The Force System
The Force is the energy field that binds the galaxy. In SWURPG, only certain classes and species access it — through Force Points (the resource that fuels powers), Force Training (the trait that grants known powers), and a Force DC tied to your Wisdom and proficiency.
Force Points
Force Points are the resource that powers Force abilities.
Force Points = (Wisdom Modifier × 2) + Character Level + Proficiency Bonus
Force Point Recovery
| Rest Type | Recovery Amount |
|---|---|
| Short Rest | One-third of total Force Points (rounded up, min. 1). |
| Long Rest | All Force Points restored. |
Force Training
A character who gains the Force Training trait learns a number of Force Powers equal to 1 + Wisdom modifier (minimum 1). A character with a negative Wisdom modifier still learns 1 power — a negative modifier never reduces the number of powers known below 1. This represents their initial attunement to the Force.
Force Training Rules
- The character must meet each power's listed prerequisites.
- The same power cannot be selected twice.
- Known powers are persistent — no daily preparation is required.
- Additional Force Training selections may be gained through level advancement or class traits.
Force-Using Classes
The Force-sensitive classes:
- Base classes (start here at level 1): Jedi Padawan, Force Adept.
- Jedi specializations (level 3+): Jedi Guardian, Jedi Sentinel, Jedi Consular, Jedi Pathfinder.
- Force Adept specializations (level 3+): Force Warrior, Force Mystic.
Other classes may gain limited Force access through story events, class traits, or GM approval.
Force Power Categories
| Category | Description |
|---|---|
| Energy Powers | Direct damage and destructive Force projection. |
| Kinetic Powers | Movement manipulation — pushes, pulls, telekinesis, throws. |
| Mind Powers | Mental influence, illusions, emotion manipulation. |
| Sense Powers | Awareness, perception, foresight, and reading intent. |
| Lightsaber Form Powers | Combat stances that enhance attacks, defense, or mobility. |
Force DC
When a Force power requires a saving throw, the target rolls against the user's Force DC.
Force DC = 8 + Proficiency Bonus + Wisdom modifier
Mind Trick has no effect on droids. Droids are immune to the Charmed condition (per the Droids rules), and Mind Trick relies on Charm to take hold — droids automatically succeed on the save. This matches canon (Obi-Wan to TC-14: "These aren't the droids you're looking for" fails; droids are unaffected by Mind Trick across the films and TV).
Concentration
Some Force powers require concentration to maintain their effect.
- A character can only concentrate on one power at a time. Starting a new concentration power immediately ends the previous one.
- When a concentrating character takes damage, they must make a Constitution saving throw. The DC equals 10 or half the damage taken, whichever is higher. On a failure, concentration breaks and the power ends.
- Concentration also breaks if the character becomes Incapacitated or chooses to end it voluntarily.
Force Power Resolution
Force powers use one of two resolution methods depending on the power:
- Use the Force skill check vs. a GM-set DC.
- Saving throw — the target rolls Wisdom, Dexterity, or Constitution against the user's Force DC.
Most Force powers cost an Action. Some cost a Bonus Action or Reaction as noted in their description.
Telekinesis & Resistance
Telekinetic powers — Move Object, and the forced movement in Force Wave, Whirlwind, Maelstrom, Choke, and Crush — all work on the same principle: the Force pushes, pulls, lifts, or grips, and the only question is how hard the target is to move. They are not split into "object powers" and "creature powers."
- Creatures resist with a Strength saving throw against your Force DC, bracing against the force. (A GM may call for a Wisdom save instead against effects that grip and hold.) A larger or stronger creature resists better because it has the Strength to. The target is affected only if it fails.
- Objects don't save. To lift or move an unattended object, make a Use the Force check (d20 + Wisdom modifier + Proficiency Bonus) against a DC set by its size:
| Object size | Lift / move DC |
|---|---|
| Tiny / Small (blaster, datapad, rock) | 10 |
| Medium (a person, a footlocker) | 15 |
| Large (swoop bike, heavy crate) | 20 |
| Huge (landspeeder, small vehicle) | 25 |
| Gargantuan (a starfighter) | 30 |
| Colossal (a building section, an AT-AT) | 35 |
- There is no level cap. A low-level character strong in the Force can heave a heavy object on a good roll; spending extra Force Points (a power's Force Surge) adds to the check, letting you exert harder to clear a tougher DC.
- Range of a telekinetic effect is (Proficiency Bonus + Wisdom modifier) × 5 ft unless the power says otherwise.
- Hurling a lifted object at a target deals damage by the object's size — see Improvised, Thrown & Falling Objects.
- Anchoring and the situation are the GM's call. A bolted, rooted, or strongly held object raises the DC or calls for a contest against whatever holds it. The table is a baseline; the GM has the final word on edge cases — unusual materials, environment, and creative uses.
Force Surge
Some Force powers may be amplified at cast time by spending additional Force Points beyond the power's base cost. Each Surge-eligible power lists one or two scaling vectors — reach, duration, target count, area, or a special rider — and the player allocates extra FP at the moment of casting to enhance one of those vectors.
Force Surge is an optional rule. Tables that prefer the flat-cost baseline can ignore it entirely; the catalog still works without it.
Core rule:
- A Force user may spend up to +3 additional Force Points on a single cast, on top of the power's base FP cost.
- Each Surge-eligible power's catalog page lists what each +FP tier does. Effects are cumulative — +2 FP includes the +1 FP benefit, and so on.
- Surge and class-trait FP-burns are mutually exclusive on a single cast. If a class trait says "spend N extra FP to enhance this cast" (e.g. Force Warrior's Kinetic Ripple), you cannot also Surge the underlying power. The trait IS the Surge for that cast.
- Surge does NOT change the action economy. The cast still costs whatever action type the base power specifies (Action / Bonus Action / Reaction).
Eligibility:
- Surge-eligible powers carry a "Force Surge" callout on their catalog page. The pilot rollout covers three powers (Move Object, Mind Trick, Force Barrier); more may be added as playtest feedback comes in.
- Not Surge-eligible: any Force power without a Surge callout — typically high-tier powers (Lv 10+), Lightsaber Form powers, and powers that already scale on a different axis (e.g. Force Healing scales with Proficiency Bonus by default; Vital Transfer scales with the HP you choose to sacrifice).
Common Surge patterns:
- Reach & exertion (Move Object): each extra FP adds your
WIS modifierto the Use the Force check (to lift a heavier object) and extends reach and push/pull distance byWIS modifier × 5 ft. How far a target is driven depends on how much reach you spend AND its position — a target close to you is pushed far; one at the edge of reach barely moves. - Save at disadvantage: most Surge tiers cause the target's saving throw to be rolled at disadvantage, making the Surged effect more reliable in addition to bigger.
- Tier-3 rider effects: the +3 FP tier typically unlocks a qualitatively different effect — a cone conversion on Push, a Bonus Action melee attack rider on Pull, +2 rounds + +1 target on Mind Trick, or a width/duration max on Barrier.
Worked example — Move Object (Push mode) at +2 FP, Lv 5 caster (PB +3, WIS +4):
- Base reach (PB+WIS)×5 = 35 ft. With +2 FP: reach = 35 + (2 × 4 × 5) = 75 ft, and the target's Strength save is at disadvantage.
- A foe stands 15 ft away with a wall 25 ft behind it. It fails its Strength save → it's driven back until the wall stops it (about 15 ft of actual push) and knocked Prone.
- Slamming into the wall, it takes impact damage at the GM's call — treat it as a fall for that distance, or use the Improvised, Thrown & Falling Objects guidance.
- On a successful save, the foe holds its ground: no forced movement, not Prone.
Light Side and Dark Side
SWURPG does not use an alignment score. A character's relationship with the light or dark side is expressed through narrative choices and the powers they select. NPC reactions and story consequences are determined by the GM based on observable Force usage patterns.
Each power in the catalog carries a Light / Dark / Universal tag. This is a descriptive label of how the power is typically used — nothing more. It has no mechanical effect: it does not gate who can learn the power, change how it works, or feed any kind of alignment score. It's there to help you browse the catalog and to flag the powers a Jedi might think twice about reaching for.
Falling to the dark side
There is no Sith class in SWURPG — and that's deliberate. A Force user's slide toward the dark side is a GM call, made from the story, not a mechanical trigger you opt into: it happens through the choices a character makes at the table — the powers they reach for, the lines they cross, the bargains they justify.
Once the GM decides a character has truly fallen, they step off the standard Jedi tradition tracks. From that point the GM carves a custom progression — granting dark-side-themed traits as the character levels, in place of the Jedi subclass traits they would otherwise gain. Every fallen character ends up bespoke: a fallen Guardian plays nothing like a fallen Consular. Treat the existing Jedi subclass traits as a palette to reskin and twist, not a track to follow.
See the Force Powers Catalog for every power's costs, ranges, effects, and prerequisites — filterable by category (Energy, Kinetic, Mind, Sense, Lightsaber Form). New to the blade arts? The Lightsaber Forms guide walks through all seven classic forms — Shii-Cho to Vaapad — and how each one plays. And for the two philosophies that pull the Force in opposite directions, read the Jedi Code and the Sith Code line by line. Curious what the blade colors mean? The Lightsaber Colors guide covers every hue and the kyber crystals behind them.