates a pole length lightsaber variant. Base difficulty is Very Difficult. | |||
| Lightsaber Variant - double ended (double-bladed, double staff) | +10 | +10 | +10 | +10 | +3 Crystals, +2000 Credits | Creates a double ended lightsaber variant. Base difficulty is Very Difficult. |
| Matched Set or Joined Blades | +10 | +10 | +10 | +10 | +3 Crystals, +2000 Credits | Creates two lightsabers that may be joined to form a double ended variant. If joined, base difficulty is Very Difficult. |
| Force Activated Switch | +5 | Any acceptable activation switch is built completely inside the hilt. Requires Telekinesis to activate or deactivate. | ||||
| Customized Activation Switch | +5 | Requires a preset "code" or unique activation sequence to activate the lightsaber as an action (often used by Saber Rakes to mimic a nonfunctioning weapon). The hidden coded activation sequence can be detected with a Very Difficult (25) Security roll. | ||||
| Variable Length Selector | +5 | +250 Credits | The lightsaber is built with a selector switch that allows the blade length to vary (extend to long or shrink to short; +/- 30%). Aesthetic effect only. | |||
| Biometric Recognizer | +5 | +1000 Credits | Includes a biometric sensor that prevents anyone other than the programmed wielder to activate the lightsaber. Can be bypassed with a Difficult (20) Security roll. | |||
| Concealed Compartment | +5 | +100 Credits | Creates a small hidden compartment in the handle (1 cubic cm). Can be found with a Difficult (20) Search roll. | |||
| Increased/Decreased Illumination | +5 | +250 Credits | The light emanation is adjustable and can be increased or decreased by 50%. |
Clarification of ‘Matched Set’ option required with consideration of individual crystal options.
o Matched set blades are all Attuned at the same time (separate construction and skill rolls are required).
o Crystal selection options must be the same for each blade in a matched set (i.e. 2 damage and 1 skill for one blade must have 2 damage and 1 skill in other blades). Note that even though the crystals are the same if a selection option is available there are some allowed differences.
o Aesthetics (blade color, length, etc.) can vary
o If a Skill crystal is chosen to provide +1D to a specific Force power (see listed skill later) and the power utilizes at least 2 of the Force Skills (Control, Sense, and Alter), then both crystals have to choose the same Force power, but one could modify one Force Skill (i.e. Control) while the other modifies another Force Skill (i.e. Sense).
o Note that limitations and penalties associated with Attunement applies to both blades as well.
Lightsaber Crystal Variable Creation Options
| Crystal Type | CON | SEN | ALT | Limit | PIs | Effect | Effect Gained | Slots |
| Base | 0 | 0 | 0 | 3 | 1/3 | Standard crystal with damage of 5D (default) | Always | Any |
| Damage | +5 | 0 | 0 | 2 | 1 | +1 pip to lightsaber base Damage | Focused | Primary or Secondary |
| Aquatic | 0 | 0 | 0 | 2 | 1 | Allows the lightsaber to function normally underwater by protecting it in an energy cocoon, preventing it from boiling the water; requires 2 crystals | Focused | Secondary and Tertiary |
| Offensive | 0 | +5 | 0 | 1 | 1 | +2 pip bonus applied to lightsaber attack rolls (does not increase Lightsaber or Combat skill) Special Note: This bonus effect does not stack with cybernetics or other similar Force effects (Life Crystals, etc.). Apply the highest bonus only. This bonus is applied at the end of any multiplying for Force Points or Calling on the Dark Side (quad up) and does not really increase the skill value. The bonus is applied at the end of other effects as a flat addition. | Attuned | Any |
| Defensive | 0 | +5 | 0 | 1 | 1 | +2 pip bonus applied to lightsaber defense rolls (does not increase Lightsaber or Parry skill) Special Note: This bonus effect does not stack with cybernetics or other similar Force effects (Life Crystals, etc.). Apply the highest bonus only. This bonus is applied at the end of any multiplying for Force Points or Calling on the Dark Side (quad up) and does not really increase the skill value. The bonus is applied at the end of other effects as a flat addition. | Attuned | Any |
| Control | 0 | 0 | 0 | 3 | 1 | +1 pip bonus applied to Control rolls (does not increase Control skill). Special Note: This bonus effect does not stack with other similar Force effects (skquinock pendants, etc.). Apply the highest bonus only. This bonus is applied at the end of any multiplying for Force Points or Calling on the Dark Side (quad up) and does not really increase the skill value. The bonus is applied at the end of other effects as a flat addition | Attuned | Any |
| Sense | 0 | 0 | 0 | 3 | 1 | +1 pip bonus applied to Sense rolls (does not increase Sense skill). Special Note: This bonus effect does not stack with other similar Force effects (skquinock pendants, etc.). Apply the highest bonus only. This bonus is applied at the end of any multiplying for Force Points or Calling on the Dark Side (quad up) and does not really increase the skill value. The bonus is applied at the end of other effects as a flat addition | Attuned | Any |
| Alter | 0 | 0 | 0 | 3 | 1 | +1 pip bonus applied to Alter rolls (does not increase Alter skill). Special Note: This bonus effect does not stack with other similar Force effects (skquinock pendants, etc.). Apply the highest bonus only. This bonus is applied at the end of any multiplying for Force Points or Calling on the Dark Side (quad up) and does not really increase the skill value. The bonus is applied at the end of other effects as a flat addition | Attuned | Any |
| Skill | * | * | * | 1 | 2 | +1D bonus to chosen Force skill (Control, Sense, or Alter – choose one) rolls associated with a specific (named when Attuned) Force power when activating the Force power. Special Note: This bonus effect does not stack with other similar Force effects (skquinock pendants, other crystals, etc.). Apply the highest bonus only. This bonus is applied at the end of any multiplying for Force Points or Calling on the Dark Side (quad up) and does not really increase the skill value. The bonus is applied at the end of other effects as a flat addition. With a Matched Set of Attuned lightsabers, the matching crystal still chooses the same selected Force power, but if the power utilizes at least 2 of the Force skills (Control, Sense, and Alter), then one could modify one Force skill (i.e. Control) while the other modifies another Force Skill (i.e. Sense). *Focus Difficulty Changes: +5 to any associated Force Skill (Control, Sense, Alter) used for the activation of the chosen power. | Attuned | Primary |
| Training | 0 | 0 | 0 | 3 | 1 | -2 pips to lightsaber damage; +1D to Control rolls and +1 pip to Sense rolls for activating the Lightsaber Combat Force power. Special Note: This bonus effect does not stack with other similar Force effects (skquinock pendants, other crystals, etc.). Apply the highest bonus only. This bonus is applied at the end of any multiplying for Force Points or Calling on the Dark Side (quad up) and does not really increase the skill value. The bonus is applied at the end of other effects as a flat addition. The additional bonuses only apply with the use of the Lightsaber Combat Force power. The bonus to the Control roll can be used to reduce the base lightsaber damage further as per standard use of the Lightsaber Combat Force power, but it cannot be used to increase the lightsaber damage. Standard Control skill value can still increase the damage as normal. | Focused | Any |
| Common (Low Quality) | 0 | 0 | 0 | 3 | 1/3 | -1 pip to lightsaber base damage. Special Note: This penalty remains even if the lightsaber crystals are later Focused. Typically used as acquired cheap lightsaber indicating internal flaws beyond what not Focusing the lightsaber would cause. | Always | Any |
| Scale | +10 | +10 | +10 | 3 | 3 | Increases the scale of the lightsaber to Speeder scale with associated standard rules; requires 3 crystals. Special Note: The base difficulty to wield the lightsaber is increased to Heroic (30). Note that missing this number by 10 or more (roll of 20 or less) still results in hitting themselves. The difficulty to activate the Lightsaber Combat Force power with this lightsaber is increased by +10 for Control and Sense rolls. | Focused | Primary, Secondary, and Tertiary |
7.) Force Paths: In the Star Wars universe there are many different paths that a Force user may follow. The most common path is that of the Jedi, but there are alternate paths available.
A. The Jedi Order:
Background:
Long ago, those who studied and practiced manipulating the Force gathered together to establish the Jedi Knights, an order dedicated to protecting the galaxy from evil. The Jedi helped bring order and strength to a galaxy plagued far too long by conflict and fear.
With the events of Sparks #13: Conference at Paragon, the Jedi hunt began. The Jedi Order went from being open and prevalent in the galaxy to being a hidden society always on the run. With this change it has become more difficult for a Padawan or potential new member from finding a Jedi willing to take them on as a student. If events continue as they are, the Jedi Order may become extinct.
Requirements to Join the Jedi Order:
1) The PC must be Force-sensitive.
2) The PC must strive to follow the Jedi Code.
3) The PC must begin as a Padawan (with or without a dedicated master) and when able they can take the Jedi trials and become a Jedi Knight.
The Jedi Code:
One of the first things that a Jedi must learn is the Jedi code; this philosophy lays the groundwork for the mastery of the use of the Force.
There is no emotion; there is peace.
There is no ignorance; there is knowledge.
There is no passion; there is serenity.
There is no death; there is the Force.
Requirements to take the Jedi trials:
In order to become a Jedi Knight a Padawan must take and pass the Jedi trials. It is important to note that there are no game numbers listed as requirements. When you as a player think you are ready, you should seek out your trainer. Also note that this is no easy task. With the Jedi Hunt and Purge the requirements imposed by trainers are more stringent and difficult.
1) Be a Padawan (with or without a dedicated master).
2) The PC must request a judge to be appointed with player input by the Council of Elders to run them through the Jedi Knight trials.
3) The selected trial judge will run the personal initiatives for the player. The first (and possible more) of these PIs will be to find a suitable Trainer. During these personal initiatives the judge will review character specific requirements with the PC for starting the Jedi Knight trials. Once these character specific requirements are met, the PC and judge can run the Jedi Knight trials as Seminar, Shore Leave, or Interactive personal initiatives. The judge and the player can determine whether they prefer to run the trials, after a Master has been approved as a standard PI, as Small PIs during approved events with standard time limits and no guarantee of completing a specific segment session of the trials or as a Special PI as ‘off time’ which allows for unlimited time limit to cover a specific segment session (pass or fail) with no option of running any other PI associated with (during or off time) the approved event. It is up to the judge and the player to determine which option works best for their availability and participation. The trials cannot alternate methods once specified (i.e. you run one event as Small PIs to accomplish other things and then as a Special off time event at later event to guarantee focused time).
Advantages of becoming a Jedi Knight:
Once a PC becomes a Jedi Knight they can take on a Padawan (another PC within Sparks).
1) Once a PC Jedi Knight takes on a Padawan that Padawan receives a 25% discount on the cost of learning (15cp) and advancing (single cost) Force skills (Control, Sense, and Alter) up to the 3D skill level. The PC Jedi Knight must initial the Padawan's update sheet for learning and/or increasing a Force Skill.
2) The Padawan must be in the module/event to "start" learning Control, Sense, Alter, but need not play the remaining 3 modules/events with the PC Jedi Knight to complete the training (i.e. they have to be there to start).
3) The Padawan and the Jedi Knight may learn powers and skills from seminars and interactives normally. As the "PC or NPC" teaching is only a roleplaying aspect at that time.
4) Mechanically the Padawan may learn powers from other sources as there is no set restriction on additional sources of information. The only limitation is based on the Padawan /Jedi Knight interaction. Is the Jedi Knight allowing it?
5) Which powers learned are decided by the Jedi Knight as they are the ones teaching (for NPC Jedi Knights a training path is developed by the controlling gamemaster for that NPC.) PC Jedi Knights must sign off on the Padawan's update sheet when starting to learn a power from the PC Jedi Knight.
6) The Padawan may learn powers from the Jedi Knight while the Jedi Knight is not in the module. For a PC Jedi Knight this creates a backlog of a number of events the Jedi Knight must play before they can teach anyone or learn anything (excludes Seminar and Interactive training slots). As a rule of thumb, it has been advised not to backlog more than 8 modules (i.e. the Padawan learns 2 powers across 8 events. The Jedi Knight is now backlogged 8 events and must play those before they can learn or teach again). The time teaching is assumed to be between adventures. For an NPC Jedi Knight there is no backlogging. The Padawan may learn powers from the Jedi Knight during any module as the Jedi Knight can’t "play" modules, but the time spent is assumed to be between adventures. PC Jedi Knights must sign off on the Padawan's update sheet when starting to learn a power from the PC Knight.
7) The PC Jedi Knight may also write a personal initiative for their Padawan if they are physically unable to be present. Going on this Personal Initiative would allow the Padawan to raise their Force skills once during that Personal Initiative as if the PC Jedi Knight was present.
8) The Jedi Knight with a Padawan may still have a Jedi Master themselves. They will have to balance their own learning from their Jedi Master with the backlog of training their Padawan.
9) When for any reason the Knight and Padawan pairing ends (Padawan becomes a Knight themselves, Padawan leaves campaign, etc.), the Knight must wait 1 calendar year before taking a new Padawan. The Jedi Knight must petition the SF7 Council to accept another Padawan if the pairing ends for any other reason than the Padawan becomes a Jedi Knight themselves.
Requirements of becoming a Jedi Master:
In order to become a Jedi Master a Jedi Knight must take and pass the Jedi Master trials.
1) The PC must be a Jedi Knight (have passed the Jedi trials).
2) The PC must request a judge to be appointed with player input by the Council of Elders to run them through the Jedi Master trials.
3) The selected trial judge will run the personal initiatives for the player. The first (and possible more) of these PIs will be to find a suitable Trainer. During these personal initiatives the judge will review character specific requirements with the PC for starting the Jedi Master trials. Once these character specific requirements are met, the PC and judge can run the Jedi Master trials as Seminar, Shore Leave, or Interactive personal initiatives. The judge and the player can determine whether they prefer to run the trials, after a Master has been approved as a standard PI, as Small PIs during approved events with standard time limits and no guarantee of completing a specific segment session of the trials or as a Special PI as ‘off time’ which allows for unlimited time limit to cover a specific segment session (pass or fail) with no option of running any other PI associated with (during or off time) the approved event. It is up to the judge and the player to determine which option works best for their availability and participation. The trials cannot alternate methods once specified (i.e. you run one event as Small PIs to accomplish other things and then as a Special off time event at later event to guarantee focused time).
Also once a character attains the level of Jedi Master gamemasters are not required to give them Dark Side Point warnings for their actions.
Advantages of becoming a Jedi Master:
Once a PC becomes a Jedi Master they can take on a Padawan (another PC within Sparks) or continue training a previous Padawan that has become a Jedi Knight (still considered the Master's 'Padawan').
1) Once a PC Jedi Master takes on a Padawan that Padawan receives a 50% discount on the cost of learning (10cp) and advancing (single cost) Force skills (Control, Sense, and Alter) up to the 5D skill level. The PC Jedi Master must initial the Padawan's update sheet for learning and/or increasing a Force Skill.
2) The Padawan must be in the module/event to "start" learning Control, Sense, Alter, but need not play the remaining 3 modules/events with the PC Jedi Master to complete the training (i.e. they have to be there to start).
3) The Padawan and the Jedi Master may learn powers and skills from seminars and interactives normally. As the "PC or NPC" teaching is only a roleplaying aspect at that time.
4) Mechanically the Padawan may learn powers from other sources as there is no set restriction on additional sources of information. The only limitation is based on the Padawan /Jedi Master interaction. Is the Jedi Master allowing it?
5) Which powers learned are decided by the Jedi Master as they are the ones teaching (for NPC Jedi Masters a training path is developed by the controlling gamemaster for that NPC.) PC Jedi Masters must sign off on the Padawan's update sheet when starting to learn a power from the PC Master.
6) The Padawan may learn powers from the Jedi Master while the Jedi Master is not in the module. For a PC Jedi Master this creates a backlog of a number of events the Jedi Master must play before they can teach anyone or learn anything (excludes Seminar and Interactive training slots). As a rule of thumb, it has been advised not to backlog more than 8 modules (i.e. the Padawan learns 2 powers across 8 events. The Jedi Master is now backlogged 8 events and must play those before they can learn or teach again). The time teaching is assumed to be between adventures. For an NPC Jedi Master there is no backlogging. The Padawan may learn powers from the Jedi Master during any module as the Jedi Master can’t "play" modules, but the time spent is assumed to be between adventures. PC Jedi Masters must sign off on the Padawan's update sheet when starting to learn a power from the PC Master.
7) The PC Jedi Master may also write a personal initiative for their Padawan if they are physically unable to be present. Going on this Personal Initiative would allow the Padawan to raise their Force skills once during that Personal Initiative as if the PC Jedi Master was present.
B. Cryshok Brotherhood: No longer a player character option.
C. The Way of the Tyia:
Background:
The Tyia is an example of an alternate way of knowing the Force. Tyia teaches that individual introspection is the way to learn the true way of the universe. Students are taught to control their own personal Force (called “Tyia”) through meditation and ceremony. Because of the unique way in which the Tyia studies the Force, there are some special rules regarding its use:
- A Tyia student learning Control at 1D automatically learns Hibernation Trance and Emptiness (which is Easy difficulty for Tyia). The character learns an additional three control powers.
- All Alter powers have their difficulty increased by one level.
- All powers have a minimum time to use of one minute.
Requirements to Join the Way of the Tyia:
1) The PC must be Force-sensitive.
2) The PC must find a Tyia teacher to train them.
D. The Path of Aerpier
Background:
Before the Jedi and before the Sith, there was Aerpier (Pronounced ape-pier). He gathered together Disciples, some that followed paths of Light and some that followed paths of Darkness. Several of these Disciples took their Path of Aerpier teachings and introduced their own philosophies which ended up becoming the foundation for many of the other Force paths that we see today. Only the original Disciples that were taught directly by Aerpier followed a True Path of Aerpier. Any later Disciple passing along the teachings naturally introduced small hints of bias based on their personal philosophies. Many found it challenging to teach some the Dark path if they were a follower of Light, but this is one of the tenants of Aerpier. The Light cannot exist without the Darkness and vice versa. It is not your calling to purge the other, but to coexist. Often there will be conflict, but you must recognize when they are following their path that you do not need to block them, but to simply follow your own path.
Again, finding a Master of this path to instruct you in the ways of becoming an Adept (Padawan) and progressing to Disciple (Knight) and possibly even becoming a Master yourself is extremely difficult. There are some branches of the path of Aerpier that still exist, but again you must sometimes look past your own teacher to focus on the true nature of the Path of Aerpier.
Requirements to Become a Disciple of Aerpier:
1) The PC must be Force-sensitive.
2) The PC must strive to follow the Aerpier Code.
3) The PC must begin as an Adept (requires seeking out a dedicated master) and when able they can take the Aerpier trials and become a Disciple of Aerpier.
The Aerpier Code:
One of the first things that a Disciple must learn is Aerpier’s code; this philosophy lays the groundwork for the mastery of the use of the Force for Disciples of Aerpier.
Emotion and Serenity,
The Heart of the Disciple
Harmony and Chaos,
The State of Being
Strength and Knowledge,
The Power of the Force
All are intertwined
They are One, We are One.
Requirements to take the Aerpier trials:
In order to become a Disciple of Aerpier an Adept must take and pass the Aerpier trials. It is important to note that there are no game numbers listed as requirements. When you as a player think you are ready, you should seek out your trainer. Also note that this is no easy task. With the Force Hunt and Purge the requirements imposed by trainers are more stringent and difficult.
1) Seek out a dedicated Master of Aerpier and become their Adept
2) The PC must request a judge to be appointed with player input by the Council of Elders to run them through the Aerpier Disciple trials.
3) The selected trial judge will run the personal initiatives for the player. The first (and possibly more) of these PIs will be to find a suitable Trainer and become an Adept. During these personal initiatives the judge will review character specific requirements with the PC for starting the Aerpier Disciple trials. Once these character specific requirements are met, the PC and judge can run the Aerpier Disciple trials as Seminar, Shore Leave, or Interactive personal initiatives. The judge and the player can determine whether they prefer to run the trials, after a Master has been approved as a standard PI, as Small PIs during approved events with standard time limits and no guarantee of completing a specific segment session of the trials or as a Special PI as ‘off time’ which allows for unlimited time limit to cover a specific segment session (pass or fail) with no option of running any other PI associated with (during or off time) the approved event. It is up to the judge and the player to determine which option works best for their availability and participation. The trials cannot alternate methods once specified (i.e. you run one event as Small PIs to accomplish other things and then as a Special off time event at later event to guarantee focused time).
Requirements of becoming a Master of Aerpier:
In order to become a Master of Aerpier a Disciple of Aerpier must take and pass the Aerpier Master trials.
1) The PC must be a Disciple of Aerpier (have passed the Aerpier Disciple trials).
2) The PC must request a judge to be appointed with player input by the Council of Elders to run them through the Master of Aerpier trials.
3) The selected trial judge will run the personal initiatives for the player. The first (and possibly more) of these PIs will be to find a suitable Trainer. During these personal initiatives the judge will review character specific requirements with the PC for starting the Master of Aerpier trials. Once these character specific requirements are met, the PC and judge can run the Master of Aerpier trials as Seminar, Shore Leave, or Interactive personal initiatives. The judge and the player can determine whether they prefer to run the trials, after a Master has been approved as a standard PI, as Small PIs during approved events with standard time limits and no guarantee of completing a specific segment session of the trials or as a Special PI as ‘off time’ which allows for unlimited time limit to cover a specific segment session (pass or fail) with no option of running any other PI associated with (during or off time) the approved event. It is up to the judge and the player to determine which option works best for their availability and participation. The trials cannot alternate methods once specified (i.e. you run one event as Small PIs to accomplish other things and then as a Special off time event at later event to guarantee focused time).
Also once a character attains the level of Master of Aerpier gamemasters are not required to give them Dark Side Point warnings for their actions.
Advantages of becoming a Master of Aerpier:
Once a PC becomes a Master of Aerpier they can take on an Adept (another PC within Sparks).
1) Once a PC Master of Aerpier takes on an Adept that Adept receives a 50% discount on the cost of learning (10cp) and advancing (single cost) Force skills (Control, Sense, and Alter) up to the 5D skill level. The PC Master of Aerpier must initial the Adept's update sheet for learning and/or increasing a Force Skill.
2) The Adept must be in the module/event to "start" learning Control, Sense, Alter, but need not play the remaining 3 modules/events with the PC Master of Aerpier to complete the training (i.e. they have to be there to start).
3) The Adept and the Master of Aerpier may learn powers and skills from seminars and interactives normally. As the "PC or NPC" teaching is only a roleplaying aspect at that time.
4) Mechanically the Adept may learn powers from other sources as there is no set restriction on additional sources of information. The only limitation is based on the Adept / Master of Aerpier interaction. Is the Master of Aerpier allowing it?
5) Which powers learned are decided by the Master of Aerpier as they are the ones teaching (for NPC Masters of Aerpier a training path is developed by the controlling gamemaster for that NPC) PC Masters of Aerpier must sign off on the Adept’s update sheet when starting to learn a power from the PC Master of Aerpier.
6) The Adept may learn powers from the Master of Aerpier while the Master of Aerpier is not in the module. For a PC Master of Aerpier this creates a backlog of a number of events the Master of Aerpier must play before they can teach anyone or learn anything (excludes Seminar and Interactive training slots). As a rule of thumb, it has been advised not to backlog more than 8 modules (i.e. the Adept learns 2 powers across 8 events. The Master of Aerpier is now backlogged 8 events and must play those before they can learn or teach again). The time teaching is assumed to be between adventures. For an NPC Master of Aerpier there is no backlogging. The Adept may learn powers from the Master of Aerpier during any module as the Master of Aerpier can’t "play" modules, but the time spent is assumed to be between adventures.
7) The PC Master of Aerpier may also write a personal initiative for their Adept if they are physically unable to be present. Going on this Personal Initiative would allow the Adept to raise their Force skills once during that Personal Initiative as if the PC Master of Aerpier was present.
8.) Holocron Creation: Extensive research is required to find all of the information needed to create a holocron. Some of this information is ‘lost’ to the ages, while other tidbits are hidden away and most likely forgotten about completely. The character needs to use a lot of Personal Initiative time to learn all of the creation requirements.
Timing and Preparation Requirements –
- It requires 10 Personal Initiatives worth of time for research and location of holocron creation knowledge to know how to construct a holocron.
- Information found in events (Modules, Seminars, Interactives, Missions, etc.) can be utilized to reduce the number of Personal Initiatives required to find the knowledge to construct holocrons.
- It requires 1 Personal Initiative to construct the holocron hardware (includes gather pieces if needed).
- It requires 1 Personal Initiative to Imprint the gatekeeper persona and information onto the holocron (record the imprinted statistics at this time). The difficulties for some or all of the Force skill (Control, Sense, and Alter) rolls for the Imprinting step should take into account the Force Proximity difficulty chart to account for the ranged update discussed below at the time of the character death.
- The holocron activates upon the death of the character through a Force transference.
- It requires 1 Personal Initiative to update the Imprint of the gatekeeper persona and information onto the holocron (record the new imprinted statistics at this time).
- At the time of the character’s death during the Force transference if the current character stats or powers differ from the imprinted stats, the character can immediately attempt to update the Imprint of the gatekeeper persona and information onto the holocron by making all of the required Imprint difficulty rolls at current stat requirements. If the character succeeds, the Imprint is successful, and the new statistics are recorded. If the character fails, then the Imprint is not updated and the holocron is activated with the previously recorded statistics.
- Required Difficulties for Holocron Construction and Persona Imprinting –
- Computer Programming roll:
- Difficulty check: Base 5 +1 pip per each attribute pip of the player character (i.e. 18D in attributes is 59 {5+54}. This is building the matrix to hold your persona. The more complex or experienced your persona, the more difficult it is. As a Computer Programming (not Repair) roll the advanced skill (A) Software Engineering would be applicable to the roll (not (A) Computer Engineering).
- This roll can be done by some other character besides the character that is interjecting their persona into the device, but this does not apply any synergy bonus to the Communication roll.
- If this roll is done by the character that is interjecting their persona into the device, apply a synergy bonus of +1 to the Communication roll for every 10 points above the total difficulty for the Computer Programming roll.
- This is a separate roll for each persona that will be added (see Extra Personas below for details).
- Communication roll:
- This roll must be done by the character that is interjecting their persona into the device.
- If the Computer Programming roll was done by the character that is interjecting their persona into the device, apply a synergy bonus of +1 to the Communication roll for every 10 points above the total difficulty for the Computer Programming roll.
- Difficulty check: varies based on interactive options and limitations creator desires; difficulties get easier when determining interactivity with Force users.
- Fully Interactive with Anyone (no limitations): Heroic +10 (40)
- Interactive with Any Force-sensitive: Heroic (30)
- Interactive with Any Force user: Very Difficult (25)
- Interactive with Only Light or Dark Force user: Difficult (20) – must match creator or add +20 to this difficulty
- Interactive with Force user of sufficient skill rating: Difficult + 1 per 1D Control, Sense, or Alter required (20+X)
- Interactive with Only Light or Dark Force user of sufficient skill rating: Heroic + 1 per 1D Control, Sense, or Alter required (30+X) – must match creator or add +20 to this difficulty
- This is a separate roll for each persona that will be added (see Extra Persona below for details).
- Control, Sense, and Alter rolls:
- Control Difficulty check: Base 10 + 1 for each power included with Control as any aspect
- Sense Difficulty check: Base 10 + 1 for each power included with Sense as any aspect
- Alter Difficulty check: Base 10 + 1 for each power included with Alter as any aspect
- For each of these rolls the character interjecting their persona must account for all Force powers known as part of the difficulty roll. They cannot selectively leave out a power (portion of their persona) to lower the difficulty check roll.
- Even though the character interjecting their persona must account for all Force powers known as part of the difficulty roll this does not force the character/persona to be willing to teach all of the powers or knowledge they possess. This is a roleplay effect that the character can determine and list with the holocron in as much or little detail as they desire what the holocron will teach or pass along. The character can set training limits (only train up to 2D in Force skills), set a specific order of Force powers to be learned, etc. This should be determined when the holocron is created.
- The Control Sense and Alter difficulty check rolls are the ones that must be rerolled for any persona update at any later time, or upon the characters death. If the update roll is failed, the holocron defaults to the previous listing of the persona that succeeded. Note that this does not allow new personas to be interjected but will allow any existing personas to be updated at different times (upon their death, etc.).
- Extra Personas:
- All personas to be added to any holocron must all be done at the same time during the original construction of the holocron (single group PI, etc.). The knowledge of adding personas at some later date is considered ‘lost’ and is not available in any of the holocron creation research.
- Each extra character attempting to add their persona to a holocron has to make each of the creation rolls as per the approved rules. Note that the difficulties will change based on each persona’s attributes, desired interactivity, Force powers known, etc.
- The difficulty for all of the creation rolls as listed by the difficulties increases for all of the characters by +5 for each persona beyond the first (i.e. 4 characters adding personas increases all of the creation rolls by +15 for all of the characters adding their persona to the holocron).
- Each individual persona ‘activates’ when that individual character dies.
- Addendum to Holocron creation rules
- A minimum of 5 of the required Personal Initiatives are considered personal development and MUST be accomplished by the individual character learning how to make holocrons.
- If utilizing a Holocube or Force imbued knowledge source that the character can access to substitute for one of the 10 required Personal Initiatives, a maximum of 5 of the required steps can be learned without utilizing a Personal Initiative.
- If utilizing written text, then it requires a Personal Initiative to study and understand the text with a Scholar difficulty of 20 + 5 per additional Personal Initiative worth of information to learn (eliminate PI) to a maximum of 5 of the required steps (i.e. to learn 2 PIs worth of information requires 1 PI and a Scholar 25 check; to learn 5 PIs worth of information requires 1 PI and a Scholar 40 check). The player must state the target number of Personal Initiatives to eliminate (up to the limit of the specific source and a maximum of 5) before the roll is made. This Scholar Personal Initiative can be repeated multiple times up to eliminating the maximum of 5 Personal Initiatives.
- If the author of the written text is available for consult, they can assist the learner. The author (teacher) with a Profession: Teaching or Scholar difficulty of 15 they can reduce the learner’s Scholar difficulty to 10 + 5 per additional Personal Initiative worth of information to learn (eliminate PI) as outlined above. This does not require a Personal Initiative on the author’s or teacher’s behalf (PC or NPC), but they must be ‘available’ in game to consult Face to Face.





