Force Rage
EnergyDark- Cost
- 2 FP
- Activation
- Bonus Action
- Range
- Self
- Recommended Lv
- Lv 5+
Effect
As a Bonus Action, you give yourself over to the dark tide of your own anger. For the next 3 rounds you gain temporary hit points equal to your level, deal an extra 1d6 damage on melee attacks, and have advantage on Strength checks and Strength saving throws. The fury also clouds you: you have disadvantage on Wisdom and Intelligence checks, and you cannot cast Mind or Sense powers while it lasts. Reaching for rage like this is a step toward the dark side, and the GM will take note.
At the Table
A Zabrak warrior, bloodied and one hit from dropping, spends a Bonus Action and 2 FP to give in to the dark tide. He gains temporary hit points equal to his level, and his next vibroblade swing lands with an extra 1d6 of fury. For the next 3 rounds he carves through the squad with advantage on Strength checks, but the table notices he can no longer reach for his Sense powers to find the sniper on the ridge, and his player rolls Wisdom and Intelligence checks at disadvantage. The GM quietly jots a note: that rage left a mark on his soul.
In the Lore
In the classic Control, Sense, and Alter disciplines, channeling the Force through raw anger is a hallmark of the dark side, and Force Rage in particular is an iconic Sith and dark-Jedi technique in Star Wars Legends. It was strongly associated with the Sith of the Old Republic and appears in games like Knights of the Old Republic and The Old Republic as a power that floods the user with savage strength and resilience at the cost of clarity. Drawing on passion and fury to fuel power is the very heart of the Sith philosophy, the inverse of the Jedi's emphasis on serenity, and giving in to it is the first slip down the path Anakin Skywalker walked toward Darth Vader. Wielders trade discipline for ferocity, which is why the strongest Force users treat rage as a weapon that wounds the one who draws it.