The Force

Force Modifiers
A character's Force modifier has no one ability score absolutely tied	to it, but is rather dependent on Wisdom(light side) or	Charisma(dark side). The player decides which one the character	uses, though the GM can adjudicate based on the situation. Dark side	powers always run off of charisma, while a dark side user trying to	accomplish something contrary to their true desires may have to use wisdom.

The Force modifier is used to determine the effects and save DC's of many force powers and talents. It also decides how large a character's force pool is.

Force Pool
A character's force pool is the reserve of force potential that the character can access to use force abilities. While all living things have a connection to the force and therefore some potential, most beings do not have a strong enough connection or the training to consciously access their inner potential and use force powers. The size of your force pool is determined by your class and level, along with your Force Modifier, and is expressed as force points.

These points can be spent activating force powers and talents to achieve a wide variety of effects. Some powers and talents do not require spending a point to activate them, however you do still have to have at least one point remaining in your pool to use the power. If you run out of force points completely, you are tapped out and cannot safely use the force until you regain force points. If the GM allows, you may be able to use 1 more force point by becoming fatigued, or two for exhausted

There are a couple ways to regain force points. The simplest is to rest for 8 hours, which completely refills your force pool. The other is to stop and meditate to try and reconnect with the force and regain points. By spending an hour in quiet reflection(or other personal activity that helps them connect to the force), the force user can attempt a concentration check(DC 10+ character level). On a successful check, the force user regains a number of force points equal to their level. This cannot grant the force user more points than their normal force pool.

Force Powers and Talents
Force abilities come in two types, powers which are inherent to the practice of one aspect of the force and talents which are learned through study and experimentation. These abilities are also divided into three aspects of the force. To take or use a talent, you must first have access to its parent aspect.

To activate a force ability, you must do several things. First, you must have access to the talent or power by having chosen it at some point when your character had access to a new talent. Second, you must have the appropriate action available to the character for the desired use of the force ability. Third, you must pay the amount of force points from your pool to achieve the desired result. The maximum amount of points a character may spend when activating a force ability is equal to their Force Modifier.

Using a force power is usually pretty flashy, and it is only a DC 10 Perception check to notice someone activating a force ability. Also, if you take damage while using a force ability, your must make a concentration check against DC 10+damage dealt or the ability fails and any force points spent are lost.

Concentration
Using the force requires focus, and distractions can cause many force abilities to fail. To determine this, the force user may have to roll a Concentration check to see if what they are trying to do fails or not. Concentration is equal to the character's force user level+ their Force Modifier.


 * Based on Spheres of Power
 * Saving throws: If a force power allows for a saving	throw, the DC is equal to 10 +1/2 force level +Force modifier.

Design note: Only basic force powers(without prerequisites) should have a zero-point use. Also, create more power trees?


 * Basic powers: Can be used without expending a force point, or magnified with force points.


 * Talents can provide new powers, or expand on existing	ones.
 * Talents may adjust the casting time or Force point cost	of the original power.
 * Talent's effects may be level dependent. This is your	Force user level, or the sum total of all levels the character has	in a class that grants force talents.

Force Feats
List of Force feats

Destiny points
Optional system to replace old force points. How to use Destiny.

Alter
Alter is the aspect of the force that most are familiar with, as it uses the force to effect change in the world around it.

Feats: Compassion?

Alter Power

 * Lifting Rocks: Move an inanimate object up to ten pounds per level up to 30 ft away as a standard action. By spending a full round action, you can move objects up to 50 lbs per level. Spending a Force point further doubles the carrying capacity or allows the character to make attacks with them. To hit with an thrown object, the force user must make a ranged attack roll, with a range increment of 10 ft. Consult the table to see how much damage the object does. If the object is medium size or larger, the target must instead make a Reflex saving throw, taking half damage on a successful save.


 * Force Sensitive: As a full round action, you may move an object of 1 lb per level.

List of Alter Talents
Telekinesis and stuff.

Control
Control is about focusing the force inward on its user and convincing the meat to be more than what raw physicality says it is.

Feats: Attuned?

Control power

 * Master of Body and Mind: As a move action, you can enter a state of mental focus that grants a +1 on all saving throws for one round per level. Spending a Force point increases the	duration to 10 minutes per level. By spending a full round in meditation before using this power, the bonus added to your saving throws becomes equal to your Force modifier.
 * Force Sensitive: Spending a full round to focus grants you a +1 on one save type of your choice for 1 round per level.

List of Control Talents
Better, stronger, faster.

Sense
The sense aspect of the force is about realizing the nature of things, to detect what is and isn't.

Feats: Force Stealth?

Sense Powers

 * Instincts: As a reaction, you can add +2 to an	initiative roll. By spending a Force point, you can act in a	surprise round in which you otherwise could not.


 * By spending a standard action focusing, you can	sense the presence and mood of nearby creatures. You may make a single Perception or Sense Motive skill check within the next 10 minutes with a +4 bonus.
 * Force Sensitive: If you spend a full round focusing on a creature you can see, you can choose to add(after rolling, but before a result is declared) a +4 on one Sense Motive check against them within the next ten minutes.

List of Sense Talents
What do your jedi eyes see?